LD 38 April 21–24, 2017

Plutus - Vote and Feedback please!

Hello fellow devs and jammers!

With voting now underway we're looking for as much feedback as we can get on our submission: Plutus! We may take it into a full product eventually so every little detail helps if you have the time but even a quick peak and vote is appreciated! :smile:

Check it out here: https://ldjam.com/events/ludum-dare/38/plutus

Plutus


Thanks! :smile:

http://www.apostategames.com/

Satisfied

I after a week of school worrying about my un-bug-tested version of the game, I finished fixing the game to a playable state the day before judging 😬! Should manage time better next time...

Web version

Thank you all for the comments! This is my first LD so I was pretty nervous about this so thank you all for your feedback. I just updated the game with a Web version in the itch.io page. so if you haven't please check it out: https://ldjam.com/events/ludum-dare/38/my-purpose

Feedback and Thoughts

Hey everybody! It would be great if anyone could stop by and give my game a quick rating / bit of feedback. I'm always looking to improve. Thanks in advance!

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Game page: https://ldjam.com/events/ludum-dare/38/bitverse

Come Play Soleil!

BackArt.png A new bug-fixed version of the game has been released, so I would really appreciate it if you could drop by and play it/re-rate it (it may not affect your vote that much though :P)

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

Come Rate Worlds Project!

Demo Screenshot / Gif

Worlds Project is a small sandbox game where you have power over a simple world and its inhabitants, who perform actions based on their surrounding environment and resources.

If it looks interesting to you, I would seriously appreciate any feedback you can give me - both things that worked out and especially areas where I could improve.

ChickAndGaint

1036.png Here is our game link on itch: https://dantewang.itch.io/chick-and-giant

You Should Try It Out

Hey! This is my first year and so far, the pulling an all-nighter to just barely create a playable game for competition was a lot of fun and a real eye opener for me. I learned a lot about what I am capable of and what I definitely need to work on to do better next compo. With that said, I could also use some input from you guys as well. Please check out my game and rate it as well as leave a comment with what you believe to be the pros and cons about my game. The input will allow me to improve my skills and make more meaningful updates to my game to make the game play much better. I already have a lot of plans to make it much more interesting. Than you ver much!

Link: https://ldjam.com/events/ludum-dare/38/asteroid-survival

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Link: https://ldjam.com/events/ludum-dare/38/asteroid-survival

Entry Update + Quick Rate Post

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Hi All,

I hope everyone has been enjoying the games this past few days and that you are all getting the attention you all deserve for completing such a tremendous feat :smile:. I have found that many people who have played and rated the game thus far have given justifiably negative feedback for the games enemy balance. I was aware of this issue since day 1 of submission. The problem came about during the development process and was actually an emergent property of ignoring game play testing. I should state now that I did play test the game mechanics till death, I had thought I had made an engaging combat system with tough but beatable basic enemies. What I did not pay much attention to/ or rather did not anticipate to be a major problem was the enemy spawn proximity to the player. I had thought I had given the player enough space to avoid incoming enemies at the start of the level. I had not. This became clear immediately upon people playing the game. So I fixed the issue at home, however I reserved myself from updating the game online. Although I had made a mechanically sound game, It was by design flawed and I felt that replacing my submission would be a violation of the compo terms and rules. I only wanted to be judged on my original submission and had already made a small collision bug fix update (this was a game breaking physics issue, so it had to be done).

However since rating has begun many players who have played the game have really stuck it to me on the balancing issues and rightly so. I did not intend or anticipate players being cheated out of a fair experience. So I am a little conflicted on what to do, so here is how I will deal with this problem. I want people to play my game and enjoy it, its hard but its also rewarding. However I only want to be rated on my original submission, I feel this is not only the fair thing to do for the others developers, but also it means nothing to me if the score I receive was not based upon what I could actually achieve in the 48 hours. Therefore, I am going to upload a fixed copy of the game for the people who enjoyed themselves but were frustrated at the higher difficulty. However I will keep the original submission for new player who want to rate my entry. NOTE: these files will be named accordingly to avoid confusion. I will also post on the game page to alert people of the changes.

I hope anyone who is bothered at all will understand. I just want to reiterate. I am not changing my entry submission in anyway all I am doing is providing an additional, downloadable and more enjoyable experience to the players who liked the core game mechanics.

Cheers! :smile: :heart:

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[Game Link]: https://ldjam.com/events/ludum-dare/38/theatre-throw-down

Try Little Sky Farm

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https://ldjam.com/events/ludum-dare/38/little-sky-farm

Story

You want to go the final step with your loved one but damn it is expensive. Living on a small floating island there isn't much to earn money with, but you have to find a way before it is too late. Farm the little land you have to rack up the money you need.

Game Mechanics

The worth of objects changes with time. Most objects get more valuable over time, but only to a certain point. Once they exceeded this point the value deteriorates until they are completely worthless. It is your job to find out how long processes have to run for an optimal outcome. This requires keen observation and managing your time between different tasks.

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DUDE, YOUR FACE IS ROTTING

Ahem, now that I have your attention, could you please check out my game? :slight_smile:

https://ldjam.com/events/ludum-dare/38/solitary-freedom

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Don't forget to comment!

Chroma

GETA PRESENTS... CHROMA

There has been an awakening on the moon of Juovis... An army is rising, commanded by a strong force the call ‘The Guardian’ - Disciple of Astro.

He will use his army to destroy the planet Oarus, then conquer the solar system!

You, a complete badass, called to arms and fought the invasion, until they captured you, and locked you in a space prison orbiting around the moon.

Locking you up was a bad idea, and you’re thirsty for revenge.

In Chroma you’ll fight through hordes of enemies, to find The Guardian and kill him, taking back the freedom that’s yours!

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LINKS

  • DOWNLOAD: https://ldjam.com/events/ludum-dare/38/chroma
  • SOUNDTRACK: https://soundcloud.com/jackassmusic/sets/death-by-laser-chroma-ost

Please rate my game and give some feedback

Please rate my game and give some feedback. Play the post jam version for a glitch free experience!

https://ldjam.com/events/ludum-dare/38/warpys-world today.png

If you want me to play and rate your games mention your games in the comments below and I will surely check them out! Cheers!

How many days do you think you can last? (The Last Colony)

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Looks like I made my game a little too difficult. So I throw you all a challenge.

How many days do you think you can last? :D

The control is simple. You move the cargo ship using its thrusters and lock it when the guiding orb meets the dock. You undock the ship when it finishes unloading. The catch is, you need to operate up to 4 ships at a time.

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If 12 keys for control is intimidating, try to transpose them onto the docking stations as they are. (Q, E, and R belong to station on the top left, A, D, and F belong to the one one bottom left.) If you don’t use qwerty keyboard, I am sorry :’(

So far, I know @pkenney reached 53 days, and a friend of mine lasted 60 days. How far can you survive?

Try it out here: https://ldjam.com/events/ludum-dare/38/the-last-colony

If you are interested, here's a link to my time lapse video: https://vimeo.com/215784568

Revisiting Retro Rabbit!

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I guess using re + any action word is a great way to expand our library of R words to alliterate with. :D

Again, we present you Retro Rabbit! https://ldjam.com/events/ludum-dare/38/retro-rabbit

We would like to hear your opinion about the game as it would benefit us developers to continue to update our game.

You may also leave a link of your game as a comment in this post. We will be sure to play and review them as well!

