Ludum Dare 55 April 13–16, 2024

Gudzilla Kit Available Now !!!

Frame_7.png

The premium Gudzilla summoning kit model is now available in all stores!

Get yours now! First come, first served while stocks last.

https://ldjam.com/events/ludum-dare/55/summoner-kit-kimulator

Call To Cull

I - the programmer on our game - shamefully summon you to play it. You'll be done in 6.66 seconds and hopefully your targets will be as well. Make sure to spill the right blood and you'll have more culls coming up!

cull_play7.gif

The Culling

The Bomberlamb, Fury of the Skies

bomberlamb_post.png

Introducing Bomberlamb, the explosive warrior! It's the first spell available in your spell deck and the attack of choice for targeting enemies from a distance. At the cost of a simple sacrificial lamb, it will reduce the number of attackers and weaken the enemy.

➡️ Discover S.H.E.E.P by playing directly from your browser (⌛ but be patient, it takes a while to load), or by downloading the packs provided.

Enjoy ! https://shenoit.itch.io/sheep

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

Send me your chunky pixel art games!

I'm looking for some chunky pixel art games to play, the less pixels the better! I'll try to play and rate as many as I can :)

Also I made a chunky pixel art game, Diner Dash, maybe check that out too while you're here?

New team but incredibly satisfied

I joined this jam with 4 of my friends who never participated in that kind of event before. I am very pleased with what we have managed to accomplish in so little time. I am happy to present our submission.

Dreamlings Daycare: https://ldjam.com/events/ludum-dare/55/dreamlings-daycare

Unity_Pc0kJmM13Y.gif

The entire event was a good experience. It's very nice to see all the positivity in people's review across every submissions we've seen. It's inspiring to see the various ideas and design that people did. Gives us ideas on how we can try and do even better for the next ones!

Feel free to link up yours under this post, I'll do a bunch of reviews during my lunch break and tonight.

A D.A.D.'s job is never done!

It's hard being a demon with an on-call contract. It's even harder when that demon's got a whole home to run!

Step into the world of Demon At Duty, where you juggle work-life balance as a single father between summons to the battlefield. Those warlocks have gotten brazen, picking more and more fights, with you at their beck and call!

screenshot1.png

When you're not mauling soldiers, make sure you don't skip lunch or family time - it always pays off!

Give Demon At Duty a try, and let us know if those warlocks end up finally cutting you some slack!

https://ldjam.com/events/ludum-dare/55/demon-at-duty

https://skerys.itch.io/demon-at-duty (1080p version for the eye-candy!)

Summonion

Header.png

Here is what the game looks like:

screenshot0_1280.png

And here is some gameplay:

gameplay.gif

This is a slingshot:

slingshot.gif

And this requires no explanation:

summoningCircle.gif

Finally, this is me when you don't play my game:

Crying.gif

Click Here to play Summonion!

How I made a game entirely on my phone

You read that right— I created Readybuns 100% using software on my smartphone.

IMG_8903.jpeg

I didn’t think I was going to succeed, but I figured it was worth a try since I’d be pretty bummed to lose my streak of participating in 15 Ludum Dares in a row. But this time the odds were against me: @Strega and I had a trip scheduled during the jam so I was thousands of miles from home, my teammates were unable to participate, and I had just my phone on me. With those constraints in mind, here’s what I did:

* Game Design *

I wanted to make something extremely simple, plays with one button on a single screen, and incorporates the theme in a slightly different way. I observed how my group would take a while to get ready during our vacation adventures and making our Ubers wait. This gave me the inspiration I needed. We summon the Ubers and then they summon us to the car.

IMG_8918.jpeg

* Game Engine *

I chose GDevelop after a while researching and saw it had promise. I played with the templates but ultimately just started from a blank project. The level editor was straightforward but the “coding” was interesting to adjust to. It was an events-based system presented in natural-ish language and dropdowns for filling in data. I found the built-in movement and collision behaviors didn’t quite suit the gameplay I was looking for so built my own tile-based movement behavior for the bunnies. Alas, logic and math are nowhere near my wheelhouse, but fortunately I was able to bug @Strega to help me learn and debug. Thanks!

IMG_8917.jpeg

* Art and Animation *

I was already familiar with pixel creation on my phone and my app of choice was Dotpict. I decided to go with a monotone 1-bit style to keep things simple. I chose bunnies as the characters you’re summoning as I pictured a family of bunnies with a bunch of kids you’re trying to wrangle.

The first day I haven’t figured out data roaming on my phone but fortunately Dotpict works offline, so I pumped out the art assets during downtime, in the Ubers, at cafés, etc. Dotpict has built in animations, and all I had to do was export each individual frame of an animation and load them into GDevelop where the rest was easy to figure out. After setting up proper internet access, I put together a basic level layout, had working “honk” behaviors, and bare minimum UI to make it count as a “game”: a title page and an ending screen.

IMG_8921.jpeg

* Music and Sounds *

Once the game was fully playable I had a few hours to spare and thought I’d dive into a domain I have very little experience in: music. I generated a simple honk in a web tool called jsfxr which my team has used before for our other jam games. Then I found a site called BeepBox which looked simple enough, I just click the little boxes like pixelart, right? I vaguely remember our musician, @Tenki, explain layering so I picked three instruments on different layers and played with a little melody I was humming. I’m surprised at the end result for my first song ever!

IMG_8920.jpeg

All in all, I think I took a total of around 10-12 hours to make Readybuns. I would have made more levels but the free version of GDevelop only allowed for 2 scenes, so I just stuck with a title and a single level. Despite that, I am actually amazed at what I created in the limitations I had. I’m not going to transition away from Unity and Aseprite as my primary game dev tools, but it’s awesome to know that it’s entirely possible to make a whole game just on your phone while on the go. I implore you to give it a try!

Nuki needs your help!

