LD 38 April 21–24, 2017

Cataclysm of a Potted Plant

Here is our game:

A potted plant has been forgotten and left out in the harsh rains! This is a story about a small, special worm attempting to escape his drowning home. Please help him get away safely!

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-=[ INFO ]=- We used GameMaker v1.4 and Photoshop for all design.

Xane - Character design, coding, art

Timestop https://twitter.com/xTimestop - Level design, coding, music

If you're playing the game and Level 1 is annoyingly hard, press "2"on your keyboard and you'll warp to the second(last) level automatically!

DOWNLOAD HERE: https://www.dropbox.com/s/tkbkn7c6ms92mh6/CataclysmofaPottedPlant.exe?dl=0

LINK TO SUBMISSION: https://ldjam.com/events/ludum-dare/38/$19418

Give Us Your Music!

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Give us your LD Music, and we’ll post it on our website and on our SoundCloud playlist!

Do you like Game Jams (Why else are you here if you don’t)? Do you like making music? If so, then MusicWeeklies is just for you!

MusicWeeklies is an online weekly event where aspiring musicians make music based on a theme (hashtag) of my choosing. I’ve been running a Twitter and Website for this and we have had over 40 MWs, with over 150 original compositions shared.

Every week on Friday 12:00 pm PST, a new theme is tweeted and shared on our website. Every 5 MusicWeeklies, we hold a raffle and give out a free steam code of a game to one randomly chosen participant. Our next raffle will be on Friday the 5th.

This week’s theme is #furious, and it ends this Friday, but we are also accepting your LD Music! Tag your music with #LDJAM and @MusicWeeklies on Twitter and we’ll share it! You can even share your music after Friday passes, so don’t worry about that.

Please pass on this information to anyone you know who likes making music, or to anyone who is even interested in making music. Getting this community to grow is very difficult!

Follow us on Twitter: @MusicWeeklies

Check out our Website: musicweeklies.com

Follow us on SoundCloud: soundcloud.com/musicweeklies

Against odds - I made it =)

This was my third consecutive Ludum Dare and every time around I learn something new. In LD38 there was a high probability of failure for me because I had very little time available. Family commitments and my wife's birthday on the Sunday could (and should?) have been enough reasons to skip the event this time but instead I wanted to see if I could adjust my ambition level to still make a release before the deadline.

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When 10 hours remained I had only managed to put 5 hours aside for making the game. I was happy to do the final compile of the game 5 minutes before the deadline which I was really pleased about =)

https://www.youtube.com/watch?v=A7jwR_lRZE4

The game has similarities to Missile Command and the goal is to protect the [square] planet from asteroids (0 points for uniqueness at the core idea =) But instead of destroying the asteroids the size of the planet determines how much power you have to deflect inbound asteroids.

* Here's the game page: https://ldjam.com/events/ludum-dare/38/planetary-remains *

Even though it's my simplest and most primitive looking LD game, I personally think it plays better than my other two entries. I managed to get a score of 2730 - can you beat it??

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Postmortem, time lapse, and lessons learned will follow.

Question About Voitng

I submitted my game to the Compo, for browser, and I wan't to keep polishing it now that Ludum Dares over, should I wait until voting ends?

LD38 Post Mortem - A Relatively Small World

icon2.png Well, it's finally finished.
My second complete game, A Relatively Small World.
This was my first LD, and my second game jam (the first jam I ever did was in Blender, and we had a week, and I still made a terrible game).
I'm super proud of what I've made, and I hope you like it to. And now, the process I used to make the game.

Preparation

Cleaned out my workspace, ate pizza, set up an iTunes playlist and watched The Andy Griffith Show to slow down my mind. That's pretty much it.

Day 1

What's better than a belly full of pizza, and 18-hour orchestral game remix playlist, a room with no distractions, and a game to make?
Well, it's not drawing a blank on the theme, I can tell you that.
I had come up with vague ideas for the other themes in the Final Round, but I didn't think that 'A Small World' would ever become the theme.
Shows how much I know.
To get inspiration, I googled 'A Small World' and came up with Disney, Disney, Disney, and Disney.
So, no help.
Then I remembered The Little Prince, with its little planets and big characters.
11.15.15emScreenings.FamilyFlicks.the/emLittlePrince.drawing.jpg I knew I had my concept, and threw together an ugly scientist in paint.net:
oldbend_0.png From here I had until 10:00 PM if I wanted to get a good night's sleep, so I cranked out some more graphics and the core gameplay (yay, trigonometry!), and hit the sack.

Day 2

It must have been fatigue telling me my graphics were good. When I got up in the morning I saw the futility of my efforts and quickly came up with a new art style. icon2.png This was way better and I redrew the rest of the art to match. Any further art I drew as I came up with the ideas.
Also the sound effects were recorded as I went along, and I recorded the first version of the soundtrack with a terrible pick. Now for the glitches...
First, the aliens would not attack the cities. This was due to an annoying quirk about Game Maker where the image angle's 0 degrees points up, while the sine function's 0 degrees points right. In addition to this, as the y moves up on the screen, the value goes down (WHAT?). It took me a while to figure that out and fix it, but it still took a huge chunk out of my development time. The second trig bug came when I went to put Gort in. When he appears, he takes the image angle of the city and increases it by 10, then figures out its location on the planet from that (for more explanation, stay tuned for the code explanation post). But I had Gort appearing all over the place, off the planet, on the wrong side of the planet, in the middle of the planet, in the right spot but upside down (but only when the angle was over 90), but never appearing in the same spot twice. GameMaker Studio_3.png Eventually I got it figured out and fixed him, and from there it went pretty smooth. I took some breaks, played games, ate, and got to bed at 9:00, leaving me the rest of Sunday to finish the game.

Day 3

Okay, maybe not all of Sunday. I went to church in the morning, and didn't get back until 1:00, so I had 5 hours to finish. I rewrote most of the text in the game and created the last mission, and spent an inordinate amount of time on the fade out at the end. Once that was done, I left my brother and sister to playtest it while I re-recorded the soundtrack (I found a better pick). When I came back, they had discovered a game breaking bug that had me working until 30 minutes to the deadline.
But I got it done, and I did it in 48 hours.

What Did I Learn?

Don't ever assume the theme, don't ever assume that you can do it without difficulty, and don't ever assume in general. A Ludum Dare schedule is incredibly fluid (at least for the way I work), but if you get stuck on one thing for too long it could ruin your whole game. For me, it was Gort. I should have scrapped him and come up with a better mission.
But I just love The Day The Earth Stood Still...

Future Plans

I think this game would go good with a sandbox mode, a longer, more dynamic soundtrack, and more pugs. But all in all, I'm really proud of what I've done.
Play it here and rate!
A Relatively Small World

Come Check Out Giant!!

Giant is a nice simple 2d top view base building game where you can create amazing bases. You start out small with nothing then you build floors, then walls, until you design an amazing layout!Blurr.PNG

Links

Windows: https://twistashio.itch.io/giant

Post a link to your game in the comments

Hey jammers! It seems that the only games that I can really access are the most recent submissions. I think this is really unfortunate, because I'm missing out on like all of the compo submissions and so many other thousands of great games that weren't submitted the most recently. Also, other people will have the same difficulty finding my game link. So I would like to make a post with a link to my game, and I would really like it if you guys would post a link to your game in the comments so that I can play a more diverse group of games. I know judging hasn't started yet, but with over 2900 game submissions I gotta start playing now! Great job over the weekend everyone. I had a blast and I loved seeing all of the beautiful and creative things people came up with.

Game Link: https://xxdoombox.itch.io/afterbirth

NOTE: thanks everyone for your links! im trying them all as soon as i can. i promise i will get to them all. check your game pages for feedback :wink:

Come check out Fluorider!

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In Fluorider, you play as Fluorider. Battle plaque in the mouth realm with your sick moves.

https://anim-ace.itch.io/fluorider

Hey I would like to try your game!!!

