LD30 August 22–25, 2014

Zanlings Match – results

Screen01

Ratings

Coolness 100% #40 Humor 3.76 #277 Graphics 3.56 #364 Mood 3.22 #534 Theme 3.29 #569 Innovation 3.14 #592 Audio 2.66 #730 Fun 2.85 #780 Overall 2.99

Really happy with my results for Humour but had been hoping to get a better result in the Overall category. Didn’t beat my last LD, ohh well maybe next time…

Still plan on expanding on Zanlings Match and have come up with 42 other contestants so far.

Congratulations again everyone on another successful LD and only 80 days till we do this all again.

Tags: LD30, Ludum Dare

The Bacon Uprising’s results summed up

 

Like… really. #27 in humor, wtf :O My plan was to suck just a little bit less than last time and to try to fit in the top 100 of any category and even this seemed like a bold prediction. The final outcome surpassed all my expectations, hopes and wishes. Thank you very much to everyone for their kind words in the comments and generous ratings, I’m happy to see some of you dig that kind of humour as well :)

 

To wrap up, here’s a bacon strip riding a pig. Because why the fuck not.

Comments

16. Sep 2014 · 19:36 UTC
Congrats to you! Top 300 in any category will be my next goal 😛

I’ll play your game soon 😉
Tigro
16. Sep 2014 · 20:52 UTC
You’ll get there before you know it 😉 Good luck and thanks :)
16. Sep 2014 · 20:52 UTC
Your game scored exactly one rank above mine in the humor department, which seems unfair because The Bacon Uprising had me cackling uncontrollably.

Hot or Cold?

logoHot and Cold is now officially #654 game in the world of this compo. Yeah, I was hoping for the top 500, but it’s not bad for a first timer who delivered something not quite finished, okay? Also, I scored top 200 in humor (umm, fine, I’m a hilarious person) and was placed 249 in audio (wait what?). I’m proud!

Now, is there a way to see all the games I rated in these past three weeks or did I firetruck up by not taking a screenshot?

Tags: aftermath

Comments

16. Sep 2014 · 19:31 UTC
Congratz!! Aand… You f ucked up…

But! You can probably still use Will Edward’s game to see some of them (2nd in innovation and theme i think)

Ignis – score aftermath

Ignis score:

#140 91% Graphics 3.88
#179 90% Theme 3.76
#363 76% Overall 3.40
#552 64% Innovation 3.16
#564 63% Mood 2.98
#578 62% Fun 3.02
#581 61% Humor 2.28
#674 65% Audio 2.48

-The good-

Graphics:
I knew the graphics are gonna be my game’s strong point, around 30% of the time was spent on graphics, either coding or designing. People liked the intro screen and reflection effect a lot.

Theme:
It took me around 2 hours to brainstorm the idea of the reflected world platformer. In my mind it suited the nature of the theme really well, in the end I was sure I could make a game out of it. This was another part of my game I relied on the most.

Overall:
I polished as much as I could, maybe even went a bit overboard. I believe this score could’ve been higher if I had time to make a music track or two. People liked the concept very much.

Fun:
Considering how hard the game turned out to be I expected an even lower rating after getting some feedback. At first I wanted it to be hard since the time constraint wouldn’t let me make many fun levels, but in the end it made the game much less approachable. Apparently people quit far too early and didnt even give the game a closer look. At least 4 people who left a reply didn’t even bother to notice the main game mechanic being the reflection part of the level, thus leaving comments like “it’s buggy” or “Really love the reflection, but couldn’t get anywhere to experience what it does”. In the end I learned the best thing a game can have is approachability.

-The bad-

Innovation:
Obviously opting in for a platformer killed this score a bit. I still feel the reflection part of the game is fairly neat, however I think it could’ve been pulled off much better if I had the time to do so. I believe I tried to do too much for a 48 hour competition.

Mood and Humor:
I wasn’t doing much to immerse a player in the game. Ignis has nothing to offer when it comes to storywriting, it feels like an arcade game with non-developed character.