Our racoon chef Nuki is still looking for smart people to help him escape! Check out our cute puzzle game and maybe leave a rating and tell us what you liked and didn't like.

https://ldjam.com/events/ludum-dare/55/nuki-and-the-cookbook

itsgnomingtime.gif

Have you got the time to pay back the fine?

bailout_cover.png

Play a skateboarder who has been summoned to make an appearance at court before noon and pay a fine for the crime of skateboarding. Except you don’t have any money and noon is only 2 minutes away! Skateboard around the city gathering as much loose change as you can find and make it to the courthouse in time. Just don’t get caught skating by the cops!

ldjam55_2.gif

Elves & Skeletons

Note: The game was made by 4 students aged 14-16 in our effort for our very first game jam. We know the game is quite incomplete but we wanted to upload it nevertheless. Feel free to leave feedback it'll help us a lot. lhttps://ldj.am/$385986

behind the scenes

From brainstorming to prototype...

Scan2024-04-15em225911/em001.jpg

Scan2024-04-15em225911/em000.jpg

paper_prototyping.jpg

gameplay.gif

Summoning of Qasimar, a Short Retrospective

First off, play it here, if you haven't already!

Screen1.png

Ok, so the game is too hard. I know. Funny thing is, this is pretty much the first time I actually had a testable build early enogh to get some feedback, even tough I had less time than usual since I only started on it very late on Saturday. But unfortunately, most people didn't have time to test it so I was left with very few data points. The original version was, unbelievably, even more obtuse than the final one.

So the main thing that went wrong was definitely the difficulty. It was a hard balance to strike with having the right feel for the game, but still making it playable, and it erred too much on the side of obscure. I also wish that have had a bit more story, and maybe some other characters in the game. And should have recorded some voices for the demons.

Few comments wished the summoning cutscene to be skippable, but that's actually one design decision I stand by, since the longer summon sequence deters from brute forcing the puzzle.

Screen2.png

Art-wise, I think I managed to nail the style pretty well, though I'm not 100% happy with all the symbols. Judging from the comments, people generally appreciated the visuals. And the music, which comes as a bit of a surprise since it's the first "song" I've composed in over 15 years and, honestly, I wasn't very good at it back then either. I played it safe by googling chords suitable for a horror soundtrack and then just building it around that.

Overall, I'm happy with the result, even if I wish I would have been able to test it more and tune the difficulty downwards. On to the next 20 Ludum Dares, then!

Ever wondered how Deckard Cain felt like?

...watching the heroes venture into the dungeon, and all he could do was hope they'll make it out alive? With a lot of loot, preferrably!

Now you get to experience it. Sadly we didn't manage to add the feature where you identify the items of the heroes. https://ldjam.com/events/ludum-dare/55/tristram

tristram3.gif

Moving In and Moving On - Jam OST and v1.3 Bug Squash!

30ff4112-e3f5-4f48-ab71-ea9caa866516.png

Thank you all so much for your encouragement and support!! We have had an absolutely incredible Ludum Dare 55 journey in our first jam and game-making experience together, with many thanks to y'all for the warm welcome :smile: * @starstia made almost all the art, and @starstia and @galen-skibyak really made the manor come to life in engine! * @ariyassa just posted the banger soundtrack on Soundcloud! They did ALL the sound design and music creation and audio effects! * @tess-winlock just squashed a whole swarm of bugs and pushed the updates up to Itch! (Thanks to commenters who caught the journal bug!) * Our two voice actors also did phenomenal jobs and provided great recordings for our sound whiz!

I am so so proud of this team! Y'all are AMAZING, and I can't wait for the next adventure together :clap: :100: :cherry_blossom:

Listen to the game's OST on Soundcloud here:

https://soundcloud.com/ariyassa/sets/moving-in-and-moving-on-ost

Play the game on itch.io here:

https://cattalesgames.itch.io/moving-in-and-moving-on

Rate and comment on our visual novel here!

https://ldjam.com/events/ludum-dare/55/moving-in-and-moving-on

Mobile-friendly games?

Let me know if you have a game that I can play with my phone, because bus rides to work are boring, and work breaks are currently just full of doomscrolling, and I could be playing games instead!

I'm looking for anything that can either be installed on my phone (I use Android), or a browser game that'll fit on a phone screen and doesn't require a physical keyboard to play (even if it's not perfect, I promise not to give a lower rating for that sort of thing).

Save me from my doomscrolling, jammers! You're my only hope!

Playing your games on record

If you want a record of someone playing your game, let me know.

I will try to beat the game (a time limit is ~30 minutes) and provide a quality feedback (plus rate your game here).

My only requirement: your game should run in browser (e.g. it should be a proper HTML5 game). Optionally, you can tag me on Twitter while linking the video. :)

So far, I played these games: * https://www.youtube.com/watch?v=z3SVna1wLuM * https://www.youtube.com/watch?v=AKle6GrgxlY * https://www.youtube.com/watch?v=gDZgDlrXJ7c * https://www.youtube.com/watch?v=gDZgDlrXJ7c * https://www.youtube.com/watch?v=HhIshruf4a8 * https://www.youtube.com/watch?v=HhIshruf4a8 * https://www.youtube.com/watch?v=Vn9DKeRQ04Y * https://www.youtube.com/watch?v=IRwQ_FYDUF0

Summoning assets for you

Hey !

We just wanted to thanks people that are commenting on our game again :) We are reading all of your comments and try to answer as much as we can. Tho sometimes it is hard to do, hence this post to thank you.

Also, we taught it would be cool to show you some of our assets from a closer perspective sor here it is :

Designs.png

Enjoy ! And if you feel like playing the game, it's here https://ldjam.com/events/ludum-dare/55/summoning-the-demonning

Devlog, kind of

&& @pigeonic && our pet pigeon LUDUM DARE BLOG POST.png https://ldjam.com/events/ludum-dare/55/ascension

Frog King

We present a character created by the best community (Ludum Dare 55), the Frog King. Thank you very much for playing our game; we love seeing the crazy creations you all are making. 63c97.png

1 mage against 1000 goblins and ogres, are you for real?!

It may not be our finest entry but I'm still very proud of the artwork and animation @tegantiu and I made, plus all the hard work @human-writes-code did to bring it all together. Animation-Loop.gif Check out our game here: https://ldjam.com/events/ludum-dare/55/streets-of-mage

The Creation of Hell's-On-Hold

This post is aimed to be a discussion and 'peek behind the curtain' of Hell's On Hold, my first Ludum Dare entry & second ever gamejam entry!

