Ludum Dare 55 April 13–16, 2024

The Wrong Book - an idler-style demonic bonanza (Compo)!

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For this LD compo, I had a very distinct mindset going into it... it'll likely be my last for a long time as I'm going to become a father for the first time in just a few weeks, so I really wanted to sum up everything I've learned and done over the years making Ludum Dare entries. What I ended up with was a game I am immensely happy with, and based on the reactions so far, I'm not alone. This post acts as a post-mortem and also semi-promotion (even though results are a day and a half away).

There are big spoilers below - if you haven't played the game through to the end, I highly recommend doing so. It takes around 15 minutes.

What is the game?

The Wrong Book is a 2D strategy/idle game based around hiring cultists, summoning demons, and putting them all to work to contribute towards the summoning of The Great Old Things.

What did I focus on?

Knowing that humour and audio have been huge winners for me in the past (achieving 3rd place in each of those categories over two consecutive compos), I figured I would lean into my strengths. I did more voice acting than ever before, and spent a good chunk of time on audio design and music composition. In addition to this, a few days before the compo started I was having a conversation with a friend about how games (specifically Civ and Factorio) manage to achieve the "just one more turn" feeling and thought I should implement some of those philosophies into the game design.

What worked?

To be quite frank, a lot worked. The reaction from everyone (fellow entrants, family, friends) has been overwhelmingly positive. The humour landed very well with people, and the audio has impressed many, especially the wide variety of voices and voice lines I managed to put in the game.

The UI design is probably the best it's ever been for any of my games, which I can tell purely by the fact that nobody has commented on it at all. It's my first game with extensive tooltips and context menus, and I think it's worked in my favour to an incredible degree. Everyone I've seen play the game managed to figure out very quickly how to interact with everything and what the gameplay loop was, with no confusion or ambiguity (a first for me). Speaking of...

One of my favourite things about the game is how automation is not available right away. Everyone, by the time automation is researched, has become very much used to manually clicking on units to queue up resources. Taking some inspiration from Factorio, I decided early on that in order to make automation feel useful & fun, the player needs to spend at least some time doing things manually first. The feeling you get when automation is finally unlocked is one of relief, and it might be the best gameplay moment of the game. The whole game was designed with this feeling in mind. Give the player an obstacle first and then give them the tools to overcome it.

But, in my view, the crowning achievement moment comes right at the end (again, massive spoilers). I had so much fun putting that silly little polka song together, and my friends and family haven't stopped singing it at me since the game came out. Very rarely have I seen any of my entries cause people to laugh out loud, but this one managed it.

What didn't work, or needed more work?

In all honesty I feel this section is much more "nitpicky" than previous post-mortems because the game has been so well received there isn't anything huge here; certainly nothing on the game design or balance side.

There was an annoying bug with the Unity engine that caused UI text to disappear midway through the game in the WebGL version only, but I managed to put a fix in a few days later. I'm hoping this bug didn't affect anyone's enjoyment of the game too much - it was infuriating for me to see something so key to the game being ruined by something in the engine itself, unrelated to anything I'd done.

The other thing was also kind of a bug - UI scaling for high resolution monitors. The maths I put together to determine where the tooltip shows completely falls apart if the UI has any dynamic scaling on it. I only learned this right at the end of dev time, just before submission, so I had to turn off scaling and make the UI a fixed size instead. Unfortunately this meant that the text was tiny on very high-res screens.

Final thoughts

I'm so happy with The Wrong Book. I think it's my best Ludum Dare game yet, and if it's my last one (due to impending fatherhood), I'm very happy to go out on such a high. Thanks to everyone who's played it and left such wonderful comments.

Last chance to try our game

If your still have not tried our game, this is your last chance to do so! Here's a video that shows what the game's all about!

https://www.youtube.com/watch?v=Ck8wxWSrKyk

So hurry up the mothership is waiting for you. Try our game here

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It's over 100! Thanks you sm & keep your eyes peeled!

THANK YOU!

Thanks to all of your precious feedback and ofc the responses we received we're planning on fully releasing BloodRite <3 Ofc there will be A LOT of changes to make the gameplay more challenging and interesting turning it into a fully replayable game experiance! :heart:

If you wanna keep in touch and see how we're going to push our boundries even further make sure to check out our itch.io page for BloodRite:

https://dekisenpaitm.itch.io/bloodrite

Didn't had a chance to play it yet and you wanna help us by rating & commenting the last day:

https://ldjam.com/events/ludum-dare/55/blood-rite

Again, we're really appreciating you peeps - Since this was our first LudumDare we're super exited for the next one as well. See you there :D

POV us grabbing your hearts:

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Final push for this bullet hell

Do you like bullet hells?

