Ludum Dare 55 April 13–16, 2024

Streaming your Games live on twitch

Not a streamer really, I only stream for LD, so come and drop your game in Chat

https://www.twitch.tv/ausstein

Mobile LD games?

You can play my game on your phone or tablet. songbird.gif https://ldjam.com/events/ludum-dare/55/songbird-symphony

There's another LD game not only playable on phone but made on a phone?! https://ldjam.com/events/ludum-dare/55/readybuns

Any other mobile compatible LD games out there?

2 Days without a new post

I feel like we should post more updates to get more visibility since our smart balance is -57 at the moment :scream:

Oh, and also, we're happy to play & rate your games of course - and would be glad if you return the favor :grin:

:arrowright: Play TAO here: https://ldjam.com/events/ludum-dare/55/tao :arrowleft:

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okay I listened to people

okay i made a post jam version of mouche(s)? with all the proposals that players have suggested in their comments

enjoy and thank you very much

https://www.lexaloffle.com/bbs/?tid=141758

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Some Favourites So Far...

Hi all,

I thought it would be worth sharing a few games that I've come across that I've particularly enjoyed! I'll probably do a few of these before the rating period is over depending on how busy / tired I end up being in the next week or so. So, without any further ado:

Orion

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This game immediately stood out to me with its gorgeous pixel art background and excellent use of a limited colour palette. There's fun to be had in piecing together how to get the most out of your summons, and a compelling sense of "ok, how far can I get with this?"

Luna's Ritual

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I've been playing quite a bit of Risk of Rain 2 and Vampire Survivors lately - sources of inspiration that Luna's Ritual really wears on its sleeves. The game does a really solid rendition of piecing together the best character build you can and trading off that accumulation of power against the gradually ramping up of the enemy's own toughness. And - like Orion - some truly beautiful pixel art!

The Ultimate Cup of Coffee

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Coffee has always been a very important part of game jams for me, so I'm always up for a game about it! My first go at this, I didn't really get what was going on, but after some of the comments prodded me in the right direction I found a satisfying deductive reasoning puzzle.

Deep

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On Friday night, I felt I'd just about had my fill of playing / rating / reviewing jam games for the time being. "Just one more then I'll call it a night" I thought. Deep was that one more game, and it kept me hooked for way longer than I expected. There's an interesting map to explore and the build up of upgrades allowing you to venture further and further felt really well paced to me.

There are already more games that I want to mention, but I think better to keep the recommendations in manageable chunks! Although I will afford myself one more spot for my own game - Hellevator

Burdemon now available for Mac!

Hi everyone! We've just released our game 'Burdemon' on MacOS! So for all the Apple users among us, here's another game you can enjoy :)

https://ldjam.com/events/ludum-dare/55/burdemon

I've been enjoying all the games so far, and hope to enjoy many more. Have a nice day y'all!

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Forest of Madness

Hello everyone
For this jam we made an adventure card game with deck-building mechanics.

The game was inspired by PHYSICAL deck-building games (like the Legendary card games) and adventure card games (ike the Lord of the Rings card game). From the comments people seems to like the mix of story, quest & deck-building mechanics.

You can play it HERE

Since we want to extend and reuse the engine created for this game in future games we love some quality feedback.

So can you stop the cultists before they finish the ritual and summon Cthulhu in the...

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theGRIMOIRE_ v1.1

Just posted an update to my Jam entry, theGRIMOIRE!

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Changes are mostly QoL-related: * Undo feature * To restart you now need to hold the restart button (to prevent restarting level by mistake); also added a fade out effect for that * Reshuffled levels to make at least some kind of difficulty curve * Added Japanese translation

Give it a shot or feel free to ~~suffer~~ enjoy the original version I made solo in 3 days on the entry's page:

theGRIMOIRE_

Post-Mortem for Fiend-Zone

Game

Image Sequenceem007/em0000.jpg "You are a warlock that summons fiends to fight alongside you. Your objective is to summon all the 7 fiends by collecting crystals. Each fiend has their own personality, like a greedy one who is after the crystals you need to collect.

You’ll find out fiends aren’t your friend, like every warlock does.

Mobs drop crystals like in survivors-like games. You cannot attack anyone, instead you collect the crystals from mobs killed by fiends."

Idea

All the 7 Fiends symbolize a deadly sin, which is reflected on their unique behaviours.

My initial idea was the warlock would summon the Fiends to help him in a survivors-like battle. The Fiends would be more like "inconvenience", but I noticed they act much more like enemies while coding the game. "With A Little Help From My Fiends" was its initial name, but it was too funny and it didn't reflect the game as good as "Fiend-Zone".

Players cannot attack, the zombies are killed by the Fiends. All player does is move around and collect stuff.

What went right?