I'd suggest giving it a try over at https://ldjam.com/events/ludum-dare/55/hells-on-hold first, to see how it turned out!

menu.png

What's it about?

Hell's On Hold is a short game about the lesser-seen side of summoning. What happens if you mess up the sigil? - Someone's gotta help and that's where Summoning Support comes in! Play as a lowly tech-support agent in Hell's No. 1 hotline for all things summoning!

Use the book and computer lovingly provided to you and help the callers with their rituals! However, the callers cannot tell you their ritual, so you need to ask them questions to figure out the correct ritual. Be careful, though! You're on a timer from the moment they start ringing, so make sure to go quick!


Day 0

The Idea

Like a lot of games, this LD started with us all in a voice call at roughly 01:30AM BST discussing possible interpretations of all the themes.

I was personally rooting for the 'Fishing' theme, after someone had the idea of a warioware-like minigame collection, of just fishing minigames from across gaming history.

Our ideas sheet looked like this just before the theme dropped - Notably the final idea for Hell's On Hold is not actually seen here.

ideas.png

Our original idea for 'Summoning' was to make a boss-fight where you 'summon' your creature from different parts (The idea basically being from the Thrasher gag in Deltarune CH1/CH2). We also felt this idea could be adapted well enough into the 'Recycling' and 'Strange Machines' categories that we didn't bother thinking up any ideas for them.

However, once the theme dropped, a couple more team members joined the call and weren't a huge fan of this theme - So we dropped it and started looking again. (After all, my general rule of thumb for these things is that to make something original, your first couple of ideas will have to be thrown in the trash)

That said, it didn't take long for someone in the call to suggest some sort of tech support hotline (Looking back, we had our first design-document of what we wanted the game to be in just over an hour!). And considering several of us have experience in either being tech support or in a call center, this was an idea we all immediately latched onto. With the game idea made, what next?

notDonte put together a design document which served as the basis for the game loop going forwards.

designdoc.png


Day 1

Brainstorming & Concept Art

We had our idea, but still very little information about how we wanted to implement the idea. So the next step was brainstorming how we wanted it to look. We knew we wanted to go for a very corporate environment, with the player in a cubicle, but that does not make a game in of itself.

Quite quickly after that, one of our Developers, DeadlySprinklez drew up an interpretation of how the UI would look. Once more this was an idea we all quickly latched onto and stood as pretty much the final design throughout the jam.

firstimage.png

Meanwhile one of the artists, Kin, drew up a bunch of rough concept art, which is the first look into some of the final character designs, and the gameplay loop.

ideassheet.png

This pretty much concludes day 1 for me - It was 4AM for me and I headed for bed, to get a fresh mind for the game development in the morning. While I was asleep, the rest of them team put together a template in Love2D for us to work from.


Day 1.5

Development Woes & First Steps

The first actual development I did went about as poorly as one could expect. Having not touched Lua since our entry into the GMTK Game jam last year, and not having nearly the same level of support I had last time (By the time I woke up, DeadlySprinklez was headed to bed and megaminerzero was still busy with prior commitments to start development), the first 2-3 hours of actual development were a slog

ohno.png

Safe to say, this was not off to a great start. Thankfully, while I was starting at an IDE and wishing I stayed in bed longer, Kin drew some line-art which would serve as a great starting point for actual development (Once I finally got there...) and the final piece of art made before we started getting real assets.

Thankfully, from this point onwards I started to pick pick up the pace and by the end of the day we had something actually resembling a videogame.

https://www.youtube.com/watch?v=8iggKEvcfto

Having only slept a couple of hours the night before, I called it a night here and went back to bed. Megaminerzero joined in at this point, and helped improve some of the textbox code (so it didn't wrap weirdly), Kin drew up the final UI and OctaHeart drew the final character.

We opted to go for a corporate-like and somewhat cartoonish artstyle this time around - Our last game (Done Deal) went for a drab pixel-art style, so it felt fitting to go the complete opposite for our second game jam.

The final UI with the assets put together, made by Kin finalui.png

The final character design drawn by OctaHeart finalcharacter.png


Day 2

Progress, Art & Bugs

After waking up (after yet another short night of sleep...), I immediately started work on implementing the assets drawn by Kin into the actual game.

Meanwhile, Megaminerzero was working on importing the many character sprites and DeadlySprinklez was arguing with metatables to help improve the mouse controls, resulting in one of the funniest bugs we encountered during the event.

https://www.youtube.com/watch?v=sU3yeJaT148

During this time some comparisons to existing media were made, and the player character gained a mouth + the ability to use it thanks to the work of Megaminerzero.

youvstheguy.png

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

Shortly afterwards, progress sped up and I managed to get the first UI for the book working (with very... temporary images inside), followed shortly thereafter by the first implementations of the sticky notes seen in the final game. (With some... interesting results)

https://youtu.be/-xR7Oi6QT3s

postit-1.png

Thankfully, it wouldn't take long for Kin to draw up the final sticky note artwork & the artwork for the open book. (Plus the text-boxes finally got a background image after this point! No longer were they drawn haphazardly over the top-left corner)

postit-3.png finalbook.png

At around this point, I also finally got a couple other major milestones down First - The ability to select text, click & drag post-it notes onto the chalkboard finally got put into place, making it possible to actually save notes from the dialogue you were given (...with an interesting bug that resulted from this)

postit-2.png

As well as deciding that the best way to do dialogue would be to say some weird things into a microphone, cut it up and call it banjo-kazooie.

https://youtu.be/BpWtnGPSNA8

Shortly after this, we finally got a name (Coined by 3xp0, the composer of the hold music you hear while playing the game), and the first ideas for the logo started coming together.

logoarts.jpg

We were coming along. Progress felt a little slow, but we still had a whole other day and 3 developers to finish it up.

After all, the last main thing to do is the dialogue trees. We had already selected an open-source library (Ink) to handle this, so how hard could it be? I called it a night, safe in the knowledge that another developer had taken the mantle of handling dialogue, and it's sure to be done while I'm asleep.


