LD33 August 21–24, 2015

Your game is in this mosaic!

This mosaic is made from the thumbnails of all LD33 games:

Happy hunting 😀

You can also use the mosaic to filter by platform, e.g. to find all the games that are ‘web’ playable :)

Some stats:

  • 1493 games claimed a “web” link
  • but 472 of those “web” games were actually Unity games with web player, although they didn’t mention this in their blurb; my script doesn’t categorize them as ‘web playable’
  • 7 games have no thumbnail

If you like this, you might be kind and rate my game?  http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=10313 Exogorth

(repost in case you missed it)

New UI for Dude, Stop.

We decided to work a little more on our entry, and right now we are finishing new UI. Later we are going to add new music, and polish and/or replace old puzzles (we got a lot of feedback about how broken they are, so we are fixing this :) ).

newUI

You can play and rate old version with all the bugs here: Dude, Stop.

Hitogochi – Post Mortem

Hello! This is a post mortem of Hitogochi, a short dating sim for Ludum Dare 33. Thanks to everyone who played it, and if you haven’t yet, you can play it (and rate *wink wink*) over here. I also made a timelapse video of it, if you’re into those.

Hitogochi

Before I start, some of my friends also submitted games! Here are theirs:

Project Box by klbrazil

Nomzilla: Munching Mayhem by PixlWalkr

You should check those out also. 😀 ..and now for the post mortem!

Before the jam:

While I was in school, I thought about game ideas for each of the themes in the final round. Some of them were good, some were okay; then there’s those where I just went: “Can’t think of anything creative with this, lets just hope it doesn’t get picked”. I wasn’t really sure if I wanted to enter until a few days before the jam, so I didn’t practice. I planned on joining the compo. I did it before, maybe I can do it this time, too! Yeah, should be possible. (..or is it?)

Day One:

..one of the themes that I wasn’t prepared for got picked. Of course that would happen. I didn’t know what to do at the start, since the idea that I had for this theme was kind of boring, so I just continued on with my normal life and complained about it. After a few minutes of doing nothing, I started to think about things that relates to monsters.. giant monster that kills things? Nah, already did that before. Monster-raising simulator? Maybe, but I’m not feeling it. I wanted something that’s different.. something unique– then it occurred to me. Tamagotchi. Then the theme. Back to Tamagotchi. So… what if.. YOU ARE.. THE MONSTER..? Brilliant. Good job, me. Let’s do this.

I started to think about how the gameplay would work. I kept telling myself: “think about the mechanics, not the story.”, since I’m not confident with my story-making skills and it will probably turn out boring. But then, everything I thought about the game made it become something like a dating sim, and my mind kept thinking about a certain story… both of which I didn’t realize at the time. So anyways, I had the basics of it planned out and thought: “Yeah, good, this’ll work!”.

So then I started coding a dialogue system… for the whole day. “Looks like the game would just be all dialogues… Will this.. really work out? Maybe this jam’s not for me..”, I said. I thought about backing out, since I wasn’t really having much fun.. but then, I realized that it’s just the first day! There’s still hope! So I went through the day and finished most of the system. I also worked a little on the art and the story as the day ended.

Day Two:

I coded more of the dialogue system while I slightly panic, realizing that I still don’t have fleshed-out dialogues for my game and that I might not finish in time for the compo. It went well, albeit very slowly. I really should have warmed-up for this. Hours go by, making me more and more tensed.

As I finally got that done, I then worked on the art side of the game. I haven’t done any pixel art in a while, and, since I’m planning to have portraits, It might take me long if I went with that.. and I’m not sure if I could do it, either. I went for a kind of a low-res art style instead. I haven’t drawn anything in a while anyway; it might be fun, even though I’m bad at it. Somehow, it worked surprisingly well, I think. I might have been very slow and spent too much time on it though. I’ve been pretty slow at everything so far. Oh well. Once I finished, I started importing and implementing them in the game.

