Larry Does Ludum 38: The Winners - Ep 9 - Honey Home & Smalltrek
https://www.youtube.com/watch?v=7o2hyhKgsUw
Its always interesting to see the concepts that the Ludum Dare community liked best.
https://www.youtube.com/watch?v=7o2hyhKgsUw
Its always interesting to see the concepts that the Ludum Dare community liked best.

First, a thank you. There’s a big part of me that feels I don’t quite deserve even this much; I probably relaxed a lot more than I should’ve, and in the end felt I didn’t contribute enough overall to the event, but it means a lot to place as high as I did regardless of my activity. I often tell myself I don’t care if I ever get noticed for my games, I have more fun making them than I do reading the comments… but that’s a lie. I loved reading everyone’s feedback and took all of it to heart (yeah, all of it) and for my very first Ludum Dare I can’t believe how well I scored. Truth is I feel pretty guilty about that, I got swept up in other work and life and honestly kept telling myself to play more LD games, but it just didn’t happen. I’m happy with what I got and hope everyone who got to play Miskro enjoyed it. I still hope to play quite a few more that I downloaded before voting ended. Hopefully next LD I’ll be a little more on the ball.

Second, this jam. Easily the weirdest experience I’ve ever had. Everything went way too smoothly, everything came out way better than I expected, I slept a good amount each night and came out the other end with something presentable. I’m still not sure how. Miskro started with an idea based on growing and shrinking, but that idea was centered on a shooter, where you have a beam and would use it to make objects grow and shrink to solve puzzles. I started playing off that, somewhere in there I had the idea to turn the gun on yourself and shrink and grow to explore a rat map, and during all this (because it’s a jam) I’m already prototyping. I had a test map mocked up already and implementing the grow/shrink powers was simple, then jumping in that, pressing a button, and watching the world perspective change around you was the feeling I immediately felt I was going for. Something kind of magical about it, akin to Alice in Wonderland.
From then my process is horribly unorganized. I work on art, design, and code almost all at the same time as ideas come up. I decided I wanted the first power on a cliff in the first island, so I started morphing terrain to create that cliff. I wanted foliage so I modeled grass and trees. At one point I decide the player needs more feedback for drowning so I spend an hour tweaking an underwater shader to give that information. I just hop from moment to moment, coming up with it as I go, and building what’s needed as it comes up. It’s not a super concise or efficient process. When I felt I had built enough moments for it to be called a complete game, I came up with an ending and stuck it at the end of the most logical path I assumed a player would take. This being somewhere around the 30-hour mark, I started polishing, adding fail states, making sure puzzles couldn’t be broken (they still can be), tweaking my art direction and within the final few hours I decide I want a better win state than just reaching the end. This birthed the medal collecting and eventually, the god character, who I figured was necessary as a teaching tool and a bit of charm. His systems and the dialogue widget were simple, but it left little room for testing cramming that in towards the 48-hour mark, and I was packaged and uploading before running any more tests.

I’m used to Global Game Jam and others where you don’t have a lot of extra time to get projects ready to upload and I think towards the end I may have panicked a bit. I left quite a few bugs in, but now that judging is over, I’d love to go back and iron them out. Miskro isn’t a very complex game, but adjusting physics volumes in real time will almost always cause unforeseen issues. Kill volumes for growing in small spaces exist but don’t seem to work. They did at one point I think? I didn’t feel like it was necessary to test much further and now they don’t. The house crumbles when you’re at any size but it’s only supposed to when you’re giant. It’s little things like that. I’m incredibly humbled, proud, and thankful that it got as far as it did, but it could definitely use some more time. This was a rewarding experience for learning what having a community for your little projects is and means. I’ve never reached out to a streamer before, I’ve never had my game let’s-played, and all that happened within weeks of wrapping up. This is almost too cool for words, and I guess that’s what I want to get out there with this post. Ludum Dare feels pretty special right now. I have nothing but thanks to say for that.
Final note, I’ve been asked a few times; Miskro was my poor attempt at combing the Greek words for ‘small’ (micro) and ‘island’ (nisi). Hastily translated gibberish has been my go-to for most game jams, it tends to help the game stand out when googling too. :upside_down:
Aether Mine was a tedious game to work on, but I had fun with it and I'm pretty pleased with the judging results.
First, a thank you to everyone who rated and left comments! Also, a shout-out to @cosine who left this screenshot of her colony in the comments, admittedly better than any of my own--