Day 3

On The Ropes

Turns out, dialogue is harder than expected. I woke up, checked the group chat for the jam and... saw that both other developers had dropped out overnight.

I will admit - Not the greatest of things to wake up to in the final day of a jam. After checking the git repo, it appeared that the dialogue system I had oh-so-hoped for was still absent, (and in fact, the last commit was still my final commit before going to bed the night before)

(To note - I hold nothing against the two developers who opted to bow out - The pressures of real-life quickly compound with the short development time of a game jam can quickly result in stress piling up quite quickly.)

The first conversation after I woke up was a case of 'Do I continue with this project?' - After all, I had already put so much time into it, and it felt like a disservice to let the incredible art drawn by OctaHeart & Kin to go to waste.

With that in mind, I opted to push on alone till the end. There was still a lot to do, but I was convinced I could get it done alone...

...Thankfully, I wouldn't need to! After a discussion of what remained to be done, about 45 minutes after I woke up (And 15 minutes since I decided I'd try pushing this project to the finishing line alone), one of the other programmers agreed to come back onboard to help carry it to the end.

From here, progress moved quick. I put all my energy into putting the fragments of a game we had together into a comprehensive system for dialogue, while Megaminerzero started working on the final game mechanic yet to be implemented - The computer.

At 3PM, just 11 hours before the deadline, I had finally managed to get the game into a playable state. You could now take a call, and answer all the questions.

How this was done was ugly, but it worked well-enough that despite having to cut out a couple mechanics (and simplify the planned dialogue system by quite a bit), you could now answer a call, fix the issues and then take another call afterwards, in a neverending spiral of tech support.

Thankfully, both artists were able to pull double-duty and put together the dialogue the callers would actually be saying, so there were 4 distinct personalities that could call & 12(!) different summoning rituals to choose from.

Once we had the computer half-done, and enough of the game complete to playtest, I immediately sent it off to friends for playtesting. A little later than we'd have liked, but at least we got some in.

The feedback was mostly positive - Everyone I gave to test it liked the gameplay loop but found it got stale after about 30 minutes. Unfortunately, with so little time left, there wasn't much time to fix this - Instead I put my time into implementing the dynamic soundtrack put together by 3xp0 in the game (The less patience you have, the more dramatic the music becomes!), as well as trying to fix a bug causing the game to crash when you asked a question about chalk to one specific person.

(Did you know? Lua format strings have a placeholder character of %. When the character is '%' that indicates a placeholder int, while '%s' indicates a placeholder string. We missed out a couple of s' and wasted almost 2 hours trying to figure out why it was crashing saying a function that definitely did not require an integer was stating it required an integer.)

Meanwhile, Megaminerzero implemented the final touches on the computer & finally implemented the animations for the player character.

Our final waiting point was for Kin to finish up two final pieces of artwork - The tutorial leaflet and the menu artwork. It got a bit tight towards the end, but the final artwork definitely made the wait worth it.

TutorialPamphlet.PNG menu.png

With the final art received, I put them into the main menu and quickly made the two buttons functional, resulting in the final build of Hell's On Hold!

finalgame.png


Conclusion

While a bit tight at the end, I'm still very proud of how the final game came out. The feedback received has been incredibly positive, and there's so many ideas we left on the cutting room floor that once voting is over, I'm half-tempted to polish it up into a full release with all the ideas left out. (Even if that requires tearing out my dialogue system and putting a better one in its place...)

But this is Hells-On-Hold as it currently stands.

I think given some more prep-time on Lua, I could have probably got a bit more done - It'd have been nice to implement the spam calls at the very least, to give the player a break to re-organize the downtime.

There's a couple bugs I'm aware of (the sticky notes are all supposed to be cleared after a call, but for some reason not all of them are...) but I've opted to leave the game alone until voting is completed.

Thanks for reading all this!

  • Bliv (OblivionCreator)

Gladiatorium is available for you to try!

LDJAMHeader_001.png

We had so much fun during this jam making a GLADIATOR SUMMONING GAME!

I really wanted this gesture gameplay (spawning while drawing shapes) and i thought it was very original... oh well. Nonetheless i learned so much and had a lot of fun, check the game out for yourself! (at least for the low-level gladiator puns...)

I'll be posting some animation and concept breakdowns soon :sunny:

:smile: PLAY NOW ON ITCH.IO :crossed_swords:

Screnshotem003.png Screnshot/em002.png

SUMMOOOLIOOOO!

Thats the title screen. Screenshot0.png

And this is the game: Screenshot2.png

I plan to write a longer post mortem of it.

First an Attention: This game has bugs - some of them require to restart the game. Sorry for that.

Second: it is a short game and i hope i can make a postjam version of it with more items and how it was REALLY supposed to it.

I will post in the next day a detailed post mortem as its interesting what's happen if you switch from a new engine to another new engine on saturday evening :D

PLAY IT HERE

After release improvements

Here is question to community. The rules say that after the deadline it is forbidden to introduce new mechanics to the game but it is allowed to fix bugs. Today I have added lighting area around Doner to help player understand where to go. Do you think is it forbidden or is it allowed to add this sort of changes to the game after the Jam time is over? Screenshot_5.png

By the way you can play the game here

Why is there no filter by platform?

I work under Linux and I am pretty limited with games I can play here. I prefer HTML5 games but it requires some effort to sort through games in search of those that are posted in HTML5 mode. Also, it is more comfortable to check games that are deployed on the web because you don't need to install anything on your computer.

Therefore, we spent some time to deploy the game on our server. It is quite voluminous and common platforms did not provide the opportunity to accommodate them, and we did not want the game to be less accessible, and besides, it is not very convenient to assemble it separately for each platform.

Test your stealth skills in Bring Forth The Master

First and foremost thank you to anyone who has and who will play our game. This was a fantastic experience that we are so happy to be able to share with you all. All the games we have seen and played have been great, and we're so lucky that such a great group of developers take part in this twice a year.

