Ludum Dare 55 April 13–16, 2024

Calling All Speedrunners

We have just created a speedrun version of our game with a built in network leaderboard. We have leaderboards for any% and 100% (all crystals collected). Master the movement in Throes of the Javelin and try to reach the top spot on the leaderboard. Show us whatchu got :)

https://garbanzo-goon.itch.io/throes-of-the-javelin (Make sure to download the speedrun version)

Here's a clip of one of our devs @Matterlinx getting a high score on a 100% run. https://www.youtube.com/watch?v=aD4EmV9-i3U

Can you beat "Hard" Difficulty ?

If you like cute pixelart and challenging gameplay (3 Difficulties and a Tutorial) you should try our game:

Auto Summoner Hero LD55.gif

"Hard" is really really difficult but it can be done (source: Me). Make sure to post your scores.

Our Final Boss!!

Thanks for the first 30 votes. Thank you very much to all for the comments you have posted and for all the votes we have received!! <3

DragonVerde.gif

Illegal Summonings got its 20 ratings!

Hello all,

This was my very first Ludum Dare and I wasn’t really sure how it would go, but in the end I’m really glad I participated: It’s been a ton of fun trying games and getting feedback on mine!

My game, "Illegal Summonings", got pretty good feedback for now (honestly better than I expected, since I had to settle and make a much shorter experience that I would’ve liked) so I’m strongly considering iterating on the concept and making it a "real" game, thanks to that! Getting to 20 ratings seemed a bit overwhelming in the beginning, but I’m glad I made it :slight_smile:

If you’d like to, I’d love to get your opinion on the game! It’s a very short (only about five minutes long) investigation game, "cutscene" included. I’m also going to start testing a bit more games now that I’ve taken a break out of this for a few days :)

ezgif-4-5bf6a1870a.gif

How to compose a musical tribute to "Diablo"

banner-new.jpg

Step 1: Never have played Diablo before

Step 2: Saturday morning crash course on the Diablo I OST on Youtube

Step 3: Download a 12-string guitar VST

Step 4: ???

Step 5: Profit? (still figuring this one out, tbh (the game isn't for sale))

"Tristram" was my 6th Ludum Dare working with the same core team, so we've definitely got a system going.

Unfortunately (for many reasons), I'm in the US and the rest of the team is in Germany, which means nothing happens until they wake up on Saturday morning, and I don't start on music until I wake up many hours after that.

This means I miss out on the main brainstorming session (one of these days I will just stay up until 2am or whatever and be a part of it) but also means that by the time I wake up, there is usually already something resembling a game waiting on me.

This time around, they wanted to make a tribute to Diablo I, a game which holds fond memories for everyone on the team... except me. To their surprise and my great shame, it's just one of those games I never got around to!

So my first task on Saturday morning was, as mentioned above, a quick crash-course on the music of Diablo.

While I was becoming familiar, they temporarily put actual Diablo music in the game while they were working on it, which led to one of the first realizations about how to approach creating the music: Diablo is a dark game, and its music is quite fitting. Our game is an homage, but its tone isn't nearly as dire. Which meant I needed to make not-quite-as-dark Diablo music.

I mean, look how cute our heroes are:

01.png

We had to lighten the tone at least a bit.

Track 1: "Village Memory"

First on the docket, the main music of Tristram, the village where the heroes gather before heading into the dungeons. (If you aren't familiar, like I wasn't, Tristram is also the name of the town in Diablo.) For this I had to download a 12-string guitar VST. Even though I am a guitar player, I don't own a 12-string and time constraints prevented me from tracking one down. So I had to go fake!

The main melody was originally played on electric guitar. There was something irksome about this approach that I never quite put my finger on. So I switched it to a VST flute which helped to match the medieval vibes a little better. The problem was, it also felt a little thin, especially in the B-section of the track, so I added an English horn underneath to beef it up a bit.

I tend to not work with orchestral instruments because:

a) in my experience, a lot of game composers tend towards orchestral or chiptune. I don't really like working in either, and

b) putting together an orchestral arrangement is hard and I don't know what I'm doing

But something about the way this track was coming together really pushed me into going outside my comfort zone a bit. 12-string acoustic, electric bass, flute, english horn, cello, and violin aren't the most common orchestral arrangement but, uh... yeah. I think it works!

As you progress in the game, the music builds gradually. First by adding bass and percussion once you've reached stage 2 in the dungeon, and then the strings once you've reached stage 3.