After a few hours of revisiting spaghetti code and adding things on them, I started writing the actual dialogues for the game… or at least I would’ve, but bugs on my dialogue system suddenly appeared out of nowhere. It was already late at night; I tried squashing them fast, but no, they kept coming! I even stayed up late, which I usually don’t do when game jamming. Nope, it didn’t help either; there were still bugs, and I was getting really frustrated and very sleepy. I figured I won’t make it in time, so I just switched to the jam, bid my friends who’re joining the compo good luck, and slept with all my frustration. 😛

Day Three:

I was feeling a little down since I didn’t get to join in the compo, but oh well. I started fixing more bugs and wrote dialogues; Tons of them. I was panicking a little, thinking that I’ll feel really bad if I still didn’t get to finish this, even after switching to the jam. The dialogues got kind of rushed because of that. Even more bugs popped out as I wrote and tested the dialogues in the game. I had to cut a lot of the dialogues that I planned, since time was running short. “This might end up being boring after all, but I’ll just expand on it later. I want to at least be able to submit something.”, I thought.

After hours and hours of typing dialogue (some are.. cringe-worthy) and cutting some more content, It’s finally done! I was debating with myself whether to try adding music to it or not, since I had no practice and there’s only a few hours left. I decided to at least whip up a simple tune for it. It kinda worked well, I think. I also made some decent clicking sound, good good, slapped those into the game, nice, that’s it, yeah!

I started making builds for the game. After I made all those, I noticed bugs and mistakes, like the game UI not resizing on different resolutions. I kept switching from fixing those and rebuilding for a while. I was panicking, ahaha. Then after countless loops of doing those, I noticed the weird lag from the start. I wasn’t getting that in the editor, so why is that happening– nope, I’m tired, I had to rebuild too many times, let’s just submit! …and off to bed I go.


..and done! It went well for the most part. I made a thing! That’s cool. I’ll be adding tons more story on it in the future, as I had fun making the art for this..

*looks at pile of games waiting to be finished and/or made*

..maybe when I have the time. We’ll see.

Thank you for reading this far. For those who entered, hope you had fun! 😀

Drama in Space – Post Mortem

Since this was my first LD for the compo, it was quite a challenge for me, but I think, that what I did come up with was a good result.

screenshot1

 

What went right:

  • I had plenty of time, came up with the idea really quick and had overall a ton of fun
  • The amount of weapons I was able to add in the time was quite ok and the unique characteristics of each weapon seems to be quite fun for all
  • The difficulty-settings seem to be q good thing to add, it was a last-4 hours idea. Since you unlock the last few weapons quite a bit into the game, it was good to have a Fun-mode with all weapons already unlocked so you can test and play around without the grind before.
  • I went for a really simplistic art style since art is not really my major skill, but it works quite well for this game

What went wrong:

  • I have some major performance problems in the compo-build, its not that bad, but due to a other bug, you received less points with the starting-weapon if you don’t reach the 60fps it is locked to (already fixed but not published yet, I not only fixed the bug but increased the performance by ~1000% :))
  • The difficulty is not rising enough with the player getting more advanced weapons, I am working on that (new enemies, better enemy-AI)

screenshot3

What will come out of Drama in Space

I am already working on Drama in Space 1.1, which will include tons of new weapons, new enemies, new gamemodes and a huge chunk of weapon balancing and performance increase. I am also working on quite a bit of new mechanics and the artstyle, Drama in Space will be a full blown minigame in the future!

I received a ton of feedback and working on everything that was criticized. I would love to see your feedback as well, so please go over and try my game and leave me feedback with what you liked and what you disliked.

I am thinking about putting the game on Steam Greenlight once Drama in Space 1.1 is out, we will see.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55223

Now My Game Supports Mobile Browsers

Today I made my HTML5 game Birdy Bridge works on my Android devices. Now you can try in Chrome for Android, but your device should have a large screen and good network connection to load MBs of data. I think it should also works in iOS devices. A short URL: http://goo.gl/Qvbzhf

There are some other updates for all browsers. Full screen and easy mode switches have been added. Since the game get harder in touch screen, easy mode is default.

My game is totally coded in HTML5. It was not hard to port this game. I just did some fixes for performance and touch screens.

Here is the latest cover.

截图 2015-09-05 22.54.29

I would do some other fixes next week. After that, I might build apk for android devices.

If you love it, rate for me :)

Gamejolt API for IDIOTS :D

Uhm… Long time ago i started to learning game jolt api… But… I AM IDIOT! So, after years, when i learned almost everything, i decided to create scripts for other idiots. ! You can make almost averything just with ONE line of code!

