LD 38 April 21–24, 2017

I don't have enough VOTES !!!

As u see in the title I don't have enough votes !!! My game is a survival 2D game : https://ldjam.com/events/ludum-dare/38/ghost-cat Pls give me your opinions and I accept any critique or feedback for a better work in the future !!! THNX !!! :sweat_smile: :smiley:

Time Loop / Have Fun

You should try to escape the time loop. Pixel art

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https://www.youtube.com/watch?v=DxUCRaUA0VQ

https://ldjam.com/events/ludum-dare/38/time-loop

You might have missed these.

Out of all the games I've played so far (150+), and that need some more feedback, those would be my personal picks.

  • Seagazer - The mood in this one is through the roof for me.

  • Neuroso - Humour? Check. Clever gameplay? Check.

  • 50ft by 50ft (or How I Died In Space) - Great vibe in a very interesting take on text adventure.

  • The Deep - I love the mechanics and the mood of this one.

  • Pity About Earth - Plays really well, and soundtrack deserves a freakin' oscar.

  • To Do List - Don't judge a book by its cover.

  • Rashlander - You think Dark Souls is hard? Think again.

  • Land Of The Sun - It made me feel like I was playing Journey / Shadow of Colossus mashup :D

  • Plonat Atek - Did you know one of the first video games was made for an oscilloscope? Well, they did it again. And how!

  • Techium Eclipse - you know Kenney (a.k.a. Asset Jesus) from making thousands of free assets for developers struggling with graphics. Well, here's Kenney's game, only 21 ratings...

  • A Small World Cup - I found it simply hilarious :D

  • Planet Bash - awesome gameplay!

And I assure you, they're all well worth your time.

  • If you want to check out my game (no updates, still very much in jam mode, and not as good as the ones above - but I'm still happy I managed to finish it ;) ) here's the entry page.

P.S. Here's an unrelated pixel cat to get your attention... See how cute it is? Great, now please check out those games :D

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Cheers!

Populate a pixel world in Marbleverse

If you have 3.5 minutes, why not populate a tiny world with tiny people in Marbleverse? And if you have another minute, why not vote for it? :)

https://ldjam.com/events/ludum-dare/38/marbleverse/

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https://ldjam.com/events/ludum-dare/38/marbleverse/

Check out my game: Until the End

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Live your life being a prisoner and try to keep your mood or the days will seem too longs.

https://ldjam.com/events/ludum-dare/38/until-the-end

Tiny Defender

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Play it here: https://ldjam.com/events/ludum-dare/38/tiny-defenders

If you do not have enough votes, it's because you have not voted on enough games

Instead of making posts asking for votes, go and vote for other players games under the threshold and help us get as many games to 20 votes as possible. If you vote on other games, you will get votes yourself. This effect is delayed a bit so expect some votes a few hours later.

If no one votes, no one gets votes.

So vote.

A Postmortem on Murder Mitosis

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I felt like writing up my very first postmortem. This was not only my first Ludum Dare, but also my first game project that was actually released in some form.

We went into this as a team of two programmers with no artist on board and surprisingly little preparation. My team partner had never even worked with the Unity engine before this jam. Nevertheless, we stocked up on junk food and caffeine and just went for it. The next 72 hours were the most productive we had been in years...

What we ended up with Murder Mitosis. A fun little multiplayer arena game about strategic positioning and board control in a small petri dish, that gets more and more crowded as the game progresses.

https://www.youtube.com/watch?v=lmKzk9eatf8

What Went Right:

I am very happy with how well we managed to incorporate the theme. From the moment it was announced, we knew that we not only wanted something that resembled the theme visually, but we wanted the theme to be intrinsically linked with the game's mechanics. Styling the game around microbes in a petri dish was just an added bonus.

The game ended up being about tactical movement and trying to find space (and food) in a small arena. Little creatures are out to kill you and your only weapon is to convert them to your color and make them hunt your enemies instead. Every time you do this, however, these creatures multiply. This makes the arena more crowded and more deadly as the game progresses. The goal of the game is to trap your enemies, thus cutting them off from their food and starving them.

We had no artist on board, so the visuals had to be something simple. The creatures are just small colored bubbles and the players are simple boxes with cute pixel faces on them. I added in some shader magic to create pressure effects and an organic wobble to make everything seem more alive.

From then on I took over art duties and programming the AI. I quickly threw together the energy bars, the menu elements and a logo. I added cute little faces to the creatures that would change expression whenever they collided with each other. Very simple stuff really. I am quite pleased with how surprisingly pretty the game turned out in the end.

