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.

16th in the compo!

My game SCANLINE scored 16th in the compo. Yes, that means it was 1 place and 0.004 rating points away from getting the Twitter shout-out, and, yes, it does sting a bit, haha. But I was not expecting to place this high in the first place, so I'm just incredibly excited about the good result.

I went into this LD kind of on a whim. I found out it's gonna be happening on the Thursday or Friday of that week, and missed the chance to vote on the theme. I really wasn't a fan of the 'unstable' theme, and spent the first 5 or so hours of the jam scrapping prototypes and trying to think of something interesting and feasible with my limited time and coding skills. At the end of day 1, I really wasn't sure if the project would come together. Contrast this with my LD48 entry, where I had a fun prototype up and running after a relatively leisurely day 1, and could focus on polish the following day. So to pull out from that uncertain situation and make something that far surpassed that previous entry was really gratifying.

Now I'm at the point where I think I may develop this concept further, maaaybe try to turn it into a full release (a first for me) - I think this idea has potential, and I was happy to see one or two people giving me similar feedback. We'll see where life takes me, but I haven't been as fired up about gamedev as I am righ now in a while.

So if you haven't played SCANLINE yet, go give it a shot: https://ldjam.com/events/ludum-dare/49/scanline And if you dig it, and would like to be up to date about a potential post-jam version, give me a follow on Twitter: https://twitter.com/pmaslencenko

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Finally, some stat comparison between my two LD entries. Really happy to see an improvement in all but 2 categories, to be in the top 100 in 6 categories, and in the top 150 in the remaining 2. Maybe surprised to see the relatively high placement of audio - though I think the music track I made for the game is quite nice, it doesn't really stand out - and the relatively low placement of theme - I really patted myself on the back for a clever spin on the 'unstable' idea. One last thing worth noting - I knew I had made something really good even if the individual components of it were not the strongest, and it's cool to see this 'better than the sum of its parts' thing play out in the scores as well. 'Overall' and 'Mood' scores are noticably higher than the more specific categories. Screenshot 2021-10-22 105703.jpg

Thanks to everyone who played my game, thanks to the organizers, and thanks to everyone who participated in the event. An unexpectedly gratifying and important experience for me.

LD49 as first game jam, final thoughts

I decided to join Ludum Dare 49 in the compo category, as I knew I had no time to work on the project after the weekend and I liked the idea of having the restrictions that were involved. I immediately set to work on the first idea which I got. I have read that it is not a good way to make a LD game, but I think that it worked out just fine this time. I think my idea was actually the strongest part of the entry.

The game, Unpredictable Shapeshifting, got its best score from Innovation and Theme. It is about what I expected after reading all the comments. The idea was that there are two teams, hunters and wolves, who hunt each other. The player switches teams on unpredictable interval, making them turn on their allies and wildly changing the way their character controls and should be played. The best scored categories after those two were humor and audio. I am not sure about the reason for the humor score, but perhaps people enjoyed the unpredictability combined with the arcadey sound effects. As for the audio, the score is probably because I managed to create some decently satisfying sounds of rifle being fired.

The weakest parts were Overall, Fun, Graphics. The game has some bugs and lacks polish in key gameplay elements, which makes it unfair to the player. It is also a bit too unpredictable, as the enemies can turn (and kill the player) at almost any moment, with no warning. The graphics are entirely placeholder quality, and there is a visual glitch where the characters can look in a direction while their sprite is looking into another, making the enemies even less fun.

I had fun making the game and I am happy with it, even if I could not do everything I wanted. I also learned and created a few small things I can use in future projects.

Thanks to everyone who tried and reviewed my game. Lastly, congratulations to the winners, and to everyone who managed to pull through and make a game during the jam!

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This Is The End - Or Is It? Let's Stay Connected!

The results for LudumDare are in!

Couldn't be happier with what I got! A big thanks to all those who took the time to play and rate 'In Search Of Water'.

Congrats to everyone else that took part, some amazing games this year !

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Let’s Bring The Community To Twitter - We should all follow each other!

Are you developing your game further post-jam, or maybe working on something entirely different? Let’s keep the conversation going even after Ludum Dare has ended!

Comment your handle and we should all follow each other on Twitter! I can’t wait to see what you make.

I’m Tom, and you can find me on Twitter here:
https://twitter.com/DeveloperTom1

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LD result is in!

Finally, I have the result for my submission for LD 49. LD Results.png

It's not spectacular but at least I have score unlike my previous entry.

Thank you for all people playing my game :smile:

Urra! Long live Kosmoflot! Long live Kosmorace!

Comrade Ruman Vodkovich Teknikov would like to thank you all for your votes. He's very pleased that he got 7th place in humor and 5th in Audio! So pleased that he's now pestering me about doing another improved version of his game. Not sure if I'll do that though, because than he'll want a full game, than another game...

Ludum Dare Results :D

I’m so happy with this rating :) Especially getting this high in graphics was a surprise Unbenannt.PNG

Thank you all for playing my game ^^

Well, I learned one thing this jam ...

... don't put your best joke at the end of a puzzle game, because most people won't make it to the end.

Hope this is helpful for some of you guys, keep jamming, see you all in 6 months :D

Thank you!

thankyou.png This was my first LD jam and a first time making a game compo style (didn't do art before). This was such a great experience! I've received tons of great feedback and ideas for further improvement, played many very cool and unique games and felt like I belong to this community.

Main lessons I'm taking away as a developer are: - You must explain all the mechanics in the game. Especially those that are uncommon in popular games. Better dedicate a separate level to such mechanics - UI is important. Not only it's presence but it's placement. I changed UI in a post-jam version from a static on-screen bottom-row to in-world and it makes a huge difference - If your game relies on how things sound make sure to give it a listen on different headphones/speakers. I heard everything loud and clear in my studio-quality headphones... guess what -- it didn't sound that good on laptop speakers :sweat_smile:

Thank you to everyone who participated or made this event possible!

Let's stay in touch! This jam I realized how motivating and inspiring it can be. I'll be following back anyone who follows me on Twitter

thanks, i'm a comedian now & post result therapy

score.png I'm funny? Me? Uhhh ok, 100% intended. OK. Yes. I'm letting it get to my head and making a bad comic. No, you can't change your rating now.

Also sorry. It's an inside joke after reading my comments. I'm sure you can relate, especially if you had to make sacrifices in your game from the time constraint. If you didn't sacrifice anything please write a book. Take my money you scope god.

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LD results thanks to all of you

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Thanks to all of you, I did not expect my game to get two times top 50, I had a ton of fun. I hope I can make the time for the next LD.

