Ludum Dare 49 October 1–4, 2021

Results are in, i am very satisfied with it :)

First thank you all vor your voting.

So that is my result and i am really satisfied with it.

ld49res.PNG

I think its my best result for graphics so far and also satisfied with fun and overall ratings (as they are pretty good).

Also had a look into the winner section (and hopefully someday i will made it too there :joy: ) - you all had made a great job and noticed i missed some of the greatest games here.

So i might play them now ;)

Yeaaaaah

Shoved Divinity has reached the top 100 and is 9th in humor! I'm so happy right now! It was so much fun to make this game while streaming, and I'm glad you had fun playing it! Thank you for all the kind comments! banner.png Result.PNG

A pleasant surprise

Screenshotem20211022/em131841.jpg

Didn't really see this coming - top 100, and even top 15 in Innovation, so thanks to everyone who played my game! I didn't do very well in graphics, audio and mood, but it's expected since I have zero art background (I literally didn't know vector graphics existed until someone told me about it during the rating period.)

I will seriously consider turning this into a mobile game, so I would appreciate any suggestions you guys might have. Right now I am considering having 3 modes for the game: - Classic: the game as it is right now - Limitless: Same as Classic, but without the 49 upper limit (so you have to restart the game yourself if you sense that it has entered the infinite loop) - Longest cycle: your score is not the highest number you have reached, but the maximum, finite number of iterations you have achieved in a cycle

Also, I would appreciate some help from those who have experience in the art department on how I could improve the look of the game e.g. how to work with vector graphics in Unity (or should I even be doing that?). Because right now the main issue I see is that my sprites are pixelated, so I want to know how that can be handled.

My Final Results (Warning: STUPID LONG!)

Believe it or not, my game didn't place top 15! :'(

But I don't really care about that! What I was more interested in was how this entry compared to my last. So here's the results of my previous Ludum Dare #40 entry: Shape Invasion ShapeRating.png

And here's the results from my entry for this Ludum Dare: The Landscape Hates You!

LandScape Rating.png

Overall ranked 113 places higher

Fun ranked 81 places higher

Innovation ranked 112 places higher

Theme ranked 207 places higher (highest high!)

Graphics ranked 201 places higher

Audio ranked 27 places lower

Humor ranked 147 places higher

And Mood ranked 129 places higher

Honestly, I was fully expecting my LD49 entry to rank lower than my previous entry; but I'm very glad that mostly isn't the case! I guess I'll now give my opinions on the improvements and deprovements:

FUN

How enjoyable a game is?

I can see how Landscape does better than Shape Invasion in this category. There's actual LEVELS in this game, allowing for a more unique experience than Shape Invasion's repetitive boring gameplay. And also how there's better interaction between the player and obstacles in Landscape.

INNOVATION

What it does different from the rest?

Well it sure is more unique than Shape Invasion's barrage of shapes that you gotta destroy. I didn't know how to use GameMaker: Studio's Box2D physics system, so I had to come up with something non-physics related. After typing up a handful of ideas for roughly an hour, I decided to go with this:

OriginalIdea.png

It hurt my soul a bit just going back to the footage I had recorded. Those recordings hold some real bad memories. It's seriously unlikely if I WANNA make a timelapse out of the development!

If you've played my entry, you can tell that some of these ideas didn't make it to the final game. Elemental blocks suggests particle effects, something I'm not too familiar with in GameMaker, so I decided to can that idea. Tower blocks and Exploding blocks didn't make their way in because that would just be annoying; though at the time I only thought this about the Tower blocks, it's only with hindsight that a block randomly exploding and hurting/killing the player would just be cheap.

You know what? Since I'm talking about my godawful experience making this entry, I may as well include my journal(?) that I wrote during the jam. It was originally my ideas document, but then it just became a devlog sort of. I'll have a .txt file here, but if you want to (for some reason), I'll include the original LibreOffice document, for those who care about when it was made (like yours truly):

.txt file: (with added note that are not in the .odt file!)

.odt file:

Uh, make sure you have the zoom at 100%! Just in case things look weird!

Shape Invasion was just a bunch of objects piling up, and you gotta destroy them or else the game ends! Oh my!

THEME

How adequate and unique is the theme implementation?