Orbitunes Post-Mortem: Building a Toy

I've finally had some time to decompress after this Ludum Dare, and hoo boy, did I need it. This has been one of the toughest game jams for me yet, and for some really weird reasons.

So, without further ado, let's get into it!

Where I Started

I've been developing video games as a hobby for over 5 years now. I've done dozens of game jams (including my very first Ludum Dare a few years back!). I've worked on projects spanning development times from 24 hours to 6 months. I'm not exactly a professional, but I'm not exactly a first-timer either. I've been doing this for a while. However, during this jam, I was faced with a challenge I had never encountered before.

When the theme was announced, I was completely drawing a blank as to what I should make.

I seriously spent hours just sitting around with a notebook, trying desperately to come up with something creative. Anything. But nothing satisfying was coming up. "Oh god," I thought do myself, "Have I forgotten everything?" Although I develop a lot of personal projects in my free time, it's been a while since I've had to come up with an original concept from scratch. And with the pressure of the time limit, I was forcing myself to try to be creative. But that only made me worry about why I wasn't being creative enough, which prevented me from thinking about new game ideas. It was a vicious cycle, and I was REALLY close to just throwing in the towel, and opting to work on my current projects for the weekend instead.

But as I lay in bed on Friday night, about to fall asleep, I had a thought. I was obviously operating at a disadvantage at this point, because I sunk so many hours into brainstorming, with nothing to show for it, and the clock was still ticking. At this point, I don't have time to make a completely fleshed-out game. I needed to think simpler. As simple as I could possibly make it while still being entertaining.

I can't make a fun, unique game in this amount of time, but I could probably make a helluva toy.

No objectives, no lives, not even a player avatar. Just something fun for the player to mess around and engage with. Once I started down this path, I was reminded of another "game" I really enjoyed that was nothing more than a neat little toy: Electroplankton.

What I really admire about Electroplankton is how simple its concepts are to grasp, all while having a wide variety of different tools that you can mess around with to interact with it. I wanted to make something like that. As I mulled it over in my head and I fell asleep, there was one idea that managed to stick out in my mind.

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The concept of little asteroids orbiting around a star was simple, and easy to understand. On top of that, it just has this natural sort of mesmerizing appeal watching them zoom around in waves around the center. I had different asteroid types to choose from, representing quarter notes, eighth notes, and sixteenth notes, giving the player the ability to make a simple beat. To give the concept a little more depth, the closer the asteroid got to the center, the higher pitched the notes would get, and vice versa.

I hoped that this would be enough for the player to experiment around and have fun with for at least a few minutes. With no end-goal or objective for the player to work towards, that's really all I had to try to keep them engaged. And while my compo submission is far from perfect, I'm actually really happy with how this project came out in terms of a jumping off point.

What Went Well

Thankfully orbiting physics was something I was able to finish and mess around with within the first hour or two of starting development on Saturday morning. Once you understand the physics at play, implementing it is only about a dozen lines of code. On top of that, it's not the most "unique" thing in the world to try to implement, so there are plenty of resources online of people trying to do the exact same thing.

I probably spent more time tweaking the values in order to make it really simple to successfully obtain orbit while launching asteroids, while at the same time having a little bit of a learning curve to it that would encourage players to try different launching techniques. I specifically wanted the game to have no tutorial, because like I said before, the only potential for "player engagement" I have is how long the player is willing to experiment with my toy before they exhaust everything that they're able to do with it. Once you feel like you can't do anything new with it, the boredom quickly sets in. A tutorial would have put them on the fast-track to boredom-ville had I taken away those precious few minutes of exploration.

Once I got orbiting down, I had a little bit of fun launching asteroids around and watching them spin about. The next task was to implement sound for the game, probably the most important component.

Oh, and would you look at that? We're on to our next section!

What Went Poorly

Everything having to do with audio was way more taxing than I expected it to be. I'm a software engineer through and through with cursory experience with musical theory at best (I played in middle school band, I guess?).

Challenge #1 was making everything sound "nice" when played together. Because this was intended to be a loosely structured music generation toy, and I wanted the player to feel rewarded for experimenting with it in as many creative ways as possible, I had to make sure that no matter what the player did, the game would produce a pleasant noise.

Challenge #2 came in the form of me not knowing of any high-quality audio sources for simple musical notes. Each asteroid in Orbitunes produces its own unique sound, and the difficulty came in not only finding those different sounds, but also making sure the sound was pitched to a middle C, so it could be easily pitched up and down within code. My solution ended up being this abomination:

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No mics, no audio jacks, just a 15+ year old keyboard with partially blown out speakers and a built-in microphone on a 4+ year old laptop. With their powers combined (along with some heavy mixing in Audacity) I was able to produce at least some semi-decent sounding notes in the pitch I wanted. But damn if that didn't take a while.

Challenge #3 was discovered a mere hour before submission. As it turns out, when you're trying to keep a beat, I would highly suggest NOT using a coroutine along with WaitForSeconds(), because it's actually not 100% accurate every time. To my dismay, I discovered that I made a rhythm-based toy that was frame dependent.

Joy of joys.

This resulted in the asteroids falling in and out of sync with each other the longer they stayed on the screen. Some beats would play faster sometimes, and slower other times, making it kinda hard to tap your foot along to anything that was going on. Of all the things wrong with my compo submission, this is the one thing I wish I had had time to fix...

But not all is dark and dreary, because moving onto the next segment, we have...

What I Learned

First of all, pentatonic scales are a thing of beauty, and they are the sole reason why my game sounds even remotely nice at all. Basically, a pentatonic scale is a normal scale with all of the half-steps taken out. The result is a set of notes that sound "pleasant" no matter what combination they're played in. These things are magical, to say the least.

Secondly, audio in Unity can be a pain in the butt to work with. I discovered quickly that as I added more and more notes to the scene, an ugly static noise would start to pierce over everything. Evidently, if you have too many noises playing at max volume at the same time, some massive clipping occurs. To resolve that, I had to normalize the volume for every sound playing in the scene, and recalculate it with each new additional asteroid. Because of this, some may notice the game get quieter as more and more asteroids are added...It was a pretty blunt fix, but a fix nonetheless.

Lastly, I found a way to fix the damn syncing issue in my game (unfortunately not in time for the Compo). It turns out that Unity actually has its own separate thread for audio alone, and it's tracked using the variable dspTime. dspTime is a sample-based time tracker that is frame independent, allowing me to accurately determine when the next beat is supposed to play at any given moment. Once I implemented this, it became WAY easier to create consistent melodies and semi-catchy rhythms, as evidenced in my post-compo build.

Oh if only I had known sooner...

But that's okay, because this segues perfectly into the next topic of...

Where I Plan to Go from Here

I would loooooooove to make this a casual little side-project of mine. I have quite a few ideas as to how I can add to it to give the player more ways to experiment and tinker with this thing. After all, the more a player has to tinker around with, the more opportunities there are to discover new things through experimentation. And as long as there are new things to discover, they won't get bored as quickly (assuming they find this silly little thing engaging to begin with). In my opinion, that is the essence of what it means to make a good toy.

In that regard, here are a few things I have on the list to add to this thing: - Remix sound volumes so the "most recent" few asteroids are slightly louder than the rest, instead of being drowned out by whatever cacophony is currently spinning about.

  • Different beat patterns that are more than just standard 4/4 beat notes. Perhaps some more percussion-like rhythms.