Audio:
The game only has around 5-6 sounds and no BGM. I was introduced to the tools people use to make music for jams like this only after the submission period. I expected this, and now I learned what to do in the future.

Final results of my #LD30 entry ^_^

Although my game isn’t on top 100 of any category, I’m very happy with the results :D

ratings

I think I’m still an amateur guy in comparison with the top 100 and this was my first LD submission (finally, after two failed attempts). But I feel I’m improving my skills compared with my work of a few months ago, especially the graphic part.

I have learned a few things doing my entry and it was a very good experience. Also, I’m glad to have received many feedback. But one of the best parts of this LD was to play the other games… and I played a lot!!

Hope to participate on next LD ;)

Ludum Dare 30 | Level-Sync

First Ludum Dare entry, and really surprised and humbled by the results. I really appreciate the votes  and feedback!

I was under extra tight time constraints due to several other ongoing deadlines and would have loved to add more levels, which seemed to be the thing mentioned most from the feedback. Maybe a post-compo version, if time allows.

Thanks once again to all who voted and commented! Definitely will work harder on Coolness in the future.

#7 Innovation 4.44 #22 Theme 4.22 #87 Fun 3.77 #241 Overall 3.55 #569 Graphics 3.09 #745 Mood 2.77 #1204 Coolness 49%

 

looking for a 2d artist/animator

am looking for a 2d artist to work on a small funny upgrades game.

The game is a small funny survival/upgrades game, in the game, you are a narwhal that is being attacked by octopuses and other animals.
As you kill the animals attacking you, you earn money that you can use to upgrade your narwhal parts(tail for speed and maneuverability, body for more health and horn for a stronger attack).
The longer you survive, the harder and more challenging the battle is.

I already have a prototype of the game with the basic gameplay ready, but with temorary art only.

I am a c# programmer with over 2 years experiance with unity, making games on my free time(+-10 hours per week).

If you are interested, please contact me at *****

Far, far, far exceeded my expectations.

#16 Humor 4.12
#45 Innovation 4.06
#61 Fun 3.83
#363 Overall 3.40
#375 Audio 3.00
#403 Theme 3.44
#922 Graphics 2.50
#1694 Coolness 35%

#16 Humor? #45 Innovation? …#61 FUN?!

Thanks to everyone who played my game despite it being harder than a steel girder.

If you want to play my game without ripping your hair out, do so here: Clicky Click!

I’m so glad my Networkaholics game was well received like this, especially given my last Ludum Dare scores:

Coolness 51%
#254 Theme 3.32
#423 Humor 2.40
#497 Audio 2.52
#660 Innovation 2.65
#728 Fun 2.52
#762 Overall 2.68
#881 Mood 2.10
#903 Graphics 2.04

Thanks everyone. This made my day, week, and probably the rest of the year.

Planet Sweepers post-mortem

The game is here: Planet Sweepers. Here’s a postmortem.

Planet Sweepers LD30

For Ludum Dare, I’m a firm believer of using the theme for inspiration and as a restriction to stimulate creative solutions – and then ultimately not letting it get between you and producing a good game. It’s a starting point, not a destination. A muse, not a contract with a client. After I discarded all the the two-world ‘puzzle platformer’ and ‘endless runner’ ideas that I felt were too large in scope for the time I had available, my initial idea involved flying a ship around gravity attractors (and repulsors), ideally being able to toggle gravity on and off at will to enable you to ‘swing’ in circular arcs around the planets – I wanted something a bit like the feel of Clu Clu Land or one of the 3D Spiderman games where you swing around the city. Here are my rapidly typed notes after the first ~24 hours and some quick prototyping:

Initial idea – to create a level with gravity attractors / repulsors & have the player navigate their ship(?) around collecting messages in one world and delivering them in another

Mostly trying to get a certain Clu Clu Land with gravity feel.   Change of direction – fixed position satellites, need to fire messages to each other at correct angle to flow through gravity wells. Could work, but initial level design suggested it wouldn’t be fun.  

