LD31 December 5–8, 2014

Final Half Hour

Figure I get on the bandwagon to say that this Ludum Dare has been my favourite one yet. Who’d have thought that a theme so simple would produce some creative results, and I keep on finding them!

Including Entomophobia, a bug based twin stick shooter that literally plays off a virtual Game Boy Color screen! The game is fun, the effects are clever and it reminds me of my younger days playing games like Pokemon and Super Mario Bros Deluxe on a purple Game Boy Color!

I’ve also found smaller but really novel titles, like Benjim’s BindingOfIsaacTypeThing, which isn’t as easy as it may look.

I’m also really glad at how well my entry is doing, comparing to previous years. Never would’ve expected over 80 ratings, not to mention really positive comments with some encouraging the mobile releases of the game.

Tags: BindingOfIsaacTypeThing, Entomophobia, ld31, thanks, thanks ludum dare

Last 30 minutes

Last thirty minutes, lets get some more votes on this game guys! We can do it!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=14064
Flowerpots and tables

Last minutes…

HI EVERYONE !

As these are the last minutes to do it (that’s the way I do),this may be the time to tell about feelings i had about this jam, and tell about some of the best games i tried !!! More than  one hundred rated and I can’t quit aha :) thanks to everyone involved, this was great to feel part of it and have feedback on my own work.

 

First : here are some randomely ordered entries that i felt in love :

Juoi :  http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=23493

Great bossfight, licked graphics and sound :] One of the first that impressed me. Remind me of Metal Slug alien Boss :]

Cosmonaut Without Hands : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=14848

Excellent gameplay graphics and Sfx, reminded me SMB but with an original evolutive Gameplay. Sometimes hard :] goodgoodgood.

Pengie : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=8631

Good simple gameplay, very smooth and polished. Kill animals + shit on screen = fun. And it was made by Duke’s daddy :]

SumoBall! : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=16232

If you liked Kirby’s Pinball on Gameboy, you’ve got to play this :] Haaaa nostalgia…

Extreme Stick Fighter Ultimate 3i : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=21790

2 Player WTF :)

Viper Twins (Alpha) : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=1913

2 Player WTF :) + Great megadrive style graphics !

Run Bzzt, Run ! : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=29418

Super licked graphics and gameplay :) good oldscool Platformer and once again perfectly exploited theme !!

ROCKROCKET : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46642

Very good visual style and ambiance !

That Dangerous Bridge : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=10863

and

Yibbits : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=27018

Have 2 original gameplays exploiting simple platform style and theme perfectly. They both have licked visuals, but in different style.

and to finish some good looking “idle game”, with a weird background : bacteria culture :) :

Together In Thousands : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45083

I could find more but time is REALLY running out now, and i’ll like to throw this bottle before it ends ;

To end with this all, big thanks to this everyone involved here, everyone who took part and gave me feedback, every idea, detail and problem is studied carefully to release a good descent game 😉 and everyone that had guts to support me because i think i’m quite horrible when stuck to Game Maker like I did :] Thanks to everyone, and may I add a link to my game ? Yes, it was one of my favorite too ;)))

DEATHMETALSLUG : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46874

Last chance to try it before the jam ends folks !!!

 

EVERYONE IS A WINNER

EVERYONE IS A WINNER

CHEERS!

KNARF.

One Act – Post Mortem

logo

 

 

Post Mortem

Information

  • Start: 10 AM ( 4 AM EST )
  • End: 3 AM ( 9 PM EST )
  • Time spend sleeping: ~12 hours
  • Software used: Sublime Text 3, Aseprite, Pixitracker

Intro

So I’m kinda late with this, but with the results showing up, I thought I might as well do a quick post mortem.