  • Different instruments to choose from for each of the different beat patterns

  • Allowing the player to change the mass of the star (affecting the pull of gravity), or the Beats Per Minute

  • Allowing the player to manually set the fields where the notes change pitch, so it's not just a linear progression from the lowest note to the highest note.

  • Get some damn high-quality audio to replace the crap I have right now.

My end goal is for this to be something that a person bookmarks to come back to later. Maybe to kill time for a few minutes here and there, as a peaceful little distraction. The important thing would be them coming back though, and that requires having enough neat things to tinker around with to warrant repeat visits. Currently I think everything in this toy can be "discovered" a little too quickly as it is, but hopefully someday in the future that might change. :)

I hope this was informative! If you have some time to kill, I'd really appreciate it if you tried Orbitunes out! You can find my Compo Submission here. And if you'd like to see what it looks like just a few days after submission (aka: WAY better) you can try out the Post-Compo Build here!

Thanks for reading!

Welcome to this world...!

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So here it is: the big judging :) Have fun playing my short game:

https://ldjam.com/events/ludum-dare/38/what-a-small-world

Controls: Arrow keys + Space

Let me know your ideas and thoughts in the comment section below!

How long can you survive?

Hey guys, check out my first entry for Ludum Dare. You play as a little guy who’s trying to protect his planet. Enjoy and have fun!

The link includes now a newer version of the game, but also the 72h version.

https://ldjam.com/events/ludum-dare/38/space-raiders

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Smeax

Thank you guys!

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Thank you to everyone who believed in our crazy story and tried Spermicorn Game

Ludum Dare was a great adventure for us and one of the best things we bring home is * the discovery of such a beautiful community* with whom we share this big love for games.

We decided to focus more on the mood and story because we believe these are the key points in making a game memorable.

We are aware that our gameplay is at the moment a basic one, but we just wanted you to get the idea of what it could be.

Since day one after the submission we went on working to add everything that was needed to make the game a challenging and enjoyable one. We hope to post an update very soon.

As promised Llamacorns are just the tip of the iceberg, our plans for animalcorn domination are clear!

Mr Piggycorn is taking care of this personally.

(still reviewing your games, I will post Piggycorn's special choice of his favourites in a moment!)

Note: for those who asked: @jabba thanks you and will release Spermicorn Original Soundtrack very soon.

Star Traveller

I've finally got the chance to play and rate some games after a busy few days! I'm really looking forward to seeing what everyone else has produced. I'm part of Second Dimension Games and as previously posted by my team mates @SecondDimension and @FailedStarfish, our entry is a little game called Star Traveller which you can play here. Check it out and see what you think.

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This time I was in charge of developing and designing the game, normally @SecondDimension handles that during our Ludum Dare jams but he had multiple birthday parties to drive to and visit in one weekend. That left me in the developer seat, normally my role is environmental art (drawing dirt...and rocks) and UI art (drawing shiny buttons). I have been itching to do more design and development work as part of the team, so it was a great experience for me.

Although I have a fair bit of experience with coding (particularly ActionScript and JavaScript) I used Construct 2 to develop the game, as we normally do. For jams it is fast and very efficient, a great tool for putting together prototypes.

A Belated Showing of Microspace

Hey everyone! I missed the initial "everything's now working" party on Monday so am only now tidying up my entry and showcasing to you all. So, uh, here it is!

https://www.youtube.com/watch?v=hmZOY7dCW8M

The game page is here!

I'm quite happy that it's proved pretty robust so far, most of the people that have tried it haven't broken it massively and those issues that have been raised have been ones I saw too. I think this one has plenty of potential and I'd like to take it further.

(by the way, apologies for the slightly fuzzy video. The game is markedly less fuzzy)

Nourish and grow

we (@Foya, @Larzan) are proudly presenting our first joint Jam game called Flovala. You are playing the eponymous Flovala whom you have to help to navigate the trials of life, trying to sustain yourself and grow. Control the game with cursor keys to explore the depths of Flovalas home.

Keep Flovala save!

p.s.: what you can eat depends on your size but be aware, something that swims towards you probably wants to eat you

p.p.s: if the game seems very slow click the link at the top of the game page which says 'CANVAS' to switch to the canvas version of the game, some ppl reported having problems with WebGL.

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

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A little plug

Hey guys check out our jam entry and we will be sure to check out yours too.

Try it here: https://ldjam.com/events/ludum-dare/38/its-a-small-world-and-its-gonna-get-smaller

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I already created a post-jam build of my game Statera

Check out my game I will check your game too so comment it down.

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

Post-Jam Version Link: http://gamejolt.com/games/Statera/251929

Post Jam Features:

  • Shift Button: Faster movement around the planet.
  • Mouse Scroll Wheel : Zoom In and Out of the planet.
  • 3 new Landmarks to help the player in navigating the planet.
  • The Landmarks are:
    • Water Well
    • Watch Tower
    • Lion Statue
    • Floating Dragon Statue
  • Much better animal AI (less chances of being stuck)\
  • Larger Meteor Explosion

Planetary Remains - Imphenzia - Timelapses

Hey all. I finally got around to finish my timelapses and I made multiple versions depending on how much patience you have =)

Here is the "gamedev" only version at 100x real time speed: https://youtu.be/EB6rdjzWej8

Here is the "full weekend" version at 1000x real time speed (5 minutes): https://youtu.be/a_ktCF-sQ60

Here is the "full weekend" version at 100x real time speed (21 minutes): https://youtu.be/Pc0YHI3KqMc

I am also uploading a "full weekend" version at 100x real time speed clocking in over 3 hours in duration if you want to see any particular details. That one also features some commentary and real time segments too. I'll post the link once those 13 GB have uploaded to YouTube.

As I've probably mentioned too many times already, I only managed to get 15h of development during this Ludum Dare so I was happy to be able to submit a finished game with menus, highscore, music, sound effects, and somewhat balanced game play.

Please feel free to play and rate (HTML5 version included):

https://ldjam.com/events/ludum-dare/38/planetary-remains

I hope you all had a great Ludum Dare!

The Tiny Astronaut

My first game jam :) https://ldjam.com/events/ludum-dare/38/the-tiny-astronaut lavaGif.gif

Finally fixed a black screen issue with my game on windows.

User @ace17 spotted a bug in my game and helped me fix it. It was causing a black screen on some computers. IF YOU HAVE ALREADY SEEN MY GAME AND GOTTEN A BLACK SCREEN OR AN ERROR, GO AND TRY IT AGAIN. shot2.png https://ldjam.com/events/ludum-dare/38/ids-journey

No-download games!

Sooo, i'm at work but I want to play more LD games! Since I can't download anything directly (like zips/exe), I'm looking for 'online', no-download games. Is you game like this? If it is, please link it here so I can play it!

Mine's also online, if you want to check it \o/

https://ldjam.com/events/ludum-dare/38/what-remains

(I played/rated all the games linked on my last post. Some were really amazing ^^)

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SUNLESS is here!

With judging up, I decided to share our game here too!

Sunless is a puzzle-platformer about small material landscapes, you should check it out! :)

Event Page

Tags: LD #38

Split Screen

At this days, we don't see much use of the old beloved split screen for local multiplayer. So if you need a to experience again the fun of the split screen, please come and try out our game High Noon Robots.

https://ldjam.com/events/ludum-dare/38/highnoon-robots

Chroma

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INFO

There has been an awakening on the moon of Juovis... An army is rising, commanded by a strong force the call ‘The Guardian’ - Disciple of Astro.