If you have not tried the game, you can play it here: https://ldjam.com/events/ludum-dare/49/you-can-not-start-this-game

Take Your Meds Darling * result

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Yesterday we received the games' results - and I am really surprised by my good ratings. In 4 categories "Take Your Meds Darling" is in the Top 100. More than 2200 projects were in competition as Jam entries. So it was a very fierce battle between a lot of very good projects. Also I am surprised by the graphics evaluation - almost 4.5/5. However it was not enough so as to place my game in the Top 100 in this category. I forgot to uncheck the Humor category. It could be better to get this possibility even after the submission time. Overall, it was a very good event and I was happy to participate with you. For the last time until the 50th LudumDare session next year, I wish you the best. Take care yourself. Bye my friends ++

Thank you for your support this jam!

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Just wanted to pop in to say a massive thank you to everyone who played and rated Rocky Rhodes and the Cracked Case this jam! We seriously never expected 6th place overall - we're all ecstatic and so super thankful.

Massive congratulations to everyone for their entries this jam - there's been so much creativity, hilarity, and fun this event. We're so excited for the future, especially the milestone that will be LD50. Looking forward to seeing you there!

Guys? GUYS?! WHAT HAPPENED?!

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I'm just speechless... I didn't bother waiting for the results because it was late and I was tired, so I just logged on and I see this.

Not sure what to say but... for getting me in the Top 10 for Theme and Top 100 for Innovation, thank you so much. I've been taking part in Ludum Dare for eight or so years and never thought this moment would come.

Just... thank you everyone!

For anyone interested, you can play my entry Unstable Ground on Itch.io. If you wish to follow me for whatever game jams I plan on doing in the future (and see what I also ramble and share) you can follow me on Twitter @gamepopper.

Results

I am glad at my results. Thanks everyone, it was a very cool ludum dare, I am glad that I have improved my results compared to the previous game.

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10th in Theme - Haven't seen it coming

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https://ldjam.com/events/ludum-dare/49/unicycle-balancing

From all the ratings this was the one I've seen the least coming. Quite unsettling. I guess my expectations were based on shaky and uncertain information about my own abilities. My risky choice choosing this unproven game concept has paid off (theme-wise). And I certainly did not open a thesaurus to fill this post with as many dizzying words that are related with "unstable" as irrationally possible. I have to make-up for the humor rating.

Thank you for all these solid ratings.

Copy my sheet, make charts.

It's not the most organized or pretty sheet but it's a start if you want to input your own data. There are 4 charts. Here is my LD Ratings over time.

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File->Make a copy to make it your own. https://docs.google.com/spreadsheets/d/1QuPtK8dCmu4-bgWC9VdOLFgQ3RYkexo8G0MxqGqxl4I/edit?usp=sharing

Stats time : "A 6h rush to produce anything"

So, results are here. This time they don't really matter to me (or I'll like to think they don't...), as the name suggests this LD went awfully and in the end getting anything out was a success. Now was it something good ? Well, let's see what people thought :

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(no audio this time)

This graph shows the percentage of people who did worst then me. On one hand, this is my worst score in three different categories : Graphics (only 1.7% of people did worst then me), Humour (3.5%) and Mood (1%). To be honest, there were no graphics, the only humour was on the game description and the mood... there wasn't any either, so I'm not surprised. On the other hand, this is by far my best score in Innovation (better than 36% of people). It's still far from "good", but for a random idea I had 3h after a mental breakdown while making a cake it's kinda insane.

Looking at star ratings is going to show us exactly the same things, but the differences are not as visible :

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Technically not the worst Overall I ever got (2.368 vs 2.211 during my very first LD) nor the worst Fun (2.184 vs 1.921, again from my first LD). Also, for the second time in four participations I manage to get one item over 3 (3.132 in Innovation, my only other score above 3 before was last time's 3.268 in Graphics). Still, no real progress score-wise, I still suck at making video games.

If anybody's interested, the complete graphs with scores from every LD game I made is available over there : https://i.imgur.com/lG1wA2F.png

So conclusion : meh. Getting to the end still is a success to me and I'm very surprised by the Innovation score, so I'll give myself a "technically didn't fail" / 20.

Shaky Structures Post Jam version and Results!

Shaky Structures Post Jam Version is out !

First of all, I'd like to thanks everyone who played the original jam version of the game. As I'm writing this, Ludum Dare results have just been revealed:

scoreLDjam.png

I am particularly pleased with the Overall and the Fun score, the jam version had lots of quality of life issues and I thought that people would be more bothered than them than they really were.

What about the post jam version now ?

As teased in the title, this post is less about results and more about the new update of Shaky Structures. So what can you find in this update ?

  • New levels! (15 levels in total with an additional Sandbox Mode)
  • New gameplay mechanics in the latest levels
  • A lot of quality of life improvements, better feedbacks when deleting lines, a replay button and a mute button!
  • Graphic update, overall harmonization of the game graphics (and a new title screen to celebrate)
  • Bug fixes (mostly physics issues)

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I'll probably leave the game as it is and won't work on it any further (maybe a mobile port if the game does well on itch?) but it was a great fun to work on it!

Feel free to try it and leave comments !

We had a blast!

Thank you all so much for giving our first gamejam game a shot!

We're proud of our scores and loved reading all of your feedback!

unstabledscoredraai.png https://ldjam.com/events/ludum-dare/49/un-stabled-3

Congratulations to all of you for submitting some truly amazing games!

We'll be back!

Thanks for playing & rating!

Really excited about the results! Top 50 Overall and 25th Place in the fun category. By far the best results I've ever gotten in a LD Compo.

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It's also the first time I didn't feel much time pressure. Probably because I chose a really simple concept and stuck to it. Spent the first day building the main mechanics and the second creating the graphics and music/sound. This also allowed me to create the 15 levels and clean up remaining bugs "in-between", spread over the second day.

In previous jams I always tried to add more features until the last second which often enough produced last minute bugs that made it into the final version. I guess I've at least improved in scope- and time-management 😀

Thanks to everyone that played, rated and commented on my game!

Apparently minimalism pays off

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Hello!

I was expecting a decent score, but I was definitively not expecting to get the fist place, especially considering how basic my game is compared to other entries like Trauma or Brimstone for example.

My goal for this compo was to make a game that was as complete as possible. I tend to overscope, as everyone does, and none of my previous jam entries were even remotely close to be a finished game.

So I decided to try a minimalist approach, in every aspect of the game (mecanics, graphics, sounds etc.). It saved me a lot of time. I spent this time on leveldesign and polishing instead. And apparently it was a good idea!

