Ludum Dare 55 April 13–16, 2024

Post-Jam Cull

We kept working on the game after the initial demo for the 55th Ludum Dare Jam and now we are proud to announce our first update that brings many improvements!

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Timer?

Many playtesters wanted to have a timer in the game but we were hesitant to slap a boring stopwatch on the GUI and instead went with a more unconventional solution, see if you can spot the remaining time in-game!

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If 6 was 9

The game's progression is now better designed to increase the difficulty as you progress through culls.
You can also enable Easy mode in the settings which gives you 9.99 seconds each round instead of the standard 6.66 seconds on Normal mode.

Souls and Bad Blood

The Bad Blood ending was a bit confusing for players so we revised this mechanic into a new system that gives you three Souls (shown as green flames at the bottom of the screen). * If you slash something that doesn't match your goal, you will lose one Soul. * Your Souls carry over to the next culls * If you run out of Souls, you will get the Bad Blood ending. * You can aquire new Souls by completing three Pure Evil rounds in a row * Slashing the wrong targets now also has chilling screams to make it easier to notice your errors

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Throw Ability

While we retuned the spawning system to somewhat reduce overlapping targets around you, we also added an ability to throw creatures into the air to clear out the way for other targets behind them. You can use this ability with the Right Mouse Button. Look at our cool dude enjoying himself... for now.

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Accessibility

To make our game more accessible to colorblind players we implemented toggles for each color in the game's palette. By disabling these colors you can exclude them from appearing as target goals. Targets will still be colored with the entire palette but you will never get an "ALL THE ORANGES" goal for example, if you disabled Orange.

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Settings

The game now includes a Settings menu where you can adjust different aspect of the game

  • Mode for selecting difficulty
  • Fullscreen toggle for preventing the game from going fullscreen automatically
  • Sensitivity for adjusting mouse look speed
  • Volume for reducing the terror
  • Colors for excluding colors from the goals

Rules & Stats

With this jam I think we somewhat improved upon our tendency to present hard to understand games with no explanation to players, our revised menu also includes a tutorial page.

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The game now remembers your highscore and other statistics about your play. You can check them out in the new Stats menu.

That's about it for now!

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Play The Culling

✨⚔️ Choose Your Spell Wisely ⚔️

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Now it's your turn to vanquish the enemy, not just with sheer numbers, but with the powerful spells in your deck!

➡️ Let’s Kick a** ! https://shenoit.itch.io/sheep ⬅️

https://ldjam.com/events/ludum-dare/55/s-h-e-e-p-sheep-hell-emissaries-eradicate-purity

2d-sprites + 3d-world = ❤️

Our game — Oversummoned — uses many cute 2d-sprites (demons and decorations) with completely 3d surroundings (tiles and houses)

At first, we rotated sprites to look at camera, but they started to clip with 3d objects 😈🏠. So we devised a hack: our sprites rotate only around vertical axis, and are scaled vertically by sqrt(2), so they look unmodified (camera looks down at 45°).

1 In-game view

photoem2024-04-23/em21-12-18.jpg Editor view and in-game view of a grabbed demon.

When demon is grabbed player sees it turned upside-down, but actually it's parallel to the ground...

2 Editor view of a demon — it is as tall as a house!

Post Jam version available!

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Due to popular demand, I improved the game and added a new level. I thank everyone who supported me and the team with feedback, helped with testing and suggested interesting game mechanics and improvements.

The most difficult task was recoding the fungal root growth algorithm. I had to divide the space into voxels between colliders, then use a custom pathfinding algorithm A* in 3D space, and then convert the resulting path points array into a spline onto which the root mesh is already attached. It was a very interesting challenge!

I hope the team has enough strength and resources to turn this prototype into a full-fledged game.

You can play post-jam version here: https://katamary.itch.io/mushroomaissance

Thank you for playing our game!