Criticism was much appreciated, since this is an idea I'd like to refine and maybe turn into a full game some day. 46 is a new record for graphics for me. I'm not sure how anything else stacks up against past ratings, except mood. 4th was my best mood (LD33), but otherwise I think this was one of my stronger entries into the compo. I'm happy for that, since my last LD entry was one of my weaker ones.
So, what to take away from the experience? As usual I think I was too ambitious, but at least I knew I had a tendency to take on too much and had some plans to scale back already in mind. That would be my advice to new LD participants: Make your plans, but also have a plan on how to scale back. Something will go wrong and cost you time, so have a list of things you can cut and an idea of how to handle the missing features. My best LD entry was a complete game with a beginning and an end. This game never intended to have an end, but as a consequence, could've used more variety to keep it interesting longer. But I think I cut the right things, even though some of the missing features were mentioned in the comments.
My original vision was a "mini Sim City". I've been playing quite a bit of Cities Skylines recently, and I had my own ideas for a city builder in mind. The end result was closer to an idle/incremental game. It's impossible to lose, and as such, while there is some strategy in building quickly and efficiently, there isn't any in surviving. That's the one thing I'd change going forward--build on the strategy elements. The framework for having individual simulated citizens is present, but as of now the game is more of an interactive spreadsheet. A revised game would emphasize managing individuals, construction of the colony, effective defense, and have some defined goals to shoot for.
That's right, it's getting ported to real console! Don't have any pictures yet, but suffice it to say that in about 550 lines of the ugliest, most inefficient C you've ever seen :wink: I have core gameplay mechanics implemented already (like running in circles around a planet like a moron).
And yes, it works on a real Wii (softmodded, of course).
Slight glitch in the textures...
Firstly, congratulations to everyone who took part in this Ludum Dare, and thank you to all of those who played, rated and left comments for Globe Trot.


For my first ever LD I am proud to have some very respectable positions - particularly in Fun and Audio. Those of you that played the game already will know I created some suitable music BUT I had some audio problems when too many sounds were being instantiated. The other big issue of course was the camera. I am happy to say that both of these issues have now been fixed for the first "Post Jam" version which you can play in your browser here:
https://richard-michael-smith.itch.io/globe-trot
Enjoy!
Hallo, my fellow developers. We are in the process of launching our first commercial release on Steam. A 2D Puzzle platformer with a unique storyline. The Adventures of Sam Carlisle: The Hunt for the Lost Treasure. Our idea inspiration from Ludum Dare. Our teaser trailer is out now. We hope you enjoy it. https://youtu.be/Eyik0mRwOio
I see everyone does that, so might as well post my results here :