Thank you everyone!

Hello everyone

I could begin to complain about the ratings system, the jam theme, the fact that I got really low ratings, but it's not why I'm writing this. I love Ludum Dare, and I do this even with its mistakes and its funky weirdness. I have been here since Ludum Dare 32, where I made the game "Love Sheriff" a game you can still find and try here https://gamejolt.com/games/love-sheriff/67418 (it's properly only the download version that still works). And from that Ludum Dare I really felt in love with game jams.

I have since the first Ludum Dare been in total 14 Ludum Dares and 2 mini LDs. And even though I have been here many times, I have never been really close to winning anything. But it does not change anything, because I like the community, and even as important as making my games, I really love playing your games. I have over the years played so many of your lovely, strange, buggy and wonderful games. And thank you all for making them, and even more important sharing them with us all.

But my interest for game jams is not only for Ludum Dare. So I have now made 54 small, weird and properly pretty bad games for different game jams, and my love for the jams is still the same. I have made all of my jam games alone and with the LD's strict compo rules, but I have allowed myself to use the time the different jams has allowed me to use on making them.

To celebrate making 50 jam games, I have for fun taken an old game jam game and made it into a small celebration game. I am sorry it's not a LD game, but I found a game that I could make into a funny little museum/puzzle game. The game is called "Where are all the aliens". I would really like if some you tryed to play the game, and it would perhaps also be fun for you, especially if you have tried to play some of my jam games.

I have tried to make you play the game some times now, and it had not really happened, so I decided to make a better version of the game. In this version I have turned the idea around, so it's definitely much better now. You can find this version of the game here https://gamejolt.com/games/WhereareallthealiensTheBetterVersion/656490

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If you don't like that version of the game, it's also okay to play the normal and "boring" version. You find can it here https://gamejolt.com/games/Whereareallthealiens/654316

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Again I really hope you will give the game a chance. And yes I now the game is weird, and you might not like the humor in it. But take your time with it, interact with the different things (and please don't only interact with the things one time).

So that was it. Thank you for reading this and I hope to see a lot of you out there in game jam land. And I really hope to see many of you in the magical LD50.

Another Jam Completed!

Alrighty! The responses are done, and the jam is done. Thanks to everyone who left feedback, played the game, streamed the game!

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A special thanks to the team that made it possible. You can find their links and credits in game and linked on my jam page. This time around i decided to work with 3 complete strangers found on short notice and i think it was a great success. Of course, like many of you, i wish i could've added more to the game and there was a lot of stuff planned and not implemented but i guess thats what you sign up for during a weekend game jam! I'm excited to see you all back again for the big LD 50! ###

In the meantime, i will be working on my LD 48 game "Explory Story" which is getting a commercial steam release sometime early 2022. If you are interested in supporting me or my previous team during that, check out Explory Story on Steam. Thank you very much, see you next time!

Who would've thought fast retro shooters were fun

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Me! That's why I made Interstellar Highway Robbery, hehe

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In all seriousness though, I'm so surprised that I got such high ratings - I've never reached single digits before. It's so surreal! Thanks to everyone who decided to play the game, and stay tuned if you're interested where I take the idea next! <3

clue: I'm thinking of making a new game which combines IHR with my LD48 entry, Megadrill

Jam was extremely fun :D Time to develop a full game!

Firstly, we want to say thank you to Ludum Dare – the jam is fantastic with a lot of great entries! :star:

Secondly, thanks to everyone for playing our game during the jam!

The game got a lot of positive feedback and some love from the speedrun community. Our team decided to continue development and eventually release the game on Steam! :floppy_disk:

We'd like to ask anyone who enjoyed our game to participate in the closed alpha test we are planning soon.

<<< Sign up for Closed Alpha Test >>>

View the game 44cd5.gif

Your feedback is a crucial part of it! :heart:
See you at LD50! :hand_splayed:

Meeting of the Board

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As you can see there is a big increase in "fun" over the last quarter. We like this developement and want to expand on that market.

Please also notice the steady increase of "graphics" over the last years - our customers demand AAA standards and we wisely invested our resources into great improvement there.

But yes my dear colleagues and/or friends we also have to address the elephant in the room. Our recent developement in "theme" leaves much to be desired. Maybe our creative group lacks strong leadership? Personal restructuring will be initiated around christmas...

But lets not bother ourselves to much with those issues. This company should look forward to what will be coming the next years! I heard from some of our plebs in programming that code readability is on a better level than ever. And "overall" and "innovation" are on an all-time-high.

The future for [bland tech company name (probably something with blockchain in it)] is brighter than ever!

Thank you for listening - if there are no further questions this meeting is closed.

Impact of colored pencils and Compo

Here are my results for the last 7 Ludum Dares in stars: results-stars.png

And since the number of participants varies greatly between events and even more in between jam and compo, here are my relative places for the same period (lower is better): results-relativeplaces.png

Anyway, it seems like doing my art with colored pencils and a scanner improved my graphics a lot. However, that took way too much time and together with halving my available time by switching to Compo and not having time for half of the first day prevented me from really polishing the gameplay and adding more polygonal animals to stack and thus made some impact on the other scores.

AI music seems less good than music made by my musically talented friend, but much better than what I could come up with myself (see my audio score for my first jam).

An interesting observation

Is it just me, or are the last 3 Compo winners all French?

LD47 Winner: ZakAmana. According to his Twitter, he is French.

LD48 Winner: thegreenworm aka Pierre Vandermaesen. He is French according to his LD profile.

LD49 Winner: thetatautau aka Olivier Guillaume (name can be found in his game). I am guessing he is French because of the name, but correct me if I am wrong.

Unexpected Obligatory Results Post

LD49 results.png

Well that was very unexpected if I'm going to be honest. There was so many fantastic games out there that any one of them could of deserved that spot and I would of been equally happy.

Honestly though the best thing about coming back to the jam was the sheer amount of fun (and a smattering of stress) I had creating this little game. I forgot how it was like to not sleep, consume your body weight in coffee and have a meltdown when your program crashes and you lose about a hour of work.

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I posted up post jam breakdown as I often used to do on the old site, you can read it 'ere:

https://ldjam.com/events/ludum-dare/49/unstable-wip/burning-ravager-post-jam-breakdown-1

If anyone fancies to have a blast through me little game then 'ere is the link: https://ldjam.com/events/ludum-dare/49/unstable-wip

<3

Wrapping up our 5th jam of 2021 (and ever!)

What a jam! Had an incredible (and sleep-deprived) journey playing everyone's games, congratulations everybody!!