The final version

I think this will be the final version of my game, I fixed some bugs, polished the tutorial a little. I could try to make a bigger version of the game, but I think this little version is finished and works well. Furthermore, I am happy with all the feedback, there were not a lot of complaints and they are all really nice, thank you all 💕

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not here...

Postmortem Reflection: A Weekend of Runic Summoner

This LudumDare marks my 6th time participating and my third consecutive Jam entry. As usual, the weekends have been a rollercoaster of emotions, but in the end, I managed to create Runic Summoner, which I am quite proud of. Let's break down how the weekend went and what I learned for the future.

  • Pre-Event week:

Throughout the week before the event, I made sure to deal with every real-life responsibility I could. I ensured we had all the snacks at home, completed all the housework, and made sure nobody from work (or the family) could bother me. These all helped to make the weekend a much smoother experience than usual.

  • Friday:

Right after work, I decided to install every software I would need. I really wanted to make something 3D this time as well, so I installed Qubicle Voxel editor to create models and tried it out a bit. Then I set up OBS and my new microphone for the stream. After that, I got bored and instead of creating the Unity project and testing some model imports, etc., I went and played Valheim until like midnight… Yeah, good start, I know.

  • Saturday:

Surprisingly, right after reading the theme, I thought of an idea that was neither overcomplicated nor impossible to manage in two days. After some quick planning and setting up the stream, I opened Qubicle and realized I had no idea how it works. After a quick Google search, I swapped over to MagicalVoxel, which works the same way but somehow clicked way better for my brain. I spent the rest of the day focusing on coding the main game loop, doing my best to ignore how dumb everything looked with just different-colored cubes and spheres. My plan was to finish everything I needed to play the game, and then I could spend the second day on polishing and art.

Remember how I said the idea was doable in two days? So yeah, at the end of the day, I threw away about 40% of the planned content. Pretty good time estimate considering how it usually goes…

  • Sunday:

Sunday started pretty alright. I was motivated to do some art and put them into the game. Unfortunately, soon after, this motivation dropped hard when I realized how much work needed to be done and also how annoying it is to draw everything by hand and import it into Unity. I was close to packing up and calling it a weekend at this point, but my wonderful partner helped me get through the worst of it. Soon after the first few arts were finished, I regained my motivation and spent the second part of the day on a mad sprint to fix all the bugs, create menus, and convince Unity to let me export the project on the web.

Things that I feel like I did well:

  • Effective Breaks and Rest: I took way more time off to take a few 30-minute naps instead of suffering through the day tired. They always gave me some extra push for the next feature, the next bugfix, the next model.
  • Building the Main Game Loop with Boxes and Spheres: It was way better than spending half the day drawing 6 extra enemies I had no time to implement in the end.
  • Cutting Content: I think the game actually got better from not having 3 extra enemy types and mid-game upgrade options. It left more time to polish up and fix bugs.
  • Actually Ended Up Learning a Lot: About how textures and emission maps work in Unity. My workflow to use them, on the other hand…

Things that didn’t go as well

  • Not Having a Tested Workflow: To create models and import them into Unity was a major mistake. I think at least a few hours were spent figuring out how MagicalVoxel works, and copying .png files, opening them manually, finding that one pixel that I want to have emission, recoloring it to white so it can have any light effect, then coloring the rest to black… Every time it took forever and was single-handedly responsible for having the same projectile animation on every character.
  • Playtesting: I Ended Up Not Having Enough Time to do a lot of playtesting or even release a working version to ask some friends to try it out. This led to inconsistent pacing, sudden difficulty spikes, and a UI that created a lot of confusion for the players.
  • Streaming and Social Media: I spent almost the entire event live on Twitch, but I think it was hurting more than helping. Glancing over to the chat to see I have 0 viewers did affect my mood a lot during the weekend. I also didn’t have time to create posts on the LudumDare site during the event. The whole social media aspect feels like it takes an entire extra person.
  • I Also Ended Up Being Cooped Up Inside: I believe going for a quick walk on Sunday would have saved a lot of time spent on worrying.