Is it just me, or is Innovation and Theme kinda the same thing? Well, anyways, this was the biggest improvement upon my previous entry, and that makes a lot of sense. The Landscape Hates You! has levels filled with blocks that behave erratically, and it's NOT just a bunch of physics objects piling up, making the game LAG because I didn't give a care about game management!

As stated above, I pretty much couldn't use GameMaker: Studio's physics engine, so I had to come up with a compromise. Whereas Clickteam Fusion's physics system was just a matter of importing the Physics object, and assigning physics behaviors to the objects that are to be affected by physics. I haven't dedicated any real time to learning how to use GameMaker's physics, and honestly I don't want to; at least, not right NOW, because I have a seriously bad taste in my mouth from participating in this compo.

GRAPHICS

How good does the game look? Or at least, how charming the programmer art is.

Yikes, I keep yapping on about my terrible experience with Ludum Dare #49, but it really CANNOT be understated how distraught I was. And graphics was where it reached it's absolute boiling point! I was legitimately CRYING from all the stress while animating the player character! I swear, even NOW, when I remark on this point of the development, god forbid, I still feel tears welling up. Though ironically, that isn't happening as I type this, but I DID feel a slight bit of tear-welling for a second.

In the roughly 4 years since a last participated in a Ludum Dare event, my artistic skills have gotten significantly better! And I certainly wanted to showcase that in my entry. In my return posts from before the jam started, I knew the first thing I should've done was to replace my profile picture.

This was my original picture:

badRonan.gif

Yeah, I couldn't draw at ALL back in 2017. But as my skills grew, and I returned to the site, I decided to replace that picture with a self-portrait:

myself.gif

I wish I could've made a drawing for the thumbnail of Landscape but I was rushing real hard to get this game out the door in time, and I'm not a big fan of the name I came up with in mere seconds before making the first of a couple builds before submitting. But I'm going a little off topic here; all I could show for my drawing skills is that I can do a MUCH better walking/running cycle than previously.

To compare, here's the walking animation in Shape Invasion: Jake.gif

And here's the running animation in The Landscape Hates You!: runno.gif

I mean, even the Landscape animation is a little awkward, but there isn't any shrinking proportions unlike the Shape animation.

I also had the idea of giving the block types different sprites to indicate what they are; but I then decided that it would be better if the player didn't know what the block they step on will do ahead of time. I'm not sure how the game would've changed had I taken the time to include different sprites, but I know for certain that the block types would've looked something like this that I made for an unrelated project a few months back:

sillyfaces.gif

Just in case you're interested, it was gonna be a puzzle game where these blocks would have to interact to reach some goal. It didn't really go anywhere.

Good lord, this has been going on for so long, and there's THREE other categories! I should make the rest of this post a little shorter!

AUDIO

Are the sound effects good? Does the music sound really good? Or is the sound design/voice overs very fitting/good/hilarious?

I absolutely DESPISE making music! Currently, I believe that a bad drawing is embarrassing for only a little bit; but a bad musical composition is torture for several times longer! Admittedly, I don't have very much experience with writing music, but I have a pretty hard time bringing myself to get past the starting phase of a track.

I think the music I made for Shape Invasion was absolutely horrific, yet it scored highest in the Audio category! Go figure. This time around, I simply didn't have time to make music; so my game could only have some sound effects. I elaborate on the 'boing' sound in the text files above, but the sound of Break blocks is just me going "KRKRKRKRCKRKKRCKKRKCKRKCRK" in the phone's microphone and editing it together in Audacity.

You know what? I'll add the full recordings in this post as well! So you can hear the sound effects that never were! There's extra boings!, a few jumps!, and me making weird demon noises as well! The second file is mostly me recording landing/footstep sounds that didn't make it into the final game, and that's were the 'jump' clips are. At the start of the 2nd recording, I even managed to make a perfect stapling sound with my mouth, unintentionally, of course! I didn't have much time to record these, only a few minutes really. So yeah, here's the recordings and sound files! I know you'll love this, @peace-of-cake-games!

There's just not that much going on in Landscape, so it makes complete sense that it would rank lower in this regard.

HUMOR

The funny stuff in a game. Whether it's witty dialogue, silly sounds, or just being amusing unintentionally.