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The AI on the other hand took a little longer to build. From the moment we had decided that we would do a multiplayer game, we knew we would have to have AI players in there, or most people just wouldn't be able to even play the game.

I ended up implementing a simple mesh navigation system. AI-Nodes around the arena are running subroutines to detect the amount of food and the number of enemy creatures in the vicinity. From that data a quality score is calculated. Each AI player simply tries to get to a position with the most food and as little enemies as possible nearby---without touching any enemies.

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What Went Wrong:

Developing the AI ate up way too much of my time! That is not to say that it wasn't absolutely necessary to have good AI players. Instead, the problem was that I had it in my mind that I could solve that AI problem using local information only, instead of coding an underlying graph system. For some reason I thought that a graph and a simple navigation algorithm would take too long to build. So rather than going for the obvious solution I started tinkering. Needless to say, if I had just gone to work coding the graph solution right away, I would have saved half a day of work.

Another part that I am not happy with is the lack of options in regards to control schemes. You can customize your player character, but you select your input method from the button that you press when joining. While it's a minor issue it keeps bugging me personally. I guess that's just one of those features you have to eventually cut when doing a jam.

One thing that we should have definitely spent more time on was teaching players the game. When we first uploaded an early version of our game, people had trouble figuring out anything. Luckily, we still had enough time to redo the tutorial text in the menu screen before the jam ended. However, we still see some early confusion when players play the game for the first time, and it can take a moment until they catch on.

All these issues are really just symptoms of our biggest problem: Not having time to let anyone but ourselves playtest the game. This was mostly due to neither of us leaving the house. We had completely shut ourselves off from the outside world for the full 72 hours, which meant that we had noone in reach to play with.

Which brings me to the actual biggest problem of all: It was early sunday morning when we had suddenly run out of caffeine! With no time to leave the house, we decided to just order some stuff. Yes, there are people who will bring you caffeine. At least they claim that. We paid online, but noone ever showed up... :coffee::rage:

Overall:

Participating in the Ludum Dare Jam was an amazing experience. A great demonstration of what can be achieved in little time, by just neglecting sleep and basic hygiene...

It was great fun, if you are interested in what we'll be turning this game into after the jam, follow us on Twitter @HastilyAssemble or on YouTube.

If you haven't played the game yet. Do so now and tell us what you think. We really appreciate your feedback and any creative ideas we can steal.

Thank you all for a great time! Now off to play more games.

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Play Murder Mitosis: https://ldjam.com/events/ludum-dare/38/murder-mitosis

Follow us on Twitter and on YouTube

ATLANTIS: Many Hats Postmortem

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This is my second Ludum Dare, and I was fortunate to work with the same great team for both projects. I’m usually on the sidelines of game creation, offering insight or assets or emotional support, and I have greatly enjoyed using Ludum Dare as an excuse to be a bigger part of the project.

We’d be honored if you would give our game a try, and Leave a Comment in our Itch.io board.

The Before:

The last entry we did, back in LD 33, fell apart pretty spectacularly. Despite a reasonable scope and a team that quickly learned the ropes, we were foiled by AutoTileGen not playing nicely with Unity. We were determined not to fall to the same fate again. While our programmer spent the whole week before the Jam getting his workspace in tip-top shape, I spent most of the time reflecting on what worked well before so we could emulate it. Most of that work ended up being handling logistics of where everyone could work and what everyone would eat, de-cluttering the house, and making sure there was enough soda and coffee to keep everyone going. Ah, the glorious unsung hero of a game jam: the coffee gopher.

As a side note, if you’ve never had the pleasure of doing a game jam in the same room as your team mates for the full 72 hours, I highly recommend it. There’s a certain magic to the manic, sleep deprived comradery that evolves as each person goes slowly insane. No seriously, it’s a good thing.

The Jam:

Early on, we divided jobs for the team. Programmer, Artist, Game Designer, and Producer/Audio/Graphic Design/Writer/Supporting Artist. Guess which one I was?

My first third of the time in the Jam was spent working with our Designer on the board game prototype, making sure we had documentation for everything, and getting copies of that to our Artist and Programmer so we all had priorities straight (and I also made sure everyone was remembering to eat).