Idea

The entire game on 1 screen was not the most popular theme, was it? I really disliked the theme myself. I tried to think of a way to implement the theme in a clever way, and came up with a theater. A theatre has the limitation of having only “1 screen”. So I went with that. I’m not sure anymore what it was, but I was in a rather bad mood at the time, maybe because of the theme. Anyway, I didn’t really feel like making a game. I wasn’t enjoying myself. But I have a combo of 9 Ludum Dare games, this would be my 10th. I’m not going to let a bad mood break that combo. So I sat through it, and eventually found the enjoyment I knew from participating in Ludum Dare.

As soon as I got the idea, and had it worked out a bit, I realized how similar this was to one of my previous Ludum Dare games, One Take. You play something according to a script, and get a review for it. Instead of trying to hide that, I decided to accept that fully, and make use of it. I decided to make a sequel (or rather prequel) to One Take. While making the game I wasn’t really sure if this was the right thing to do. One Take got #1 Overall, and I thought people might think I want to use that to my advantage. All by all I kept going, and finished a game I’m happy with.

What went right?

  • I got the idea rather quick
  • I didn’t get any super big bugs that annoyed me for hours (though I think there still is one in the game.

What went wrong?

  • I still suck at programming, the code was a big mess.
  • I wasted a lot of time on Twitter and xChat, I always ended my livestream quickly as I felt it wasn’t working. I’m going to try to focus on the game only next time.
  • Trying to come up with acts. I might have been able to make a 4th act, had I worked harder, but I wouldn’t know what to do as 4th act. There aren’t many famous plays besides Romeo & Juliet and Waiting for Godot. Like, maybe Hamlet. But there isn’t a particular famous scene in Hamlet.

In the end

With a bad theme, and a concept that is similar to an old one (of mine), I wasn’t enjoying this Ludum Dare as much as the other LDs, but still had quite some fun.

Thanks for reading! I hope you enjoyed the game!

Do you want the results?

Do you want the results?

Press the heart icon under this post or write a comment!!!!

 

Comments

Lynx
30. Dec 2014 · 00:15 UTC
DO I “want” the results? I want to see the results, I may not want to accept them hahah! 😀
Terrabalt
30. Dec 2014 · 00:33 UTC
Nope.avi
Topaz Studios
30. Dec 2014 · 00:34 UTC
Still winning btw – we have 26 likes

Thanks to all!

Thanks to everyone who participated in this Ludum Dare and the people who make it possible!

 

. . and thanks to these games which made our list of favorites this Ludum Dare.

Silk – A relaxing puzzle game that will calm even the most stressed developer.

Spacebank Heist – Steal space money, don’t get space murdered by the space police.

Bugged Out – Play a classic game and avoid getting bugged out.

birdsong – A great platformer that will make you want more and more as you play.

 

These are just a few of the many awesome games out there this LD I encourage you to go try as many as you can!

and for those that haven’t seen our game Fight, Because!  Go check it out HERE.

 

The “STARS” are you guys! You guys rock!

This first Ludum Dare has been amazing!

Thanks to all who helped give such great feedback, support, and ratings!!!!!

Layout issues

Looks like the layout needs a little tweaking…

 

ld layout error

Comments

30. Dec 2014 · 02:12 UTC
I think your font might be zoomed in, but I’ll double check on my Windows machine.
30. Dec 2014 · 12:45 UTC
I’m on a different computer at the moment, but I tried zooming the text up and the whole page scales correctly — not sure if you changed anything overnight, but in any case it seems to be better today.

Dungeon Post-Mortem

Hello everyone!

This game was really bad, so I had to do a post-mortem to point out all of the things I did wrong.

What I did well

Not much, really. The audio was quite good, but otherwise, the game was pretty bad.