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Can't express how much I appreciate all the feedback for Crazy Cauldron, we put a lot of love into it :smile_cat: 67th is a huge step up from our LD48 204th overall ranking, and I'm glad people liked the graphics!

It's crazy to think we first got into game jamming almost 11 months ago, and even crazier how much we've learned along the way. We're even more fired up now for the next one :fire:

And I guess that's the end of the story for our jam game . . .

But wait, what's this???

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That's right! We are hard at work on a Crazy Cauldron full release on all platforms :-O*

*mobile, web, windows, mac, maybe even linux ??

We had a ton of ideas for things we wanted to add but weren't able to because of the time constraints. So we are releasing a post-jam release with a bunch of added features, including:

  • New mystery monsters
  • Leaderboards
  • New and improved visuals
  • Re-balanced gameplay

and much more..

If you wanna stay in the loop about development, we have a Discord and Twitter where we post stuff that we're working on and chat with other game devs.

See you next jam~

:fish: :frog: :sunflower: :apple:

Thanks to all who played my game!

I managed to play the games of everyone who left a comment, I was very low on time throughout this LD though, so I wasn't able to do much else.

I'm very happy with my game and ratings. I think I'll be able to put up a good show for LD50.

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(Tool credit: https://github.com/LoneWolfHT/ld-results-history) (Windows Users: I'm working on porting it to Rust so you don't have to spend 3 days getting lua and luarocks to work)

My TL;DR Post Mortem

My best Overall placement ever!!! Thank you so much to all who played!

Best theme since I started back on LD 45! Super unique games!

Very proud of my game this time, managed to fit all the story I wanted in a very simple base. I absolutely loved all the people making theories!

For context, the game was about exploring the abandoned projects of a failed game dev.

theory1.png theory2.png theory3.png

Finally made a platformer, got it out of my system, no more platformers on jams for me.

Using some pre-made assets is a must for now on, really sped things up.

As for post-jam, I updated my game once for some control improvements. Won't be making a full game out of it.

Renegade 405th Place!

1.png This jam I did a lot better than last time, I got over 500 places higher! Thanks to everyone who played my game and thankyou for all the support! Also, so hyped for Ludum Dare 50 in April! https://ldjam.com/events/ludum-dare/49/renegade

First post-jam version of Improbability Fighter

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I've just released a post-jam update for my LD49 entry (one of the 3 actual NES/Famicom games on the event)

It's available - both as a NES rom and on a WebGL emulator - here: https://wendelscardua.itch.io/improbability-fighter

Main changes from the LD version: - better performance - new HUD - moving enemies - apples and blocks now deal more damage - cleaner screen transitions

Space-Fix-Attack post jam update

First of all thank you to everyone that played, rate, and reviewed Space-Fix-Attack. Also, the post-game jam version is now available. Changes and additions - More enemy spawn. - 1,2, and 3 keys are now used to start fixing. - Distance meter added. - Ship speed lowered a bit. - Settings added. - Some enemies are tougher. - Score for minigame added.

https://ldjam.com/events/ludum-dare/49/ship-unstable

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Thanks and Thoughts

Hi everyone!

Now that the 49th Ludum Dare is over, I thought it was time to write something.

Firstly. Thanks a lot to everyone who played my game. Thank you for all votes, comments and feedback. Reading them all was a lot of fun. And every time someone wrote that they liked my game, I was very happy about it. These comments are one of the two most important reasons I'm participating in Ludum Dare, so they mean a lot to me. And there were so many, 112 people, who played and rated my game. This is the best result I got so far. One more time, thank you!

And the second reason is playing and rating games. I've played a lot of them. 255 in total, beating my previous record of 236. I've spent most of my free time over the past few weeks on playing as many as possible. And every second of the time I spent playing was worth it! There wasn't a single game that I didn't like, there was something special about each of them. From simple surprise jokes to complex gameplay. From adorable programmers' art to amazing pixel art and awesome 3D graphics. Interesting stories, cool game mechanics... You've all done an amazing job with your games, and you should all be proud of it!

About the theme "Unstable". At first I thought, "I guess it's ok", but now I love it. I was expecting some common themes like nuclear reactor games, physics based moves, games about stables and so on. But there were so many themes that caught me off guard, like all games about tables. This Ludum Dare theme is my personal favorite form of all four Ludum Dares I have participated in.

About my results. I am happy with them. In all categories, I did better than the worst ranting I got so far, and worse than the best ranting I got so far. So I kept my average. Which does not surprise me, because I only work on any kind of games during Ludum Dare. And I won in something. As far as I know, just before the final rankings was announced, I was the person with the most feedback given :)

Since, I have played so many games and left a comment on each one of them. I can look at the statistics of ranting given vs ranting received. I gave 233.125 points of ranting and received 110.75. That means that only about 47.5% of the people that game I played, played my game back. Do not get me wrong. I'm not mad at them or anything. But I think that shows something. One. On average, you need to play and comment on at least 40 games to get a chance of receiving 20 rantings back. And two. I suspect people aren't well-informed enough that they need to play games! Enough of my rambling.

Thanks to everyone how participated in Ludum Dare, I hope you all had a great time. I am happy that Ludum Dare exists and that we all can have fun together. So take care and see you all in April!

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PILLS (Post-Jam)

I decided to wrap up PILLS post-jam this weekend, check it out: https://8aku.itch.io/pills-post-jam Thanks everyone for your support! Feedback appreciated.

Unstable Pogo Post-Mortem

Hello everyone, i figured I'd write a little post-mortem about my Ludum Dare 49 experience. i want to speculate and ponder about what i did right, and figure out what i did wrong so i can improve for next time. I love looking back on reports like this as they always seem to become quite valuable down the line.

UnstablePogo.jpg

Firstly, I want to say I learned a lot and had lots of fun during this jam. As a very novice programmer, this was the first time i felt comfortable whilst working. Usually i wrestle with my scripts and my code just absolutely refuses to work, but this time things just kinda "flowed".

The first day, i had a really hard time figuring out what to make with this years theme. I spent way to long trying to decide what to do, but as soon as the idea of a gorilla on a pogostick popped into my head, i was sold and immediately began working on the character controls. I spent the entire first day just tweaking and getting the feel of the character perfect!

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I really enjoy controller mechanic based games (think games with satisfying character controls where that is the foundation of the game, something like rocket league, superflight or the "Skate" games).

After the character control's where finished, the rest of the time was spent producing the level and player assets.

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My time management could have been better, because i ended up crunching away making models like a madman until the very end of the time limit. Fun fact, the Coins in the game were added the last 15 minutes of the JAM.

here is the result of all that work and crunching, the finished product:

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I was very pleased with the game, i had fun making it and really enjoyed playing it, but what was the public's opinion?