I'm impressed, for a first LD I had pretty good grades, especially with the Innovation category ! Funny, considering how basic my game engine is. Soooo I'll stop the humble brag and fishing for compliments, I'm proud of my game, it's not perfect but it's fun. You can try it here : https://ldjam.com/events/ludum-dare/38/recursive-nightmare
See you until the next Ludum Dare. Because yes, I'll do it again for sure, it was the most fun I had with any computer related projects.
Oh by the way, I have a website now! You can check it out here : http://touloutoumou.com I'll post my games and other contents, like comics.
Can you post things that don't have to do with Ludum Dare in general, but is related to game development? I already that some live streams don't specifically have to do with Ludum Dare. Can the same be with posts?
My game, Interplanetary, did pretty well for being my second game here. Unfortunately, I didn't rate enough games to get my game rated enough (final exams y'all), so I'm not on the leaderboard, but the ratings I did get were really good.
For my first game on Unity, the gameplay came out real nice. The graphics were fairly easy to do, but came out looking crisp and clean. I managed to get the core gravity mechanic working pretty quickly, although the controls were rather floaty. I'll make sure to work a little harder on finding a good setting for the controls if I make another platform game: My first game was too fast, and this one was too slow.
I wonder if I should do an actual title screen/main menu? It's probably not necessary, the "cold open" title screen saves the trouble of writing UI code and looks pretty cool.
Can't wait for next time!
Hey, all. We're still live-streaming at Tech Valley Game Space here, so feel free to hop on and submit your games to our Ludum Dare 38 Grab Bag stream!
https://www.twitch.tv/techvalleygamespace
I can't wait. I'll start counting the days until the Ludum Dare 39!
Hey everyone! We are the Button Masher Bros!
We are back and ready to showcase more of your favorite Ludum Dare games!
It's the season premiere of Ludum Dare to Believe! It's S:9 Ep. 4!
(May contain strong language)
https://www.youtube.com/watch?v=GGZqmNyuIp0
With so many submissions, there was absolutely no way we could play them all.
Special thanks to our friends at Reddit, twitter, and Youtube who all stepped up to give us suggestions - you guys are the BEST!
If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!
Today we will be highlighting:
Title: Tribes of Turtleland
Category: Compo Entry
Creator: anv (@anv), ArtKurkowski (@artkurkowski), and nevaermorr (@nevaermorr)
Title: PogoPogo
Category: Jam Entry
Creator: obvious-san (@obvious-san)
Title: Retro Rabbit
Category: Jam Entry
Creator: wtoa (@wtoa), Ryuvos (@ryuvos), jlus (@jlus), and TomGT (@tomgt)
Finally, we'd love to hear what you think! You can comment on the episode linked above, comment in this thread, or tweet us at:
@ButtonMasherBro - Show account
@MathBlasterRitz - Chris
@SuddenlyZach - Zach
or @jwowBMB - Josh
Thanks Everyone and HAPPY LUDUM DARE!
I'm very happy with my big evolution between the Ludum Dare 35 and the LD 38.
First of all, That's my scores: (ld 35 on the left, ld 38 on the right)

And I decided to make some Excel graphics, just to give a better visualization of my evolution.
I'll start showing my colocations on the leaderboards:

And, finally, my scores:

I'm very proud of my evolution, and I'm waiting for the Ludum Dare 39, to try to beat, again, all my scores! LD was one of the best experience that I've done in my life!
Download, play, leave your comment and rate the game! :D
http://gamejolt.com/games/thespaceexplorergame/258921
The Wii port of A Relatively Small World is coming along very nicely. The cities are now implemented (along with the little animals), and pretty much all that's left is to implement the missions and hint text.
Also here's a GIF.
If anyone wants the current version of the port, you can find it here (source and channel wad included).
Ludum Dare 38 has been a long week gone, however, we still haven't completely closed off the event as we haven't spoken about the results or the future of our game, Petty Puny Planet 38 but most importantly, we haven't also truly thanked everybody that has rated, commented and played our game (we've been doing it every post, but now we want to do it officially)! Guess now's it's the appropriate time to fix that.
First off and most importantly, we really want to thank everybody who has participated. When we set out to develop Petty Puny Planet 38 for this edition of the jam, we decided we would go and try to be more connected with the Ludum Dare community. We wanted to share and talk more about the game, it's development and try to give something back to this amazing community of jammers, attempting to involve those which played the game with it. We got highlighted by Alpha Beta Gamer and several other content creators, made a Timelapse of the game's development, a feature on the program we use for our Ludum Dare games' art, and the other small goofs every now and then.
We tried to rate as many games as we possibly could during the event, even if we were in a excessively busy time. We were able to comment and rate several games, but we were still in no way able to payback the community with the same amount of feedback given as the one we received. With the next event being right at the beginning of summer season, we look forward to finally being able to give back as much love as the one we received, as we'll definitely be more empty-handed by then.
As such, and once again thank you. This has been our biggest, most successful and active Ludum Dare yet, and it's all thanks to everyone who participated, commented, gave feedback, rated and played our game. We are really looking forward for our next one. :wink:
Now, on a separate note, we wanted to give our thoughts and opinions regarding the results of our game. After all, everyone's doing it! We got to fit in as well, right?