I think the bit around the 3:00 minute mark may be some of the prettiest music I've ever made.

Track 2: "Form Up!"

This track, of the four on the soundtrack, is definitely the least Diablo-esque. When you call the heroes to action, and to form their parties before heading into the dungeon, we needed something kind of invigorating and exciting. The tranquil & slightly sad town music didn't seem appropriate.

For this one, I kind of just went with my gut. I kept it in the same key (I think, again I don't know what I'm doing) so it wouldn't be too jarring of a change, but made something more militaristic with timpani hits, rolling snares, horns, and strings.

All in all, this probably draws more from Final Fantasy music than it does from dungeon crawlers.

Track 3: "Deep Below the Cathedral"

The dungeon music was a lot of fun to make. I wanted to keep using orchestral elements like I had in the other two tracks. I also wanted to lean a little more into the darkness with this one. Having playtested with the original Diablo dungeon music (which was a bit too dark) I wanted to distill the essence of that music without recreating it. I added some wordless vocals (with a formant shift on them to make them sound deeper than my natural voice) and some atonal and dissonant elements. Once you reach stage 3, I also added in some chugging electric guitar with the string section.

For the main melody, I ended up using a couple of Arabic instruments, a plucked string and a flute. Sometimes it's lazy shorthand using "non-standard" instrumentation to evoke an uncomfortable feeling. Sometimes you're making music for a game jam, so fuck it.

All in all, I really like the eclectic instrument selections on this track. It's a bit of a grab bag, but I think it ended up working quite well!

Track 4: "A Hero's Reward"

I originally wrote this as title screen music, but it ended up getting moved to the end of the game instead. It's a simple 12-string acoustic piece with some bass and light percussion. Not really sure what else to say! It's a pleasant way to enjoy a well-earned victory, I think. :smile:

So that's that! I can never tell if shit like this is actually interesting to read about. But if you did enjoy it, please check out our game!

Play "Tristram"!

We just released a post-jam update on itch.io that adds lots of new juice, so even if you have played it already, it might be worth another spin.

If you made it all the way to the bottom, thanks for reading! :green_heart:

PS - If you enjoyed the OST, you can download it for free here.

Premature Sporification or Dirt Merchant?

banneremanimation/emmyce_SHADOWED.gif

If you like vampire-survivors-like games (or if you don't, all are welcome), we'd love to hear your constructive criticism on our game mechanics, items, their interactions, or anything else that sticks out to you! How could the enemy spawning be designed better, what are some game-breaking builds, does the difficulty scaling feel too punishing, what are your suggestions for improving the gameplay or adding new mechanics/items?

 

So far, we're planning on adding active abilities, keyboard controls, more unique items (focused on modifying other items/slots), and a boss in the post jam update.....and audio (sigh)

 

We'll gladly leave quality feedback in return, check out Mycelium Runner here!

 

MyceGifVid2-optimized.gif

How erroneus c# math cost me a couple of hours and nerve cells

The last thing you want in a jam is to struggle with your language of choice, but that is exactly what happened to me.

In my custom rectangular grid world checking logic I've got this piece of code to calculate the position and type of field in rectangle grid into which an enemy is moving: public (int, int, FieldEnum) getGridPositionAndType(Vector2 position, bool up) { float fj = (position.y - transform.position.y + wholeHeight / 2 - wallSize / 2) / wallSize; int j; if (up) j = Mathf.FloorToInt(fj); else j = Mathf.CeilToInt(fj); float fi = (position.x - transform.position.x + wholeWidth / 2 - wallSize / 2) / wallSize; int i; if (up) i = Mathf.FloorToInt(fi); else i = Mathf.CeilToInt(fi); if (i < 0) i = 0; if (j < 0) j = 0; if (i >= gridWidth) i = gridWidth - 1; if (j >= gridHeight) j = gridHeight - 1; return (i, j, GetFieldType(pixelArray[j * gridWidth + i])); } For some inexplicable reason the enemies on the left and bottom sides of the screen were going berserk. I lost some precious hours of my compo development time and was going crazy until I realized the problem was with negative numbers. So I tried adding a large number before doing the operation and subtracting it later: public (int, int, FieldEnum) getGridPositionAndType(Vector2 position, bool up) { float fj = (position.y - transform.position.y + wholeHeight / 2 - wallSize / 2) / wallSize; int j; if (up) j = Mathf.FloorToInt(fj+30f)-30; // force positive math else j = Mathf.CeilToInt(fj+30f)-30; // force positive math float fi = (position.x - transform.position.x + wholeWidth / 2 - wallSize / 2) / wallSize; int i; if (up) i = Mathf.FloorToInt(fi+30f)-30; // force positive math else i = Mathf.CeilToInt(fi+30f)-30; // force positive math if (i < 0) i = 0; if (j < 0) j = 0; if (i >= gridWidth) i = gridWidth - 1; if (j >= gridHeight) j = gridHeight - 1; return (i, j, GetFieldType(pixelArray[j * gridWidth + i])); } It worked like a charm. Then I remembered that most programming languages including c++ and C# are doing modulo operations wrong. Instead of doing proper euclidean map they take the absolute value, calculate modulo on that, and return the sign. imageem2024/em04em13T21/em11em54/em833Z.png The same goes for rounding off to the nearest higher or lower number (ceiling and floor operation).

