LD36 August 26–29, 2016

Cave Tale – The overly simplistic game

[Play The Game Here] (Web and Android)

Hello there!

This time around I’m going to keep this quick and simple just like my game.

The Game

Cave tale is a simple memory game, somewhat resembling games such as “Simon says”. All you have to do is remember the order of the drawings given. Simple enough, right?

Cave Tale Gif3

The Backstory

This time around I was on vacation when Ludum Dare took place. I didn’t want to just not participate, so I ended up throwing this game together in about 2-3 hours of real time. It was quite simple really, but it wouldn’t make such a bad phone game when I think about it. Well, that’s pretty much all I wanted to say.

Cheers,
AinoraZ

Music

I made a full track from my entry :

 

Oh and also : Play the game ! :)

Tags: LD36, music

“CRTs are Ancient, right?” post-mortem-y thing

I’m both proud of, and really disappointed with my entry, “CRTs are Ancient, right?“.  Gameplay-wise, I think it’s probably the most polished, and with the most potential for continuation.  Content-wise, I’m really disappointed.  There’s a lot I wanted to do, and a lot of potential, but I was too focused on all the mechanics to be able to get any of it implemented.

All of my other entries usually take at least 10-15 minutes to play through and get a good idea of, whereas this can probably be done in five or less.  There’s one proper level in the game.  One.  That’s the shortest of any Ludum Dare entry I’ve ever made.  Considering how much effort I put into making the mechanics, I’m really sad there’s only one puzzle to use them with.

I think the biggest mistake was trying to make so many features; it’s a stealth game, a hacking game, and a first-person shooter all rolled into one.  You use the computer terminals to achieve your objectives, doing things like printing important documents, toggling lights, or working with elevators.  You can hide in the shadows and move swiftly, like a ninja, and never have to kill a single guard.  You can rambo through and shoot all who stand to oppose you.  All these mechanics are pretty decently polished, but I spent so long making them all that there wasn’t any time left to build a game around them.

Level creation for puzzley games is always a pain, there’s no denying that.  I was lucky to get four made for Shift back in LD35, and it was a real struggle to get them all working; and the number of mechanics to juggle was *way* smaller.  I wanted this to have lots of interesting puzzles built around timing, working with lights, shadows, etc; true light-n-dark stealth is hard to come by these days.  I wanted the computers to feel like an important part of the game; out of everything, they’re still the most clearly ancient.  But instead, they’re more of these simplistic things that you type away at for a couple of seconds, do whatever it is you need to do on them, and then go back to running/gunning/doing whatever it is you do.

I had these grand dreams of putting some social commentary on them; if you stopped and used “viewData” on some, you’d get these little insights in SCI-style files, where someone at the coropration (aka: me) would have written some info on something or another.  An entry on Tulpas, or psychology, social studies, even OS security holes.  Social commentary and story building.  It was going to be awesome.  But when it came time to write them, I realized there wasn’t any time to spend sitting around writing walls of text; not many people would end up reading them, and I needed to focus on level-design or gameplay mechanics.

 

In the end, I’m happy-ish with what’s out, but disappointed by all the lost potential.  Now, if you’ll excuse me, I’m going to go relax in No Man’s sky for a few hours before going back to playing and rating some of your games.

Tags: post-mortem

Approx 30% drop in entries from previous LD and from same time last year?

Approx 30% drop in entries from previous LD and from same time last year?

I recall there was some discussion that LD36 wasn’t going to happen a few months back.

Its not just because I didn’t participate….(schedule conflict) I’m only one entry 😉

Why? Anyone want to offer some theories / reasons?

Thanks.

Data below:

 

Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

All Entries (1912)

Ludum Dare 35 — April 15th-18th, 2016 — Theme: Shapeshift

All Entries (2711)

Ludum Dare 34 — December 11th-14th, 2015 — Theme Tied: Two Button Controls, Growing

All Entries (2867)

Ludum Dare 33 — August 21st-24th, 2015 — Theme: You are the Monster

All Entries (2724)