Place any windows game in the comments below so i can play and record some of them!!! also check out my game https://twistashio.itch.io/giant

Thank You ALl That Sent Your Games!!

It's a smal word, win the first race of your life!

It's a smal word, win the first race of your life!

Links

  • WebGL: http://www.criartorneios.com.br/SpermoKart/
  • Windows: http://www.criartorneios.com.br/SpermoKart.rar

My Team:

@erick - Programer and 2D GameArt

@schneider-souza Sounds Like a Boss!

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My First Ludum Dare - Help!!!!

I am not sure how I am supposed to submit my game!!!!! It can be played at blip-game.surge.sh!! Its a little platformer called Blip!

Don't try doing this.

Or do. I don't care. dfaf.gif

Play the game though. https://ldjam.com/events/ludum-dare/38/space-hummus

Lines of Hope

A card game about a refugee crisis. We are going to deliver an english language update soon!

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But the game is already available, with download link and (portuguese) details on: https://drive.google.com/file/d/0B-MFYTS2UBZ-NUhNZEhWcl9Xdlk/view

One Small Step

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Travel the randomly generated solar system in order to preserve your species. Colonize, terraform, and harvest the resources of planets to ensure your survival!

Game: https://ldjam.com/events/ludum-dare/38/$16206

City builder on a RAM chip

First of all - we made it. Yeah! :smiling_imp:

We even have had enough time to make tutorial-ish levels. I've tried to explain game mechanics through levels 1-5 (actually level 3 is my favourite), but sadly not polished them at all.

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Gameplay wise our game is a city builder with heavy micromanagement (dem pops keep on dying). But not very heavy once you get it.

Enough talking, here is the game anyway :)

First Ludum Dare: Done

Introducing Soleil, my submission for Ludum Dare 38. I actually finished this before but never made a blog post. Without further ado:

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Soleil is a spaghetti physics platformer, with even more spaghetti story direction.

Story:

You play as the savior of a solar system which has lost its sun by collecting a mystical hot dog and keys. Just take that in.

FYI the inspiration has nothing to do with Super Mario Galaxy (as everyone seems to assume), I've never played that game in my life. The true concept came from the idea between me and Sean of someone who was so fat he becomes a planet by gaining obesity off other ones.

Obviously, the story has progressed a bit from there.

Process

The game direction was very hard to determine towards the beginning, and I had been randomly coding functionality in hopes that an idea would come later. This is where I really wish I had spent more time on planning, because before I knew it 10 scripts became 20 became 30 uselessly bug-ridden scripts, but somehow the game turned out fine in the end despite my failing at programming efficiently. Either way, the jam has been an interesting experience, and definitely looking forward to LD39 in the future (maybe I'll understand Unity fully by then).

Play:

You can play it on the itch link on the game post

here

:neutral_face: Me x :expressionless: Sean Seo (best waifu)

So my Game Has Bugs! Who Cares!

OMMMMMMMMMGGGGGGGGGG

SO my game has problems with mouse tracking and resolution! There's a bug where it sometimes doesn't allow you to build something! I will release a new build tomorrow that should fix both problems! So look out tomorrow for a new build! maybe after the jam an UPDATE! :scream:

MY GAME

https://twistashio.itch.io/giant

Our game's last version is here !

You can now play an (almost) bug-free game !

Hope you'll enjoy it ! :)

https://ldjam.com/events/ludum-dare/38/$18624

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Come experience A Week's Passing!

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Well!

This is my second Ludum Dare so far. Last time I worked with a friend, but this time I went solo. It was certainly a hell of a ride, just like the last one I did.

The Process

On the first half of the first day, I decided to plan out what I wanted to do. I thought I was pretty much prepared for the possible themes this year, but I honestly didn't expect it to be A Small World. I took me a few hours to solidify my idea, but once I did, I was already writing stuff down. By the second day, I had pretty much finalized my idea. I quickly realized that I had a lot of modeling and coding to do, so I did just that. On the third day, I implemented everything I had written on day 1, and made sure everything worked the way I wanted it to.

I'm not really sure what else to write, so here's some gifs from the development of my game.

Development Screenshots

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Try It Out

https://ldjam.com/events/ludum-dare/38/a-weeks-passing

Timelapse video

I put together my usual desktop timelapse and set to music used in the game. Here's the link if that's your scene:

https://www.youtube.com/watch?v=6mnoijL1ykQ

:dog:

Since we started showcasing - here's Slightly Angry Max :)

Made in under 48hrs, but in jam category (used CC0 base sprites and music). Since I'll be making an updated version with much more features, I'd appreciate all feedback, especially critical :)

:radioactive: https://www.youtube.com/watch?v=fuCQwZIAZMQ :radioactive:

https://ldjam.com/events/ludum-dare/38/$16596

In the update I'd like to introduce: * more weapons (i.e. bombs or grenades) * better AI, so enemies don't get completely stuck, but you still could use terrain to slow them down * tweak the balance * more enemy and boss variety * more levels (maybe there's an underground base entry on the island? :) ) * any suggestions I find reasonable from y'all

This was my first game jam, and actually an amazing experience and a great opportunity to learn. First game I published to such a wide audience, but definitely not last. And definitely not the last LD.

Cheers!

What went right and what went wrong (part 1)

So now that I've finished the game but before judging starts I think I'm going to go through and talk about what's going on in this prototype of a game I created. What went right and what went wrong. If you don't want spoilers before you play the game then don't read past the first question. I pull back the curtain in a lot of ways and talk about content, and the entire point of the game is exploration.

Where can I get this game?

https://www.dropbox.com/sh/fuoxtictnp4oihy/AACNBSeB2rNGmCOg-xL-QUiva?dl=0 Sorry for the file size, there's a lot of unnecessary files in there that I didn't have the time to remove.

What does this have to do with the theme?

It was a lot better in my head. Each room is supposed to be a biome. There's snow, water (ocean), a grassy area, some sandy areas, but I kind of ran out of time to really flesh everything out. It still fits in that it's just 8 rooms and the level is a self contained "world" but I was aiming for more of a human sized terrarium rather than what I got. Oh well.

What went wrong with the development?

Oh boy, a lot of things. I started making a different game, a clone of that old CS 1.6 map Rats. But after spending time modeling the character I realized what a big mistake I had made and scrapped the whole thing and went with my number two choice, the 4D Hypercube. Then I spent several hours trying to make seamless portals A-la valve's Portal, that way you don't have to crawl into a smaller cube and close the door to go to a different room. and you would just get seamless transportation from one room to the next. I was able to get the teleportation to work pretty well but there was 1 frame of lag with the scene capture component that I could not get to go away. Not to mention that scene capture hit's the game's performance harder than freight train. I wasted a lot of time with that when I should have gone with the easier option which I eventually did go with.

I also worked on visuals and aesthetics before I worked on mechanics. If I had worked on mechanics first I may have actually had a fade-to-black ending rather than just "you get the word 'gold medal' in your inventory and a victory sound plays". I may have even let the player eat the meal they cooked. But alas, I had to make the grass look nice instead. Calling the ending anticlimactic would be an understatement.

The scope also was crazy out of control, which I though would happen and it did happen. I wanted to put in so much more than actually made it into the game.

What went right with the development?

I finished. I didn't finish what I wanted to finish, but I finished nonetheless.

What went wrong with the actual game?

When making the material for many of the floors I used World Displacement and Tessellation. to give the floors texture. This had the unexpected drawback of what can be seen below. Where there is a gap between the floor and the shaft. It's ugly, and if I had just removed the World Displacement then the problem would have gone away, but I didn't.

Floor glitch.png

Next is the glitch that happens if you decide to teleport with an item selected in your inventory, which should happen more than once. Because the unselected items are white they blend right in, but the center dot and the selected item stand out. I guess I could make the excuse that those things are in the mind of the character, and thus aren't whited out when they teleport like their vision is, but it just doesn't look very nice.