I learned this lesson the hard way so I decided to write this up in case it helps anyone.

Counting sheeps shouldn't be so profane!

Hello there!

61aa4.gif

Do you like to count sheeps to sleep? Do you like rhythmically get notes right in a summoning of nightmarish proportions? All hail the slumber demon! It sounds more epic than it is and way more dark!

Our game is all about playing correctly the ritual song to get a GOOD NIGHT OF SLEEP - like all of us wish to do every night!

We are used to participate in game jams and this is our first try with the Godot Engine. We are pretty stoked with the result and invite you guys to try to get asleep with our new humble game.

Thanks - we wish for all a good demonless rest!

Spend 30 seconds or 30 minutes on Cat-o-Conjurer, the choice is yours!

Can you master the chaotic cycling between these 5 different cats?

Cat-o-Conjurer is seemingly simple at its surface, but once you play for a few minutes, you begin to realize the true strategy behind it all! Can you make it 5 minutes without losing a rat??

Play now! https://ldjam.com/events/ludum-dare/55/cat-o-conjurer

cat-o-conjurer.gif poofy.gif striped.gif mini.gif

Post Jam version The Dodge Invoker!

The Dodge Invoker is a rage-game precision platformer! Everytime you jump, double jump or dash you will invoke a different demon that will try to make you fall!

The game now has a Timer for speedrun and a speedrun leaderboard in the Post Jam version!

The Dodge Invoker

(Best played on itch web player)

RYWmfR.png

Command: summon. Post-jam version

Hey fellow summoners!

We just finished our post-jam version, Here what's new: 1. Our own pixel graphics. There was not enough time for this within the jam, and we have no experience in art at all. So now we've added this as an experiment. 2. Removed mandatory "summon" word for every command. 3. Added new command ("music") 4. Added two new endings:

!> Spoiler * Kill the princess * Bard saves the princess

https://ldjam.com/events/ludum-dare/55/command-summon

We want to extend a huge thank you to everyone who played the original version and provided feedback. Your input has been invaluable in shaping this update, and we hope you'll enjoy the changes as much as we enjoyed making them. post-jam1.png post-jam2.png

Parmigiano Rolliano

menu-logo.png

Hey! For this Ludum Dare we made a cheese themed game. It involves cheese being summoned by the king, as well as summoning cheese-making gnomes to guide your cheese wheel to Castle Roquefort! Below is a brief summary of the lore of the game. Check it out here!


Mama miabella! ‘Tis an emmergency! Bert Camem, the Grand Mozz of House Arella, hath verily summoned the finest cheese in all of the Kingdom of Halloumia! Are you worthy of His Majesty’s tastebuds? Rolleth downwards to Castle Roquefort :european_castle: where HE awaits with knife and fork! Alas! Thine flavor shalst be judgeth - let not the filth of nature nor the ravenous mass of edacious peasantry touch thine exterior most sublime!

Hey, you!!

i love u ;3

MEOWTERSPACE Post Jam

Here's a sneak peek into ideas we've been tossing around for future content:

A linking mechanic that allows the player to create formations and move them around all a once

image (13).png

Ideas for new stages

City.png

New enemy designs

Planes.jpg

???

image (12).png

Until then tho, if you wanna play our game you can try it here!

full-logo.png

Would you dare to challenge Ambrose, the Bald?

MAGO.gif

No, you didn't read it wrong. This handsome fellow with his bald head is waiting for you to face off in our game 😱

What are you waiting for? Play now: Dungeon Evoker

P.S If the link isn't working, visit my profile to play.

63a09.png