Well, Landscape does have those 'boing' sounds, and Shape has witty dialogue. Thinking about it, I can kinda see how Landscape wins in this regard. Shape only has some witty dialogue at the start, while Landscape has those sound effects all around the game. It's surprising that in both of these entries, it was the part that I thought was the worst/didn't put all that much effort into that ranked highest overall!

MOOD

What's the feeling or vibe you get from the game?

It's shocking to see that LANDSCAPE managed to score higher! Probably the thing that I hate most about this entry is how BARREN it looks! I barely even got to show off my artistic ability! Though it's not like I'm a professional artist, absolutely not!

This one's a mystery to me.

OVERALL

How everything meshes together.

In all, I'm glad to see that this game is an improvement in ratings; though it still was nowhere NEAR worth all the mental torture it took to get here! It really sucks, because I don't even really feel like doing anything regarding game development after this! I do feel like I'd be better off forgetting this even happened. I'm still very grateful the game managed to escape the Danger Zone and get a rating, I really am. Really, the worst thing about all this is that I made all those return posts, and now I just kinda feel like leaving AGAIN!!! I am now SO glad that Ludum Dare happens only twice a year!

In November, we are going to be moving to a new house; it's not far from where we already live, so it won't be too bad. But I still am feeling a bit stressed out about it. I mentioned earlier that I briefly felt tears come to my eyes, but right now I'm definitely feeling their presence.

Ever since I was young, I felt worried about missing out on something forever. It's a real curse of mine that's been lingering inside me for over a decade. And Ludum Dare 50 is most definitely something I DO NOT WANNA MISS!! I know I've already missed a lot as is; but just in general, I am terrified of what the future has in store, and that does not just regard Ludum Dare 50.

So, if you actually bothered reading this far in: first of all, I'm sorry this post is so long. I have a tendency of wanting to give as many details as possible regarding a topic, and I just wanted to really get this out here, as it's been a while since my last real post here.

Secondly, I have just one question to ask you all before ending this post:

What was your most miserable/painful time during a Ludum Dare event (that you'd rather forget)?

I'd really like to know; though I realize that this is kind of a touchy subject. Though I will NOT guarantee that I'll see them immediately, I really want to relax a bit and just leave this Ludum Dare behind. And as always, you do not have to answer the question! But I'd be interested nonetheless.

Anyways, thanks for reading this, and have a good night, everyone!

The results are in!

My best placement was in the Mood category, ranking 259th. Weird. I totally thought Audio would be my highest rated. Whatever. I had a fun experience and that's what matters most. And thank you to the select few do did enjoy my game. :)

Gunsundheit! Post-Mortem (very long, some swears)

Looks like it’s Post-Mortem Dare season again! Prepare for the world’s longest post here, it’s up to 5 pages in Microsoft Word…

What went wrong:

I came into this jam unenthusiastic on a spur-of-the-moment “fuck it, may as well, I hate this semester and this might spark joy, I guess” type of vibe. I didn’t have nearly enough hype or creativity flowing through me since I missed all the theme slaughter stuff – that would have been great to do between classes, I’ve got a LOT of on-campus wait time this semester.

Then, we got the only theme I gave a downvote in the final round of theme voting… literally everything else was neutral or upvote, lol. That sucked for brainstorming, I really hate one-word themes. Much like everyone else with humorous minds, I started trying to think of horse-related games until I saw it was the popular interpretation from the funnyman side of the jammers; then I tried to really think outside of the box. Once I did come up with an idea, I spent way too long thinking about it and how I wanted to approach it, what I wanted it to look like. Because of my low proficiency in art, I was afraid to start sketching ideas, and I was afraid of designing the game “wrong”, ruining its potential. On the other hand, waiting until real late on the first day did give me a great “fuck it” sketch of our friend Gun Nose. But ultimately? I think I failed him. I don’t think I took the game in a compelling enough direction. It’s okay, it’s adequate, something you might put a little bit of time into at a waiting room as a throw-away time-waster you never come back to. But even then, although my ratings analysis says otherwise, I just don’t think my game was that fun and I don’t really understand why anyone said it was. Yet, I can’t argue that empirically, it was enjoyed more than my previous games… Very baffling.