What I did wrong

  • Graphics The graphics on this game are really bad. Low-quality, stretched images, cubes representing the enemies and the player. Il’ll never be an artist, I’m a     programmer, so I wasn’t too suprised with how graphics turned out.
  • Enemy Paths
  • The enemies always did the exact same thing. They went in a straight line towards you, always starting from the exact same position. I should have made four spawn points and the core in the center of the screen, with some enemies aiming for the player, some of them aiming for the core and some of them shooting at both. In the first version of the game, the enemies were all going for the player, and I really didn’t find it fun to play. I found the boss to be a bit more difficult to defeat, but I should have made it a lot more complex.
  • Target Size
  • Some of the people on my entry page said that the targets were really small and that they were a pain to hit. After playing the game again, I noticed that they were right. I really should have made the basic enemies a bit bigger.

Why was it so bad?

  1. I lost the whole first night and a bit of the first morning because of Unity. I was considering switching to another engine, which I never used before. I finally decided to go back to Unity, but I should definitely choose my tools more carefully next time.
  2. I wasn’t motivated to make this thing. As soon as the theme was announced, I started panicking because I thought that it was really bad. I didn’t have fun making this game, which explains most of the problems, in my opinion.

What will happen to Dungeon?

I am probably going to make a free iOS version which fixes most of the issues, mainly to practice with SpriteKit. Honestly, I don’t think that Dungeon has any potential.

However, my studios and I are announcing a new game on our website on January the 14th, so if you’re interested, stay tuned to http://voblestudios.com and our blog.

Comments

Mixer
30. Dec 2014 · 07:49 UTC
What you did well:

-Participate

-Have a shot at a challenge that is quite hard

-Improve your skills, even if you don’t realise it

-Write a post reflecting what you can do better

Node Alpha

Thanks all for your comments and participation. See you later ++

Coolness 100% #326 Graphics(Jam) 3.64 #419 Audio(Jam) 2.93 #534 Overall(Jam) 3.18 #544 Mood(Jam) 2.99 #572 Innovation(Jam) 2.93 #628 Fun(Jam) 2.89 #790 Humor(Jam) 1.90 #993 Theme(Jam) 2.27

#42 Overall… I won!

Believe it or not but here are our estimations for our Overall rank :

  • Tavrok – #26
  • Repstyle – #96
  • Me (Argl) – #42 \o/

LD Ranks

Thanks for rating everyone!

Comments

Mixer
30. Dec 2014 · 07:26 UTC
Great job!

Thanks guys! :)

This is why I love Ludum Dare… Improvement. My scores are nothing to rave about, averaging about 2.5, so nothing flash, but much better than my previous entry.  Last time I didn’t get told my scores, there really was no mechanic, and it was a boring game.

Left: LD31 Right: LD 27 
Thanks for all your help guys, this community is also. I hanged out alot on IRC and you are all so helpful and friendly :) I hadn’t made barely any games between these entries, but Ludum Dare has inspired me to make more. :)

The turnout

The results are out, and the scores for Landscaped Confinement are quite an improvement over my first LD entry. Due to the new rules set in place that are designed to offset biases with regards to assets made before the 48-/72-hour periods, I wisely removed the audio category from my voting canvas due to my use of a Japanese royalty-free background song for the entry.

photo Clipboard01-2.png

To the guy who suggested to ignore the rankings and look instead at the actual scores, kudos to you. There were more participants in this iteration of the Dare, anyway. As for the highest-scored categories, namely the mood and theme categories, I truly did my best in sticking to the literal and metaphorical interpretations of season 31’s theme, as stated in the read-me file of the game package.

As for the lowest-scored categories, you should understand that not all visual novels need to have choices as a mandatory mechanic. There is a subset of visual novels called kinetic novels, which follow a truly-linear story structure. Have you tried Planetarian on Steam? This title, from the makers of Clannad, is an excellent example of the kinetic novel and is undoubtedly one of my inspirations for making visual novels in the first place.

With that, I am looking forward to Global Game Jam, my first major event for 2015. And if you like my two LD contributions, help me fuel my future creations by supporting me on Patreon.

Happy New Year, everyone.

Cross-post: http://jollysword.livejournal.com/142641.html

Ratings!