Firing off a pile of ‘messages’ in all directions looks cool. Instead, what about a sink and a source, where you move the planet attractors/repulsors around to make the flow go from sink to source. Fun eyecandy toy  .. but again with some testing I think level design will be too difficult, game won’t be all that fun (there are a few tricks .. once you know them …)

This was a combination of “start with a system” Will Wright-style game design, and Miyamoto-style Super Mario 64 garden “make jumping fun first” game design. I made hasty system prototypes of the ‘ship navigating gravity wells’ (without the gravity toggle) and the ‘satellites firing messages around visible planets’ ideas. The feel of flying the ship around invisible gravity wells didn’t turn out as fun as I thought (failed the Miyamoto test), and I think I would have needed to move away from a ‘physically realistic’ inverse square law to enforcing circular paths – I decided not to do that this time.

The ‘satellites firing messages’ idea theoretically could have worked – find an angle that gets the message from A to B through the gravity wells, then repeat for B to C etc. But I found it really tough to design a level where you could fire a particle through the planets an have it end up somewhere unexpected (where the receiver satellite would be placed). I was about to embark on a system for generating these levels (endless replayability !), but it dawned upon me why it probably wouldn’t turn out as much fun … you basically couldn’t predict the weaving path the particle would take to end up in it’s unexpected position, so the player would be likely be reduced to using a ‘brute force search’. The aiming wasn’t intuitive like a game of bocce, Scorched Earth, Worms or Angry Birds. So I scrapped that idea.

In the process of exploring how to design these levels, I discovered that the particle bursts migrating through complex gravity wells could be quite beautiful – I resolved to at least make a proper eye candy toy out of it after Ludum Dare, even if it didn’t become part of a game. Then I didn’t do a lot on the second day due to .. having a one year old :) But taking a break and sleeping on it, and taking one long hot shower gave me a fresh perspective on something I could try … and Planet Sweeper was that thing. Same system, gamified differently. But even then, I didn’t set out to make anything ‘inspired by Minesweeper’ – in fact it was only once I was almost done and was trying to come up with a name that I noticed the similarity in mechanics. I don’t actually like the name Planet Sweeper, but it (a) passed the Google test (no major games I  could find of that name previously published) (b) acts as a tiny tutorial – for those that make the connection to Minesweeper, they immediately have some basic idea of how to play Planet Sweeper.

And of course Planet Sweeper is right on theme … the worlds (planets) are connected by the trade winds of anti-gravitons, and by discovering them you are connecting them to the network of planets in the human diaspora. Occasionally someone makes a game that really nails it theme wise. I’m well aware that this is not that game – but as I say … use the theme for as long as it’s useful … then make a game. IMHO.

Design and gameplay

Although the feedback was generally positive (for a gamejam game), I feel like Planet Sweepers still needs some extra gameplay elements to make it more interesting. The ‘depletion zones’ were designed to prevent one player poaching a planet that the other was narrowing down the location of … but in hindsight I feel like the game might be more fun if poaching was allowed (especially in a two player game). In future versions, I might instead make the depletion zone blocker a limited use special ability.

The scoring system is currently simple – one planet, one point – and I kind of like it that way. However, it’s pretty clear that hunting down small planets, and finding the last few planets, is trickier than hitting a big planet. I feel like there should be some advantage for working to narrow down a small planet … maybe these will drop specials ? I already have a long list of features to try layering on top of the system (decoy specials, random gravity distorting UFOs that fly past) – the challenge in future development will be to trim this down to just the essentials that work well and avoid featuritis.

Technical

It looks like I used a particle effect – and I suppose it is indeed an effect composed of particles … however it’s not actually a “Unity Particle Effect” (eg ParticleSystem). In some of the early iterations while I was trying to find a game in the system, I was only firing off single particles. The multiple particle burst was something I did for testing … then discovered how pretty it looked and realized I needed to use it in the game somehow. As a result, I didn’t go back an rewrite it to use Unity’s in-built particle system since there were no performance issues and optimization would have been premature (especially in a game jam). There may be some performance advantage on the rendering side to using a ParticleSystem, but probably not since (a) the engines batching of draw calls means all of my anti-gravitons that use the same material will only take a single draw call anyhow (b) the movement code will be essentially the same anyhow, since it’s driven by Newtons gravity equations (inverse square law) I’d be ‘manually’ setting positions of the the particles in the Unity ParticleSystem array anyway.