 

This is not gex or asset package. Just source with gj api scripts + some things for easy implement. Just download source and use it as base for your project or export / import resources. My english pretty sucks, but i still tried to make some help documets. I hope you understad 😀 (Help file have 8 pages 😀 )

 

I decided to write here too, because i played lots of game maker games here, and some really needs achievements! 😀

 

Anyway… Enjoy!

 

http://gamejolt.com/games/game-maker-gj-api/90339

Comments

05. Sep 2015 · 21:45 UTC
I remember taking the time to learn how to integrate the GameJolt API into a Unity web player game. It wasn’t very intuitive, but I actually got it working, but it broke my games when I distributed them on other platforms. Not too long ago I started looking into Twitter OAuth integration, which would work across all platforms. The only downside is having to create a database to store your own leaderboards, achievements, etc.

The Last – Mini LD 62

I always wanted to do a Banana Nababa type of game.

So what i will do for this miniLD if i have the time is a boss arena type of game.
Maybe 5 or so bosses with escalating difficulty.
Vertical attacking pattern.
Shoot in arches by default and hold up to shoot straight up.
Basic platforming with doublejump because its awesome.
And ofcourse challenging boss designs with an impossible endboss.

Artwise i will keep to some restrictions
2 colors per player, critter and tile (4 with black and transparency).
3 colors per boss (5 with black and transparency).
8×8 tiles and sprites, excluding the boss.

The game is set in space and you are at The Last Boss!

mockup

Updated with some early progress
The One Hour Game Jams have so much basecode collected i can just pick what i need!
space

Banana Nababa
It is an awesome and difficult game, definitly worth a download.

Post-Compo Projects

I wanted to share some projects I’ve been working on since Ludum Dare. I’ve learned so much from my experience with Ludum Dare on every aspect of a game, and audio. These projects, I could never had made if not for some of the revelation from the 48 hours of the last LD.

I used FL Studio Producer edition to create these tracks.

 

Strings

Strings is a very beautiful track that features a string-like synth I created, and also features a very heavy, chaotic, gritty bass wobble. The Beauty and Chaos mix perfectly together. This was largely a experiment of trying new ways to make soft synths, then it turned into so much more.

https://dl.dropboxusercontent.com/u/275699050/Strings.mp3

 

Pirate Pulse

Pirate Pulse is a very “different” song… I take pride of this one as being one of my most unusual song I’ve created. It has a very beautiful pattern that very much reminds me of Pirate’s! If it remind you of pirates, then it has to be good. This song started as a test of pulsating basses and string like chords synths that have a pirate-y feel to it, giving it its name. The chorus features aggressive bass wobbles, bass growls, and hard synths. This song is very different from anything I’ve heard, but I like it, and I hope you do too. Pirate Pirate Pirate!

https://dl.dropboxusercontent.com/u/275699050/Pirate%20Pulse.mp3

 

MORE SHAMFUL ADVERTISING!

Check out my Game…

The Monster Inside

Play Here

And here…

Also here…

And don’t forget about here…

Oh, look at this, another link to the game!

And another

Oh, is this one special?

Another link!

PLAY!

 

Comments

06. Sep 2015 · 10:04 UTC
I’m a fan of EBM, and the first track is damn good!
Geckoo1337
06. Sep 2015 · 22:12 UTC
As says Scorched, it sounds really good. I love what you did. Also I did my first track for this Ludum Dare session. I am not proud, but finally I started to create my own music for my projects. I wish you the best. See you later ++
08. Jan 2019 · 19:19 UTC

Tech Valley Game Space is live-streaming right now!

Hello, all! We here at Tech Valley Game Space (TVGS) are at it again! We’re playing and rating your games right now, and will be regularly doing so on Thursday and Saturday nights, from 7:00 PM EST to midnight, until the judging period ends! Check us out at Twitch.tv here:

http://www.twitch.tv/techvalleygamespace

Want to submit a game? Our submission form is available here:

http://goo.gl/forms/uqzjFQqK1p

If you haven’t already, check out our games, too:

Just Another Quick Share

Hey again everybody! I don’t want to spam y’all with this, but I really want to post it again because I’m so incredibly excited!

kickstarter

Click the image to play the most recent version of Eye In The Sky!