Whoa, the third most exciting moment of every Ludum Dare has come! Lo and behold, the ratings! Let’s see how my humble game did this year.

Coolness 62% #36 Mood(Jam) 4.00 #201 Theme(Jam) 3.89 #223 Audio(Jam) 3.38 #285 Overall(Jam) 3.47 #416 Innovation(Jam) 3.17 #562 Fun(Jam) 2.97 #566 Graphics(Jam) 3.14

Alright, this looks like a good ludum dare. My main focus on mood paid out, since I’ve finally broke the 4 star barrier in a category. This is enough to celebrate! Next time though I should focus more on fun cause it seems like a sticking point of mine.

Here is a little graph of my 2 year progress.

 

results fullmontis

 

I’m really happy of the progress I made. It looks like there has been a steady improvement. My purpose for the next ludum dare is to break more into the 4 star section, and hopefully if I don’t waste my time stupidly like usual maybe I can too!

I want to thank everyone involved in this Ludum Dare, admins, creators and players. THANK YOU! This is getting better and better every time. Can’t wait for April!

 

PLAY MY GAME, BEHIND THE FOG!

 

CHECK OUT MY OLDER GAMES IF YOU WANT!

 

Tags: html5, motivation, results

Comments

pht59x
30. Dec 2014 · 16:18 UTC
“It looks like there has been a steady improvement”:

Maze Escape Post-Mortem

Ludum Dare #31 is over! I wanted to do so much more stuff, write a post-mortem and update my top-games lists and rate more games, but then Christmas preparations and university knocked on the door and said “Sorry, Gins, but you have to invest your time in us instead of LD!”

I still played a couple of games here and there but I didn’t get around to write these two blog posts within the voting time frame :(

I’ll try to make up for it now though, so first comes my post-mortem and in a later post I’ll sum up my favorite games of LD#31.

Post Mortem

For reference, my entry

 

This is my first one, so I hope I’m doing this right. I’m just going to go through the big chunks that make up the game one by one and point out what went well and what didn’t go that well. Every Ludum Dare starts with…

The Theme

The theme was a bit off-putting in the beginning, and I know I’m not alone with this statement, especially in the first couple of hours of this Ludum Dare. “Entire Game on one Screen” is a difficult theme because it’s so easy. And that it is so easy makes it difficult.

You see, “Entire Game on one Screen” has a myriad of already existing games that would fit it, starting with the very first computer games like Space War, Pong, Space Invaders, Tennis For 2 etc. Games that take place entirely on a single screen are what most game developers start with, so it’s not really a theme that forces originality as you can do pretty much everything on one screen, as long as you limit the scope. Platformers, puzzle games, point and click (I wish I’d have found more of those), strategy games and what have you.

So my first thought was: “I want to make a game that you usually DON’T find on one single screen.” That led to the idea for a metroidvania in which the screen constantly expands to show the entire map, making it harder to see where you are and what’s going on the further you progress. In the end, you would really have the “entire game” on the screen and look back on what you have achieved and feel good about it.

All in all, I was very happy with my interpretation of the theme, and the ratings I got for it confirm that I went in the right direction.

That the view expands constantly leads to…

The Graphics

For a game in which the main character ends up being ~4×4 pixels I felt it was a good idea to choose simplistic graphics that you can distinguish by their color or shape alone. The things should become smaller, yes, but not turn into a guessing game. I think the keys are perhaps the worst offenders to this design philosophy, especially the yellow one.

I wanted to add at least some special effect animations to the simplistic graphics but I barely managed to get the main game done in time, rushed the level design a bit towards the end and barely finished before the compo deadline. I was really happy about the one extra submission hour.

So what does this say about my…

Time Management

It was mostly good. Much better than last time, because I did not overestimate my time and I had a prioritized list of what I want to add and what not. I knew I won’t be able to add everything and I felt good about the things I had to cut. Let’s see how that affected the…

Game and Level Design

Enemies didn’t make it in but I didn’t miss them because I felt my game was already frustrating enough without the threat of death. Instead it’s a pure platforming challenge. I wanted the player to start out with a simple move set and learn new moves one by one, metroidvania style.