Comments

merzlot
30. Aug 2016 · 21:31 UTC
No ratings – less interest
bitdecaygames
30. Aug 2016 · 21:45 UTC
Yeah I also feel that the lack of official ratings detracted many teams and individuals. It takes the competitive drive and in some ways the validation aspect of the jam. I just hope there is a rebound next jam and people dont forget the fun.
30. Aug 2016 · 22:40 UTC
To me, it’s not just that my own game doesn’t get rated. It’s more that the lack of ratings make it feel almost unofficial, like a MiniLD or something. Also, I didn’t think anyone was going to bother playing games without ratings until I learned about Feedback Friends the day the jam started. I thought I was going to skip it this time, but read about how Feedback Friends simulates Coolness and realized that I didn’t have anything planned for the weekend yet.
30. Aug 2016 · 23:02 UTC
There are four potential factors:
TeamPoops
31. Aug 2016 · 01:36 UTC
^
wooltech
31. Aug 2016 · 03:33 UTC
For me, I almost didn’t bother as there was no ratings. As it was, the UK has a nice sunny bank holiday weekend, so I was out catching Pokemon and seeing people instead of making my first idea for a game. I threw together a quick (but hopefully silly and fun) twine game in a couple of hour instead.
Strike
31. Aug 2016 · 04:11 UTC
Funnily, we keep seeing people asking why the ratings are gone. It gives me the feeling that a huge part of participants had no idea of what was happening for this LD36.
31. Aug 2016 · 19:33 UTC
Lack of ratings, they’re pretty useful to compare to previous LD entries, and to see what people thought of your game’s fun/graphics/sound. Comments aren’t very useful because 90% of people are polite, they’re like getting comments from your mom – of course they’ll be positive.

Not done in time

So I didn’t manage to find enough time to finish anything before the submit deadline. But I did manage to finish off some of the basic mechanisms in my stone age tribe simulator this evening. There are no graphics – did this as an experiment in mechanics using JavaScript.

You are the leader of a stone age tribe, lead your people to world domination! Amass a population of 100!

You select the actions you want to take:

  • Move: move your tribe to better lands
  • Rest: gather energy
  • Forrage: collect food, sticks and rocks
  • Hunt: get more food
  • Build shelter: helps heal your tribe

So many features are missing but I still wanted to push it out since I committed to doing something!

Try it out here: Rock Flinger

Screen Shot 2016-08-30 at 23.25.38

Tags: LD36

Timelapse: CaveMen (the story of my failed compo)

Even when I didn’t completed my game by a long shot, I still had fun and did a bit of cool stuff.
So here is a (probably super fast) timelapse video of me working on stuff.

Tags: timelapse

Comments

30. Aug 2016 · 22:08 UTC
Btw: If anyone has suggestions on how to make better timelapses, please help me out. I’ve only done it twice now and I’m still pretty noob to this. I have no clue how to get a good timelapse down which isn’t too fast or crappy. What tools to use (I now use ProLapse), what frame rate, what interval etc.

Feedback Friends suggestion

EDIT: Nevermind, I made a fool out of myself asking for something that was already here and that I was not aware of. But on a side note, it seems the comments that I’ve given aren’t appearing under the corresponding section, might there be something I’m doing wrong or that i’m not aware of?

I know it might not be a wise idea to expand the Feedback Friends site knowing that the new site is coming, but a nice feature would be to have a way to know how many games we have commented so far. And a bit like the old ratings display of the previous LDs, it would also be cool to see which games we have commented on, in order to keep track of our most/least favorites and this kind of thing.

I didn’t want to make a post just for that but I couldn’t find a place dedicated to that.

Tags: feedback, friends, suggestion

Comments

30. Aug 2016 · 22:45 UTC
If you enter your username in the top left, it loads a link to your game. Click that link (Or click the “Details” button under any game on the Feedback Friends page), and you get a page that lists your comments given, comments received, and mentions of you in other people’s comments. Pretty cool how you can see when other developers reply to your critiques (assuming they put @ your name on their reply).

History Through Battles now on Web!

Guys, first of all, I must say thank you all for this great event. It’s our first game jam! We are leaving with so many knowledge and experience that we can’t enumerate.

We finished in time, but had to put all the challenge in just one level, so it’s a little difficult, maybe you think 😀

I hope you enjoy this game in the same way we like to do it

 

PLAY HISTORY THROUGH BATTLES

— SCREENSHOTS —

ldare1

ldare3

ldare2

Things we learned…

960x600_5

Things we learned in this Ludum Dare with “Anzu: Revelation”:

– Get out of the comfort zone and do something different (at least for us) is good, but you must know how to respect your own boundaries.
– Development with 3D is not as complex as we imagined, but it’s not so simple
– Totally new tools can have unexpected results (like getting 4 hours to try to export a .obj model haha)
– People who voted for this theme should probably be brilliant historians to think it would be easy (hahaha is just a joke)

We miss feedback on our game. If you have not played, play and tell us what you think. We need to know if we are on the right path with these new concepts that we tried to show.

Thanks! :)

PLAY HERE!

gameplay

We have a WebGL version!

Screenshot_7

 

Since the end of the JAM we ajusted a few things like lighting and colliders.

You can play and leave your comment here:  Pharaoh’s Awakening

Thanks #LDJAM #LD36 for this awsome weekend!

 

Comments

TeamPoops
31. Aug 2016 · 01:25 UTC
Wow, looks really beautiful, especially that fire!