There are no doubt many places I could better spend time optimizing (eg for decent mobile performance), like not using ~500 triangle spheres for particles that render as only ~16 pixels 😛 . Game jam ! Only optimize if it actually runs slow (and desktop GPUs are just stupidly fast, it seems).

Response, feedback and bugs

From the comments (and final ratings), it seems people generally liked it. There were a few inexplicable bugs reported that seem to be due to typical Unity Webplayer issues (ie, not my bug, just the platform). Post submission, I (or rather LDer and Twitch streamer Marekkpie) discovered a nasty bug – if you miss a turn, the AI goes haywire. I’d made a few last minute fixes to the AI turn handling logic, but obviously hadn’t fixed it. Basically I need to rewrite some parts to make the supervising “Game Manager” actually authoritative in handling the logic of who’s turn it is, and make the AI component a little more independent (so it can easily be stopped if it misses it’s turn). At the moment, the AI has some control over switching which players turn it is, which resulted in the aforementioned bug.

Postscript (post-ratings)

Planet Sweeper was ranked (equal) 20th in the Innovation section, out of 1045 jam entries ! Wowzers ! I guess I’d better flesh this one out for a full release in the future – extra game elements, better AI, mobile versions, super-evil IAPs, maybe even two-screen local or proper online muliplayer. But let’s not get ahead of ourselves :)

(Crossposted on my blog).

Tags: post-mortem, postmortem

Comments

19. Sep 2014 · 08:46 UTC
Fun Game!

First and Final Dare

I am extremely disappointed. This has been my first Ludum dare and it was here I made my first game, this will be my LAST Ludum dare, and here is why:
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=42078

Everyone who played my game and left a comment said the game was good, but my results say that when it came to rating my game isn’t even average in a single category. I worked hard on my game and it is a good game, sure the web port has a few bugs like the fact that it plays in a 1080p frame forcing you to zoom out to see the whole thing, but it was my first step into game development, and I did it alone. I was proud of my game so I played and voted for plenty of other games so my game would be seen by more people, but I don’t even think half of the people who rated my game even played it.

The Ludum Dare encourages participants to rate their competition’s games, and rewards them based on how many games they rated for as well how well their ratings compare with other people. This system rewards people for rapidly giving other games bad ratings, which effectively lower the competition’s rating and boosts their “coolness” at the same time.

I was looking forward to seeing the results of this competition, but now I regret even bothering to check. Who ever came up with the current rating system should be ashamed. Good luck to any future participants, because how lucky you are is the only factor deciding if someone will play your game before they rate it.

48 hour contestants should only be allowed to rate 72 hour entries, and 72 hour contestants should only be able to vote for 48 hour entries. That way they can’t increase their odds of winning by giving bad ratings to their competition. There should also be a system to disregard ratings made by people who consistently give unrealistic ratings to several games. If somebody always gives a rating of all ones their ratings shouldn’t be counted against those games because they didn’t really rate the game the merely spamed the rating system.

Dead Weight: Mobile Only Title Takes Theme Silver (Jam)

We couldn’t be happier about our Silver Medal for Dead Weight. All in all, the game had a strong showing across the board.

Dead Weight Results

We had debated not doing LD30 at all because our Web engine wasn’t quite ready to roll and we thought there wouldn’t be a big enough base of mobile Android users to place in the results. I guess we were wrong, or right depending on how you look at it.

Dead Weight

We tried to collect our thinking and approach around doing a mobile only entry in this post from a few weeks ago.

Thanks to everyone who played!

Ludum Dare 31 – London

Hi there!

We’re pleased to announce that Ludum Dare is coming to London once again – hosted at Google’s Campus!