I avoided to handhold the players. This is a platformer puzzle, which means figuring out how to chain your moves together in order to pass tricky gaps is the meat of the game. All I did was tell the player that they got a new move and how to execute it, but then designed that section in such a way that the player is forced to figure out what the move does before advancing. In difficult spots I also gave hints by level design. I put red brick blocks close to situations where a dash attack was required and the player may have forgotten about it.

I was aiming for a smooth difficulty curve, but I think there may have been a bit of a spike after the red lock block.

I was also considering to allow the player to jump off the maze in the end of the game, but i decided it would be to cruel to have players die a few meters before the end when the rest of the game features no death, so I put an invisible wall there.

Unfortunately I can’t think of a good transition to talk about…

Sound and Music

My goal of adding sound effects has been met. Music not so much, as I’m not at all a composer. Also some people complained about the one or the other sound effects being grating to the ears. Thank you to those who pointed it out, I’ll make some new sound effects for a post compo version. Until next LD, I should probably dabble a bit in the arts of composing or music generation.

So with all this discussed, what does this say about my…

Goals

In my “I’m In” post I said:

“My personal goals for this LD:
– play and rate more games than last time
– Improve time management
– have sound effects
– get better ratings than last time
– rank high enough in one category to be featured in the final results
– win”

So how did I do?

Quite well! I played and rated 100 games, which is what I wanted to do at least and is more than the 80-something of last time. I Improved my time management, as mentioned above and my game does indeed sport amazing sound effects made with bfxr.

And ranking goals?

I improved in most categories, in particular in the overall ranking I finished in the top 50 this time (42nd)! Yey! And I ranked high enough in theme to be featured in the final results as well (20th), so it’s two categories even! Thanks to all the players who made this possible!

But most importantly, it’s not only the rank that improved, but also the star ratings.

Unfortunately I didn’t win. But hey, there’s always next Ludum Dare!

Conclusion

I’m actually quite satisfied with this LD, and excited for the next one. Nothing went terribly bad, I didn’t really overestimate myself so nothing that I didn’t accomplish came as a surprise to me. For April, I’ll have to improve my preparation so I can accomplish more in the 48 hours, perhaps participate in Mini LDs and I might learn how to produce music one way or another.

Stay tuned for my promised later blog post in which I update my list of top games that I’ve played.

Results comparison between my first entry (LD27) and this one.

This has been my second entry in Ludum Dare, while my first entry was for the LD27. I’m going to do a compartison between the results of those two to analyze how I’ve improved. I think that it’s important to say that I only had one day to do this entry, while I used the two compo days for my first one. I also was very unexperienced in computer programming when I did the first one; I also used a different software that required less programming. (Adobe FlashPro in LD27 vs. Haxe+OpenFL in this LD)

Overall:

LD31: 2.78 (#958)
LD27: 2.75 (#850)

Well, it looks I’ve improved very slightly on this one! My original LD27 entry (of which I did a post-compo version, BTW) had gameplay flaws, such as having a very annoying level you had to repeat each time you failed and not explaining certain important things. This time, I think I’ve also had some mistakes: some people have said the game was very confusing, others said it did not feel like it was a game because it just had you waiting until you unlocked things… I still have many things to improve as a game designer.

Innovation:

LD31: 3.44 (#333)
LD27: 2.57 (#847)

The idea in my first LD was not very original: using different minigames in a succession with timing to do certain thing has already many games with it (WarioWare…). I think there were other games in LD that used the same mechanic, too.
In this occasion, I thought about taking the theme in a way that implied that the game depended on the screen, and not just the game being on the screen.