Our game, Eye In The Sky, is up for Greenlight on Steam.  The majority of the work for it is already done (we’re apparently fast workers) and we have a lot of changes and improvements to what you played in the Ludum Dare version. Since we added rudimentary controller support (for the XBox gamepad on windows only) to the LD version, we’ve really like the idea of getting the game on consoles as well. Because doing that is something like super expensive, we also started a kickstarter. Any kind of help, whether it’s sharing it with friends or backing the project would be amazing!

 

Here are some links for you to check out if you’re at all interested!

 

 

Trogg Village Defense “Long live the Trogg!”


After building a powerful village to deplete and kill the Trogg, turn the tables and fight back as the Trogg to eat all of your villagers to boost your score!



Capture1Capture2

If you haven’t yet played Trogg please take a moment and see what score you can reach 😛

(If not only to feel the satisfaction of destroying your own village after defeating the Trogg)

Click Here to Play!

 

Thanks for your comments

Hi, I wanted to thanks again everyone for your amazing comments. Here are some of them:

shawn42 says … One of the best entries so far.. hard to put down. The levels are really well designed and the controls feel great. Throw some audio on this and I’d buy it! 5 stars in humor for having my dead corpses cut up again by the saws 😉 – Druid says … Simple but incredibly catchy game! This is like brilliant combination super meat boy, flappy bird and castlevania. … I can’t believe i giving all 5 again XD – Shina69 says … Best game i played so far and, trust me, i’m reaching 1 thousand of them! I would give it a 10/10 if it had music! Pls make more levels and share with the community, those mechanics are great! – Dizzyman572 says … Excellent game here man! This is one of those games where it’s difficult but fair. The mechanics are so simple, yet so deep at the same time. Overall, very good game. 5/5 – Gamepopper says … Extremely simple to pick up and play, brilliant use of perma-death and really cute vampire graphics. Great job! – mat1er says … Still a better vampire story than twilight!   I’m currently working on an extended version with sound (at last), more levels, different environments and enemies.    The knight throws his sword directly to you.  The ghost travels all around the screen and blows on you when you’re near.  The Slime falls from the ceiling.  The skeleton throws his bones on you. And much, much more…

Comments

AnaglyphCoding
06. Sep 2015 · 12:45 UTC
Dude, I love your entry and can’t wait to play the post-LD build. Good luck!

Dream Post Mortem

Hello! Eskil here, or better known as PixzleOne.
I’m a 14 year old boy from Sweden who loves making stuffs!

This was my third Ludum Dare, and I’m really happy about the results.
I’m still learning, and I don’t think I’ll ever reach a point where there is nothing more to learn.

My scores or my placings have never been amazing, most people would say they are pretty bad, and I really don’t expect anything crazy this time either. Still though, I’m always super happy about what I manage to create, and ratings doesnt mean that much to me.
Of course they can mean that I have gotten better at making games that people enjoy, or that are good in diffrent ways, but for me the biggest sucess is to feel like I’m getting forwards, learning new things and improving.

One of the rooms.

As always, I was really hyped about this Ludum Dare, so I went up 02:45 in the morning swedish time, so I could be in the IRC when the theme was revealed.

I had a couple of themes I really wanted, but this one was pretty good I think. Some people always have problems with the theme and think it’s crap, but honestly, for me a part of the whole jam is to get up with a good idea, even though you dont like the theme. It’s not the theme thats bad, It’s your imagination. :)

After the theme was released I took it pretty slow, not being really sure what I wanted to make. I took some time just listening to music, chilling in the IRC and enjoying the early hours.
After a while I had a intro completed in unity, but I was still not sure about what I was making yet.

first scene of the game

I started mixing around with diffrent ideas and soon I decided that I was making a first person game.

I first thought the first person stuff would take a lot of time and that it would be difficult, but when I thought about what I wanted to make; Something moody, I decided to go for it anyways.
It didn’t take long until I was done with that, I used a fps script that i had made earlier as a reference, because I didn’t really remember how to do it.
When I was done with that I just started modeling the first room and the objects in it.

First room

Somewhere around here, my friend called me and told me my other friend was sick, and he had a spare ticket to the LCS bronze games. (For all of you old people, LCS is the League of Legends Championship Series, and if that doesn’t say anything to you, google that shit.)
At first I didn’t feel like going, I was Ludum Daring after all, but after some thinking I chose to go after all, and I didn’t regret it.
As a League of Legends fan it was super fun, and it wasn’t a chance that would come again.