Despite trying to veer away from previous gameplay designs I’ve done, wherein being accessible & mobile friendly = 2-button resource management/clicker, I think I’ve only really created a more complicated sort of clicker. A little bit more fun that trying to keep a meter full, so there’s more agency and a goal for the player, but still ultimately the same type of games I always design. Is it a fault of me as a designer, being unwilling to try classics like platformers and puzzles, or a fault of me as a person who cares about accessibility but struggles with the limitations of trying to make it available on all platforms + limited button controls? I’ve seen a proper accessibility features list passed around this year, and actually having a list of things I could do next time is intimidating to say the least, they all sound pretty hard to do simultaneously…

Also, I REALLY let myself down on the music. I just didn’t have the time or mental capacity to make a song that had the feeling I wanted; I wanted a song that was a bop but absolutely made you feel like you were about to sneeze but keep not sneezing. What I made was something… not entirely ear murder, but not great, either. It’s so bad it made me wish “Audio” was two separate categories; one for SFX and one for OST.

A lot of people didn’t seem to get that the title was a pun on “gun” + “gesundheit”, which is fair, because I think the fact America uses that as a loan word when people sneeze might not be common knowledge, and for those who it is common knowledge, I sure as hell didn’t know how to spell “gesundheit” before this jam, so the pun might have just read as the correct spelling of the word. Or, it just wasn’t that funny of a pun to them, which is fine.

What went right:

I managed to come up with a great idea and day one and steadily work through it on time, while multitasking spending time with my parents and helping the love of my life with coding his game AND even doing some last minute stuff at Uni on the final few hours before the deadline! That goal bar on top of the screen??? Did it at school on my phone so I could convert the game real quickly into a high score game! (Note to self, I need to add both LMMS & Ibis Paint to my “tools” credits…) The sound effects I made with my mouth noises and Audacity editing were GREAT. I love the police car tween animation I programmed in Godot, as well as the overall aesthetics of the game. I assumed everyone would think my generic critters were bunnies, but they were surprisingly generic after all! I didn’t expect to have succeeded on that front, it was a great time seeing what names everyone gave them. Cats, (teddy) bears, pedestrians, “the babies”, “squeakies”…

It was also fun seeing what lore various streamers would ask about; a lot of people thought that running past the critters is what raised the sneeze meter, which is funnily enough one of the mechanics I had originally considered. Contrasting to the last paragraph of “what went wrong”, a lot of people really did enjoy the pun and complimented it, although it was my partner’s pun to begin with. I probably would have just called the game “Gun Nose”, because really, how do you come up with the perfect title for a game like this within 72 hours???

What I learned:

It’s important to be motivated and enthusiastic for game jams, and also important to get enough sleep, and not be afraid to draw out sketches and little visual comic prototypes before development. Gun Nose could really have benefitted from having more thought put into his game, and I’m disappointed I wasn’t able to give him the game he deserves. I learned about a lot of built in things in Godot, and that it really is a lot better for me than Unity – I know for a fact that in Unity I’d have to code the “look at” function myself and probably the pixel-perfect rotation interpolation too… Godot does a lot of good for being able to rotate a single sprite in a mostly pleasing manner, even if official rotation sprites would most likely look better, but that involves calculating angles to I know when to change the sprite and that’s awful so absolutely not something I wanna do in a 48 to 72 hour jam. Ultimately, sometimes it’s the friends you make along the way – my dev logs made the team of the incredible Lovecrafting laugh while they made their game! And I really enjoyed just interacting with the feed people when I made that “going to the store, want anything” post mid-Jam.

Other:

Did you know the craters on the moon are actually the LIGHT spots, not the DARK spots?

Ratings Analysis

Rankings wise, I didn’t do quite so hot as my previous two entries for LD46 and LD43 – although I had the same humor rating at LD46, so there’s that. However, that just goes to show that the rankings are a fun, competitive comparison of yourself to other people in a localized point of time – what really matters are your actual star rating averages, so that you can compare public opinion of your games against your other games in the past or future.

As such, I will provide a comparison to my past entries for me to learn and grow from, per category, as well as my average ratings across my three Ludum Dare entries. Prepare for some copy-pasting to fuel my ~~laziness~~ efficiency:

Overall

This yeah, I got an average of 3.316 for overall, which is a roughly 3% improvement over LD46, and a roughly 13.5% improvement since LD43! Between the three games, my average is 3.1527.