We’re really excited to bring you this event, and best of all it’s totally free. There are even Android Cardboards up for grabs for the first twenty people to request them.

If you’re thinking of attending, please sign up using the Eventbrite link: http://www.eventbrite.co.uk/e/ludum-dare-31-london-tickets-13154865557 (we need a rough idea of numbers for the catering!) and please share this link amongst your friends so we can get the best number of people possible – we will release more tickets if there is demand for it.

Happy devving!

Tags: england, in person event, ld #31, ld48, london, ludum dare 31

Comments

20. Sep 2014 · 09:01 UTC
Oooh oooh Pooh do Google sponsor flight tickets too?
PlonkyDonkey
01. Dec 2014 · 09:32 UTC
Ooooh great stuff, just signed up

To all the Devs – A Big Thank you & I’m *Still* accepting entries

First of a massive, MASSIVE, thank you to all you that took the time to enter your details on to my site, I managed to play every entry, I hope you’ve have a chance to see my plays?

 

Check out some of my recording here –

 Noaksey

I am more than happy to continue playing entries moving forward.

I am also offering all entries another site to promo your games on!

 

Come and chat with us in the active chat room and we’ll give you your own forum to share info with other devs and somewhere to promote your entries !

 

Here my links should you want to offer your games to me 😉

If you want me play your “LD Entry” submit your name and link to your ld entry into the form below.

I will try and play every game entered.

I will be streaming most evenings.

Enter your game link here:

http://noaksey.com/contact-me/

My Stream:

http://www.twitch.tv/noaksey

My Channel:

www.youtube.com/user/NoakseyV1

Tags: Let's Play, Ludum Dare, MGL, My GAmes Lounge, Noaksey, NoakseyV1, stream, twitch

Comments

racarate
18. Sep 2014 · 18:52 UTC
hey! check out mine if you get a chance, it’s called LUDOPHAGIC TIMEWAVE SOUND HYPERWHISTLE (i think):
19. Sep 2014 · 08:27 UTC
Sorry once again for reducing you to rage over Trappy Tomb 😉 your video cracks me up every time I watch it, especially the part where you tear your headphones off 😀

Smugglers’ Cave Belated Postmortem

This was my first Ludum Dare, I’m very glad I took part and I’m already looking forward to the next one.

Thank you to everyone who played and rated my game.

I’ve played a lot of wonderful games and got a lot of inspiration.

Now, my awful screenshot:

and my humble ratings:

Coolness 100% #295 Theme 3.60 #421 Innovation 3.34 #548 Humor 2.34 #739 Fun 2.84 #739 Audio 2.34 #856 Overall 2.91 #897 Graphics 2.54 #929 Mood 2.53

What went well:

I finished: Something was submitted!

The concept: I think the idea behind my game holds water and although it’s a small idea, I’m rather pleased with it.

Feedback: Thank you everyone who commented. There was some very instructive feedback and it’s good to know that some people enjoyed playing.

Time management: Since I was at work all day Saturday and Sunday, I didn’t have a lot of time, but I got (most of) the bases covered. My to do list was handsomely ticked. Even though it was lacking polish, my game was a game and you could play it.

Napping: A really useful strategy to refresh the mind.

Not so much:

The graphics and general presentation were very basic, as reflected in my scores, and I didn’t have time to do any music at all. I need to think more about the appearance and feel of the game as a whole – and avoid settling for some coloured rectangles and filters in GIMP.

Likewise, the controls were very unpolished. A bit more tweaking and they could be slightly less painful.

I made the game too difficult. Early on I thought it would be too easy, but I pushed it too far the other way.

What to do next time:

Plan in advance to get some time off work over the weekend. Unfortunately though, I can’t take Sundays off during December.

Brush up on my pixelling skills and general beauty-a-bility.

Be more participatory(?).

 

If you want to play: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=38469

Tags: postmortem

October Challenge 2014 – I’m in!

I’m in! I’ve got my crap together and I’m ready to go.

 

But with a difference.

I’m donating the first dollar to charity, and you should too!

If we all donate $1 to one collective charity (or different charities) imagine the difference we could make.