We finally got a beautiful design document hammered out, and it was time to work. I still feel strongly that this is where things started to go off the rails. A producer can’t be a producer the moment they take on another job, and my Saturday Night through Sunday was taken up by Audio work, writing, and mock-ups for the UI. I lost track of an artist designing beautiful but overly-ambitious 34-frame animations and a programmer who got caught up in procedural generation for two days.

At least I'm very proud of the music that came of it: https://www.youtube.com/watch?v=kuQR-zoQkA0

By the end of the jam, I felt powerless. We managed to cut our assets down to a reasonably achievable level and had the art finished by the end of Sunday Night. With only one person in charge of implementation, all we could do was wait on Monday.

The bottleneck that formed caused a lot of the game to suffer. The UI couldn’t be tested until we had a minimum viable product to move in. Errors in the Audio Loops weren’t caught until the 11th hour. The design document was full of so much red ink by the end cutting out features to the bare minimum, I was afraid all the heart of the game would be gone.

It’s difficult being the overseer of a project. Each team members’ frustrations have to go through you. You gain an acute appreciation for where things are breaking down. By the end of the game Jam, I felt that we had failed—that I had failed.

If our workflow had been streamlined better, if more team members could take charge of their own implementation to speed things up on the programmer’s end, if we hadn’t had three team members idle for most of the final day----If, if, if…

Our last Game Jam entry failed because of an outside piece of technology. I felt Atlantis had failed due to our own inability to coordinate. I was so depressed that I didn’t notice our game compiled on the first try. I didn’t notice that we had a submission ready to go before the submission hour was half over. Our team post-mortem was somber. We all agreed where the weaknesses were and why.

I still feel very personally responsible for all that is weak in the game. The UI is a disaster, and was my responsibility. The sound effects weren’t properly balanced. A large number of assets created by the rest of the team ended up on the cutting room floor because I had to decide what to prioritize when we hit 3 hours to submission. I wasn’t prepared to wear as many hats as I had to, and my inexperience putting all the pieces that make a game together showed.

The After:

Oh boy Nelly, was I unprepared for what happened after the Jam.

As I mentioned earlier, our last LD attempt was barely playable. Technology integration errors were our downfall, so none of us really participated in the voting and commenting on other games. With a heavy heart, we submitted what little we could cobble together, and walked away.

This time, our programmer decided he wanted to prove to the rest of us that we should be really proud of what we’d made, even if it didn’t meet our expectations. As @OccultSoftworks has embarked on an insane journey of live-streaming, analysis, and word clouds, I found that the job of the Many-Hats continues long after the game is over.

This has been a crash course for me in the difficulties of the Producer. I’ve had to make decisions about what markers do we need to hit to finish the game for release, how many hours is it reasonable to devote to marketing, networking, social media, and our own game updates, and what to prioritize in those updates based on the wild and varied schedules of our team, no longer conveniently stationed 20 feet from each other.

In case you were wondering, we’ve decided to finish Atlantis. This weekend, after the dust has settled, I’ll be sitting down to take another crack at the UI and try to redeem myself as a graphic artist.

Good luck to everyone in the final push to the end! Even if you’re not happy with your end product, be proud of your work. We can learn a lot from failing.

New Itch.io page and thank you !

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Making this game was a lot of hard work, but also a lot a fun. Seeing all these feedbacks really drives us (Bravarda Game Studio) to work and push our abilities towards a common goal, making games that people can truly enjoy.

I know it was only a Game Jam, but it was also my first completed game development cycle with the team and the first game I've programmed that I'm really proud of.

So thanks a LOT LD38 for giving us a true and passionate game development experience. We will return in the future!

In the meantime we have a new Itch.io page for the game !

https://nikopaes.itch.io/the-underventure-of-polin

and our LDJam Page

https://ldjam.com/events/ludum-dare/38/the-underventure-of-polin

We've fixed/added some features that you guys requested in the comments so feel free to give us some sweet sweet feedback and ratings !! Enjoy The Underventure of Polin !

PS.: My Team <3 Yann Lemos (@manolo-rei), Mabel Mariz (@mabel-mariz), Mateus Trigueiro (@mateus-trigueiro), Cezar GL (@cezargl) and Joao Pedro Figueiredo (@joao-pedro-figueiredo)

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Voting Period is about to end so if you haven't tried my game yet, please try it

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The main objective of the game is to keep an ecosystem in equilibrium using GUN, LIGHTNING and METEOR.

So basically there is 3 species in the game which is the Slimes, Rabbits and the Rhinos. If one of the three species’s became extinct then it’s game over.