UnrealGame_l4tBDZ5QJF.png

Now for the meat and potatoes. We present you with a stress educing, jump scare having, dark atmosphere as you traverse these dark tunnels and try to sneak past police to activate randomly generated altars in this sort of reverse-horror game in a classic PSX style. This was our first Ludem Dare, so worked with what we had (no artists, no musicians) and tinkered as much as we could within the time frame to hopefully bring you a frightful experience you'll enjoy.

UnrealGame_FrkedQncoc.png

Thank you for reading this, and thank you again if you decide to play our game, or even doing us the honor of taking a look at it!

QBuerQrnQ9.png

Oh my gosh...

ludumdare-post.png

look at that butt...

ludumdare-post2.png

Share some love

Dead all

In my last game I used the music which colleague created for me when I told him about this little hobby called game jam.

For this reason I opted out from the music category, but I think he deserves some love, so give him some please at: https://soundcloud.com/sopouch or https://open.spotify.com/artist/4TF90JrRE1okc3isieOAAH?si=QjbBr-R0TQqOA-7V-74lzg, share if you care, follow if you like. :)

Drawing tablet GAMING

Someone suggested I play my game with a drawing tablet lol

I never designed for this, but it turned out a perfect match!

https://www.youtube.com/watch?v=KtFAcmhPCJ0

If you have a table (or not) you can try it too ^^
https://ldjam.com/events/ludum-dare/55/polymancer-1

Timelapse of development process on Sir Lancelittle

We all love a good timelapse, especially if it shows the inner workings of something. We are absolutely blown away by the amount of positive feedback we have received, so we thought it would be nice to show how our game Sir Lancelittle went through all of its iterations during the whole game jam.

Since we're located in Europe, the event starts in the dead of night for us. Therefore we started well rested on Saturday morning, and because of this, our total number of hours developing is 63. We hope you enjoy the little peek inside our kitchen!

Day 1

day1.gif

After our (surprisingly quick) brainstorm on the first day we started laying down the foundation. The character to move around, enemies that would follow us, a health/death/respawn system, a room generator, and of course the first sound FX and sprites that would end up being important parts of our game's style.

Everything went pretty smooth, and we had no major hiccups, fortunately.

Day 2

day2.gif

At the start of day 2 we decided that by the end of the day we wanted to have the full gameplay loop done, so that we could spend the third day mostly polishing, balancing, and adding juice.

The systems we were implementing were more complex than those on the first day, naturally, so they took more time as well. The deck builder was something we really took our time with, because a lot depended on it. It would distinguish our game from a 'simple' dungeon crawler to the unique deck-builder/roguelike combination we were aiming for.

As you can see in the gif, major gameplay features were added, like the final boss, the deck system, more attacks, as well as our resident shopkeeper which we lovingly called 'frogkeeper'. The idea was that he would sell stuff, but we dropped that in the end due to time constraints.

Day 3

day3-1.gif

On the third day we really started cooking, so much so that we had to split the gif into two to show everything! At the start of the day we added a lot of the gameplay polish that made the game into what we were aiming for on the first day. The attack and deck shuffling was added, along with the card reward at the end of a room. This finally bridged the action part of the game with the deck part. So now that everything was in, it was time to really start adding more juice to it.

day3-2.gif

In the final stretch we continuously added more stuff that we thought would make the game more satisfying to play. Things like randomized spawn locations with a little spawn effect, more attacks whilst simultaneously trying to balance them, and even a new game+ feature that was added in the final hours before the deadline.

And there you have it, our little dev blog. Thanks again from us to all people who played our game. In the meantime we are really enjoying all the other games and seeing what other teams came up with. This is certainly not the last time you will be seeing us!

Clone Stacking Enhanced Soundtrack

The game was made in TIC-80, so I used the music tool that it offers and it was one of the latest things I did, literally a few hours before submitting.

So I thought it would be cool to produce that music the proper way, so I fired off Reaper, got my AKAI midi controller and did this:

https://soundcloud.com/bruno-croci/clone-stacking

Let me know if you like it!

Also, rate the game if you haven't yet: https://ldjam.com/events/ludum-dare/55/clone-stacking

square.png

How is this so fun?

Can someone tell me why I am enjoying these gamejams so much?

I mean, creating something relatively simple in such a short time with a bunch of friends. Making art and solving problems and designing gameplay. Also seeing those numbers go up for the number of ratings. Very fun :)

Our game if you wanna check it out. Vampire survivors inspired.

Poisonous Pact

You were summoned by the great wizard Pebin. Now you have to do his bidding! But you don’t want to! So it’s time to come up with a plan and escape!

But be careful. The wizard will punish you, if he catches you doing suspicous things.

Good luck!

Poisonous Pact is kind of a point & click adventure, where you have to find the hidden poison ingredients in the room and collecting them in the moments, when the wizard is not looking!

There's a Web version available. Also it's a pretty short experience, so it fits perfectly, if you don't have much time! :)

Play on itch: https://stefan-funke.itch.io/poisonous-pact

Please rate here: https://ldjam.com/events/ludum-dare/55/$390744

Summoners-Room-Final.JPG

'Bean and Brew' Version 1.0.1 - Board & Balance

Thumbnail.png

We made a tiny patch to round out some bugs the game had and to give people a fair chance to compete in 100% or any% runs.

Version 1.0.1 - Board & Balance - Added Online Leaderboard for those with the quickest time, in any% or 100% categories. - Improved Controls - Improved UI - Minor tweaks to make certain levels 100%-able.

Thanks for all the support for our game.

We'll certainly look into more levels and content once the rating period is over. For now we'll hope you all enjoy our game.

The Unholy Rise Of Catthulhu - Difficulty Patch

Do not despair! The difficulty has been adjusted so that you can better help Catthulhu to victory.

Unbenannt.png

Pay homage to Catthulhu! Have fun and say a moment in the victory screen <3.

We Need Help, My King!

630c0.gif

The land is plagued by drought! Dance for us, dance and bring the clouds and the rain.

MakeItRain.gif

⏁⊑⟒ ⎎⟟⍀⌇⏁1 ⎍⌿⎅⏃⏁⟒e ⊑⏃⌇ ⏚⟒⟒⋏ ⍀⟒⌰⟒⏃⌇⟒⎅!