The next problem isn't something that's there, but rather something that isn't there. I tried adding ambient sounds but it would either bleed into the adjacent rooms or not play at all. Having the water room contain ocean sounds, the grassy room contained the sound of wind blowing and the tree room contain the sound of birds chirping would have really added to the whole thing, but I would rather have no sound than all sounds layered on top of one another in every room.

When you teleport the buttons sometimes switch which side of the teleportation room the player is on. The player randomly rotating isn't a bug, I added that intentionally to cover my tracks with how the rooms are connected. But sometimes you walk in one door, and then seemingly walk out of the same door. Switching the side of the room the buttons are on, with that being the only thing you really have to orient yourself in that room, would make it seem like you walk in one door and then walk out of a different door. If I were to polish this game in the future I would add a boolean I could tick on or off in the level edditor to switch the side of the teleportation portal door room things to make the whole thing flow better.

When you pick up the saucepan there are actually eggs in there, but they are invisible. You can actually pick those invisible eggs up an indefinite amount of times. This gives you access to infinite eggs, when you are only supposed to have access to the three you pick up in that one room containing literally nothing other than a table and three eggs. At least hypercube dude won't starve, but I'm sure he'll get sick of hardboiled eggs eventually.

When opening or closing the portal door, the button doesn't become un-clickable when red, and you can spam it, making the door restart it's animation.

In the room with grass the portal on the floor is useless. You can open the door but you can't go inside. That's because the terrain is blocking it, it's just transparent. If I had turned off collision that would have solved the problem, but I forgot.

You don't have to put water in the vase with the flower.

The trees don't have collision. You can walk right through them.

There are instances where the portal doors when opening or closing don't push the player when they should. Instead they go right through the player.

What went right with the actual game?

Quite a few things, surprisingly enough.

I really like almost everything about the inventory system. If I were to spend more time with it I'd figure out how to make it so I don't have to create two objects for every item, but other than that it's all good. The clicking sound of scrolling through the inventory and zipper sound when putting items in are both things I really like. It's also fairly intuitive (at least for me), if you want to use a specific item you scroll to it and then click. Any item that's in you're inventory you can see on the right hand side of your screen. I also think I did a pretty good job with making it clear which item was selected, by having it slightly larger and a different color than all the other items.

I like the item interaction system. Having items be outlined when you can use them and then you just click to interact is pretty intuitive (again, at least to me). It removes the whole "can I click on this?" and "what exactly am I clicking on" because the line trace that is used to highlight objects and the line trace that is used to actually select the item are essentially the same. You can also select specific components instead of selecting the entire item, which is nice. It's why you can select the handle and buttons for the portal but not the door. This system kind of falls apart with large items like when filling the Jerry Can with water, but all in all it works fairly well.

I like many of the sound elements I managed to squeeze into the game in the last minute. Lack of ambient sound notwithstanding, the sound of the door opening, the buttons clicking, the hotplate turning on, and teleporting all turned out fairly well. I wish there wasn't that high pitched hum when opening the door, and having some squeaky sound when turning the handle instead of just the rumble would have been nice as well, but all in all I think the sound design is passable.

What went right and what went wrong (part 2)

Part 1 over here. Read it first, and even through this is only two paragraphs I do spoil some parts of the game so you may want to play it before you read this.

Many of the models and materials I think turned out all right. I won't comment on the trees because those are nearly default ripped straight from a blender plugin, but everything else was done by hand just using photo references. The grass turned out better than I thought it would. The vase looks like it's ceramic, the hardboiled eggs have a nice shine to them, as does the apple. The saucepan looks metalic and like a saucepan. The Jerry Can looks like a Jerry Can. The ladder, walkway, table, and hotplate are all passable, but I'm glad I was able to make the coils on the hotplate glow when it's turned on.

I think that the level design is decent. I was able to play around with some of the ideas that are only really possible in a hypercube, like if you keep going down from the starting room you eventually loop back around to the starting room. Or if you go in one straight line from one room to the next you will eventually loop around. There was also the idea of you needing to enter a room from a certain door to get what you needed, something I'm glad I gave myself the time to implement.

Timelapse and Lookback

First, the timelapse

https://www.youtube.com/watch?v=43zut5CUOzQ

Turns out I had juuust under 14.5 hours of footage, which is pretty impressive considering that I had to work all weekend.

This was one of those weird ideas that hits you in the shower. Virtual Pets are one of the game archetypes that easily spring to my mind, and it had been on the list of potential options since the theme voting. The thing that pushed it over the had was the mental image of combining dna and getting weird mutant creatures out of it.

Things I wish I could have done better
I know "art" isn't the point here, but I've seen some really nice stuff done very quickly and I really don't like most of my art. Guess just mark it as something to practice in the meantime. On the other hand, definitely will want to focus harder on getting the actual game working before stressing too much about art. One of the downsides of my concept is that things have to be kinda recognizable. All things in balance. Also I had several issues with Defold suddenly insisting there was a problem with my images that's only fixed by restarting the editor, which a google search indicates they're aware of anyway.

Things that went well
Well... I finished it, for one. Or maybe "finished", in quotes, because there's still a few things I would have liked to add but didn't have time, and there's a lot of balancing that could happen. But still! It's done, and all the important bits work. I learned a lot about Defold's GUI system. I have other personal projects that I really wish I'd have known some of the things I know now. And I managed to keep screen changing really simple by keeping each screen as basically its own object, or collection in one case. Not that this is useful for most games - it doesn't store information between screen changes easily - but here it works near perfectly.

What didn't make the cut
The biggest thing that didn't make it was that I originally planned to have the simulation have a finite ending. As you cared (or ignored) your creature, it's "alignment" would change. And then after a set period of time, you would release the creature into the wild and see the results of what you'd unleashed upon the world. One of the "body parts" that beginning DNA can be set to is "the mind", which would affect how easily your creature was affected by your actions, and in some cases also affected the starting alignment. I never got the system implemented beyond starting values, but it'd have been cool.

The other thing that didn't make the cut was, you know, actual animations. But I guess that's not important in the long run. The wheel "spins", and I used a code based hack to make the head occasionally look the other direction to prevent it being TOO static, so it works.

Game link: https://ldjam.com/events/ludum-dare/38/dnapet

Extraction - 72 Hour Timelapse

https://www.youtube.com/watch?v=Hs8uI0uE1pg

I recorded this timelapse to be able to show the work that went into the game, hope you enjoy the video! :grin:

Music used in the video is "Eden" by cYsmix: http://www.newgrounds.com/audio/listen/718319

Cardboard Cats Online: Making an MMO for LD

https://ilseroth.itch.io/cardboard-cats-online

So I had this idea for a bit, but the theme "A Small World" made it solid. I was going to make a persistant online multiplayer game for LD. I should have a timelapse of my stream at some point, unfortunately I don't have any video editing software to cut it down right now, but I'm working on it.

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It's a bit buggy and the netcode needs serious optimization. It was probably the hardest I've worked in an LD to date.

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But it's a lot of fun to see people come in, chat and level/gear up. I'd love some more folks come on to the server and say Hi!

Keypuppers high score

I shared my game KeyPuppers with my friend. He proceeded to obliterate my own high score, which was 520. As the game's creator I feel somewhat competitive about this... ss+(2017-04-25+at+10.11.38).png Try it and see if you can beat his high score. https://ldjam.com/events/ludum-dare/38/$15179

Orbital shooter!

Just 3 shoots in less than 10 seconds!

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Who can do it better?!

https://ldjam.com/events/ludum-dare/38/$27416

Why do we go outside everyday?

When the theme came out, I said "Fuck! What the hell I'm supposed to make?" :rolling_eyes:

I didn't wanted to make a small rolling planet even thought it's super cool (and I mean it).

So after some hours, I though: what has been my whole world for the past year? And the answer was clear: my home.