He will use his army to destroy the planet Oarus, then conquer the solar system!

You, a complete badass, called to arms and fought the invasion, until they captured you, and locked you in a space prison orbiting around the moon.

Locking you up was a bad idea, and you’re thirsty for revenge.

In Chroma you’ll fight through hordes of enemies, to find The Guardian and kill him, taking back the freedom that’s yours!

AUTHORS

  • Megalink: Code and Art.
  • Zyro: Code and Art.
  • Bonecrusher: Art
  • Jackass: Art and Music.

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DOWNLOAD

  • Ludum Dare: https://ldjam.com/events/ludum-dare/38/chroma

Entropy

Should've made this post a while ago but here's Entropy, our jam entry. Link: https://ldjam.com/events/ludum-dare/38/entropy

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It's a chaotic, online multiplayer (!), world-simulator. Try and nurture the world or burn it all down.

You can host your own servers or just simply play on the one we've got running. There's even AI bots (which you can configure) to mess around with.

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Really proud of how quickly we got a multiplayer game up and running. We spent the first day messing around with Node and realised that just wasn't happening so we completely scrapped all the work and got this in about a day and a half.

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Balancing this game was the trickiest thing about it. Just like the real world one little change had major impacts and we would sit and watch our balance changes play out by just seeing what the AI did and what effects that had. Overall, it was a load of fun working on this and we hope you enjoy it too!

Fluid Pixel Art Animation (with cheaty math)

We've all seen those amazing pixel art animation gifs. You know the ones. The ones that make you think, "I don't have a budget for that." The ones that bring phrases like "programmer art" to mind when you think about your own game.

I am an artist, but for this Ludum Dare I saved time and creative energy by avoiding all arty bits and letting the computer do it for me. Let me pick apart a few things that gave RASHLANDER fluid pixel art animation but without a single frame of hand animated spritework.

Play RASHLANDER here: https://ldjam.com/events/ludum-dare/38/rashlander

STEP 1: Set the game resolution to 320x240. There are no ugly pixels when every pixel is literally the same size. Now math magic can just whiz around and do all kinds of fun stuff without me micromanaging it.

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STEP 2: Shaders. Nothing about 320x240 prevents me from using whatever shaders 2017 has made available to me. The cool part is 320x240 is so low resolution that heavy use of shaders is not hardware intensive.

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STEP 3: Tween everything. You have to pick the right elements to tween (subtle scale tweening just does not work) but if you exaggerate your tweens the game comes alive.

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STEP 4: Borrow from Nintendo. If we're being real this step can go in any tutorial on the internet. RASHLANDER's explosion effect is just a variation of something I saw in Breath of the Wild. It looks different because it's scaled to 320x240. Suddenly it's a beautiful pixel art effect, and at no cost to me.

How did you make your game's visuals work for you? Anyone else here make an hybrid beast of math and pixel art? I would love to see what you came up with!

Edit for those interested: RASHLANDER was made with Construct 2, using settings which prevent blur and anti-aliasing. You can pick the "retro" template to achieve the same effect.

Ryan Davis https://twitter.com/ryguygames

Terrartisan post-mortem (part II: lessons learned and tools)

This is part II of the post-mortem for my LD38 entry, Terrartisan.

  • Read post-mortem part I (development log): https://ldjam.com/events/ludum-dare/38/terrartisan/terrartisan-post-mortem-part-i-development-log
  • Link to the game (pls rate & review!): https://ldjam.com/events/ludum-dare/38/terrartisan

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What went wrong

  • My initial idea had an scope that was way too large. Yes, I managed to submit something, but at the beginning I wanted to have cute graphics, some sand worms poppping out from desert blocks, maybe dinosaurs…
  • I hadn't fully tested my desired setup for audio, with two Pocket Operators connected to my audio interface. I ended up having to improvise and wasting time.
  • Audiotool went down. This was the first time that it happened during a jam, but I definitely don't wish to go through that again. I need to learn a DAW app I can run locally for the next jam.
  • I didn't meal prep for the jam, since I had work long hours during the week. While my snacks were healthy (raw nuts, gazpacho, yoghourt) I ordered take out, which is not the best food to keep my energy levels in check.
  • I missed an epic Barça victory with a goal in the last minute :_(

What went well

  • I managed to cut features and compromise to have something that was playable and fun. I couldn't stop thinking on Ludum Dare #31, for which I also made a simulation game (way overscoped) and ended up with a very rough entry.
  • I didn't panic and made bad decisions when I was getting behind of schedule. I think I have gotten very good at this in game jams.
  • I had amazing support and encouragement over Twitter. It was very motivating to see the worlds people were creating!
  • Although feature-wise this game was over scope, it allowed me to sacrifice a lot in art. This game can work with programmer's art (squares with solid colors) and people can still find it cute. This bought me time to work more on features and bug fixing.

Tools and apps

Here is a list of tools I have used to make this game.

Code:

  • JavaScript as a programming language
  • Phaser as the game framework
  • Git and Github for version control and backup
  • Github Pages to publish the game online while it was in progress
  • Gulp as a task manager
  • My generator-gamejam to create the initial project template

Art and audio:

  • Pyxel Edit to make the art
  • Garage Band to compose music
  • bfxr to generate sound effects

Misc:

  • Bear to manage my TODO list
  • GIF Brewery to make screen recordings to put them on Twitter
  • Pen and paper

Note that since I went for very crude art, I didn't need to use my Wacom tablet to draw.

DEEP BOTTOM

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GAME MAP

Rate us on https://ldjam.com/events/ludum-dare/38/deep-bottom

Wake Up ! Facebook Page

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Hi everybody !

We discussed a lot with the team and we decided to work on the game. We found a sound designer to help us with the audio of the game and will redo all the first level from scratch.

We are rebuilding the physics and controls as I am writing this post. So if you liked our work and want to get updated do not hesitate to follow our Facebook page.

Or get in touch with us on twitter : @FatGoZz (developer), @Himeija (Graphics) Elio (future Sound Designer)

If you didn't saw our work check it out : Wake Up!

Also... we made some badges :p

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More Shameless Self Promotion

Its still all the rave. ;) I am too busy with AP Calculus and other classes at the moment to get my coolness up, so if you could be a pal and play my game that would be awesome! comment yours in your review, and i'll be sure to play it soon as i can! (i'll release my dev notes in another post soon.) play ragdoll wars here if you like https://ldjam.com/events/ludum-dare/38/ragdoll-wars Frame 22.png

Web build live!

Finally got the HTML5 build of my game AXL-5 working working properly!

Try it here: https://ldjam.com/events/ludum-dare/38/axl-5

Lil Planet

I've been really busy (not able to get coolness up) so it'll be helpful if you try this out.

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https://ldjam.com/events/ludum-dare/38/lil-planet

Please Try my game!!

Hi every. go check my game:https://ldjam.com/events/ludum-dare/38/monster-island If there is a bug or anything please leave a comment or a feedback.

Just made a itch.io page for my game Noizy

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Hey you, I made a itch.io page for my LD game Noizy. Check it out -> https://yvesmasullo.itch.io/noizy

or go directly to my ludum dare gamepage -> https://ldjam.com/events/ludum-dare/38/noizy/

Feel free to link your awesome LD game in the comments, I will definitely check it out :)

Saldanha

“Saldanha” is the name of a subway station in Lisbon, named after the Portuguese Duke João Carlos de Saldanha Oliveira e Daun.
It is also the name of my Ludum Dare Compo entry, which turned to be a psychedelic action rythm-based shooter set in an hypnosis trance.