⏃ ⋏⟒⍙ ⎐⟒⍀⌇⟟⍜⋏ ⏁⊑⏃⏁ ⟟⋏☊⌰⎍⎅⟒⌇ ⋔⟟⋏⍜⍀ ⏁⍙⟒⏃☍⌇ ⏃⋏⎅ ⏚⎍☌ ⎎⟟⌖⟒⌇ ⊑⏃⌇ ⏚⟒⟒⋏ ⍀⟒⌰⟒⏃⌇⟒⎅ ⎎⍜⍀ ⎅⍜⍙⋏⌰⍜⏃⎅ ⏃⋏⎅ ⟟⋏ ⏚⍀⍜⍙⌇⟒⍀. ☊⊑⟒☊☍ ⟟⏁ ⍜⎍⏁! ⟟⎎ ⊬⍜⎍ ⊑⏃⎐⟒⋏'⏁ ⍀⏃⏁⟒⎅ ⏁⊑⟒ ☌⏃⋔⟒, ⌿⌰⟒⏃⌇⟒ ⌿⌰⏃⊬ ⏁⊑⟒ ⍜⍀⟟☌⟟⋏⏃⌰ ⎐⟒⍀⌇⟟⍜⋏ ⎎⟟⍀⌇⏁.

ezgif-6-7e4234215a.gif

⊑⍜⋏⟒⌇⏁⌰⊬ ⟟ ⍙⏃⌇ ⌇⊑⍜☊☍ ⏁⊑⟟⌇ ⍙⏃⌇ ☊⍜⋔⋔⍜⋏ ☍⋏⍜⍙⌰⟒⎅☌⟒ ⏃⋏⎅ ⌿⟒⍜⌿⌰⟒ ☊⏃⋏ ⍀⟒⏃⎅ ⏁⊑⟟⌇. ⏁⊑⟒ ⋔⍜⍀⟒ ⊬⍜⎍ ☍⋏⍜⍙!

High Scores seem to be super fun for Ludum Dare

We almost accidentally implemented a highscore in our game because we show the round number after dying in our game. This resulted in our whole team trying to get the highest possible round numbers, and its super fun (even though its kind of random in our game). Its also very wholesome to see all the comments of other jammers and players who also have fun at reaching different scores until they get unluckily critted by a randomly op enemy :D 

Members of our team still hold the record, though. Can one of you beat Round 83? Or the second place, which is Round 64?  Let us know in the comments of Chimera Combat.

erhctgnqy53.jpg

ADDED OPTIONS IN MENU!

logo.png

Some players have complained that the effects of the VHS are starting to make their eyes hurt. I have added an option to disable it and will do so from now on initially. What do you think about it? How do you feel about such effects in games? Do you use such an effect?

Снимок экрана 2024-04-17 231446.png

Try SUMMonDICE: https://ldjam.com/events/ludum-dare/55/summondice

Thank you for your enthusiastic feedback!

We are happy to have exceeded 20 votes but we are especially impressed by your feedback. Thanks to everyone who played Demons On Demand, we worked hard for this result!

teaser.gif

We released a little patch with minor tweaks to make sure you can finish the different levels.

We love reading your opinions, come and test Demons On Demand, we will be happy to test yours.

Edited a trailer for our game!

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

Go check it out!

Game link: https://ldjam.com/events/ludum-dare/55/meowterspace

Reflecting on our first jam

This was the very first game jam for everyone on our team, and it was undeniably a really fun experience! We went in with no idea if we would actually finish and submit a game. We all have strong backgrounds in programming, but our experience with game engines is limited. We chose to develop with Godot, which required some tutorials along the way but ultimately provided a fairly smooth development process.

I don't think anyone on our team anticipated the challenges that came before the actual programming of the game. We wanted an idea that felt original yet not too hard to implement. We also didn't want to start making a game only to realize it was no fun halfway through developing it. Coming up with an idea proved to take quite a while, but in the end, we landed on a fun concept. Though at that point, we did have less than 2 days to start developing...

With the time we had, our team did a really good job managing all of the tasks at hand to get the game going. We found using a Trello board to be very helpful in dividing up responsibilities and motivating us to check off goals. It was a stressful final stretch, but we are all so proud to have submitted a game that's pretty fun. We are really excited for others to play our game and leave feedback. We plan to work more on the game beyond this jam, so stay tuned for future updates!

If you're interested in playing, check it out on: - itch: https://magik8bal.itch.io/summit-of-the-gods - our game page: https://ldjam.com/events/ludum-dare/55/summit-of-the-gods

We've been having a blast playing other people's submissions. Thanks to everyone involved with LD55 for providing a really fun game jam experience!

SOTG_Screenshot.png

Got a spare minute? Try my short dungeon-crawling taxi concept :)

Hey, this was my first jam and I tried something a bit different. A dungeon-crawling taxi service! It’s a very short experience but I’d love it if you tried LuciFare :)

I return ratings for all web builds!

https://ldjam.com/events/ludum-dare/55/lucifare LuciFareSplash2.png

Guys thanks for your feedback!

Guys thanks for your feedback, our team is very grateful for it, in the near future we will plan for high places and will be released in Steam with a full game based on this one.

Team JoBlow. 0ebb2b5c-85be-41d2-95fd-962b7a7eadc2 (online-video-cutter.com).gif

Personal feelings Post-Mortem

Hi there,

I want to share my thoughts and feelings (actually mostly record for myself, but anyway) regarding how this LD was for me personally.

To be honest the last LD we participated I felt really overwhelmed and left all creativity & production control to my mate Roman (@ramonvicious). It didn't went well in all senses, the resulting game was probably worse in our jam history and I felt really personal about it, coz it was mostly my fault. A big part of the failure was the team size - it required quite a lot of coordination and I didn't have any resources to do that on that weekend.

But anyway we decided to reshuffle the team and we invited Maria (@momotiktik) who come up with the most earwormy OST for our creation, we got on our side Andrew (@whiteseason) who helped Roman with the code and Dmitry (@ein) who dropped the most realistic (and a bit sad) story about aging.