My small home. It's my little, personal world. And I'm actually not fond of leaving the house, because there's nothing out there for me in this town.

Anyway, personal dramas asides, I made a small room and a guy that didn't wanted to leave (he is also a gamedev, what a coincidence!). Within a 48 hours constraint, you gotta go with what feels most familiar.

Say hello to my little doggie:dog: (she's cute) Why Go Outsideem! 23/em04em2017 19/em54_15.jpg

HOLY SHITS LOOK AT THOSE STATUS Why Go Outsideem! 23/em04em2017 19/em54_05.jpg

It was funny to see how those anxienty/self-esteem/etc meters made the game feel more... gamey. Without them, there would be just a tedious bedroom because, well, it is tedious. But we've all been there... lonely in your bedroom, feeling lost.

:floppy_disk:But HEY COME CHECK OUT THIS GAME!! 48 HOURS? THAT SOUNDS INSANE!

Also on :mousethreebutton:ITCH.IO

Bugs!

For anyone wanting to play my game, there are some bugs with the day night cycle in RC2. Sometime this week I will put out a release to fix it and add a "Made in 48-hours by Ethan Wong for Ludum Dare" thingy on it too.

Vegicide!

title

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

Vanilla Version and Updated Version

For those of you who plan on playing my game and judging it on this jam here's a warning so you all have a fair criticism:

I have already updated my game once after the deadline.

What does it mean then?

It means that if you want to judge my game you will have to play the unnaltered version of the game. Luckly for you it is pretty simple to identify the diference between both versions on the game page:

Just download the version that have no "v-X.XX" in front of it.

If you want to play both and pass criticism on the game just remember that on the judgment event you will have to do so with only the vanilla version in mind.

That's it, thanks for the compreension. :smile:

ChronoCombat - an experimental multiplayer game

ChronoCombat is a 3D, somewhat turn based, first-person strategy-shooter game where time is frozen, but only from your perspective.

It's super experimental, so we'd love to hear any feedback!

Check out the game here!

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Inspiration

I've included descriptions of how to play in the game submission link, so I wanted to talk more about why we made this game, and why I'm really excited that it actually works.

This game came out of a very interesting philosophical idea: Imagine a world where you experience time in discrete slices. That is, imagine time "updates" every 10 seconds. If you drop your cup, you wouldn't see it fall. You would just see it frozen in the air for 10 seconds, and then see the debris on the ground.

If you walk up to your friend, by the time you get there, they might have already left their seat. You experience no motion other than your own. This is what this game is about.

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The World

The way we created this in a game form is that we have players in an arena with the goal of shooting each other. A shooter was just the natural simplest mechanic, because when you see someone, you naturally try to shoot at where they are. But in this game, unless the other player stood exactly still, you will always miss if you do that.

Instead, you have to try and think about where this player is likely to move for the next 100 frames. So it becomes this very interesting mind game. How do you predict where other people will be in the next 10 seconds? Not just where, but how they'll get there. How do you move in ways that are difficult to predict?

We made the bullets ricochet with the hopes that that will constrain movement a bit. So if you see a bullet heading towards another player, you can guess that they will likely move out of the way in the next few frames. Things get really tense when something like this happens:

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Keeplanet - Timelapse.

This is timelapse video we made while developing Keeplanet.

ENJOY!

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

Surface Tension

https://www.youtube.com/watch?v=qaBrdryRF2E

Finally got around to getting some gameplay footage. This was a lot of fun to work on—first time I’ve tried to use Unreal for a game jam in many years, but it went way better than I was expecting. Check out the result!

Some screenshot of my game

http://gamejolt.com/games/KaboomLand/252049 /Users/michcan/Desktop/Screensgitsç/Mundo.png http://gamejolt.com/games/KaboomLand/252049

Super Collapse Guy!

Play as SUPER COLLAPSE GUY and collapse large worlds into small worlds!

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Link:

https://ldjam.com/events/ludum-dare/38/super-collapse-guy

So many bugs! Bug Brawl!

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For my small world I wanted to get the player to experience the small world of a bug, in this case a ladybug! In the game you control a ladybug trying to fend off other ladybugs out of her flower. It's an online multiplayer game (pretty ambitious for a game jam but it ended up working alright :D), since not many people will probably be online to play at any specific time I managed to get a survival mode in there with a simple AI. Also added leaderboards so if you play make sure to try and get on the top scores \o/

I'm pretty excited with the result, so I'm continuing development, I'm keeping the LDJam version over here with its own separate leaderboards and updating the version on Itch.io :) it even got its own domain now! http://www.bugbrawl.com so fancy!

Hope you enjoy it \o

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My First Game !!!!

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First game made by own in unity.

SUNKEN MYSTERY !!!

The war had begun, it was destruction everyone. Inorder to escape it,Billy started building his world underground. He had created many obstacles so that no destructor could reach him. Now that the war had finally been over, he wants to go back. Help him overcome the obstacles and go back to his original world.

Link to Game -

indiexpo : https://www.ind!iexpo.net/en/games/sunken-mystery

itch.io : https://shubhamgupta25.itch.io/sunkenmystery

Do try and give your feedback for our future reference.

Seagazer Gameplay

I got around to making a gameplay video for Seagazer, my compo game about looking at the stars.

Check out the entry page if you want to know more! You can play it in your browser.

https://www.youtube.com/watch?v=TzEtZ9gIMj8

Have you already try LLama's World?

Have you already downloaded LLama's World? NO?? Well, what are you waiting for?

https://ldjam.com/events/ludum-dare/38/llamas-world

Try and help Llama reaching his meal!!

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Serena

la Maŝino - longplay

https://www.youtube.com/watch?v=8n2EvXYNSyQ

We just posted a video of a play through our atmospheric game about a man who spends all of his days operating a giant machine of unfathomable purpose.

https://ldjam.com/events/ludum-dare/38/la-masino/

Little Mouse Planet

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Be a mouse on a small world, raise some plants, eat, sleep, get killed by a giant cat!

LD compo submission: https://ldjam.com/events/ludum-dare/38/little-mouse-planet

Game is playable in browser.

Checkout Galaxen

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

https://ldjam.com/events/ludum-dare/38/$16162

Ark Initiative - Bug Fixes update

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If secret update 0.1.1 fixed only animation name of wolfdog, this one adds:

  • Fullscreen button - Press it and the game will magically extend to your screens resolution!
  • Zooming - Use mouse wheel to zoom your planet up and down! See your happy boars really close, or just see whole planet in it's glory.
  • No more money for empty planet
  • interface is no longer saved so save files are smaller
  • Old planet is now completely removed when generating new one. No more animals stuck in the terrain or lost spaceships ( you can of course load it back if you saved it )
  • Camera clamp - you can no longer "go into space" as much as before. Camera position is clamped to a square 2048 x 2048 with your planet in the middle. So you can move your planet out of sight, but you can't get lost anymore.

I hope you'll be able to enjoy the game a little bit more now. Have fun! Oh, and please report any bugs you find.

Game page on Ludum Dare

Game page on GameJolt

Game website

I've switched to a downloadable build of my game

After retesting my web build, getting some feedback, and being not really happy with what the hosting websites was offering me. I decided this year to offer my game prototype as an executable file for both windows, mac and linux.

The game comes in two resolutions : 19201080 and 960540.

Hope it helps players getting to try my game and giving me feedback.

https://ldjam.com/events/ludum-dare/38/$20623

https://siryakko.itch.io/a-small-world-lost-in-a-big-universe

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Quantum Catburetor - Gameplay

https://www.youtube.com/watch?v=eXk3MMRXbjA

HD gameplay of our trippy shmup Quantum Catburetor. I dare you to break my highscore of 154 300. :cat: You can play the game here: https://ldjam.com/events/ludum-dare/38/quantum-catburetor/

The machine keeper

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Check our game here : https://ldjam.com/events/ludum-dare/38/$27611 itchio web: https://plumepox.itch.io/ld38-

Hey ! This is our first game… Made for the LD38 in 72h (48h tbh cause we sleept and worked monday ahaha) So this is really simple but we wanted to tell a story of smoke, the machine keeper.