Overall, I’m pretty happy with how the weekend turned out. I learned a lot and found some extra motivation to keep working on games outside of jams. Would like to thank everyone who ended up playing Runic Summoner and hope to see you all again for the 56th LudumDare.

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A Reflection on my game "The Ghost of Leo"

I have reached over 20 user ratings, which means I'm eligible to receiving a score for my categories! Thank you to those who have played my game for the jam! And in return, I think I'd like to reflect my jam experience of what went well and the things that didn't go as planned.

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The Good

  • The dialogue system was running well. I was able to code a mechanic to allow myself to easily write dialogue and swap between images in the cutscenes running.
  • I'm proud of the drawings and art that I made, especially in the black-and-white style I had the idea to make digital drawings with a pixelated-vibe to them similar to the previous jam I did. Some of these drawings were based on a previous jam I failed to make in time that I wanted to do with this style, and I'm glad I got to incorporate it.
  • The narrative I wrote in the game had a lot of people liking it based on the comments. I tried to write a narrative or story in attempt to be very touching, and I'm glad it worked.
  • I made some music to properly set the mood for the game.

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The Bad

  • Turns out 72 Hours isn't a lot of time when you have a social life and have some stuff to do over the weekend. Then again, it's not healthy to live a lifestyle of eat, sleep, game dev, and repeat for 72 hours straight.
  • Spawning in different rooms/items was not set up properly.
  • There were some extra gameplay mechanics I was not able to make in time. For example, I was planning to have the objective to visit other dog ghosts from the graves, learn much about them, then find a missing item that they're looking for. But 72 hours isn't enough, so maybe in the future
  • The gameplay isn't as fun as I expected. The harvesting seemed a bit tedious and was more about stretching time in the game than actually making it really fun. This was recycled from the "Harvest" game jam I failed to meet, and I still didn't make it that engaging.

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Anyways, that's my experience with the jam. Thanks again to those who have played my game. If you want to check out my game, feel free to check my profile or click this link: https://ldjam.com/events/ludum-dare/55/the-ghost-of-leo

See you in the next one!

I made a game about creating custom monsters for the Compo

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The game is called STUPID LEGS – you summon customized derpy monsters to do the chores for you: check mail, do the laundry, gather apples, pay taxes, and more!

It was made in 48 hours for the Compo – I managed to do all the essential stuff in time, but there's also a post-compo version that is more polished and has some additional content and sounds in it.

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I loved making this one, and it's pretty fun to play! There are 4 levels (6 in post-compo version), so it's not very long (around 5-10 minutes, I'd say).

Try STUPID LEGS

Playing your games on stream

Hey guys, I'll be playing, and streaming, and critiquing LD games :D
Also happy to try out Post-LD entries! Starting in about 10 minutes (9:00 MDT)

https://www.twitch.tv/technostalgic

Submit your game to the #ludum-dare channel on my discord, I'll be playing them in the order they are listed there:
https://discord.gg/HA65WGU9Dm

Hello there

Scrolling on by huh? Why not check out some of that Vocatio.

My next plan

8 Days left until 'Rating games ends' and My LD55 submission still needs ratings.

I have fixed the player's movement and now it accelerates and decelerates faster. But I will leave the original version here and I just added my GitHub repo's release link in the description. so it will not violate the rules.

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After the end of rating games, I am planning an engine migration for my LD54 submission, Metagirls from UE5 to Godot 3. I have placed all sprites of this shoot'em up game in XZ plane and this was a huge mistake. So I will completely remake this with Godot engine so that no more critical errors will occur (and rotating all objects to XY Plane for each 2D sprite import in UE5 is such a hassle).

And I need to get a job from now on. I might not enter LD56 and my game remaking project will proceed slowly.