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pretty mediocre. Overall 3.5 out of 5.

I wasn't surprised by the score, when i showed my game to my friends i got very mixed results, some loved the game and still play it randomly even to this day, whilst others immediately closed the game and hated it.

So what did i do wrong and what can be done better?

  • in the beginning phase of development i locked the camera to make the game easier. I got a lot of comments complaining about this, and at first i disagreed but have now come to the conclusion they were right. My focus was mostly on the player character doing sick flips, and i had inadvertently taken away the players ability to explore the map. This is an aspect a lot of people enjoy, so it was a mistake to get in the way of their fun. I also missed an easy opportunity for more game content by hiding Easter-eggs and treasure around the map for the player to discover.

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  • i messed up and did some calculations based on framerate instead of time, so the game acts completely differently for lower end computers. This completely ruined the experience for some people, and made balancing the game incredibly hard.

  • Although i am not unhappy with the graphics, it could be improved a lot. The "low poly" style i was going for felt cheap and wasn't applied correctly. There are lots of big flat spaces that feel boring and unfinished. This could be improved easily with some texture, tesselation or something else to break it up a little. Some grass, different light sources and a skybox would have gone a long way here.

  • some people picked the game up and intuitively understood it. But others quit the game before they could master the character controls, unfortunately that is when the game begins to become fun and interesting. I understand this type of game isn't for everyone, but i think that if i eased new players into the game with a tutorial, it would improve the likelihood of new players learning the controls and enjoying the game.

  • The UI needs to communicate better with the player. Most people don't realize you get a score multiple if you do multiple flips in a row, which is a disaster because it is an integral part of the game. Nobody and i mean NOBODY realized you you could level up based on your score and jump higher.

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  • An Online scoreboard would have increased the replayability and give players a goal to strive for. I didn't add this because i was running out of time and hadn't done it before, so i chose not do it.

I feel like these changes would have improved "unstable pogo" substantially and the game would have been better received. All of these points are very much doable in the timeframe of a gamejam. Hindsight is 20/20 and i had plenty of fun both making and playing the game. In the end, it was a valuable experience and i learned A LOT!

so for the closing statement, i want to say this has been my favorite Ludumdare so far! I really enjoyed playing people's games this year, and i am super proud of the entries me and my friends made. Unstable Pogo has become the best game i have made so far, and despite its shortcomings i still really enjoy playing it. I had fun, learned some stuff and got to hang out with my friends, what more can you wish for.

-Hengen

Planning to continue developing your LD game?

Every other Monday (18:00 - 20:00) I stream "Honest Feedback" on my Twitch Channel. Its a stream dedicated to giving feedback to games that are actively being developed.

This is typically not for game jam games, since my intention is to give feedback to games that are actively being developed with the intention of publishing in the future. However, as we know with wonderful games like Dorfromantik and Inscryption, some great ideas from Ludum Dare end up being turned into a fully fledged game and getting published.

Have you got a game that you want feedback on? If so, read the rules and submit here:

https://forms.gle/uS4mmyKsKfP1dUoH8

Wishlist Our Game on Steam!

Hey everyone! For Ludum Dare 48, I made A Taste of the Past, a narrative sidescroller about cooking Asian food and accepting your mother's passing. We've been working on our game since the jam, and we've released a trailer and Steam page.

Please consider wishlisting our project! If you are also releasing an improved version of our game, feel free to link to your game so we can support it.

Watch our trailer here: https://youtu.be/BrNtI6g74zM

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Thank you, and an update

Thank you to everyone who played. I can't wait till next LD so that I can do even better.

I updated the original graphics and made it a little more interesting, but it will take a little longer to add the counter since I've never done that before. That will give me more tools to use in the next LD, though, so I am looking forward to finish this.

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Postmortem "Last Bargain"

Some time passed, voting ended, so it's a perfect time to reflect on the overall experience, analyze what was done right, what was done wrong, and how we can do better next time!

Overall the process for our team was not so difficult like it was the last time we participated, but we decided to find a few new team members - and got support from @sfts & @ri-ra. Sadly, but @ri-ra left before the end, but anyway I think that was the right decision to invite some additional people, it's always fun in the end.

What went wrong

Not a lot, compared to the problems we had during the first participation. The first thing on my list is personal. On the first day, when I was looking for a visual style of the game and was about to prepare assets to build some level I spent about 6 hrs trying to deal with quite complicated tilemap settings, which was not worth it completely. Time-wise it was the biggest fail for me, everyone who has participated in a jam knows, that time is the most important thing. And spending this amount to nothing was an absolute disaster for me personally.

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From a code perspective, the biggest challenge was physics. @ramonvicious said that he has never worked with physics-based games before and it was risky, but we underestimated how painful it can be to simulate everything. In the end, we simplified the game's physics and this helped a lot, however, some issues persisted even in the final build.

The biggest pain game-wise from my perspective is the game rhythm and dynamic. We started to have something working from the game's cycle only at the very end of the second day and we didn't manage to polish this aspect. For sure we should make a simplistic prototype much earlier.

What went well

I'll start with the personal one, but, for me, it was quite a move. At the end of the second day, I've checked the project and it was a disaster. It was fractured like a hell and there was no glue to assemble something that we can call 'a game'.

I decided to cut out everything which we were not able to make in a reasonable time and focus only on things that lead to some sort of product. We have dropped physics, simplified controls, agreed on levels structure and content, and started to do only the things critical for the completion. It was harsh, but we managed, and I'm happy that I was brave enough to do the call.

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I think we also did grow quite a lot from the previous game jam professional-wise, which helped with the number of things we were able to make.

And finally, thanks to @sfts, we were able to have a nice sound, which wrapped out the whole game in a nice polished way. In the very end, I think we did pretty well. We were able to wrap a nice game out of fractured parts and, what's important, did a few steps forward since the last jam.

You can try it now if you want, we are always open for feedback :) Thanks to everyone who organized, participated, posted entries, commented, etc. It was a nice experience and we'll be happy to participate in the next jam!

Take Your Meds Darling

Hello everyone. Just a few words to say that my jam entry Take Your Meds Darling (Overall #90) has been improved with new features and some improvements. If you like solid puzzle games in non-euclidean levels, it's for you - available on itch.io for free. If you have some problems with lights, colors and flickering, forget it - vomit bag not included :)

https://geckoo1337.itch.io/take-your-meds-darling

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Core Games Wrap-up

Core was one of the last sponsors we signed for Ludum Dare 49, announced just a few days before the event. So while time was short, I’m excited to share that we had many Core games submitted to Ludum Dare 49!