I wanted to try to code this time (I'm usually a game artist) and my friend Clock-Dream wanted to animate for a video game so… That’s was a great challenge for us ♥ Thank you for making this jam !

Your highscore for Marbleverse

He folks, please post your highscore in Marbleverse in the comments, would love to know what scores are possible :)

gameplay.gif

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

Art Ego

A small world in a notebook! A mini-game just for fun made by us on Ludum Dare38:hugging::blush: dance3.gif Check our game here : https://ldjam.com/events/ludum-dare/38/$22194 Take me to Nyamiga Team

Tooth decay: Postmortem

Almost recovered from the rush of the weekend, this is the post-mortem of Tooth Decay, my entry for the 38th Ludum Dare. As always, I participated in the compo mode, and as always, I had a lot of fun.

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Play it here!

Background

As usual, I tried to brainstorm some ideas with the final theme selection. This time I couldn’t spend long doing this but still managed to fill some pages of my notebook with ideas.

brainstorm_themes.png Eventually the theme was announced. I wasn’t particularly excited with it: I felt it might lead to a relatively narrow range of mechanics and/or settings (I’m guilty of this myself :D). However, there’s always an interesting idea you can come up (or any kind of idea, really), and if there’s anything sure is that people will surprise you with their own, so in the end it’s fine. I kept brainstorming for a while, now focusing only on the final theme. One set of contradicting concepts I would have liked to explore was how communications and technology have managed to vastly expand a relatively small world (a tribe in prehistory, or a small town not so long ago…), but at the same time they have contributed to shrink it sometimes, reducing it to isolated bubbles of like-minded people. I wasn’t able to come up with interesting mechanics for either of the two, so I went for something more conventional.

brainstorm_smallworld.png More ideas for “a small world”

By that time, one of my wisdom teeth started to hurt “BIGLY” -and has continued to do so without fault. That reminded me of an episode of one of my favourite cartoons when I was a kid, Once Upon a Time...Life (Fun Fact: if I hadn’t discovered video games I would have probably studied to become a doctor because of it). The episode in particular was about a bacterial colony excavating a cavity on a tooth.

hqdefault.png My streptococci are way cuter

The setting was perfect, and an obvious game mechanic immediately joined: drilling. Because of the time and constraints I went for something relatively simple and fun, and I remembered Mr Driller, a game by Namco where you...well, drill. I decided to use the same concept, and incorporate some base building mechanics (which unfortunately didn’t make it onto the game in the end), a la Steamworld Dig or a Flash game I found while looking for references: Motherload.

sketch.png I had a solid idea, and it wasn’t even noon! I immediately opened FlashDevelop, created a new Haxeflixel project and started prototyping.

What went well

  • Clear vision.
  • Main mechanics working relatively early.
  • Modular design. Thanks to this compromising was easy and at the same time there’s a lot of room to expand it in different ways while staying loyal to the vision.
  • *Cluster-finding algorithm. * To detect groups of tiles of the same type that can be drilled in one go and drop to the ground I used a two pass labelling algorithm, as depicted here and here. It was surprisingly easy to implement, and it worked like a charm (or almost, I think I’ve spotted an occasional bug).
  • Haxeflixel debugging console. This time I took a bit of time to research how to the in-game watch window and the command console quite a bit and I have to say it is quite powerful and helpful.

What went wrong

  • Art bottleneck. I spent more time than I should have coming up with an art style (pixel art? vector? what about “none of them”!?) and a decent set of concept references for the in-game screen and the overworld. I also added some animations to the main character, and even if it doesn’t have too many frames I’m still super slow at doing that. promo_concept.png Some early concepts. I think I liked the colour palette better then.

  • *Collision resolution + Camera management woes. * I had to fight a bit with Haxeflixel, first to sort out some glitches handling player-tile collisions, and then to get my two cameras (one for the HUD, one for the board) to render properly. I could have probably been able to work with a single camera setup, but as the map had an X-offset and applying it to the whole scene isn’t trivial I’ve found that using a camera works fine...once you manage to set them up correctly. I lost a good couple of hours with this.

  • Dropped working-ish feature. On Saturday night, right after I implemented the clustering algorithm, I quickly hacked tile shaking and dropping once a tile’s cluster becomes disconnected from the ground. It was working, but drove performance to the ground and it was quite late at night, so I decided to. In hindsight this was probably a good decision, but I would have liked to see it in the submitted entry.

  • No resource management / upgrade system, or "pain threshold" What can I say here...good old lack of time.
  • No time for sounds. Same T_T

Lessons learned

  • Keep a stock of Nolotil pills available on my cabinet for emergencies. Paracetamol just doesn’t cut it T_T
  • Improve the art pipeline! Practice, practice, practice.
  • Start exploring alternatives to Haxeflixel. It is simple and powerful, but from time to time I keep finding some issues with relatively straightforward features that have me fighting against it more than they help me save time. To tell the truth, most engines and frameworks have their own peculiarities, so in the end you're bound to bump against something that works in a different way than you expected.
  • Defined the task list for a post-compo version! new_plan.PNG

Damage control

d6e4f2a34f[1].png My game has had its 4th patch of game breaking bugs being squashed. I find it so strange that everything worked perfectly until I uploaded the game and then it suddenly broke completely and utterly.

Anyway, As far as I'm aware this fixes all the known crashes and I cannot cause any more bugs, so if you had issues with it before, I'd request you try it again.

https://ldjam.com/events/ludum-dare/38/$18697 Sorry If i'm posting too much :disappointed:

Small Atomic World War

Hey guys, I made a little gif of my game in order for you to see the highly complex mechanics involved :

shoot, get bigger, win !

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* Check it out :* https://ldjam.com/events/ludum-dare/38/$26472

Send Your Games

Last night alot responed and i mean alot! So this morning I will strive to see more peoples game! After sending your windows game maybe check out mine!

Cant wait to play yours!!!😄

My Game: https://ldjam.com/events/ludum-dare/38/giant-1

Is this happening?

Does anyone know if the whole "Dare to Play" thing is going on? Have I missed the link/post? Or due to the delay in voting is it going to start much later than usual? Thanks

My first Ludum Dare (somewhat of a post mortem)

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(first posted as a reply on this reddit thread), copied here for your convenience. And yes, there's a dead player model under the hundreds of arrows in this screenshot.

What's your gamedev background?

I've never completed a game before. Started a few, still working on one I intend to sell one day, but other than that, this was my first game jam and the first time I've released something to the public.

What game did you make?

Arrows in Orbit. The gameplay is incredibly simple, but I think it's a good base for a fun game. Basically, you fight waves of enemies, but every arrow that is shot stays in orbit until it hits something, so you have to be careful so you don't shoot yourself.

How did you come up with the concept and did you stick to it throughout the jam?

I saw the theme and decided to see how I would implement gravity that's not simply on the Y axis (I'm quite inexperienced in physics engines). At the time, I had no idea what the game would turn out to be. Then I noticed that physics based projectiles stayed in the orbit of my planet. I originally thought about making it into a local multiplayer game (something I might implement down the line), but because of the time constraint, I decided to just make the single player wave mode.

What was most challenging about the jam?

Realising that, in order to finish on time, I had to severely limit my scope. I wanted Zelda-like combat, I even animated some melee attacks. But I couldn't make it fun. So I just took the one part I thought was somewhat enjoyable (accidentally shooting yourself with arrows), and centered the game around it.

What was most enjoyable about the jam?

Hands down, releasing a game to the public. First times, etc ;)
One other thing I really enjoyed is how friendly the community is. Every single comment I've seen on the games has been constructive and positive. Makes me really look forward to the next one :)

Are you satisfied with how things went?