I was a bit skeptical in the very beginning and didn't expect much, to be completely honest. I know by the previous experience that bigger size teams spend more on communication, coordination and overall friction inside. Some people might not like the idea, some might be not ready for the commitment level etc. And that's a process that can easily cause a domino effect.

However the team we gathered overcome all my expectations. The first day we gathered for a brainstorm everyone was here and ready for the action despite different timezones and schedules. I really impressed how self-managing everyone was and I'm sure our efforts and passion feels thru the entry.

screen-02.jpg

I will try to drop some insides about how we organize our work and the whole process if you are interested in (so comment this post if you are). And if you didn't try our game yet - give it a go.

Decades & Dragons

Cheers!

Virtual Church of the Digital Goddess

Virtual Church of the Digital Goddess is a puzzle game which I made as an entry for this 55th LudumDare session. You move some magic stones in order to reach goals. This way you can summon the Digital Goddess - and she blesses you. The gameplay is based on colors, but it's more than it seems - maybe too hard. Try it if you dare. Rate my project, leave a comment - and I will rate yours too. I wish you the best. Thank you for your participation ++

VirtualChurch.jpg

https://ldjam.com/events/ludum-dare/55/virtual-church-of-the-digital-goddess

Made a post-jam android build!

I ported Hentoad to Android! Godot makes this so easy. APK is available on Itch if you wanna try it.

WINem20240417/em23em07/em54_Pro.jpg

Parts and levels

Every object that made it to the game and the levels they create together:

Знімок екрана 2024-04-17 230727.jpg

one.jpg one1.jpg

Please rate our game and give your to rate in the comments :)

Thank you for your feedback!

ld55_7.gif

This jam was a lot of fun! It was the first time using Pico-8, which really inspired us to embrace our 8-bit love!

I never thought that we would receive so much positive feedback, wow! For that, we are really grateful! :heart_eyes:

:arrowright: Play Tao here :arrowleft:

Today on overscope ideas:

I tried making a Tower Defense where the player builds the level

https://ldjam.com/events/ludum-dare/55/dungeon-summoner-1

ezgif-7-526f7def91.gif

Deep - Gif Timeline

Saw someone else do this and thought it would be a cool way to show the rough progress of the game over the compo.

Here are some gifs that were recorded during development along with a rough timeline of when they were recorded.

Day 1 - Hour 3 - Basic Swimming Implemented

initial_swim.gif

Day 1 - Hour 5 - Land & Underwater 'Biomes'

biomes.gif

Day 1 - Hour 16 - Animations & Oxygen Meter

animations.gif

Day 1 - Hour 20 - Inventory UI

inventory_ui.gif

Day 2 - Hour 24 - Crafting & Upgrades

crafting.gif

Day 2 - Hour 29 - Fish!

fish.gif

Day 2 - Hour 39 - Crafting/Upgrade Recipes Completed

crafting_done.gif

Day 2 - Hour 48 - World Created and Game Submitted!

gameplay.gif

As always, there was more that I wanted to add to the game, but I am very satisfied with what I submitted. Here's a link to the game, all feedback is welcome! :heart:

Necrogeddon.

55.gif Hello! Maybe you will find my game interesting Play

Added Quest, XR Elite and Pico 4 builds of my VR entry! :)

Here's a little playthrough of it too if you don't have a VR headset laying around:

https://www.youtube.com/watch?v=f0lFDlEndpE

Still need all the ratings I can get, VR users are scarce so if you've got a headset, please give it a go!

https://ldjam.com/events/ludum-dare/55/summoney-vr-only

It has an OpenXR build for PC and separate standalone builds for the most popular headsets.

Can you beat this score?

score.png

Summon your army of the undead, collect the souls and bones of the village. Destroy the castle! We made a retro RTS reverse-tower defense game!

622b8.gif

* Play Tremblewood *

bergs

bergs https://ldjam.com/events/ludum-dare/55/bergs logo.png

Reviewing your Entries on Stream!

http://www.twitch.tv/ferricphoenix Hey everyone! I'm going to be reviewing your entries from 4:00 - 5:30 PM PST, and again at 7:00 until at least 8:30! Form available to submit your game. Hope to see you there :)

bergs

bergs logo.png

Feelings on a First Game Jam

Hi everyone,

My team and I were not really certain of what could be made in 72 hours. None of us had ever participated in a game jam before, and while two of us are industry professionals, the lifespan of a project in the wild does tend to be a little larger in scope. About a month ago, we decided to sit down and spend 8 hours making something. It wasn't pretty, and it was held together by several fraying threads, but it worked. Somehow, this gave us the confidence to jump into the real thing, but it wasn't all it gave us. From that day, we landed on three design principles that would guide us through the game jam process: - Simple - Fun - Juicy

Whether we met these criteria is subjective, but as a team we believe we met them. Our artist Ollie got to work designing simplistic, easy to read characters and UI, while I - the programmer - got into the weeds of it all, exposing every variable I could to let everyone adjust the game to make the gameplay experience as entertaining as it could be. Juicy, a phrase that some people may not be expecting to see in this context, references the visual and audio flair of the game, adding polish where we could on the final day - or at least that's what our final day was for our artist, I still had a game loop to complete 🤣

Following these simple guidelines kept us all working cohesively and for the betterment of the game. There's a lot of stories to be told of the development, from an early pivot to the woes of the 11th hour, but I'll leave those to another post. The process was stressful, but ultimately rewarding. The satisfaction I felt seeing the game published for the first time was unexpected and incredible. We made something, and it might make someone out there happy for a little while. I'm proud of my team and I'm proud of me for what we were able to accomplish, even though I see so many better entries around us. This has been an amazing experience, and I can't wait to see if I can drag the team back for 56!

To cap it off, here is a gif the artist sent me to show off the opening screen of the game. I hope you all appreciate his art as much as I do! And if you feel like checking out a classic arcade style game with cutesy graphics, take a look at the link below!

Sorcerer's Folly SorcerersFollyTitleScreen.gif

Meet Drizzle Dan

Douse your enemies, making them weak to lightning damage and resistant to fire damage. Water.gif

You can summon Drizzle Dan and 9 other elemental creatures in Unstable Elementals.