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How I created creatures for Uncanny Inscriptions

1_Title.gif Hi, I'm Bo, and I'm an artist on our team! In this post, I explain how we optimized our pipeline, the challenges we encountered and the decisions we made to overcome them. For game Uncanny Inscriptions

Preparation and thoughts

2-prologue.gif We decided that the game will be in 3D, however creating characters in 3D takes much time. For instance, my model of a duck includes: sculpting, retopology, UV-layout, texturing, rigging, and finally animation. But I needed to figure out how to create several characters within a short timeframe. I decided to create 2.5D characters, which simplified my work. You'll understand why as we progress.

Creating Character in ZBrush

3emZBrush.gif I'm skilled in 3D rather than drawing, starting with _ZBrush where I can rapidly refine the shape of my characters and add cost-effective details. I created a model for 2D rendering, so the most important part is the front. I don't focus on the other sides. Also, I used Polypaint(vertex paint) for texturing characters—an easy but effective method. I didn't need retopology and UVs, which are often the most frustrating parts of 3D work

Render and export the sprites in Unity

4emMarmoset.gif For rendering, I used _Marmoset Toolbag 4. I separated the model into several layers in ZBrush and exported it to Marmoset. Then, I set up the scene, adjusted the camera angle, and lighting. Additionally, I added an extra render pass for the Normal map. Furthermore, I used this scene for other characters. I organized and refine the render layers in Photoshop and then exported the PSB file to Unity. The "2D PSD Importer" automatically separated my layers into sprites

What's the issue, my friend?

5_problem-shader.gif Before this moment, I hadn't tried working with 2.5D. I realized that sprites don't interact well with a 3D environment and lights. This confused me, but our programmer figured out how to fix it and wrote the shader. Sprites began to behave as I wanted; I was able to use the Normal map, and the sprites responded to light.

Rig and Animation

6emrig.gif I rigged the characters using the standard _'2D Animator' and 'IK Components' in Unity. During animation, I focused on my favorite principle of animation: 'Follow through and overlapping action'. We realized that we didn't need triggers for animation, as the animation starts automatically when we call the prefab. The programmer prepared prefabs before for characters that we planned, and I began to fill them with other characters.

7emend.gif I hope you found this post useful and interesting. It's my first time writing something like this. I've always wanted to share about my work on the Jam. Thank you for reading, and _don't forget to play and rate our game Uncanny Inscriptions

Update! More Dialogue, better maps

Summoner Armin's Bad Day just got updated! Play the updated browser version on our itch.io or download the original version to try it out! https://commadotgames.itch.io/summoner-armins-bad-day

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See out LD Jam page here: https://ldjam.com/events/ludum-dare/55/summoner-armins-bad-day

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Better, shinier, faster!

First of all I would like to thank everyone who played Runic Summoner and gave feedback on it!

I found some time during the week to create a post jam version that you can play right now directly in your browser from: https://freamdev.com/games/RunicSummoner/

Changelogs:

New Features:

  • Added death effects for enemies.
  • Added projectile hit effect for enemies.
  • Implemented summoning effect for bosses.
  • Updated aura effect for Paladin boss.
  • Increased camera angle for better visibility.
  • Ascended player model and attacks now accessible in-game (requires re-unlocking).

Bug Fixes and Improvements:

  • Corrected spelling errors throughout the game.
  • Eywas rune is now traversable.
  • Targeting now functions properly on enemies.
  • Left mouse button no longer required for basic attacks.
  • Reduced base attack damage by approximately 33%.
  • Increased heavy attack damage by 20%.
  • Movement speed increased by approximately 30%.
  • Close combat enemies now deal damage during "dancing around" phase.
  • Reduced base health of all basic enemies by about 33%.
  • Enemy healing effects weakened by approximately 30%.
  • Adjusted enemy spawn intervals to occur every 8, 10, 12...30 seconds instead of every 37 seconds.
  • Mage and Priest enemies now spawn one wave later.

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