Absolutely. I did not expect to actually finish a playable prototype, and feedback (admittedly, most of it from my friends) has been quite positive, all things considered.

What, if anything, would you do differently?

Learn how to art. The skybox is from the Unity asset store (I did see the same one in a few other submissions. Seems to be quite popular). The player (and enemy) model is one of the stock models from MagicaVoxel. I added animations to it, as well as the bow and arrow, but I'd really like not to rely on stock assets at all next time, so I can participate in the compo.

One Push Man

Hello world !

Curious to see how a slime can use a shovel ? You can play my compo entry called "One Push Man" : https://ldjam.com/events/ludum-dare/38/$15835

onePushMan.png

Have fun !

"In space, no one can hear you SQUAWK!" Will continue its development post LD!

My first LD entry "In space, no one can hear you SQUAWK!" has been quite a personal achievement and I'm really happy with the result, and I believe I have something special here which is why I decided to continue its development further! I only had time to make 3 levels for the Jam, but I'm already planning tons more, as well as more interacable objects and terrains!

The playable demo link is on its jam page: https://ldjam.com/events/ludum-dare/38/$27703

DISCLAIMER: The demo uses copyrighted music just to give a feel for the game, I did opt out of sound for the jam! These songs are for testing only and will not be in the final product.

Here's some gifs of the demo version I finished for the jam:

SQUAWK! is a game about a bird lost in space. Birds can't fly in space, so he will have to rely on gravity to traverse the environments! The force of gravity will depend on the terrain's density, your distance from it, as well as your weight. The more Chips you collect, the faster you'll fall! GIF4.gif

However, there is no up and down in space, so you might find yourself walking on the ceiling often! Also, be on the lookout for gravity altering devices! platforms_demo.gif

SQUAWK! is also a game of second chances, so falling off isn't always the end. The asteroid's gravity will pull you back into it. If you can get back the way you fell off from, you'll survive! fallingemoff/emdemo.gif

Failing to do so however...Well, I haven't been to space myself, but I would imagine it would go something like this: gameemover/emdemo.gif

Small Worlds

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Explore all Small Worlds!

Controls: use arrows (you can multi-jump)

Feedback's welcome on the entry page.

ld38 #compo #madewithunity #platformer #gravity

Hey, Hey, Hey! Do you want to know The Whole truth about nature selection? (16+)

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That game will say you the whole truth about nature selection. Don’t worry, it doesn’t hurt!

For develop i use: * Code - p5js (processing js for HTML5); * Libraries - p5.play, p5.sound; * Code editors - Notepad++, TextMate; * Design - Photoshop; * Background sound - GarageBand; * Sound after processing - Sound Studio.

Play on web: https://www.openprocessing.org/sketch/422870

Link: https://ldjam.com/events/ludum-dare/38/$15387

Thanks all!

Jam post-mortem

_This is a post-mortem for my Jam game, "The Quest for the Botijo". You can check it out here: https://ldjam.com/events/ludum-dare/38/$24133 _

So I've finally had some sleep after the jam, and after a completely fruitless day yesterday I think I can start to act like a person again.

When I started the jam on Friday, I thought about making a text-based adventure game in Java for the Compo. This went only half-well, because I massively underestimated the difficulty of making such game in Java. Furthermore, there were some other stuff that I kinda wanted to do during the weekend, and said to myself "you control Java pretty well, surely it can't be that bad so as to have to dedicate to it exclusively, surely you can do it in 5h tops". Oh boy was I wrong.

What went right

I first kney of the jam through my beautiful, brilliant, fantastic group of friends from my city's gamedev community. They were hosting a local event in a cozy little place, and although I initially wasn't going to go (due to the whole having to do other stuff during the weekend thing), I finally decided that I'd better go and see them, if only for a couple of hours. This was on Saturday, and game development appeared to be well underway, and I didn't carry my laptop, and seeing them there made me decide that on Sunday I was definitely bringing my laptop and staying for a bit longer. I did have a blast there, because let's face it, there are few things that are better than doing what you love with great people.

In the strictly gamedev department, I can say that command recognition did go much better than expected, and I definitely expected this to be the hardest part to make. I can't say I've done a perfect job, but for the time I could give it, I'm extremely proud of it. I'm also quite glad to have had the chance of making a whole game just in Java, because as a software engineering student it's a language that I had started to consider a purely 'serious business' one, and I kind of needed to prove to myself that it can be for funsies too.

What went wrong

Despite my being quite happy with the result, I can't say I expected this game to suck up so much time. I wanted to get some uni work done, and my planning for the weekend gave me about 6-7h for it, of which I could only squeeze in 30min when I felt my head was about to burst from trying to take twenty different approaches at once for a specific game feature. I ended up procrastinating from "procrastination" doing actual work, which I guess is kind of cool.

About Java, at first I thought I could do a true command-line application, but soon I realized I was developing in Spanish and CMD is quite unhappy with non-ASCII. That meant tildes and our very own letter 'ñ' had a pretty tough time rendering correctly if the encoding was off, which I didn't have the gut to get into. Instead, I decided I'd go for a Swing/AWT (I still get them mixed up) application, which meant I could now insert images and the like. Well, I thought I could, and it took me until yesterday morning, with a whole day in the US of the game having been up, to realize not fonts nor images were being shown. So, in class, I had to look a couple of things up and quickly fix it. Luckily no one had downloaded it yet.

Besides this couple of things, however, I'd say things went smooth on this one, considering a friend of mine had their HDD die on her in the GGJ. She was able to publish the game, but if that's not a major problem I don't know what is.

What I learned

This jam has served me to learn much stuff about Java I didn't know. I had never used Swing/AWT before, and I'm definitely using it again sometime because it was surprisingly easy to use. I've also learned about game worldbuilding (and planning on paper before implementing), and a lot of other things I can't even enumerate at the moment.

So yeah, this jam has been wonderful because it's let me make a game I'd been quite willing to do for a long time, with puns centered around and intended for my group of friends, and a general ton of fun, to be honest. It's been great, and I'm definitely in for the next one ^^

Keep an eye on yur botijos! :smiling_imp: botijo.png

Rules

I submitted my game in the Compo section, but a lot of people have been asking about a global leaderboard for each level; would it be against the rules to add this as an extra post-submission?

Even as I'm typing this I'm thinking yes; yes it would. Damn.

My Game: https://ldjam.com/events/ludum-dare/38/fuel

Amoebro Post Mortem

AmoebroGif.gif.gif.gif.gif.gif

The initial idea was to make an html game but it quickly became obvious that this game was not going to run well in a browser so we had to resort to download only (historically this means fewer plays/votes). Given more time we could probably have made it work in a browser but such is game jams.

The game didn't take long to make so we uploaded the game early and got some feedback which was helpful but the overall response seems to be that the game is too complicated or difficult to understand.

I added a short tutorial to the game and smoothed out some of the behaviour in the AI but the game still needs more visual feedback when DNA is collected to make it more obvious what gives DNA and how much.

There's a lot of randomness in the game as well by nature so one run might net more DNA than another due to the way food and enemies are spawned. (Enemies are actually a non-renewable resource but there's more than enough to finish the game)

For me this kind of emergent behaviour is fascinating to watch but there is an obvious need to improve feedback and accessibility.

Play it here:

https://ldjam.com/events/ludum-dare/38/$25918

BUTERATOS IN DA HOUSE)!

Thumbs Up, Guys!

DOWNLOAD game here: https://drive.google.com/file/d/0BzoHpuk1PsrSY1Jwb2xIaTRhaG8/

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Shameless Play Request

Are you a fan of the original Grand Theft Auto? Do you get your LOLs from tongue in cheek and toilet humor?

We at BitDecay have (potentially) a treat for you. Its our entry for Ludum Dare 38 "Small World" theme, Belaruse Panic (purposefully spelled wrong for the astute gamer).