Comment down your game and I will play it and rate it.

https://ldjam.com/events/ludum-dare/38/statera

please try "whats left" if you haven't already played

Thank you for your feed back it's been a big help And has made me really happy. I will definitely be here for LD39 and next time I will make an even better Game.

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game : https://ldjam.com/events/ludum-dare/38/whats-left

Last hours!!

Hey guys!

Last hours to play and rate games!!

Do you know when it ends exactly?

I think I can rate more games this afternoon before end!!

Planet04

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Thanks guys for your votes and comments!!

A lot of resources were taken these weeks!! I'll try to rate more games to get at least 40 votes in my entry (I think 40 was my record, it's hard to get votes for unreal engine games, I think xD)

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----> Have you tried Planet04?? Play it here!! <----

Thanks to Ludum Dare!

Guys, it was awesome. We want to thank everyone here. For such kind of reaction on our LD game. For you ratings, and your very kind words in comments. We apreiciate it vey much. We also tried to give so much votes to other games as we could.

I don't know is it good stats or not though =) votes.jpg

And here is our little world: Come on, barbarian - yep, more little promo in the last day ;) stage.jpg

Original Content: Do not steal

Howdy do, y'all! So, of course, this is another post asking people to please play my game and vote on it (of which I am not shameful of), but I honestly think that everyone who plays my game will get quite a kick out of it.

My game is called Super Plumber Man vs The Evil Elf King, and if you can't tell by the name alone, it is a spoof of Super Mario Bros., where the idea is that my game is a small world in a Super Mario game. The game is very short, but everyone who has played it so far has enjoyed it, so I ask that you play it as well!

https://ldjam.com/events/ludum-dare/38/super-plumber-man-vs-the-evil-elf-king

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I hope you have fun playing it!

Thanks for everything!

I just wanted to say thanks to everyone for who participated in Ludum Dare this time around; to all the people who played and commented on my game; all the people who made awesome games for me to play and comment on; @pov, @zwrawr, @noojuno and @local-minimum for all their hard work; and to the whole community.

I'm particularly happy about the the community feedback this time around. In previous LDs I've participated in, I've gotten a decent enough number of ratings, but I usually got far fewer comments, and those comments I did get tended to just be things like "Cool, good job" or "Fun, but I wish it had music." This time around, not only did I get a much greater number of comments in proportion to my ratings, a lot more of them contained really good information - what people liked, what they didn't like, what levels were too hard, etc. I've seen some of this in past LDs, but nothing approaching what I got this time around.

I'm really happy with how my game, Strangeness, turned out; I don't usually do level design, favoring procedural generation whenever I can get away with it, but this time I decided to have a go at hand-desgining my levels. People really seemed to like the level design, which was incredibly gratifying (even if there was some disagreement about the difficulty level). I'm definitely going to continue working on it - I've already built 12 new levels since the jam ended, and plan to do even more once judging is complete.

Another thing that I found really gratifying (and a touch surreal) is that I'm apparently ranked 8th in the whole community in terms of Feedback Karma for LD38. I've made a concerted effort to leave constructive feedback on every game I rated, especially ones that didn't have many other comments; I'm happy to know that people seem to appreciate it.

Anyway, thanks again to everyone who participated, good luck in the final rankings, and then, get hyped for LD39!

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Hey, Check out Planetoid Piracy

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You are spacebeard, the great pirate. The planetoid you live on is small, but it’s certainly the greatest, right? Who else would be qualified to conquer the galaxy?

Pilot your planetoid across the galaxy. Fight your enemies. Destroy their planets & their national pride. Take what’s left and use it to make your planet bigger and better. Find all the flamingos.

Fully destructible terrain. Technically open world. Fast and difficult action. Lovely sprite art. Lovely classical music (which we did not make).

Steal the entire galaxy, that is, if you survive.

https://ldjam.com/events/ludum-dare/38/planetoid-piracy

Need help with ratings

Would you please help me get more ratings? Just leave a comment and I'll rate back as long as I can download your game. Promise :)

https://ldjam.com/events/ludum-dare/38/there-shall-be-light

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Thanks for playing everyone!

Since Monday, TARJECTORIES has gone from being rated only 7 times to being rated 26 times at the time of this writing.

Thanks so much to everyone who played this week. I'm looking forward to seeing how I ranked. But more than that I'm very appreciative of all the comments and suggestions. It means a lot to me to have your feedback. I'm already looking forward to the next LDjam.