This took the rest of the day/evening/night, so I lost about 5 hours there.

Saturday morning I started working as soon as I woke up, and continued on the first room.
I continued to create the game in chronological order, and I soon realised that the game was gonna be very short.
I made a bad desicion here, making the player walk really slow, making the game longer, and increasing the mood factor, I thought.
I know I lied a bit to myself here, because I was aware that you walked VERY slow, but I kept it that way.
I can see in my comments thats one of the biggest problems with my game, so next time I need to think about those kinda things a bit more.

I continued creating the “gameplay” for a couple of hours, mostly modeling the rooms and objects.
When I was done with all that I made the menu, I actually had a menu very early, but I remade that to something OK, its far from the most beautiful thing though.

I think I started making music here, and even though most of the music in this game is pretty weird, It’s better than in most of my games. This was the first time I used REAPER for making music in a jam, I had only gotten it two days earlier.
Still though, I managed to get music for every part of the game, so I’m pretty happy about it.

I’m over all very happy about what I managed to create, and I think it’s 100 times better than my previous stuff.
I have gotten comments about “it not being a game”, because there is no way to loose, and given me bad overall for that, and that’s a good point, so I guess I can think about that next time.

I’m super excited about the ratings, I hope I have improved!

If anyone reads this whole post mortem, good job, and thanks for reading.

Now shameless plug:
If you havn’t checked my game out yet, please do!
I will try to play your games back, just comment down there.

See yall next LD!

Troopers’ Starship Dev Playthrough

I hope everyone is having a great weekend! I’ve been slacking in writing the post mortem to Team Round Fork’s first ever ludum dare 33 game Troopers’ Starship, so I decided I would make a quick video of me playing through the whole game talking about different design decisions that were made during the short 72 hours.

 

Hopefully some find this enjoyable to watch :)

If you haven’t yet please download and try Troopers’ Starship here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=39524

Thanks to everyone with the awesome comments! I’ll make sure to try and rate everyone’s today!

Cheers,
Team Round Fork

Groll’s Revenge Post-Mortem: Game Too Difficult?

Thanks very much for all the feedback on my entry, Groll’s Revenge. Please give it a try if you haven’t yet.

When making Groll’s Revenge, I wanted to create an old-school arcade experience, something with good replay value that encouraged players to chase high scores. The core design has players raiding medieval caravans transporting wagons between castles. Destroying a wagon earns points, but caravans are often guarded by foot soldiers and archers. Castles have their own arrow defenses, plus fast-moving knights will periodically chase the player all around the map.

Run for it!

It’s a similar concept to the game Hoard (which I only realized once I was halfway through coding…), but the crucial difference is how powerless the player character is. The monster has no way to harm any other character besides the wagons. Instead, players can hide in the forest, which makes them undetectable to all enemies. Then they can use a short lunge ability to dart out and steal a wagon before running back to safety.

Biding my time...

Everything works reasonably well (aside from a few odd pathfinding bugs) and I was very pleased with the results of my efforts. It’s the first real-time game I’ve made on my own (my previous LD entry was turn-based), and even though I had to cut a number of features, mainly extra monster abilities, I think the game is pretty fun to play. There’s a nice cat-and-mouse element and some exciting moments from darting in and retreating to the forests with a line of soldiers on your tail.

Feedback has been positive, but a lot of players have commented on the game being very difficult. Some people say the enemies move too quickly, or that there’s no safe way to avoid being hit by archers. And although I only have a few data points from the comments/Kongregate stats, high scores have generally been quite low – sub 5,000, which is just the first difficulty-bump threshold!

So is the game too hard? In my opinion, yes and no. First, it is possible to do well in the game. I can consistently get over 10,000 points, and my high score is near 18,000. As the game’s creator I’d expect that, but it at least proves that it isn’t an impossible feat.

grollsrevengepm3

What it does suggest is that the game’s systems are not well communicated to new players. Furthermore, lack of understanding the systems is punishing. I believe the main issue is that enemies react instantly to the player entering their threat-detection zone, yet there is no indication of how big that zone is. A new player will be caught off-guard the first time a soldier chases them or an archer shoots at them and likely not react fast enough, nor will they learn the threat-zone size due to their surprise. This issue is compounded by the extremely fast speed enemies and bullets travel at, which is what causes a player’s lack of understanding to be harshly punished.