Image Sequenceem009/em0000.jpg * People liked the originality of the idea. * Game objective and gameplay was clear. I knew players would try to cast an attack with mouse button, but the game has none, so I put a "You cannot attack in this game" message on mouse click. * I had limited time to draw the sprites, so I made a base Fiend sprite with white color and then tinted the sprite for each Fiends (excluding Pride, he has a variation of player sprite).

What went wrong?

These are all the consequences of the game not being tested by someone else before submission.

Screenshot 2024-04-22 000204.png * Deadliest sin of this game was the large colliders, like the one on left. Game became much better when colliders became like right, but this happened in post-jam version. Large colliders made the game much harder and disrupted the flow of the movement. * It was too loud, because I was too tired and forgot to test the game with my headphones. Not only I reduced the volumes in post-jam, but also added volume rolloff to fire projectiles, so the distant explosions would have low/no sound. * I didn't have energy left to add polishes like screenshake or projectile animation upon submission. I dislike the zombie sprites, but at least they do the work. * Pixelbleeding on the tilemap. Still unresolved in the post-jam.


Here is the Ludum Dare page

As this is a Compo game, source code is available.

Looking for Games

I've finally gotten the time to really get to rating games, so leave yours in the comments and I'll get to it in the next couple days. And if you want to rate mine in the meantime, you can play "daydream" here: https://ldjam.com/events/ludum-dare/55/daydream

What kind of features would you like to see in the full release?

Hey there! After lots of positive feedback we decided to keep working on our game Plaguebringers (https://ldjam.com/events/ludum-dare/55/plaguebringers) and have a full release in the future. We wanted to ask what kind of features would expect there to be? The obvious improvements for now are optimization (lots of it) and bug fixes. But what concerns major gameplay features we plan:

  • Rework current gameplay into an "endless" mode.
  • Add a campaign with an actual story.
  • More rats.
  • More enemies.
  • Major rebalancing to make the game actually challenging.
  • Environmental damage.
  • Possible MP support????
  • Upgrades to rats themselves (new diseases maybe?)

What would YOU add to this list? We want to hear your opinion! ^^

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Tug Of Slime Post-Jam Patch 0.3 available now!

I've added difficulty levels to choose from! Also a lot of bug fixes of course. Available now on itch as HTML5 and Windows executable.

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Some thoughts on the game's difficulty:

While I don't think Tug Of Slime is too easy or too hard I do think that this game is difficult to actually lose since once the enemy is at your base you have quite the advantage because you can stack your slimes there and killing just one of the opponent's slimes will always give you enough mana to at least spawn one more slime to fight for you. I am not sure if and how I want to prevent that and even if I do find a way I think the worst that can happen is a static battle where no one really wins. Unless of course you deliberately lose or forget to spend your mana or use your spells. Yea....

It's difficult to get this right and I am not sure yet where I want to go with this, so I've released it as is for now and will wait for more feedback.

Changelog 0.3

  • Added difficulty options
  • Decreased kill rewards slightly
  • Increased wizard health by 100%
  • Various improvements to UI
  • Fixed slimes sometimes not queuing up correctly
  • Changed some particle colors
  • Improved slime rendering
  • Improved and fixed slime attack animations
  • Improvemed audio system
  • Fixed 2x Esc not quitting game
  • Fixed opponent not using spells correctly
  • Fixed game restart not working correctly after game over
  • Fixed a bunch of other bugs
  • Various other small improvements and balancing changes

Known bugs: - Rarely slimes cross each other when they should fight in front of each other instead.

MEOWTERSPACE art

Thought I'd share some enemy designs and background elements, some of which didn't make it in the jam build

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if you wanna check out our game you can Try it here

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We´re still working on it!

We uploaded an improved version of the game but we're still working through some bugs. If you still haven't please play out card-based platformer and let us know of any fixes we can make! We were very happy with the project but still want to polish it :)Cover.png

https://ldjam.com/events/ludum-dare/55/creepy-crawlers

Post-Jam Question

Hey there! I will just get right to the point here... I started tinkering with Visual Novel dialogue systems and the like, the entire system is almost completely done minus the cutscene controller which is just the intricate wiring of movement and text, should be simple to make...

However I was wondering since John's Visage (My LD entry) uses an old aweful design that adds limitational flaws to the system, should I invest time into upgrading the system and the game a bit or do I stick with the OG system and just fix or change a few bits?

I know this is mostly up to me to decide but I always liked input from other people, so I appreciate all inputs in advance!

It's time to WAKE UP!

New day new us, morning morning fellas jammers! It's been a week since the deadline and what do we have now? Bunch of cool games were played, new faces unlocked, old faces remembered and yet 12 days to go! Huge ranking party this period, so don't forget to play DEMANAGER! (or this silly dwarf (we hired him) will be pointing at you)

PLAY HERE!!!

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Thanks for all the ratings and feedback!

We are really happy and grateful that our Summon Inn has received the highest amount of ratings from all game we have made for LD jams. :champagne_glass:

And we also received a lot of valuable feedback and reactions, thank you very much! :clap:

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