Shadowz Adventure – Post Mortem

Well, I was decided to participate from the start – and this was created actually in ~48 hours. And honestly, my second attempt on game development in very limited time (and hell, I’m enjoying it). So far I have participated only as solo person in jam, and this wasn’t any exception – I’m kind of enjoying doing some project on my own (while in work you almost always work in a team).

So… the game tries to do some kind of mix between Diablo and top-down shooters. The original idea hit me on Saturday morning here, which was something like: “Run around, shoot enemies, upgrade your gun … all from top-down view in nice 3D graphics coat”. The best development part was most likely working with AI – creating actually 3 behavior types (one that doesn’t care about anything, one that runs away and last one is aggressive one) was really fun, especially their testing (when after dozen of attempts you still wonder why AI does unexpected things), surprisingly the AI was also almost the first thing I have implemented, and the game logic came after.

My final things were graphics and AI, where I would be able to spend several weeks on this small project, polishing every single end of it (which is also why I always have to leave it as last, I wouldn’t have time for doing the actual gameplay left in case I would focus on audio-visual appearance first). While I have re-used some of my art from previous projects (which is perfectly okay for jam), the terrain textures were done in Substance Painter (thanks Allegorithmic for really great piece of software) and those took quite large part of my time. Nevertheless I’m quite proud on the programmers art in this one! So here is a shot from it:

img2

Please, if you have a bit of time – give it a shoot!

http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=86334

Thanks for reading and playing! To all of who participated – keep up the good work. I’ve touched just few games so far, but just imagining the effort put into all of them is awesome! Keep it up!

Comments

TeamPoops
31. Aug 2016 · 01:54 UTC
Looks beautiful, but I can’t do Windows!

Final Build

Hey all! we did a post-ludum dare build.

The post-ludum-dare build has a number of bug fixes, including:

  • Charge shot shoots through enemy bullets (but not boss)
  • Boss actually works!
  • Boss has ending after you kill it
  • Jumping after falling off ledge with double jump works
  • Third section of game less reachable without completing second section
  • Second section modified to be more obvious
  • Less random tile lines (still not fixed completely)
  • Less abrasive sounds!

We recommend you play it, but remember that in the spirit of ludum dare, it is not what should be judged! Then again, there’s no judging this time around, so what’s it matter? Give it a shot!

Click here, or on the picture to play.

BnJehs

 

Flight of Daedalus

flightofdaedalustitle

 

Be the great inventor Daedalus in this short, and overly ambitious, entry that covers the escape of Daedalus from King Minos. The same scene famously depicting Icarus for his folly. Enjoy!

Manipulate materials for creating precarious technology at your Age.

4

Inside a post-apocalyptic world dominated by machines, what remained was his alchemists skills to create, at least, ancient technology.

1

PLAY ALCHIMANCER

:(So…

This was my 4th ludum dare and my first not to have a game done. I got a bit cocky and thought i could make a more narrative experience but got bogged down by a large asset list. Most of the interaction was simple on paper, the player just clicks on stuff how hard could that be? However, when it came to executing my plans i eventually realized things were less similar (therefore requiring more varied and specific rules). Also i wanted a butt-tonne of models which i think i got 1/3 done lol.
So about 3 hours before finish i gave up and ordered take-away though once it arrived the guilt of not submitting got to me and i threw some of the assets together in a rushed mess into a thing. Its hard to be more specific than thing but im not wholly ashamed of it. Anywho if you want to play something walk-simulatory and different give it a go. or watch the video below but you can only do one or the other.

Comments

imphenzia
31. Aug 2016 · 05:18 UTC
Too bad you didn’t get to finish it, but hopefully you got something valuable from it anyway for your next LD! I just participated in my first LD but I am learning from this post that with multiple LD in the bag one must be cautious to not to aim too high. Would it have been possible to get the game to a “complete” state and then add additional assets and interactions as time would have permitted do you think?

Ludum Dare 36 – A Few Words

“A Guillotine” was the game I made for LD36
You can play it here

I’d call it a text-exploration pseudo-game. “Pseudo-game” because despite its game-like nature it’s actually very hard to call it a game. So it’s a game, but it’s also not a game – It’s a pseudo-game.
I’m not sure how I feel about it. This is the third time I do a Ludum Dare, my first two games were not conventional as well, to say the least. This one feels weird even to me, however. It’s absolutely disturbing. I was in a strange headspace when I made it, and it works as a self-portrait of sorts. But now, looking back at it, I feel like a different person, and I don’t like the discomfort it causes me. Through it I have a window into myself that I don’t have most of the time, and that I don’t necessarily enjoy.
So here you go, it’s a weird game made by a weird person that now also feels weird playing it.

Here’s a video as well (the actual game doesn’t have sound):