Premise: You are the sole taxi service on a confined space community, and the people and visitors of the land simply cannot function without you carting them around.

Visit the local hotspots including DankBurger, Ben Wa's Chinese cuisine, and the ever popular Pink Sox gentlemen's club. But don't forget to keep yourself fed, fueled, and you really need to keep that crohn's in check and hit up the portable toilets on the frequent.

While the controls are not difficult, please read the instructions to get the most out of the game.

https://ldjam.com/events/ludum-dare/38/belaruse-panic

Preview video: https://youtu.be/VYU8jRCAqKs

Splash

Is adding background music or sound effects against the rules?

So my game Statera doesn't have a background music and also I forgot to add a walking sound effects.

I just want to ask if it still possible to add it without breaking the rules.

Here is the link to the game for those who are interested:

https://ldjam.com/events/ludum-dare/38/$18518

Word en abyme

World en abyme is a small 2d puzzle platformer inspired by super monkey ball !

If you want to try it : https://ldjam.com/events/ludum-dare/38/$16416

I'll make some build on mac, linux and mobile(with Gyroscope maybe) soon ;).

I want make more level in the future and maybe make a commercial mobile game with this.

A small world in a small world in a small world in a... 38.gif

Ludum Dare 38 Games List with Search and Random.

Just made a google spreadsheet with all the games to make it easier to find games, includes random feature. Link: https://docs.google.com/spreadsheets/d/1HWYo-es4weXRFnUBhKAUHX9rCodGiczvyIsWRkx9eoo/edit?usp=sharing Also acts as a search engine! Now has both actual names and url names, no longer has duplicates.

Can Someone Make Me A Mac Port? (Game Maker)

I don't have access to a Mac export module (plus I'm using GM:S Standard, which is now pretty much obsolete). If any one does have one, and some time, I would appreciate it so much if you would download my source from my game page (it's a .gmx folder zipped up), and export it to Mac (link to it in the comments of my game page).
The Mac download link will say: 'Mac Download (courtesy of ____) Thanks!

Suicidal Captain Destructo

So funny, looking back at these moments when nothing worked properly. @mrkenz0 and I had soo much fun!!

https://clips.twitch.tv/JollyCleanBasenjiWoofer

FPSTest.png

The Perfect Sandwich.

I finished my game! I really like how the pixel art turned out. But I think the code is a bit buggy.

mayoGif.gif

Click the link for a quest to make THE PERFECT SANDWICH :bread:

https://ldjam.com/events/ludum-dare/38/the-perfect-sandwich

WebGL Version Added

The WebGL version of Contaminated is now available! Here are all the links you need :smile:

* My Entry: * https://ldjam.com/events/ludum-dare/38/$18772

* Windows, Mac, Linux: * https://gamesbycandlelight.itch.io/ludum-dare-38-contamination

* WebGL: * https://gamesbycandlelight.itch.io/ludum-dare-38-contamination-webgl

How about some screenshots and a timelapse video: screen1.png

https://www.youtube.com/watch?v=7tDHsQJ1tKY&t=11s

The Mother of All Games — Post Mortem

The Theme

Before the theme was even announced I came up with my game name. Recent world events had spawned a meme “The Mother of …”. So I thought it might be fun to have that as a game name.

I have a habit of attempting overly ambitious games for LD, so I guessed it would be quite appropriate for my LD game, no matter what I made (or failed to make) 😛

As usual, I stayed awake for theme announcement, but I went to sleep soon after. In the morning I joined IRC and discussed the theme (and game name) with friends, and the idea which quickly emerged was a literal “Mother” who lives on a “Small World”, who has “All of the games”. That reminded me of mini games, and the famous C64 title “Lazy Jones”.

Because of my participation in One Hour Game Jam, I have good experience churning out mini games in a short space of time, so I had no fear making several such games for a 48/72 hour LD Jam.

So everything seemed to fall in place quickly this time: The design was well formed, it fit my skills and experience, and made use of the game name I was dying to use!

Saturday

I usually start LD by drawing graphics. And this LD was no exception. I began making a (shared) tile set that I could use in the mini games, and searching the web for inspiration for what the overworld would look like.

Day one was mostly directed at making the overworld, this small planet which would link to the mini games. This was completed on Saturday, along with all the game music and several sound effects.

Sunday

When I woke up on Sunday I realised I’d probably need the 72 hour Jam to finish. I began by coding the transition between overworld and minigame. Then started designing the mini games: deciding on their (common 20×20) size, the types of games I would have, and drafting out the levels for them all (as 20×20 bitmaps where each pixel is a tile).

In the latter half of the day I began writing the shared code for the minigames, and sucessfully completed 1 mini game with that code, which played correctly, and linked in/out of the overworld correctly.

Monday

Progress seemed slow, but I anticipated that adding more games would be faster, because of the shared code. While the progress continued at a relatively slow pace, it accelerated through day three, with the latter half of the mini games being added in the space of 3 hours!

Towards the end of the day I tweaked some of the level designs, because some seemed far too difficult, while others looked a bit untidy. In hindsight the levels feel too easy now, but I think they are enjoyable enough :)

I attempted adding particle effects, but I didn’t really have time to perfect their appearance, so I ultimately decided to remove them.

And that was my LD weekend. 😀

** Play it here **

Rebindable Inputs

https://ldjam.com/events/ludum-dare/38/destruction-zone

I've spent a little time creating (optional) versions of my game with rebindable movement keys. When I completed my project for the Compo the keys were hard-coded. This could be an issue for some players (even though WASD is pretty standard) so I thought it might be a good idea to give this option if it's needed.

After asking whether this is allowed for the Compo, however, I was informed that would only be allowable if it's necessary for people to play the game.

Since I don't want to sabotage my participation, and I'm still not 100% certain the change would be acceptable to all participants, I decided to make those downloadable versions of my game available separately instead of replacing the compo binaries (with fixed keys) that are already available for download.

That's the only change made to the game and no gameplay has received any changes, so the game will run identically to the Compo version, but you can open the standard Unity configuration screen to change the buttons/keys if you need them.

This change has been pushed as a separate git branch, and you can check the comparison to verify my statements here: https://github.com/chronosv2/ld38/compare/Compo-Rebindable-Keys

Throwback: Testing the health meter and damage

A clip showing the damage and UI responding - an great feat seeing that @MrKenz0 and I were working from different countries!

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Clip Here ;) https://clips.twitch.tv/VastSecretiveOrangeEleGiggle

Oh My

I really can't wait for the next Ludum Dare! PUUUUUUUUUUUMP'd!!

Binary Glitch (Post Ludum Dare)

I just made some changes, I should have done during ludum dare. Visuals look much better now. Added a post ludum dare download.

https://www.youtube.com/watch?v=yC0yae6Eaws

Check out rovR!

rovR_Header.png

rovR is a space themed puzzle game about exploring our solar system. If you're looking for brain-busting puzzles and a little humour, look no further!

Note: If you're on Mac or Linux, those builds are now up, so join in on the fun!

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You can downlad rovR from itch.io or GameJolt, or read more on rovR's Ludum Dare page. - itch.io - GameJolt - Ludum Dare Page

If you want to see more stuff about rovR (or other game development junk), follow me!

Snakes... Why did it have to be snakes?

My LD 38 game is based on the classic Snake.. and it turns out, I'm not the only one! Here's 4 completely different takes on the same classic game:

https://ldjam.com/events/ludum-dare/38/snake-on-a-plane
https://ldjam.com/events/ludum-dare/38/space-snake
https://ldjam.com/events/ludum-dare/38/snake-3d
https://ldjam.com/events/ludum-dare/38/shrinking-snake

Postmortem - The Cookie Knight

Judging has yet to commence but I am writing this with the creation still fresh in mind. I'll start with what I think I did badly and what went wrong.

The Bad:

20170426em123133/emresized.jpg I had a hard time coming up with ideas. "A Small World" was a very vague theme and most of the entries will likely be a stretch of the theme. I did manage to come up with a few ideas though and continued.