Fun:

LD31: 2.52 (#994)
LD27: 2.71 (#730)

…and althrough innovative, my idea wasn’t really fun (and I was almost out of the top 1000). Or at least it wasn’t well implemented: someone commented that the game lacked of interaction of the player and the waiting made it very boring.
My first LD entry was the opposite: the player had to react quickly and correctly in order to win. For the next LD, I’ll take into account the importance of player interaction.

Theme:

LD31: 3.8 (#311)
LD27: 3.46 (#281)

The theme category was the highest rated one of both games. As I already explained in the innovation part, in the other LD I took a literal interpretation of the theme while in this one I did something more original.

Also, I’m realizing that the ratings in general were lower in LD27, because even though the number of compo entries have been lower this LD, I’m getting a lower ranking for a higher score. Does that mean that the low ratings in my previous LD entry have more value than the high ones in this LD? I thought I had improved D:

Graphics:

LD31: 2.11 (#1111)
LD27: 1.79 (#1135)

If it’s not because everyone has decided to give higher ratings in this LD, I don’t understand how I got a superior score this time. This LD entry only has as “graphics” some badly-drawn screens with a simple background. The other one had… a curtain effect, some circles with colors, ehmmm… The graphics in both games are terrible, but I would say that I did better in my first LD. I think I’ll focus more on graphics on the next LD, this has been the lowest ranking category in both games (not counting coolness)

Audio:

LD31: 1.81 (#901)
LD27: 1.6 (#904)

Again, other category with a higher score that I don’t think it deserves. The audio in both games is extremely poor; my first entry had 2 sound effects (one for winning a level and other for losing it) and this one only has sound for static. Now that I look at my comments in my LD27 entry, someone linked to a music generator that could have been useful. Oh well, I’ll try to remember it for the next LD.

Humor:

LD31: 2.84 (#335)
LD27: 1.63 (#896)

I think the reason the score is significantly higher in this entry is because I mention kittens and pizza in a silly way… I wouldn’t consider that “humor”, but looking and how high it has ranked with a low score it seems like there’s not too many games to compete with in that category. BTW, the game had for a while in its description the word “leopard” instead of “keyboard”. That’s because I installed a extension that switches those two words and didn’t remember to turn it off when I wrote the game description…

Mood:

LD31: 2.59 (#846)
LD27: 1.44 (#1077)

I don’t really understand what this category is supposed to rate… I guess the LD27 got a low score because the first level was really frustrating and that put the players in a bad mood. But the game gave you tips on how to pass the level you were stuck in, isn’t that supposed to be good for mood? Well.

Coolness:

LD31: 100% (80th based on http://ludumdare.itch.io/#sort=coolness . Top 100 YAY!)
LD27: 39% (#1422)

The bad score in LD27 is partially because for a while I didn’t know that you had to save the ratings in order for them to count… But anyways, I’ve played many more games this LD and I’ve seen and rated really nice ones. I’m glad to have this coolness score, not because of the shiny medal but because I’ve seen more games. Apparently, for next LDs coolness will also account your comments and your community activity. I tend not to comment in games because my English is not quite fluid, but I think I should focus more on doing it because developers deserve feedback for the work they’ve done.

Average score:

LD31: 2.74

LD27: 2.24

I would like to think as this as a big improvement, but now I’m doubting if for some reason the expectations in LD27 were higher. Anyways, I still have many things to improve. Let’s see how I’ll do in the next LD. And if someone has read this, I hope it serves as some kind of help.

Animal Rating

Here is my game rating, I don’t know if everyone could see, so I thought good to share :)

Rating

Coolness 100% #39 Graphics 4.22 #439 Audio 2.90 #446 Mood 3.05 #634 Humor 2.38 #644 Overall 3.12 #793 Fun 2.84 #1156 Innovation 1.98 #1211 Theme 1.62

Entry post here!

Comments

pht59x
30. Dec 2014 · 16:04 UTC
Construct2, ie not that much coding.