I’ve always found it funny that “Overall” is a separate category of ratings rather than an average of all the other ratings, which feels like it would more accurately reflect certain entries compared to ones that are ranked at like #7000 Overall, #2 Fun or whatever crazy imbalances you’ve got.

Fun

This yeah, I got an average of 3.342 for overall, which is a roughly 17% improvement over LD46, and a roughly 22% improvement since LD43! Between the three games, my average is 2.981.

I’m a big fan of these numbers – I feel like that means my games are, in fact, getting better; although I personally think my LD46 entry was more fun. Maybe it’s because I didn’t hate the music, but I think it’s more to do that LD46 was a rapid-paced clicker that encouraged trying for high scores more, whereas Gunsundheit! is a more meandering game of being patient and having decent timing. It gives you, perhaps, too much time to stop and shoot the roses. (Note to self: Write that down, write that down! That’s a great sequel title!)

Innovation

This yeah, I got an average of 3.684 for overall, which is a roughly 36% improvement over LD46, and a roughly 19.5% improvement since LD43! Between the three games, my average is 3.1557.

Alongside Fun, I think Innovation is the category that shows my improvements as a game developer the most; and it also accurate reflects that my gameplay here was more innovative than my LD46 (which was a very simple clicker game since I was new to Godot) but only slightly more innovative than my first time LD entry.

Theme

This yeah, I got an average of 3.75 for overall, which is a roughly -10% decrease over LD46, and a roughly 16% improvement since LD43! Between the three games, my average is 3.721.

I feel like I don’t really agree here – I think I fit the theme quite well! However, I think my poor abilities as a game designer skewed the gameplay itself towards being too balanced (not something you usually hear), so I can understand how it’s worse than literally keeping your sourdough starter alive for Keep It Alive.

Graphics

This yeah, I got an average of 3.197 for overall, which is a roughly -14% decrease over LD46, and a roughly -12% decrease since LD43! Between the three games, my average is 3.5047.

It’s a bit of a big oof to see that the overall opinion on my art this time went down compared to both previous, however I get it! Art is not my strong suit, and I strayed from my usual clean pixels into something a bit more Humongous Entertainment-y; some weird minimalist almost-pixels.

Audio

This yeah, I got an average of 3.149 for overall, which is a roughly -1.6% decrease over LD46, and a roughly 8.5% improvement since LD43! Between the three games, my average is 3.084.

I absolutely understand my audio being worse than last time I participated, because the background music for this game SUCKED. But better than Pawspel Choir? Now that’s just sad, Pawspel Choir was pretty good for someone who’s still very new to music…

Humor

This yeah, I got an average of 4.026 for overall, which is a roughly 9% improvement over LD46, and a roughly 18.5% improvement since LD43! Between the three games, my average is 3.7077.

Excluding LD46, where my highest rating was Theme for some reason, Humor is on average my top category across all three games. I don’t really think I have anything to specifically improve on for humor – I think the problem is that my low abilities in art, game design, music, and writing make it more difficult for me to express my sense of humor to an audience in a way that actually tickles one’s fancy. Gun Nose had a lot of potentially to be a hilarious game if I’d taken it in a different direction, but as is I think it’s more of a 5-minute chuckle.

Mood

This yeah, I got an average of 3.276 for overall, which is a roughly 8.5% improvement over LD46, and a roughly 13.8% improvement since LD43! Between the three games, my average is 3.0583.

Mood’s a tricky category to both analyze and rate – it’s sort of the “everything else” category. A game might not be moody in the brooding edgy Batman sense, yet still rate highly due to good atmosphere. Or the atmosphere might be poor, but the storyline is heavy and well-told enough to get a high rating. So, I guess I’m improving, but by what metrics? Game world coherency? Overall aesthetics? Just general good vibes? Not too helpful of a category to learn from, but it is fun to look at.