Core represents a very different, but important take on game development. My generation learned to make games from the ground up, because frankly, we didn’t have another choice. But while I was making GameBoy, PlayStation, and mobile games, this whole other generation grew up in Roblox, which blossomed into its own billion dollar gaming economy. For the next generation, I think Core has so much going for it, with its modern graphics tech (Unreal Engine), multiplayer out-of-the-box, robust scripting (Lua), and its novel approach to asset creation (kitbashing).

Let’s take a look at what folks made in Core.

Galactic Card Quest

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https://www.youtube.com/watch?v=PLIUFTEN2mo

This is a deckbuilding battle card game. You get 3 energy per turn, and you spend them to play cards. You collect items and new cards as you play.

https://ldjam.com/events/ludum-dare/49/galactic-card-quest

This game does a great job of showcasing what the asset pipeline of Core does for you. The graphics are stunning, especially for something made over a weekend. The card game mechanics are pretty good. Once you figure out the basics, you can power through many stages, but the enemies do eventually get strong enough that you need to really plan your actions. I definitely think there’s potential here.

Creaky Castle

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This game made great use of the theme. You jump between platforms collecting treasure, fighting monsters, and levelling your character. The team at Core let me know this was a solo effort from one of Core's largest creators. Nice! Welcome back randomphantom. :smile:

https://ldjam.com/events/ludum-dare/49/creaky-castle

I really like the simple RPG mechanics here. Missing a jump can be frustrating, but it works in a “flappy bird punishment” sort of way. This was the game I spent the most time playing. I never quite made it onto the scoreboard, but I keep thinking about giving it another try.

Portal Town Rescue

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This game is essentially an escape room. You can’t leave until you’ve harvested enough resources and built structures to de-corrupt the portal.

https://ldjam.com/events/ludum-dare/49/portal-town-rescue

The team admitted to being a little lost creating this, but I think they did a fine job. Sometimes you don’t know where you’re going until you get there. I haven’t played much with Core’s physics, but I was quite amused seeing the trees flop around after cutting them down.

Corrupted Core

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This endurance game has you activating machines, using your magic to uncorrupt them. Keep this going as long as you can before the reactor blows.

https://ldjam.com/events/ludum-dare/49/corrupted-core

My best time was 1:35.

More Games

  • AlchemyChaos - https://ldjam.com/events/ludum-dare/49/alchemychaos
  • Unstable Multiplayer Speed Runner - https://ldjam.com/events/ludum-dare/49/unstable-multiplayer-core-speed-runner
  • Unstable Worlds - https://ldjam.com/events/ludum-dare/49/unstable-worlds
  • The Unstable Challenge of Space Time - https://ldjam.com/events/ludum-dare/49/the-unstable-challenge-of-space-time
  • Unstable Universe - https://ldjam.com/events/ludum-dare/49/unstable-universe

Wrap-up

Wrapping up, I want to give a big thanks to Core for sponsoring us. I’m really excited about what they’re doing, and the potential to really shake-up how games are made. I look forward to seeing what folks make in Core next time.

If you would like to check out Core before Ludum Dare 50, grab it from the Epic Game Store for free at: https://bit.ly/Core-LD49, and check out the list of tutorials and documentation in my original post about Core.

2nd Law - Post-Jam Update!!!

Thank you to everyone that played and gave great feedback on my second Ludum Dare entry -- 2nd Law! While I overscoped the game (very original) and didn't get in all the interactable content that I wanted to, and that ultimately hurt my score, I did excel in the categories that were most important to me when I entered the jam -- the atmosphere.

The rankings reflect that outcome, and even though I did a little more poorly than my LD47 entry, I'm learning what I need to focus on more the next time around. Onward and upward! Learn and improve!

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Updates to the Jam Entry

I do like to try to get in at least one update to my entries so that people have the chance to play a more actualized version based on their feedback. While I would have loved to expand the world interactions to flesh out more of the story, that would have required more work than I was honestly prepared to put into this small project.

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That said, here are the updates that I did put in. I feel like the end result is overall more polished and pleasant, with a new controller and interaction indication. Also, the addition of a "Storyline" gives more context to your interactions in the world. * Polished interaction system - You no longer have to enter the area "just right" to get the interactions to trigger. * Mouse control - Now point-and-click to move and interact!! * Storyline - A linear history of all event interactions throughout your story. * Player distance scaling - Player sprite scales as it moves forward and back * Volume control settings - Mute the music / SFX * That Fox - An alternative to the rabbit meeting a poor end ... see if you can figure it out!

So whether you played 2nd Law during the rating period, or you are just seeing it now for the first time, I hope you'll give the update a try and let me know what you think!

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https://hawkinberry.itch.io/ld49-second-law (Note, sometimes the browser version takes a bit to load ... there is a Windows version as well, for those users!)

And if you are at all interested in reading a Dev Log of my experience, you can access the first entry here

_ - Hawkin _

Trick-or-Treat Bundle on itch.io

We turned our Ludum Dare 43 game Deadline of the Dead into a full release. It's called Zombie Admin and right now it's part of the Trick-or-Treat Bundle on itch.io!

If you want to support us, you can grab Zombie Admin and 9 other amazing games in one spooky bundle: https://itch.io/b/1103/trick-or-treat-bundle-2021

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Support us by buying Zombie Admin: https://hastilyassembled.itch.io/zombie-admin


Follow us on itch.io and on Twitter and on YouTube !

I wrote a book waiting for the results ...

Well I was waiting for the Game Jam results I managed to publish my first book. I've decided to offer a special deal for Ludum Dare. Everyone who buys my book will get a copy of my book!! https://www.amazon.ca/dp/1777913705

Available on all your local Amazon's as well.

Oh yeah and you can still play my games for free. Thanks for reading this completely off-topic post.

Cheer!

shreemp non post-mortem (about me AND my game)

felt like posting some kind of post to close my ld49 journey so I can not think about ludum dare anymore until eventually deciding to jump in ld50 out of random spontaneous whimsy again lmao.

Since this is my first jam and actually any kind of attempt at game development, I think it's kind of a "win-some, lose-some" situation.

Oh boy I don't know anything about coding but through multiple helpful tutorials, I think I did alright in making something that you can move, clip into to interact and technically lose at. But it's very... bare bones. So I guess this jam was more about a jumpstart in coding/programming and getting familiar with Godot as an engine.