Vote here:
https://ldjam.com/events/ludum-dare/38/$25434

Play here:
https://isaque-sanches.itch.io/saldanha

See more about the real-world station here:
https://goo.gl/Z6gWHR

Post Mortem Update!

Hey guys, I updated the game a little bit. New map, slightly more details and better difficulty system.

Give it a try if you like! :)

https://ldjam.com/events/ludum-dare/38/space-raiders

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Smaex

TerminAnt: a nostalgia trip to the 90s

Feedback has arrived about our entry, Terminant, having a 90s look and feel. If you want to take a ride to the N64 and PSX times (probably your childhood or teens), you should check it out here :smile: :

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

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Question

Hi fellows. I would like to ask you quickly a simple question. I tried to find a way to see all games which I have rated. With the old LD site, this was possible - a list was displayed below our entry. But now I did not find any way to see these games which I have rated. Is there a way - or not? Thank you for your help ++

PS : take a look at my entry :)

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

Rate me and i will rate you

Have you tried Freedumb yet? You realy should...

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

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Membrum Post Mortem

~~Judging ends today (i think), so~~ I just learned that there are other wednesdays than the current one...anyway it's time for a little post mortem of our very first LD entry Membrum. Technological base for the game is libGDX.

A little summary of how it went

I immensly enjoyed playing the games you guys pushed out in the past LD's, so i've always been a fan. While working on another (game)[tank-tycoon.com], my girlfriend Anne and i decided, that we want to give it a try, finish something while struggling for a year with our other project in our spare time. I made sure i wouldn't have to work on monday of the LD and also asked my sisters boyfriend Christoph if he wants to make some music for the LD game, which he did.

Saturday

I woke up 10:00 and immediately checked for the theme while laying in bed. I thought about it for some minutes. An idea i had before came into my mind: the management of a body. Since it should be a small world, i thought of a platformer where the level is a body that you are maintaining. The walls are flesh, there are different rooms, for example with a beating heart as a central object in it. I left my bed and my already Anne what ideas she got for the game. She had three broad setups, which i all liked: * being an animal in a cage, in a zoo * managing ants * being a small parasite, a flea for example, living on a body

I progressed to the morning toilet and thought about all 4 concepts. Considering the scope, i mentally cut the whole platformer part and made it all directly clickable - after all, the platforming was not really necessary for the core concept (though i wonder what game this would be). After some brainstorming the idea for membrum was fleshed out best, as can be seen here:concept.png You can see the resemblence, the alcohol habit on the top right, the grid layout on the bottom right. There, i still had spine and ribs visible, which was quickly cut. Also, please not the penis. * Should we add genitalia? Let me know in the comments * :D

Anyway, after i convinced Anne that membrum will work best (the scope of the others seemed to big for me), we started. She did graphics and i programmed and designed. I described an ideal future: Saturday we should finish the core mechanics. Sunday is for making the game fun and finishing all mechanics. Monday is for polishing, testing and delivery. Guess when i finished all core mechanics! I think you had a hunch, it was Monday around 18:00. Anyway, around 22:00 on saturday we had made a lot of progress - there was a little guy on the screen, different stages of body parts were shown and all organs were moving around. The idea was already quite clear, so the design work was really minimal at this point. We quit for the day at this point and went playing Heroes of the Storm, which we also did for 2 hours during the afternoon.

Sunday

Sunday started very productive. Until Lunch we added sound and metabolism (which was never touched again, still working like this). I wanted organs to decay visibly - we probably took 3 hours until we found a solution. Originally i wanted to take white organs, color tint them healthy and then change the tint color to something sick. This did not work for Anne, since drawing white organs sucks. We agreed to have multiple stages and just fade them into each other.

In the afternoon i added the bars for energy, poison and age. Around 22:00 we had decaying and repairable organs as well as a functioning body. I let Anne play the first round of the game. It was ok, but not really a game yet. I had a bad feeling, because Sunday evening should have been the "game is basically done, now bake it better". Events still were missing. I was wondering if libGDX was the right choice, if i should switch to Unity to be more productive.

We then played HotS again for 2 hours, which we did also in the afternoon for 1 hour.

Monday

Monday Anne had to work, so i was alone for the day. Christoph had delivered small parts of the music, which i did not add yet - the core was still missing. My sister joined on monday and helped out with some pixel art for habits. I didn't know what she would deliver, to my surprise it looked really good and i scolded myself for not giving her enough work on the day before, where she asked if she could do something for the game.

I started the day by doing some light refactoring for some systems to work better. I wrote everything as quick and dirty as possible, which worked out excellent. Honestly, by the time it was running i knew the context of the programming problem very good and could easily come up with a good design. Not that i had time to do it unless it was a blocker. The consequences of my next big mistake now came back to bite me: i had not prepared any build and deployment, nor had i done it before. I lost 1 hour before i had a desktop build running, 2 more hours before my html build was running mostly. I lost all energy and drive in this period. I like stuff to simply work, not solve problem after problem. This drained me, so at 18:00 after implementing illnesses, habits, the event system and the first 2 events, i wanted to deliver a game that received 0 minutes of polish and balancing. I was feature complete, which i wanted to be 2 days earlier and out of energy. I asked Anne to play a round...and she had fun! She laughed about the events and found joy in growing the organs. The life she had was kind of hilarous. I did know that she was no objective source, but seeing this revitalized me. I pushed hard, added more events, deaht and wind conditions at 21:00 and Christophs music at 22:30. Anne went to bed and i wanted to work another hour. In reality, i got into the flow and worked until around 2:00 on tuesday, where i made everything ready and deployed it to itch. I wrote a small blog entry and went to bed after 17 hours in front of the PC programming, still full of energy and happiness. I got 4 hours of sleep before going to work. It was interesting to see how much this does to my working quality, namely a lot.

Points

What went right:
  • we finished and released a game, yay! My first finished game since i was a kid, where i quickly made a lot of shitty games with * blitz basic (anyone else?) *
  • the game overall turned out better than expected
  • the idea worked out and all areas were taken (some) care of
  • Pizza! We ordered Pizza on Saturday evening and it lasted exactly until monday evening. Cold Pizza is best Pizza.
  • ludum dare rocks
What went wrong:
  • there is no introduction - there is too much to learn in the first minute, while the game already shoots events up to you as if you knew it all
  • we had no time to polish and balance, i did the broadest of balancing monday midnight
  • the events are disruptive and can get annoying. I haven't found a solution i really like (should not be more click work). * Do you have an idea? *
  • i kind of had to fill every role except for drawing and sound/music. I "produced" not well enough, making collaboration less efficient and created some frustration.
  • no preparation - i set up the project and git on saturday, took care of the builds on sunday. All stuff i could have done before, easily 6-8 hours of work (including coosts for collaboration).
  • 3 days non stop in front of the PC is probably not ideal. I think my productivity went down. Maybe i'll interchange playing heroes of the storm with taking a walk :D
Next?

We are not done with the game yet. We want to * polish & balance * add some events (* do you have ideas? * Please comment! :) * Make the android build properly playable (there is no hover...) * i'm also interested in tracking what the player does, for balancing and game design reasons. * Does anyone do this? *

Thank you all, especially you who played membrum and gave some feedback. Also thanks at @pov for making this event possible. We'll be back next time, fully committed and better prepared. See you then!

MF100 – HACK THE JAM

Vote!