Unstable Elementals is a monster-summoning extravaganza unlike any other. It’s a game where strategy meets mayhem, and where victory hinges on your ability to unleash controlled chaos. So, hold on tight to that summoning staff you stole from the Lich King and prepare for a cacophony of chaos and calamity!

We would really appreciate getting more feedback and ratings on our game, so please give it a go.

Summonfactory needs you

Welcome to Summonfactory!

Are you a fan of Factory games? Did you enjoy Shapez.io, Factorio or Satisfactory?

Then this game could be for you. It has a own spin, where you automate with the summoned demons.

Feed the requested items to the hellish machine to win!

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

What To Do2.png

This could be your production

production.gif

V0.1.1 Slight Improvements

https://ldjam.com/events/ludum-dare/55/isekai-summoner

V0.1.1 - Bug Fix Patch - inv.png Two things happened :

First, we got a linux build of the jam version, which you can use to rate this game for the LD 55 jam.

Second, we patched the unskippable cutscene issue, along with several other smaller fixes in V0.1.1 :

  • Added option to skip any cutscene, just hold any key or button ! \o/
  • Changed player turn to begin with movement action pre-selected

  • Improved health bar colors a bit, they are less flashy now

  • Player action bar doesn't hide anymore outside their turn, so they can see the health bar while taking damage
  • Improved icon for the melee action
  • Fixed missing icon for the movement action
  • Fixed canvases not scaling well with resolution
  • Fixed subtitles not wrapping properly, potentially cutting some lines on smaller resolutions
  • Fixed level 01 arena having badly placed blockers preventing a few random tiles on the edges to be used

I recommend using 0.1.1 to rate, it doesn't change any of the content apart from the fixes mentioned above.

The intro cutscene being quite long and unskippable felt like it was blocking most players from retrying the combat which can be hard until you understand how the warrior enemy can attack.

Did I actually put an unskippable cutscene in a jam game?

So, with the theme being "summoning", I set out to do something that really sets a strong atmosphere, puts you in the mood, and explains the concept of the game at the same time…

ezgif-4-8012152251.gif

… But now I have received a few comments, I have to wonder…

Am I really dumb to have built a jam game that starts with a minute-long unskippable "cutscene" before you get to know what it is about? :sweat_smile: In retrospect, I understand most people want to get quickly into the games since they’ll be testing many… but I really wanted people to see that scene to get into the game!

If you’d like to try it, it is called "Illegal Summonings", is about investigating if pact rules with demons were respected or not, and it is actually really short, despite that cutscene :)

Play it here: https://ldjam.com/events/ludum-dare/55/illegal-summonings

ezgif-4-5bf6a1870a.gif

I’ll also try to rate back your games as much as possible! :)

HTML5 Version is live!

html5 demo.gif

I did it. I ported my game to HTML5 so that everyone can enjoy it now without having to download and run any fishy executable! While I was at it I also fixed some minor issues, added a mute button and (hopefully) improved balancing by quite a bit. The port took a bit longer than expected but it should also mostly work on mobile devices now, which is cool af imo.

Please go check it out on itch and then come back to rate it here! I don't want the two additional nights spent on this port be a waste of time lol.

Now with that sorted out I can finally go play some other LD entries. I am especially looking out for games that have an HTML5 port. Go ahead and share your submission in the comments of this blog post if it also has an HTML5 port!

Streaming your Ludum Dare Games! - Day 2

Im about to go live over at https://www.twitch.tv/ategondev playing some games from the jam! Feel free to stop by and watch me play your game

Can you get your conjuring diploma?

It started with this: MESUMMON.gif

And it ended with: DiplomaPiece.png

Come check out our game and defeat the Shrooms of Doom! https://ldjam.com/events/ludum-dare/55/attack-of-the-doom-shrooms

From Dust

Deep underground summoners gather to compete with each other in order to accrue as many riches as possible. Summon the souls of warriors from the past to posses an effigy to fight for you in this battler game.

final2.gif

Each match you are given a Summoning Sheet with a random arrangement of Stat Sigils.The way you seal your Summoning Sheet determines your summon's power for the match.

Try to summon the best soul for each match, win, acquire treasures, arise from the dust to demonstrate you are the best summoner around!

Play it here: https://ldjam.com/events/ludum-dare/55/from-dust

Thank you for reading, hope you have fun!

Star Stone

https://ldjam.com/events/ludum-dare/55/star-stone

ScreenCap_001.png

made a better WebGL build which fixed the audio distortion and clicking

We need you!!!

Mercury retrograde is here we need you to help company with influx of clients. The best employee gets a romantic trip to the beach with a succubus.

[play here] (https://ldjam.com/events/ludum-dare/55/demanager) IMG_3567.png

Chicken

Chicken

Chicken

pouletMerged.gif

Chicken

Chicken.

Why should you play my game?

poofy-cat.png

It has a poofy cat.

I rest my case.

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

Any football fans?

A couple streamers said our game was epic. You should check it out too! It's an auto-chess like tft, but you're also playing football.

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

mainmenu.PNG

Try our fun little puzzle game!

Godot Engine Nvidia Profile 2024.04.17 - 20.04.22.03 (1).gif And summon all the cats!

Cat Summon Simulator

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

Our game adds Zip version.

Play our game and leave your valuable comment! We need your rating to get 20 rating. It's really important! Click here!! https://ldjam.com/events/ludum-dare/55/summoning-survior/edit

Play as the Demon King, summoning demons with you mouse, your keyboard your voice and even drawing magic circles, commanding an army of demons, bulldozing what you see in front of you, and incoming braves... Master a variety of summoning techniques while managing your army and managing your desktop!

Description

Our game Summoning Survivor tells the story of a newly appointed Demon King. The job of a Demon King is to summon monsters to attack cities, but your summoning skills only got you a C- at Demon King University and have been pretty much forgotten. When you just opened the summoning tutorial left by the previous Demon King, Guts attacked. You had to learn summoning techniques while surviving the Guts and raiding the territory. QQ图片20240416092923.png There are so many different summoning techniques, and the best way to become proficient at them is to remain patient and persistent, and don't forget to check the book and the phone. As the Demon King, stand firm and let no one get in the way of your journey.