Now the downside: I realize, and this is something I do a lot apparently, is I think I was too passive. I signed up 1 week before the 49th Ludum Dare and tried to follow the gdquest beginner video but it definitely wasn't enough to change me from "no experience consumer" to "marginally experienced basic starter dev" in the span of a week.

So then what happened was, the theme dropped and the first few hours was just kinda fun doodling of the ideas and stuff but eventually I started to get into the coding but my mistake was waiting for the tutorials to tell me what to do.

But I also think it's kinda unavoidable. It's more like, I'd like to have the critical thinking for what I need to absorb but also, I have no metric to figure out what's important so everything felt important and that meant: really slow pace. Which kinda eats away at the jam lmao

I guess it was necessary however as nearing the final hours of jam I realized "Hey I should make a game!" And it was the cheesiest, barely qualifying effort but it was made with the applied experience of about 69(nice) hours in the final 3 hours of rushing to pump out a low quality, but finishedish, game.

Going forward, I'm adding game development practice into my routine because I doubt I'll ever get any better if I only just last minute learn through jams only. Not sure if I'm disciplined enough to keep at it but it's a post mortem not a life crisis lmao.

With that, I say thank you to all who played and left feedback on my first attempt at making a game. I genuinely didn't expect to hit 20 at all. After the obligatory submission post, I basically just wanted to bury my entry lmao and THEN I learned there was an unfinished category! Too late for that now, but hopefully in the future if I am able to participate again, I won't have to worry about that category anymore. Cheers!

NEKONOVA'S NOT HOME Update Summary


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RECORD SCORE SO FAR: 37 | @itsboats

What went right

  • cat in ship good
  • shapes good
  • A lot of people liked the atmosphere, concept, and the gravity!
  • The dynamic camera movements were overall well received and added to the game experience
  • A simple control scheme (just mouse) offered a lot of accessibility and added to the chill vibe!
  • The cat rotating, moving, and whirling around space.
  • The incentive to play again was amplified by the music and the spawn animation.

What to focus more on

  • More QA work would of been beneficial as since we played the game as we worked on it, we were biased when it came to dying. Dying ended up being a deterrent for people to play more (but hopefully the animation and the music helped push them to try again).
  • A quick tutorial is always needed. Need to be either in the game or immediately on the Ludum page on launch.
  • Preventing the possibility of players being spawned and sent into a very close blue shape too quickly with the likely outcome of them dying without knowing what happened.
  • The hitboxes of everything felt off.
  • maybe having the red shape take your jump is too mean?
  • actually put in the jump indicator this time lol
  • less "hope for the best with you shots" and more "do your best with your shots"

What went wrong (+ what to work on)

  • Making a game based on dying and dying while feeling helpless is a good idea for the unstable theme but not a longterm effective pitch for a full fledged game. Players had feelings of no control and panic - some left it up to luck if their score would be high or not.
  • Way too much RNG left the player losing control. The added possibility of their ship slowly descending to their death with every hope of them being caught by a random blue shape did not help either.
  • The RNG cannot be a huge part (and main reason) of the unstable theme as that is an excuse for poor game design. We want the player to have control or the ability to take control. We did not have enough of the latter.
  • It was unclear how to aim and what affects your speed. (The farther your mouse was from you, the bigger push it had)

We currently have no plans to continue working on NEKONOVA'S NOT HOME however, we love to see all the feedback as we will definitely continue to design games! :D

SIDE NOTES

@binaryprinciple I forgot to say, but I really like that you called it constellations. That gave me a whole lot more ideas. That and @pkzinpo's planet idea.

@ic-rainbow sums up the strategy very well: "...not all blue things are good for you and not all those red are bad. Sometimes you’ll want to take a risk with a red one, to save yourself from riding a wrong blue."

THANK YOU ALL FOR PLAYING OUR GAME <3

Links

Game Jam Page: https://ldjam.com/events/ludum-dare/49/nekonovas-not-home

Itch (Web): https://leyamez.itch.io/nekonovas-not-home

SOUNDTRACK: https://youtube.com/playlist?list=PL1OFXjTpl97h3e0ZYu_c-KtndO7nctN0f

Credits

Andrei Cabungcal | https://ldjam.com/users/royalcookiex | Lead Programmer

James Hicks | https://ldjam.com/users/leyamez | Programmer

Justin Choy | https://ldjam.com/users/polkoii | Art* and Music

Joao Villela | https://ldjam.com/users/villeloso | Modelling and Programming

Josh Estillore | https://ldjam.com/users/joshthestriker | UI

Tyler Lee | https://ldjam.com/users/ | Design and Ideas

*Responsible for all animation, 2D art, graphics and most 3d modelling

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Remember Cattenburg?

Exactly one year ago today the results of LD47 were announced! @brainoid @spacey3d and I were absolutely stoked that Cattenburg finished 3rd in Graphics and 12th overall in the Jam!

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Life has been busy the past year for the team, but we are making some progress on the game lately! There's a handful of recent devlogs on my youtube, such as this one: https://www.youtube.com/watch?v=7sDaNDo4fQo

We are currently exploring deck building along with a map that you explore, similar to the pattern seen in games like Slay the Spire. Next devlog will be coming soon - so stay tuned for updates via the Youtube channel!

Rocky is now playable in-browser (with some improvements too)!

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Hey there! We're super excited to announce that our 6th place entry for Ludum Dare 49, Rocky Rhodes and the Cracked Case, is now playable in-browser! This version of the game includes some new additions too, such as reworked art assets, sfx, and a few gameplay tweaks.

If you're interested in experiencing the mind-bending adventure download-free and polished up, you can check it out (and rate it!) right here: https://www.newgrounds.com/portal/view/820067

We hope you enjoy, and thank you all again for your tremendous support this jam!

Blackout - reimagined

Greetings,

Back in April, me and some friends submitted a game called Blackout for LD48. We enjoyed great feedback, and learned a whole lot from the experience.

Now, Halloween is upon us, and wherever you look there are ghastly ghosts, scary skeletons or less than zestful zombies. And in true Halloween spirit we'd like to present Blackout, reimagined.

This edition features a complete overhaul of graphics, sound, and a plethora of new features and puzzles. Whether you're experiencing the game for the first time or are a returning player, there'll be lots to discover and enjoy.

Why not try it out? https://freshgames.itch.io/blackout

Happy Halloween!

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Proudly announcing my game Recollection!

An ever-growing collection of short, atmospheric and thought-provoking games from various genres.
Birthed from game jams and mainly Ludum Dare!

https://www.youtube.com/watch?v=OCPZWPBQHxM

Coming to Steam Early Access in early 2022.
Learn more & wishlist: https://store.steampowered.com/app/1804610/Recollection/

PS: Here's the tweet for this, I'd be incredibly thankful for spreading the word! https://twitter.com/Erk_Berg/status/1455604024506523653

PPS: Thank you all and Ludum Dare itself so much for all these awesome years and laying the foundation for this project! <3

Limits Post Jam Update 3(?)