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Big thanks to @vitogaming for his great help with this project

“You thought, you made a game, and end the LD? You are wrong. Now you are going to write a game for me and hack the ludum dare site! Muha ha ha!”

This is a emulator of old console, inspired by pico8. The game goal is to hack the ludum dare server, sitting in a small room, where you have only one tool – your very old pc.

By the way, did you know, that you can write a real game in this emulator?! Try it, that is insane! See the guide below.

Controls

To play the game, just type commands in the shell. If you are confused, you always can type help.

Menu commands

In the menu there are a few commands:

  • help prints help dialog
  • boot start the game
  • about print game info
  • shutdown exit the game

In-game commands

  • mkdir [dir name] creates a new directory with given name
  • dir prints all files in the working directory
  • rm [file or dir] deletes file or directory
  • woman manual
  • tig tig is not git
  • cd [dir] change working directory
  • pwd prints working directory
  • ping important :) ping-pongs a server
  • shutdown exit the game
  • clear clear terminal
  • run [lua script] runs lua script
  • edit [file] opens file for editing
  • gimp [png file] image editor

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Downloads

P.S. If you need your saves directory, it is at $(YOUR_HOME) .MF100

Feedback R Us

We're playing games like mad for the next few hours, so feel free to link your entries. We'll play as many as we can. Also, if you haven't yet tried our entry, rovR, we'd love some input from you all.

We'll see you all in the comments! :)

morrilet & catmaggiori

Thoughts and criticism?

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Howdy y'all!

We've been slowly adding stuff to Ceo after the Ludum Dare crunch burn has long since left us, and while we're not trying to make something ambitious we're at least striving to eventually make something tangible! To that effect we would love to hear your feedback! Tips, criticism, opinions, and all that good stuff!

We're still inexperienced and appreciate whatever help we can get!

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If it tickles anyone's fancy we also have the source code available on our itch.io page if there's anything we could stand to improve on in terms of coding and the like!

You can download the game here! https://ropnolc.itch.io/ceo Please leave feedback on our game page, here! https://ldjam.com/events/ludum-dare/38/ceo-a-bunny-in-the-pocket-omniverse

We're eager to learn new things and hope to make something nice out of this!

Oh, PS: If there's any way we can improve on making posts here, please let us know as well!

Thank you all for reading and/or trying our game out!

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Play Bubblenaut, a relaxing game set in an oniric world !

We are pleased to present our Ludum Dare 38 project : Bubblenaut !

Come play and vote here : https://ldjam.com/events/ludum-dare/38/bubblenaut

Bubblenautem2017-04-28/em06-44-03.png

Bubblenaut is a slow-paced adventure game set in a dreamy world. Born inside a small planet, you will explore several realms to find the Heartfruit, and witness the might of its taste ! We hope you enjoy our work :)

Hexworld prototype vs finished entry

I was so pleased with the aestethics of Hexworld that I thought it would be fun to share a before and after GIF for you folks. The prototype had all the game logic and multiplayer stuff present and working, and then it was a matter of creating assets and polishing everything up.

smallworld1.gif

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Troubles on Colony 39! What happened?!

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* I bet that there is woman behind it! *

please enjoy this story based game :)

https://ldjam.com/events/ludum-dare/38/troubles-on-colony-39

My game !

Hey ! I'm Tom, and I just did my second Ludum Dare. This time, I made all the graphics, and the music. 31c.png I drawn everything with a pen and sheet of paper (first time i try that :)).

I had spent like 3-4 hours thinking on the theme, but I didn't find a great idea... So I made a little classic game.

Don't hesitate to send me feedbacks !

Link : https://ldjam.com/events/ludum-dare/38/defending-my-small-world

Music : https://soundcloud.com/tom-marx-345620316/defending-my-small-world

Dear planet owner... [2]

:mailboxwithmail: Dear planet ower,

We received several complaints from neighboring planets regarding some disturbing noises coming from your own planet. It seems that dwarves were apparently yelling obscenities at the elves between two pints of beer. In the end, the two tribes had a fight which was really unpleasant and embarrassing for your nearest neighbour.

We ask you to take care of this situation asap by following the link below, or we will have to contact the intergalactic police department.

Procedure for field’s rental and problem solving

Best regards,

The Universe Rental Agency


:paperclip: Attached file : CCTVPlaceThemAlldwarveselvesfighting.avi

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the Small World simulator .

ScreenShot.png you can make a better world by playing this game. seriously (not seriously)

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

Love Cyberpunk? Love Noir?

Try "The NedLudd Club" now! :) https://ldjam.com/events/ludum-dare/38/the-nedludd-club

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Streaming and Little Infinity Post-Jam Update

Hey, now that judging has started, we'll be playing LD games on twitch at 6pm EST. We'll be taking recommendations, so send us your game, or just any cool games you've found. You can leave a comment here, or in the Twitch chat and we'll try to get to it.

If you plan on participating in the judging, it'd be awesome if you dropped by our entry page. Check out our original submission and help rate us here.

We've also made a little post jam update you can check out here. It includes: - 3 new levels - Made the movement smoother and added a indicator to show where he will walk to. - Added lighting probes and adjusted the total light intensity. Fixed the keyhole light.

littleinfinityemcover-image.png Screenshot/em2.png

Apparently I am cool

So, uhm. I was just playing and rating games as usual when I found out that my game is listed as #1 in the games tab. What did I do? I have no idea. How does the new cool system work because I did not feel like I did something special. I mean, I wont argue against it and I love all the feedback I get but I still down know what I did to get that much attention :D

http://puu.sh/vEzHP/ac88871875.png

Larry Does Ludum 38 - Ep 4 - Spermicorn, Asteroid Hopper, & Ferrum Gigantes

https://www.youtube.com/watch?v=MD3DwYwAtnU

Seems we have an almost racing themed video this time. Life is a bit of a race isn't it? Minus the unicorn horn.

Game Links

Spermicorn http://bit.ly/SpermicornLD

Asteroid Hopper http://bit.ly/AsteroidHopperLD

Race Against Ferrum Gigantes http://bit.ly/RaceAgainstGigantesLD

If you’d like to submit your game you can submit it to this handy dandy form! Also let me know if you have any feedback for the series or if you have some type of request!

Larry Does Ludum Game Submission Form

Title

Say something

"Yet Another [blah]" Feedback Unfair?

I haven't seen a ton of this but I've seen it more than a few times, specifically with games that involve tiny planets and a player avatar that runs around them (guilty as charged). Naturally with my game being an offender I feel it's quite a disadvantage if a judge, after playing many games in a row that involve similar mechanics, gets annoyed and it affects feedback but only for the unlucky tail end of his/her judging spree.

Obviously I can't see anyone else's ratings so I have no idea if that's actually happening. But we all came up with ideas around the same time, so the likelihood of straight-up copying or mimicking is low (it's possible with people blogging early though). Maybe instead of docking overly-used mechanics that lots of people felt inspired to do by the theme, just give positive feedback for games that managed to have unique mechanics.

Not a big thing, but I thought I'd mention it. I'm sure we all thought we were geniuses as we each independently invented the wheel.

Chroma

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INFO

There has been an awakening on the moon of Juovis... An army is rising, commanded by a strong force the call ‘The Guardian’ - Disciple of Astro.

He will use his army to destroy the planet Oarus, then conquer the solar system!

You, a complete badass, called to arms and fought the invasion, until they captured you, and locked you in a space prison orbiting around the moon.