The True Overall Rating

Not content with the existing “Overall” category, here’s my game’s actual average score across all the categories (including that pesky Overall): 3.4675

And across all my LD entries, it seems my average star rating as a developer is 3.295625. Harsh, but I feel that it’s accurate – there’s something the “winning” games have, that professional games have, that I just haven’t found out how to do in my games yet. Right now, I’m a 25 year old man?bird?human?person?bagel? who makes games that seem to be designed by a (very talented) 5-year-old, for (not as talented) 5-year-olds. Yet at the same time, even classic Humongous Entertainment and Jumpstart games are more compelling than my works on here. Sure, Gun Nose is a funny concept, but it’s no Freddi Fish or Putt-Putt or Pajama Sam, and those aren’t even the target audiences I’m going for! So, I’m still looking for that elusive “fun” factor in my games… Game design is hard, and none of my “intro to game design” classes have actually taught me anything about how to design a good game. Not impressed with my “AI, Computing & Robotics” comp-sci concentration at Uni, that’s for sure… Can’t wait to graduate next semester so I can actually focus on improving my game design skills by studying with the real experts: YouTube content creators!

Looking Forward – What’s Next for Me?

Based on my ratings analysis section, my ratings from worst to best for this game were {Audio, Graphics, Mood, Overall, Fun, Innovation, Theme, Humor}; and my worst-to-best ratings for all my LD games combined are {Fun, Mood, Audio, Overall, Innovation, Graphics, Humor, Theme}. These two listings, I feel, accurately portray how I feel about my games: I’m very funny, but all of my other skills are too weak to let my game ideas shine. Since “Audio” is my worst category this time and my top 3 worst categories across all three entries, I think learning how to write music is something I really need to focus on, possibly including lyrical songs as (spoilers) Flat Earth’s OST REALLY got to me… (/spoilers) After that, my plan is to deal with my artistic abilities followed by general game design, since general game design covers the “Mood, Overall, Innovation” ones and graphics and audio are important in being able to express and implement my game designs effectively. What good is a song to tell you that you beat the level if the song sounds like your grandma just died? Your character jumps for joy but it looks like he just stepped on a landmine? So, Audio -> Graphics -> Game Design is my To Do list this winter/upcoming summer post-graduation.

Overall, it was great remembering that making games actually is fun – University has a way of making me hate every single hobby I had before I enrolled. Never, ever take classes about thinks you enjoy. Stick to Business and Science classes. Fiction writing? Art? Game design? Get outta here. Graphic design? Maybe. It’s kind of pseudo-sciencey-businessy enough to be beneficial.

Good luck in LD50, everyone! Not sure I’ll be there while I work on my last semester, but I’ll be rooting for all of you!

Congrats! And a quick question :-)

Congratz everyone! I see that the results are in :smile: Our entry is in the top 100 for innovation, which is great! A personal goal of mine is to end up in the top 100 for one of the categories :slight_smile:

Quick question, how many games were submitted? Is there a way to find out? I would like to see how the scores are in relation to the whole bunch :innocent:

The most bizare game-dev related sh*t that ever happened to me

The results are in.

'Congrats' to those of you who are happy/satisfied, and 'don't worry' to those of you that are not.

So: my ratings are somewhere in the 2.0 - 3.5 range. I was starting to get used to higher scores, but I'm not too surprised considering the state the game was in on the release. I don't care too much either - last two LDs were enough to satisfy my ego.

But this, this I can not process:

I'm not exactly new to this: I've been coding and working on games on and off for my whole life.

I spent the last three weeks working on the post jam version - I had tons of ideas, mechanics and story wise - all seemingly trivial to implement and execute, and I figured I'd bring my vision to life in a three week crunch and release it for a few bucks.

The result? The game is in a worse state than the buggy nightmarish hell version I finished the jam with. No new assets and no new mechanics. I actually made several steps back trying to refactor the code while burning out completely. The combat doesn't work anymore, and neither do the shops or level transitions. Meanwhile my workout regime has fallen apart and is practically non-existent, and I can't move properly because of a very recent stiff neck addition to this cornucopia of fuckups. It's like some higher power decided I'm never going to release a complete game.

There's definitely a lesson to be learned around here somewhere, and I'll let yall know as soon as I figure out what it is.

In the meantime you can use this post in the never-ending fight against the survivorship bias.

Still... I'm glad to have been able to do this with you lot. Until next time.

Cheerio :tophat:

Shitty score system

How can be possible that none of the most scored games are at the top? I guess the best option to win is getting only 20 ratings. All people saying that your game is the best but then they rate you 1 star because they think you are going to win because you have more ratings, so the result is that unknown average games win. What do you think guys?