TitleScreen3.PNG While this is the 3rd post jam update on Ludum Dare, this is probably the 4th or 5th update in general. The biggest changes so far are that it's mostly complete, a little flashier, and less buggy. I plan on doing a postmortem soon, but I have one or two more updates to finish before that. Otherwise, now's a good time to play it if you haven't yet!

You can download Limits here on itch.io.

Finally releasing my game on Steam!

After months of work, I am happy to announce my game THE SPRITE TRIALS will be releasing on Steam in 1 week! Multiplayer PVP, 50+ levels, leaderboards, 8000+ possible skins and much more!

Wishlist the game here: https://store.steampowered.com/app/1794730/THESPRITETRIALS/

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Find out at https://thespritetrials.com

Take Your Meds Darling

Hello. I made a post-jam version of my entry for the 49th LudumDare - Take Your Meds Darling. I used some procedural shaders so as to create a strange mood. TYMD is a puzzle game with impossible geometries. You are trying to progress through some levels which are non-euclidean, playing with portals, gravity and size, etc. It's a little bit confusing, but fun - I guess. The first release received the 90th place in Overall section and 77th for mood. This is the last update for this project ++

https://geckoo1337.itch.io/take-your-meds-darling

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Coffee Crisis 1.0 out now!

LD49 was a heck of a fun experience, and our team came out excited to do more for our game. So we did!

Coffee Crisis is a game about running a café with broken AC and trying to keep your cool to survive the day. Accept orders, prepare beverages, serve, and remember to take breaks.

In the month following the jam, we implemented missing features, polished the art, fixed bugs, and made a number of overall improvements to the game. Download it on itch.io, and tell us what you think!

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New in version 1.0.1:

  • You can now tell coffee machines apart, and match them to customers' orders better.
  • You can call each individual customer to pick up their order. No, you can't throw coffee at them yet.
  • The overall look and feel of the cafe has been refined.
  • Much needed animations and textures have been added.
  • Some sound effects have been added and updated.
  • We've added a wall clock, so you can tell how far you are through the day.
  • We've added a gauge, so you can track your descent into madness in real time.
  • The game is longer now, and presents more of a challenge.
  • The tutorial text doesn't disappear so quickly.
  • We've fixed some annoying bugs.
  • And some more!

LD submission page - original jam build, ratings and comments

2nd devlog of Trembling Tombs is out!

TitleSS.png Im currently developing a game from the game I made for LD49!

If you want to follow along, you can do so here: https://www.youtube.com/watch?v=4U_3iBQJVf4

You can also download and play the game jam version here: https://eternalxp.itch.io/trembling-tomb

Hope you are interested and have a great day! :)

Just released //OVERDRIVE on Steam!

I finally released the final version of //OVERDRIVE on Steam, my LD#49 game.

https://www.youtube.com/watch?v=R8QyG1jecok

You can find the game here: https://store.steampowered.com/app/1784990/_OVERDRIVE/

Banana's Don't Belong On Pizza Official Release

https://www.youtube.com/watch?v=QYcGxCGWHR8 https://zack-bazzle.itch.io/bananas-dont-belong-on-pizza I've been working on a project in between Ludum Dare 48 and 49 and I finally finished it! Was a long 5 months but all the work has finally paid off.

Crazy Cauldron's full release is out on desktop and mobile!

We've been working on a full release for our game Crazy Cauldron and it is here! When we initially released the jam version, we had some feedback from people enjoying it on touchscreens so we decided to publish Crazy Cauldron on iOS and Android as well. You can play Crazy Cauldron on all of its platforms here!

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For the full release, we've added: - Online cross-platform leaderboards - 13+ spooky customers - Pixel-by-pixel handcrafted main menu - Brand new title screen - and more . . ?

Since the game's launch, Crazy Cauldron has also gotten featured on the front page of itch.io and we are really humbled by the positive feedback from people :pray:

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Right now we're doing a character design contest where people are encouraged to share their ideas in any form (visual, text, audio, etc.) and our favorite designs will make it into the game! If you feel like you have a creative itch to scratch, we'd love to see what ideas you come up with. >>Link to the contest

That's all and looking forward to seeing what everyone makes next jam!

First devlog for my game!

Hey there, lovely LD folks! I just uploaded the very first devlog for my game Recollection! In this video, I talk about how I decided to commit fully to this "one" project. Hope it's interesting for some of you! (especially if you're quite the "project hopper" like me) 🙂 https://youtu.be/7awsCy8SEIM

Anybody remember Date Night? XD

After a long break and life happenings since April-LD48 we are back with some game dev action and the post-jam version of Date Night! It is time to brain storm and continue this journey!

🔴LIVE now streaming the whole process on Twitch https://twitch.tv/tobugis so join us and let's make a game!!

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If you want to play the jam version of our game; https://ldjam.com/events/ludum-dare/48/date-night

Does my game look better now?

If so how can I improve it further? (e.g. make colour less saturated or something)

Fyi I am looking to turn it into a mobile game.

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We developing the game after jam! Now title is End of Despair!

Hello everyone! We start to developing game inspired by our jam game Disrution - now our game names End of Despair!

We recently launched a page on Steam, we will be glad to your wishlists and comments!

Check out our Steam page of the game.

https://store.steampowered.com/app/1608370/EndofDespair/

Join our other socials to follow development progress:

https://discord.gg/MEnKGbVySC

https://vk.com/trioskaz

End of Despair is a dark rogue-like story about a man who is tired of routine and self-flagellation. Talk to other people, find all the secrets, defeat the bosses in randomly generated locations.

Add game to your wishlists!

Have a good day!

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CATACLYSM is fixed!

When I made the game in October, it was ... pretty bad. I was having a lot of problems with lag, collision detection, and bad movement. But after a long break, I got back to it. I revamped the entire physics system, with a much more efficient one that doesn't use inefficient lists to store forces like the last one did, and spent days trying to get a smooth, clean, and responsive system.

I added lots of quality of life changes, removes lots of bugs, and fixed spawn points. And I added absolutely no new content whatsoever! Screenshot 2021-12-22 083759.png Look! Dust!

So, while I hate to be that guy, I'd love for you to try it again - if you played the awful original, or even if you didn't!

Give it a shot at: https://his-games.itch.io/cataclysm-jam . We'd be happy to have you! splash.png