Locking you up was a bad idea, and you’re thirsty for revenge.

In Chroma you’ll fight through hordes of enemies, to find The Guardian and kill him, taking back the freedom that’s yours!

DOWNLOAD

  • Ludum Dare: https://ldjam.com/events/ludum-dare/38/chroma

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The Coolness system is broken

I've been wondering about this system for some time now, and after mulling it over and realizing some things, it's clear to me that the coolness system in its current state doesn't come close to doing the job it intends to do. So, just to get it out there, I'm going to go through just why this is.

Intent

First of all, let's get out of the way what the coolness system is supposed to be. At its core, it's supposed to be a mechanic rewarding those who do good work in the judging stage by giving their entry more exposure. Which is a good idea, but figuring out who has actually done good work isn't necessarily easy to do, and right now it's not being done particularly well. Most people would like to have their game featured high on the list, so for most people participating in the judging, gaining coolness is quite desirable. Right now it seems like a lot of your coolness is based on receiving hearts, and therein lie most of the issues of the current system.

Issue One

The first and foremost issue is this: It seems like the hearts you get from comments on blog posts count towards your coolness. This is a grave, grave problem, as the comments you leave on blog posts have absolutely nothing to do with whether you've been leaving good feedback on games or not.

Not only that, but there are stickied blog posts by means of the news section. Those posts will remain at the top of the site for several days at worst, meaning anyone who leaves a good comment in one of those will get a ridiculously higher amount of hearts from there than they ever would from giving good feedback to a game. Clearly, blog post hearts need to not count towards your coolness.

Issue Two

If you want to gain hearts, people need to see your feedback. If they can't see your feedback, you won't get any hearts. This ultimately means that if you want coolness, you have absolutely no reason to ever give feedback to a game that doesn't already have a lot of attention. It's one thing for people with coolness to get more exposure, but for people with little coolness to be essentially actively shied away from is taking it too far. This means that the longer a game remains in an attention rut, the less feedback it's likely to get.

Given that we're all in this for fun and games, I think that the system should at least put some effort into giving attention to those in sore need of it. You shouldn't have to feel like you need to competitively critique games in order to be noticed, but right now, that's pretty much how the system works.

Issue Three

If you want to gain hearts, people need to like your feedback. A lot of games don't get much attention, and most people probably don't take the time to both play a game, critique it, and read the other critiques. This means that most of the hearts a comment will get will be from the creator(s) of the entry you're critiquing, which further means that sucking up to the creator(s) is often the dominant strategy. People might be withholding constructive feedback because they're afraid the creator(s) won't like harsh feedback and thus not give them a heart.

For a lot of people, an event such as this offers immense potential for growth. Getting that one comment that tells you something you really didn't want to hear, but probably needed to hear, could be the difference between being stuck in a state of being happy with being less than you could be and actually growing your skills. So having a system that encourages people to suck up takes away a lot of the value of this event.

Issue Four

For some of the more deviously competitive participants out there, this isn't just an issue of having a lot of coolness, it's an issue of having more coolness than everybody else. This means that the meta game here is to make sure you personally gain as many hearts as possible while everybody else gain as few as possible. This can lead to some pretty nasty tactics.

For example, people could try to arrange brigades by making people blindly give hearts to their own comments, while blindly withholding hearts from other peoples comments. This suddenly means that the hearts do not reflect whether they actually left a lot of good feedback or not. Additionally, what reason would a person wanting to top everyone in coolness have to ever give other people hearts? That way they're only strengthening their opponents, and they get nothing back for it.

Conclusion

Given all these issues, it's become clear to me that the coolness system just can't stay as it is. Primarily because it's broken, but also because it's inherently going against the spirit of Ludum Dare. Coolness is supposed to be a reward you get because you're sincerely doing your best to give people valuable feedback, but right now it's more like an exposure boost to whoever says the things people want to hear in the places they're most likely to see it. It pretty much does the opposite of what it's supposed to do, which is to encourage people to leave good, constructive feedback.

P.S. Not trying to hate on Mike here, by the way. I think he's done great work to make the site work this time around. I'm sure he has his hands full, and he's doing this for free too, so I think maybe he needs to be cut some slack. I just really think the current version of the coolness system needs to be changed ASAP.

Post Mortem for Gentrifry

Play my game GENTRIFRY in browser/Win/Mac

I was very happy that I could attend Ludum Dare thanks to my family support (my girlfriend and her mum took care of our 18-months old daughter the whole weekend). I knew before the jam that I wanted to do a game with a procedurally generated city (which already covered several possible themes, like "you control the game, not the player") presented in isometric perspective, like my beloved SimCity 2000.

Plus, I already thought about a "story theme", gentrification, because there are few games about it, and I live in an area of Berlin which is about to get gentrified, so I had some expertise about it ;-)

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When I read the chosen theme in the morning, I eventually came to the following scope:

Scope

  • a game with a procedurally generated city
  • a classic isometric camera
  • done with Unity 3D, in 3D
  • hence quick&dirty production of a lot of low-poly models in Blender and Pro Builder
  • genre: real-time strategy, a very complex, thus time-consuming genre
  • i.e. keeping the scope as small as possible if I want to cope with the Compo deadline!
  • gameplay:
    • streets are haunted by enemies: they raise gentrification in each building within their 3x3 field surrounding per round.
    • player places "anti-forces" which do the opposite
    • enemies and heroes move along the streets, if they got stuck at the end or reach intersection, rotate randomly
    • game over when 50% of the city is gentrified, you win if you stay below for X rounds
  • if enough time:
    • add more heroes and enemies
    • add UI (toggle group) for hero select, which would become necessary then
    • add a log output that explains a little bit
  • deployment for browser to comfort the players who are too lazy to download all games - meaning that I had to stay on the ground regarding the technical requirements to have a performant WebGL built

I knew it could be dangerous to try too much, and real-time strategy is complicated – that's why I planned to do what I solemnly call modular development. Goal 1 was to finish a version which resembles the whole concept as a working game, Goal 2 was to add assets if there was some time left.

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What went well

  • modular development worked out very well! I had a playable game when approx. 60% of the game jam's time was over, did a long break and than modeled and included more heroes and enemies, recorded some sounds and did some UI design
  • 3D modeling workflow got reasonably quick and effective: after a ca. 6-months Blender break, I turned it on again, had forgotten most of the shortcuts, got cold sweat because I thought I couldn't do any models and quit the jam immediately, then calmed down, watched 2 youtube tutorials and got into the first model, the filthy dog.
  • this was just accomplished by Pro Builder: I "probuilderized" my Blender models and UV mapping with PB worked like a charm, I could even build up a simple 16-color texture atlas from scratch (don't know if it helps performance)

What went wrong

  • I could only do basic balancing, which is deadly for a real-time strategy game. I realized too late that the first levels are actually harder than the final stage, because the influence of the enemies on the city is proportionally higher, i.e. gentrification advances much quicker
  • like often, I got stuck in small game dev detail problems which turned out to be time-consuming and would have been simple to get rid of with a clear mind. This time, I struggled with the rotation of the figures when they change their direction… it took 1 hour at least and the solution was awfully easy.
  • around 6 hours before deadline, I knew there wasn't enough time to do music
  • the sound effects are very rough... some city atmosphere would have been nice

If you’d like to have a look at Gentrifry, play it in browser/Win/Mac and rate, please

Crumpets and Cannons

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Can you help Isambard Kingdom Brunel and his steam-powered manservant Jeeves claim planets in the name of the British Empire and The Queen?