Help Father Sebastian Barranco to sacrifice as many souls as he can during his descent into hell. In this bullet-hell game you will have to sacrifice your acolytes so you can get power to summon lost souls which help you defeat the demons. Get a good score avoiding the bullets and defeating them!!

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jam link: https://ldjam.com/events/ludum-dare/55/fall-of-the-ritual

itch.io link: https://lucidfrontiers.itch.io/fall-of-the-ritual-ludumdare55

Sum Monsters: LD55 Recap Video!

Hi friends we just posted a recap video (from my perspective) about the process!

https://youtu.be/hLLxE8S8maI

Play the game: https://ldjam.com/events/ludum-dare/55/sum-monsters

A couple games that are close to reach 20 ratings

Spellbound Battlegrounds (5 Ratings left): https://ldjam.com/events/ludum-dare/55/spellbound-battlegrounds

Machine invasion (4 Ratings left): https://ldjam.com/events/ludum-dare/55/machine-invasion

thank you all ! ! !

moucheemthanks/em5.gif Thank you to everyone who tested, rated and commented on my mouche(s)? game. You are great people. Thank you also for all this creativity and all these wonderful games... it was simply fantastic.

Do you like chicken?

Do you like chicken?

Last chance to burn birds and play https://ldjam.com/events/ludum-dare/55/$385508

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Please play my game!

Are you able to get out of the dungeon? Be careful, the dragon is protected!

https://www.youtube.com/watch?v=MBG_4yz1Ru8

https://ldjam.com/events/ludum-dare/55/the-seven-crystals

Would like to thank you

I would like to thank to everyone that tried my entry, and special thanks to those, that left comment. This time around it was far from perfect as I was working with new engine and have chosen type of game that I never did before.

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But the learning was amazing and for those who would be interested I am re-working the whole idea and plan to release update of my entry quite soon after results are in. It will be something at least simillar to how idle-clicker game should look like. The gifs are a little sneak peak, but please!! DO NOT EXPECT to see anything like that in the current LD jam version of the game :D

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Games are in Danger!

There are still a lot of games in the danger area (They do not have enough votes to finish the jam), so I ask everyone to help these poor games. I am lucky enough to have my game just over 20 votes, so this cry is not for my sack.

Save Tristram before the clock strikes 3am Saturday morning!

Stay a while and listen...

the fate hangs in the balance, teetering on the edge of darkness.

Leap in the fight with new effects & animations Tristramemneweffects/emanimations.gif

The time has come for one final stand against the encroaching evil that threatens to engulf our beloved Tristram.

Supervise your heroes with the new Group UI Tristram_GroupUI.gif

So we've recently made a lot of fixes and new animations and also added a new Group Interface for the post jam version of our game.

No clothes got wet Tristram_spa.gif

Relax and rejuvenate from fighting in the the all-new spa, adorned with splashy water animations and soothing sounds that beckon you to unwind in style.

A last time before the rating phase ends the doors of the cathedral stand open, beckoning you to venture forth and confront the sinister triumvirate that lurks within.

Your adventure starts here

May the light guide you.

The Mayor of Tristram

Small "Burn With Me" postmortem

Will try to keep short. As all of you, I have some reasons and targets in mind when participating in gamejams.

Competition. Dopamine. Coming up with some cool prototypes for future projects (and I think we'll follow this path with our current game).

But for me, one of the main targets is to go a bit outside of comfort zone: try something new, something more ambitious that I am comfortable with. Something that you look at day 1 and say "how the hell I'm gonna do this?", and after day 3 you say "...well, that was something" :smile:

This makes you feel either hopeless if you fail, or totally powerful if you manage to finish the project. But in any case, you feel that you are stronger than you were 3 days ago.

This time, I decided to do a deckbuilder. Never done anything like that, neve done any "balancing numbers in excel sheet" thing, and haven't even though about designing non-primitive systems.

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I almost overscoped, I almost quit this LD on day 1 from frustration, not knowing if I can finish this in time and do a good job at designing a card game at all...

But oh boy am I happy that I didn't.

Now I know: I can. And I saw that the rest of the team also could, and delivered. And this is the most important aspect of gamejams.

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Thank you all! Keep jamming, keep growing, and keep dreaming! :fist:

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