For the sake of finishing a game I had to pick something simple enough for my skills and interesting enough for people to enjoy. I hit a couple hurdles throughout the development and I think 4 hours were spent in total fixing bugs. My endless frustration was with my groundcheck system.

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Overall, not a lot went terribly bad.

The Good:

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I had a plan written out that was simple. I established what I could do and what I could not. One thing that may seem odd, is that I decided to forsake trying to make my own music / audio. I don't mind trying but it is very time consuming and I don't know the tools or process very well. I'd like to learn at some point but it is not for a 48 hour game jam.

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I laid out 5 small quests for my hero to go on. Each level needed some item or another to seek out and obtain. Half way through the compo I wasn't sure if I had time for all five levels but I managed it somehow. Each level introduces some added difficulty or new obstacle. I'm happy with how each level I got better at creating them. I think given more time I could of made it more refined with puzzles, interactables, and better art.

I won't spoil the contents of the end, but I feel it captures the message I meant to deliver and brings the levels together.

The Future:

I enjoy these Ludum Dare compos because it gives purpose to my learning. I don't have any aspirations to be a professional, but I do enjoy the process and the results.

I don't plan to continue this particular game but I do hope to create one to completion at some point.

So, onto judging games later this week and continuing my search for ideas.

Flurpie Evolution Chart

tit.png I got bored.. and wanted to make this evolution chart for the flurpies. The first evolution could give you any of these guys.. and then the next three you will have to figure out (:

you can play here.

evolution chart.png

KeyPuppers - patch 1.0.1

Fixed bug - freeze power did not reset to full charge after clicking "Play Again".

Play the game here: https://ldjam.com/events/ludum-dare/38/$15179

Naarrow (metroidvania)

Hi guys!

If you like platformer exploration in an alien environment, you might want to give a try to my compo entry for LD38!

It's called Naarrow, and can be played here: https://ldjam.com/events/ludum-dare/38/naarrow

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GrW : post-mortem-ish + timelapse

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First of all : Happy Bday Ludum Dare. Third time here and it was, as always, a fantastic experience.

What went right

Suprisingly, a lot of things kinda worked out. I realy enjoy how the game works in its core concept. I'm pretty happy about art : pixel art sprites + normal maps, even if a bit tedious to make, look really cool.

Concept-wise I think the idea is pretty cool, code worked and is scalable if I ever want to come back and make a post-ld version.

But most of all : going to sleep BEFORE the theme release instead of waiting for it like a kid on christmas was the best idea I had for this whole jam.

What went wrong

Timing.

Timing.

Timing.

I wasted most of my second day trying to find a decent style for my character. I think I made 5 different versions. Then I was lacking time for everything else and had to cut a lot of things : no music, no sound, a pretty basic UI. I also feel like the controls could be muuuuch better. I made enough platformer to know what I'm doing wrong.

In the end, the game is meh. It doesn't feel finished. There is no win/lose condition, just an empty world to create and a bit of thinking on how to make special tiles.

Also : Prolapse (timelapse software) crashed and didn't save the .wtf file. I wasted two hours finding a way to recreate it before going to sleep (I shouldn't have but sleep deprivation and rational thinking are mutually exclusive)

And now ?

You can play the game here : https://ldjam.com/events/ludum-dare/38/grw

I'll add Mac and Linux build tonight, fluff out the entry and I'll think if I can do something more with this game or just let it die.

Day 2 and 3 timelapse

I usually post my timelapse at the end of each day but day 2 was the day of the recording crash. At the end of day 3 I went to sleep, woke up, took a nap then went back to sleep.

Day 2 :

https://www.youtube.com/watch?v=Yj-7pMTVFbk&feature=youtu.be

Day 3 :

https://www.youtube.com/watch?v=o_N6GpqBqw8&feature=youtu.be

Games Hosted on Newgrounds

Hey, paisanos! Here are the games being hosted by Newgrounds. You can play them right now in your browser: http://www.newgrounds.com/games/browse/tag/ludumdare38

If you're hosting a game on Newgrounds, be sure to tag it with "ludumdare38"

NG LD Games.png

Crumble Crust - Art

Our game art (play Here) was done by Oded Bengigi from Bengigi Studio (http://www.bengigi.com).

Here's a bit of the work-in-process art produced during the development:

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For more art by Oded, checkout his Facebook Page: https://www.facebook.com/bengigiart/

If the web version of the game doesn't work - get it here: 1. PC-Windows Build, 2. Android Build - APK file

Reconfigurable Controls?

Does anyone else have custom controls in their Game Maker game? There's one in mine but I wanted to see if anyone had a more efficient method (mine's 300+ lines of code for the menu).

Star-Crossed: Ludum Dare 38 Post-Mortem/Timelapse

Star-Crossed_3.PNG

Hey Everyone!

I hope you guys are having a nice relaxing week after a stressful weekend of programming.

I made a longish write-up on my game Star-Crossed that I wanted to share in case you are interested in reading about my experience in LD_38.

Post-Mortem: https://titomakanijrgames.wordpress.com/2017/04/26/star-crossed-ludum-dare-38-post-mortem/

TimeLapse (Quality Gets Better Around 1:30): https://www.youtube.com/watch?v=_Zir1iEPl4s&feature=youtu.be

If anyone wants to play Star-Crossed it can be found at: https://titomakanijr.itch.io/star-crossed

Thank Everyone! I really can't wait for the judging to start so I can see some of the awesome games you guys made!

Tribes of the Turtleland WebGL

In the everlasting struggle to provide our Players with convenient ways to enjoy Tribes of the Turtleland and/or forcing them to enjoy it, we ported the game to WebGL.

You can now play right in the browser, without the ovewhelming pain of downloading (gasp) and unpacking (gasps intensify), saving you another 15 seconds of your life which you can spend productively watching cat videos on Youtube.

Play Tribes of the Turtleland in your browser here.

webgl.jpg

My LD38 post-mortem

Finally I have some time to write down my thoughts about my participation in LD38 in this short post-mortem. First of all, this text is related to my Jam game “Saviour” and you can check it out here:

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

Starting the Jam

This was my third LudumDare and I was looking forward to this event. I really liked the selected theme (I voted it with a +1) and as soon as I woke up on Saturday morning I started to think on the possible ideas for the game fitting that theme.

That was by far the worst moment for me as I didn’t find a good (i.e. fun and enjoyable) idea for my game and I was about to not participate in this event. To solve this lack of ideas, I opened the Unity editor and placed a sphere in the middle of the game scene (I wanted the game to be related to a small planet, so… I think it was a good way to start) and after a couple of hours thinking and making some sketches on paper an idea came to my mind…

Let’s make an arcade shooter!

I finally chose this game genre because it fits into the three requirements that I had for my Jam game, namely: * It’s relatively easy to implement. * Allows the player to play multiple shorts games in order to improve it score. * It was fun!

I managed to finish the core of the programming before going to sleep on Sunday and I left the remaining details for Monday afternoon (I had to work in the morning T_T). I'm really happy with the final result!

Differences between this jam and the previous LD

For me, the best thing of this LD is that I managed to organize correctly all the work and the time that I was going to take to do everything, from the starting sphere to the final game. Thanks to that I kept calm throughout the weekend (the previous LD were stressful for me due to my lack of experience), and that made me work in a more efficient way! :)

What do I expect from the next LD?

As I entered my three LDs as a one-man team… I want to find some people to collaborate and participate as a team!

saviour.png

And that's all! I hope you enjoy the game and any comments about it will be appreciated!

Size matters

Wow, it was a intense week end !

My third game jam, but my first with colleagues !

We had no graphist, so I spent the beginning of the week end searching for assets, find my timelapse here !.

If you want to make the same timelapse, check my scripts

Here the end result : a game involving running, aliens, immersive narration and craziness-filled elections !

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