There are two conclusions that we were able to draw from the results we've got, especially when we cross compare them with the ones from our previous Ludum Dare game, Hyper Holomayhem 37. For starters, our rankings in the average of all categories went up, with only the Fun, Innovation and Mood categories staying under the Top-80 mark, showing we were able to do an overall improvement in aspects we probably used to put less thought into, most notably, the Theme and Innovation categories.
However, we were actually surprised to see our Overall rank decrease, albeit slightly. In our opinion, Hyper Holomayhem 37 was our weakest entry in all three Ludum Dare's we have participated in, with Petty Puny Planet being the one where we felt we had the smoothest sailing and the most involvement with the community. As such, we over-expected to see the latter get a much better overall position than Hyper Holomayhem, which ranked 51st, with us, this time around, ranking 69th. In comparison, the drop in Fun from 43rd to 190th didn't astonish us as much, knowing that the game, due to it's reading and choice-based gameplay, could be a hit or miss depending on the player.
We have several hypothesis about what could have lead to the increase and decrease in each individual category, and we will be taking those hypothesis into consideration for Ludum Dare 39. The event is already coming up in July, which means we will have to buckle up and take them in mind for when the event comes around! :smile:

As for the future of Petty Puny Planet, we have plans to make a post-jam version with much more content, a handful set of new features and even, possibly, an official release. Given the structure we’ve developed the game with, adding new content is something easily achievable, but we want to make sure everything is top-notch. We don’t know when exactly when we'll be releasing this update, as we’re currently busy with something else, but we hope for it sometime in the upcoming months.
When the update is ready, we will be publishing an article here announcing it, but for the time being, give us a follow over at the Whales and Games Twitter, which we’ll start using more frequently for updates and networking! We would love to keep in touch with the highest amount of developers as possible, so if you have a Twitter account, drop us a link. Even if you would rather not follow us, we would love to follow you and keep up with your work! :whale:
With that, we finally close this Ludum Dare. Oh behalf of Whales and Games, we hope we keep in touch, and we will see you next time on Ludum Dare 39!
If we are, I just want to say that I recently published a new game! Check it out here: https://gamejolt.com/games/DeadlyDangerousTrials/256170
or here:
https://d-studios.itch.io/deadly-dangerous-trials
In addition, you can play all my games through these links:
https://play.google.com/store/apps/developer?id=D-Studios&hl=en
https://gamejolt.com/@D-Studios
https://d-studios.itch.io/
Currently, I am working on updating my Ludum Dare 38 entry. I have followed advice given through comments in my game. You can play it here: https://ldjam.com/events/ludum-dare/38/block-destroyer
So far, I have improved movement and gravity controls. I have also made destroying blocks easier. Hope you enjoy!
Well this is my final post for this Ludum Dare. A big thanks to everyone who played and rated my game and left some quality feedback. The hand-drawn art was praised by almost everyone who played the game :) So I've decided to expand Warpy's small World into a big game full of weird characters, secrets and imaginative puzzles. Development is going on in full swing and if you find the game to be interesting please join me during the development phase as it will be hugely motivating! I've lots to show very soon!
Follow the development of the game post jam on Twitter https://twitter.com/@maxnim1986
Follow the development of the game post jam on Facebook https://www.facebook.com/warpysworld
Follow the development of the game post jam on Tumblr https://maxnim1986.tumblr.com
Itch.io https://nilanjan.itch.io/warpys-world
My entry for LowPoly Daily with the theme: shipwreck Isn't the title genius? - title: Shipwreck it ralph
Youtube process with fbx files (link included in the youtube video's description). I even rig "wreck it ralph".
https://www.youtube.com/watch?v=WmYn-bGBjcc