 

So I’m doing a October Charity Challenge.

Join me and do the same!

Want to prepare for next Ludum Dare?

If you want to prepare for next LD I have great thing for you:

96h Jam with rules which:

  • starts on 29th November (beginning of Saturday)
  • ends on 3rd December (end of Tuesday)
  • voting ends on 10th December (end of Tuesday)
  • will be on Game Jolt
  • have theme (something like here)
  • have 3 rules for game (like theme, but a bit complex)
  • theme and rules voting will start 22nd
  • have 4 challenge rules (like rules for Ludum Dare)

It is longer (and easier) than Ludum Dare, so you will have good practice for Ludum Dare.

It’s pretty innovative: it is 4 days challenge and it have 3 rules (I think that no other Game Jam have these things).

It will probably be too small, but you can increase number of participants joining the competition.

And if you don’t want to join, but have great idea for theme/rule: please, suggest theme or rule here.

For more info follow links.

I hope you will join or/and suggest theme/rule or/and play games there. :)

Tags: game develop, game making, GameJam, games

My MiniLD 54 Racing Game Preview : Screenshots and icon

ios-app-icon-steel-1024

Hello, I just wanna share that I have 3 cars and 3 levels already done, with car dynamics and so on, so here you are some screenshots right now

Ship Level

 

Level Gameplay

 

It will have a multiplayer game mode too.

PLAY HERE

Tags: adorable, cars, fun, funny, low poly, minild-54, MIniLD54, Race, racing

Pros/Cons of my Game

A spike in my game. If you touch it you die.

A spike in my game. If you touch it you die.

stencylTemp-17312263629951396303One of my characters

One of my characters

http://www.stencyl.com/game/play/27958 is my game. PROS: Good for a first ludum dare. FUN. Interesting story.Finished on time. Effort put into gamAn enemy in my game.

An enemy in my game.

e. CONS: Game doesn’t explain controls while playing( though game has a button in Main Menu that gives controls). Bad music. Martian is useless. Bad fonts. Bad graphics. Not many levels. Logo

Logo

High Flyer v1.0a!

Hey guys! It’s finally here: High Flyer v1.0a! In this game you fly around
going through tricky mazes and shooting anything that gets in your way!
this game takes skill and timing to truly become a master!
do you have what it takes?

Video

get it now!
GameGrape Studios

Comparing my LD rankings to each other

Now that I’ve participated in three Ludum Dares with (mostly) completed games, I thought it was about time I rank them against each other, finding out what’s improving, what’s not, and how to use Excel. Luckily, I quickly figured out how to use Excel.

ldratingsScores

  This first chart is comparing my games based on their rankings in each category. A green arrow means my score was higher, a red arrow means my score was lower, and an ‘X’ means that I can’t judge whether it was higher or lower. I would start talking about the differences in my games now, but there’s a much better, more accurate way to represent the data:

ldpercentcompoPercentages (Compo)

  Percentages! (Coolness isn’t there because I couldn’t find the ranking for my LD28 entry, messing the whole thing up.) Now the data represents the top percentage of games I was in during each compo, and is less affected by the number of games entered. So for overall is LD28, I was in the top 8.50%, or above 91.5% of other developers. To do this, I just divided the  ranking my games had in each category by the number of games in each compo (ex. LD28 had 1283 compo entries, and my game was #51 for theme, so I did 51/1283=3.98). I also made one for overall percentages, as shown below.

ldpercentoverallPercentages (Overall)

  The strangest thing here is that my LD28 entry actually ended up being the better than my two other entries, except in humor. This is most likely because my LD29 game lacked a difficulty curve and much gameplay, and my LD30 game lacked… well, a lot (I’m definitely never letting myself run out of time again).

I’m not really sure what else to talk about here, so if there’s anything you want to know, ask away in the comments! Alternatively, you can just play the games and find your own conclusions.

Here are links to all of my games:
[LD28 – CHOOSE W1SELY]
[LD29 – Neath: Surf Ace]
[LD30 – Two Worlds]