Scoring system seems biased to games played less

If the games are ranked based on averages, you have a better chance at getting a higher rank by getting just 20 votes, rather then getting a higher volume of votes. This also means that LD's rate + feedback system doesn't work too well, as having a higher amount of votes just increases your chances of having someone rate you lower as you are already receiving a lot of good votes. A much better ranking system would be to use all of the votes added up, as this would mean actually getting a higher volume of votes from rating other peoples games and being active would be rewarded rather than just hurting your chances to get a good rank. what are your thoughts on this?

1st for Humour?!?!!?!

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I'm amazed! My game was definitely humour oriented but I thought it was too niche to actually score well. Apparently British politics is more universal than I thought!!

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Thank you all for your plays and rates, and well done to everyone who finished a game.

Thanks for playing and sorry for all the jumpscares!

Turns out horror games are not very fun :D

I did get a good score in the mood category so thats something!

mood.png

It does make me think wheter having fun as a category on a horror game makes sense. Just like you can disable graphics & humor, maybe you should be able to disable fun. Or it could be changed to a different word.

Any thoughts?

Dreams really do come true

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Thank you so much to everybody who played and rated MIFFED. For the most part we at the Tamanegi Collective always try to make a funny and entertaining game since most of our team are amateurs not capable of highly polished professional work; we've been working towards top 10 humour for 2 years now so this has been an extremely pleasant surprise to wake up to!

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A geriatric thank you from the MIFFED team!

Here's to top 5 funniest next time

A quick post to clarify the scoring system

This is in response to the people expressing concerns about the fairness of the scoring system.

I'd say the LD scoring system reflects the workings of a free market (being an indie game developer), as opposed to a fixed hierarchy (being a full time game developer employed in a company of any size). It's more of a democratic election rather than teacher rating an exam of the whole class. Both are susceptible to their own faults, and there's nothing that comes close to objectivity when it comes to humans. And we basically rate art here - that's as far from objective as you can get IMO.

Getting close to four stars on a five star scale is An Achievement. The fact that many other people got somewhere close to that number (and even a bit more) may confuse you. Being 150th as opposed to being 10th or 1st might sting, but that's just your reptilian brain acting up. Don't listen to it. You did good. Excellent actually. You're competing with 1000 or 4000 god damn people.

And if you ever need a reminder of how "fair" works in the real world, remember that Belle Delphine's net worth is 5 million USD.

Winners of the "Controll" Speedrun contest!

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Congratulations!

Here are the winners of the Speedrun contest for Controll by @happ and @kartiz0l. One of the winners (@lima-victor) posted his video under the game which wasn't quite like stated in the rules. However, he managed a better time than @kuviman who doesn't have a video on YouTube but livestreamed his record on twitch. So to be fair, they both get the 2nd place here, both worth 15€.

Winners

1st Place - 41:27 sec => @maxthedoom - 25€ Link

2nd Places - 53.01 sec => @kuviman - 15€ 4727e.gif

  • 50 sec => @lima-victor - 15€ Link

Honorable Mention

@happ - one of the game devs holds the 0th place with the 38.06 speedrun :) Link

Thank you for playing and participating!

WOW!!

I did not expect to get these scores. AT ALL. I'm super happy because the two main focal parts of the game (mood and innovation) were well received. Also just look at that overall score, SUPER DEVILISH!!! moodinnovation.png

Thanks to everyone that played my game and enjoyed it, I want to keep on pushing and make interesting stuff <3 Next LD will be special so I'm already hyped for that as well!

My 50th game jam anniversary game

Okay, I am again here to tell you about my 50th game jam anniversary game. It's called "Where is all the aliens" and it's and museum/puzzle game with some weird humor. But I do understand that you don't wants to play it, but I do any way try one more time to see if can get any of you to try the game. To make you more interested in the game, I have made a new version where turned the idea on its head. So I really hope you will like it now.

You can try it here: https://gamejolt.com/games/WhereareallthealiensTheBetterVersion/656490

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You can also just play the normal and "boring" version here https://gamejolt.com/games/Whereareallthealiens/654316

And then I also have to say thank you for another great Ludum Dare. It was my 14th LD (plus 2 MiniLDs), and if I look at my score the game was not very good. But I liked making it, and for me it was not too bad.