There are a few possible solutions, such as introducing an audio or visual cue when the player becomes spotted plus a slight hesitation in an enemy before they begin chasing. I wouldn’t want to reduce maximum speeds too much, since that would make the game trivial to experienced players, but a gradual acceleration might give new players more time to react.

The strongest lesson for me is to really think through the new-player experience and ensure that someone completely fresh to the game will not have a frustrating initial experience. Ideally get a friend to play test it at an early stage so that I can see what elements aren’t well-presented and what needs more highlighting. It’s somewhat the nature of a game jam to be totally invested in your idea for the duration, but I believe it’d benefit my future efforts immensely to take a step back and consider the game from a totally naive perspective.

Hope you’ve enjoyed this write-up and taken something from my mistakes. And if you do give Groll’s Revenge a try: be patient, stick to the forests, time your lunges, eat apples to regain health, grab wagons that have traveled a far distance, and try to break the 5,000 point barrier! Good luck, have fun!

You are the Monster(creator)! Post-Mortem

Hi everybody,

first, for all who tested and rated my entry, thank you! If you haven´t until now, please do me the favor and do it

Now, to the real post-mortem:

That was the first ludumdare i ever joined. I did know only little bit of it thanks to a working collague, but was already so fascinated that i wanted to join. Well, i made the decision only hours before the LD33 startet with no real plan or anything else.

When the theme was announced i was a bit disappointet. It sounded so much like a monster-rpg or jump and run, which i wasn´t really eager to program. But after quite some time i had an different idea: What about a…monster creator tool? You know, like Spore back than, you have a basic body and can form it as you want. Until you have your dream monster. I pictured it really cool in my head. 3D- graphic, free movement of the body, different body part you can change as you want, background-images… Sound great, doesn´t it? Well, who ever already tried out my creator-tool know already the difference beetween the idea and the finished product…

So, how did my weekend run?

On saturday i lost much time to find the “right” idea for me. After that i needed even more time to figure out how to do it. I tried severals things with 3D-Canvas cause i am an junior-web developer (so other languages were out of questions for me), but realized soon that a real 3d tool is way to much which my low experience. So i changed back to 2d.  Then i tried to add a basic body and different body part. But i sucked at drawing so nothing really useable came out. So i reduced my idea even further: let the other create the part, just give them the right tool for it. Finally i did the basics, namely the drawing options.

Sunday was a short day, you could say. For one, there was the formula one race i had to watch. And i absoluty can´t watch and do something else at the same time. Secondly, i lost again much time, this time because i had to find the error which prevented succesful uploads of the images. Ah, yes, i didn´t mention it until now, but the users should have the options to upload there monster to compare them with the one from others. Eventually it was only a permission-error…. There was nothing really more on this day, i lost focus way to easy several times…

Originally i wanted to take part in the compo, because i had to work on monday. But my tool was still too imperfect and unfinished, so i changed it to the jam to have a bit more time on monday evening. Well…should i tell you, that i absoluty had to take the wrong subway on my way back home this day? And i left on the wrong station after that too….dont ask, i dont know myself what was wrong with me… Finally, i arrived around 10pm at home and immedietly start working on it. There were still a few bugs. And colors were missing too. Around 2:30am, the next morning basically, i submittet my work. Somehow disappointed of the leftover of my originally idea, somehow glad i joined the LD and finished something. And tired as hell. Of course i had work the next day too, argh…

From then to now i had only little time to rate other games, so i have not that much rates myself too. :( But i am glad that my idea seemed to be liked. Even if almost everyone say that controls are a bit difficult. It´s true and i asked myself afterwards to why i made it that way. But oh well, i´ve done it and it´s not really a bug, so no changing it. But i am really glad that people seem to like my idea :) There also some (really) cool monster in the gallery. I do wonder, who did “angry snail blob thing”, “E monster” or “Nisco”. I fucking love these 3. Should have added an input field for the name of the monster creator…

 

That how my first LD went. And i surely will join the next one again! Hopefully with a better entry than this one.

 

See you again!

 

PS: please rate my game^^ i will rate your´s too 😉