No? Tell you what, have a cup of tea first and then reconsider.

Then point your browsers over towards: https://ldjam.com/events/ludum-dare/38/crumpets-and-cannons

This is a very small game which is missing a lot of the, well, 'game' part but I'd be really interested in feedback and people's thoughts nonetheless. Also really really curious to know what folks think about the characters, personality and style. Tempted to spend more time on it and make a bigger thing. Thanks!

Ship in a bottle

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https://ldjam.com/events/ludum-dare/38/ship-in-a-bottle-painting

Do you want to goo everything? Here is your game!

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You are a super resistent germ which has to survive inside a human body. Of course it would try to kill you (you're an evil germ, don't forget it), but you have 4 colorful and powerful skills:

  • Green: Throw a sticky jelly to the walls around you. Then, press left or right arrow to stick yourself to the wall.
  • Blue: Throw a projectile to kill enemies.
  • Purple: Make a quick dash forward.
  • Yellow: Throw yellow jelly on the ground to jump higher.

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You would have to fight some body soldiers too. Don't forget you're inside a human body and he doesn't like you. You would be able to fight the cute colorful lymphocytes attacking them but if you're wise, you will learn to disguise yourself to pass unnoticed without wasting jelly. You can avoid your enemies if you have the same color as them!

Remember: Jelly is Life. If you waste all your jelly... GAME OVER

The Game

https://ldjam.com/events/ludum-dare/38/jelly-germ

Play Yourselves!

Yourselves is a puzzle platformer in which your past actions and selves will hinder or further your goals.

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

https://www.youtube.com/watch?v=Khu6sw7hQMc&t=11s

PSA: Add a Cover Image to your Submission

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Some time since the end of the jam, cover images were enabled. Without a cover image your submission has no identity and no appeal to players.

To add a cover image: navigate to your games edit page and scroll down. Just below the rating category opt out section is a box to add your own cover image. chromeem2017-05-03/em23-24-58.png

The Spoiled Prince: Post Mortem

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Play it here: https://ldjam.com/events/ludum-dare/38/the-spoiled-prince

I never wrote a post-mortem for any other of my entries so I thought I should do it for this one. I think I’ll go over my general workflow as it has been pretty similar for all my entries.

The Idea

Where I live it’s 03:00 AM when the theme gets released so all I really want is to decide on an idea and then it’s off to sleep. I’m usually already in my bed with a block and pencil jotting down possible ideas. I spend an hour at the most on this but I always decide on something then because when I wake up, I want to get going right away and not worry about an idea anymore.

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For this LD my first thought was “insects” which I ultimately went with. I also had an idea for something involving the phrase “It’s a small world” but it was just too abstract and I never want to start making something that’s not clear in my head. That circle was a tiny planet idea I had. I was thinking of the Raphael Raven fight from Yoshi’s island but I couldn’t think of a creative spin on it.

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Since my mind was on Yoshi’s island I got the idea of carrying an insect larva “Baby Mario” style and went with it. Making another platformer wasn’t the most exciting since I’m quite familiar with it but I could see some puzzles involving having to carry the larva so I felt it was interesting enough.

First day

I usually stay awake around 20 hours and do probably 80% of the game the first day. I prefer it that way and having the second day be pretty chill and stress free. My goals for the first day are

1)All graphics

2)All mechanics

3)Most of the design.

The first thing I do is basic graphics and animation (yes, before a single line of code). For a platformer it’s usually the player character. I don’t know, I just can’t stand just having the classic placeholder square for a player, it just demotivates me. Anyway, then it’s time for core mechanics and getting something playable.

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When I’m done with player I move on to the other objects of the game, enemies and such in the same way (graphics first then coding). I usually also finish up the rest of the graphics (background/tiles). I made mushrooms to serve both as “floating” platforms and to cover up the edges on the ground tiles (so I wouldn’t have to do additional graphics for the edges :stuckouttonguewinkingeye:). The spike plants are also used to cover these edges as well as being a hazard. I also added a random rotation angle to the spike plants when they spawn to give visual variety with just a single sprite. LD-schedule leads to some interesting cheating.

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Second day

Second day is preferably spent just on sound and polish but for this LD I spent more time on the graphics and had to push the design to the second day. Second day goals are:

1)Finish off what’s left of the design (In this case all of it)

2)Music and sound

3)Polish

Since it was a platformer I felt pretty confident even without having any levels yet. For a game jam you don’t need too many levels since even if you make 10+ levels most people won’t play that far. I decided a tutorial level and two regular ones were plenty. You can do pretty much with just the core mechanics and death spikes but I added some chickens for variety and because.. chickens! Chicken animation was just some simple rotation code on the neck and wings, quick and easy and looks alright.

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I usually spend about about 2 hours on music, wanted something upbeat to match the visuals. For sound effects I normally use sfxr to quickly generate some. For this LD however I made most of the sounds with my own mouth. Yes, everything from the baby whining to the bee buzzing to the chicken cluckin’. It was a good time :grin:. I made sure to NOT follow Yoshi’s Island’s lead and instead make the baby whining pretty subtle instead of traumatically annoying. I think this has been appreciated! With music and sound done I do some last polish, add a title screen and end to the game, maybe a cutscene. Then I get all submission stuff in order and usually submit a few hours before the deadline.

Final thoughts

Somehow during Ludum Dare there is like a switch in my head into LD-mode, where I’m suddenly 1000% more efficient with my time than otherwise. I wish it could always be switched on but I guess that would fry my brain. Still, I have a pretty relaxed attitude towards LD. I think pretty much all my previous entries could’ve benefited by some more polishing but I just never want to stress in the final hours and usually come to a point where I say “eh, it’s good enough” and just submit. With this entry though, even with the design pushed to the second day it was pretty much smooth sailing all the way and there is not much I would want to change really.

I did thread familiar ground and it’s probably my strongest entry yet as far as general polish is concerned because of it. I do like it and think it turned out good but I am thinking of putting a personal restriction not to make a platformer for the next LD (unless I have a really really good reason to).

Until Tomorrow Retro [NO SPOILERS]

Go play Until Tomorrow before reading!

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What Went Well

  • Enough content -- I'm usually not good at content. But this time I crammed enough to get people interested. The game does feel short, but I think that's the right way to do a narrative-focused game.

"I didn’t expect to play for as long as I did - great job on finishing it. Very nice experience from start to finish..."

  • The story was good -- People seem to enjoy it.

"Wow! That was a great experience. The story was very solid and self-contained. I enjoyed discovering it...."

  • The right atmosphere -- I spend a lot of time on the visuals and audio, and I'm glad it paid off.

"...Really cool story, the atmosphere drew you in and it was very engaging..."

  • No instructions needed -- This is something I try to focus on in every game I make. Though, this time it was easy.

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What Could Be Improved

  • Not enough mechanics -- The idea for the game started from a theme/story, so mechanics felt like a second thought.

  • Controls were laggy -- During walk animation, player input is ignored, which gave the impression of a lag. I got a lot of complaints about this.

  • Executed as planned -- At first this may seem like a good thing, but I always found it better when the game making process is more of a back and forth conversation between you and the game, not a straight forward path from plan to execution: You implement an idea then try it out, and that sparks another idea in your head and so forth; It's more fun this way.

  • Started late --- I kept doubting myself, and I wasted time that I could have spent tackling some of the issues.

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Lessons for Next Time

  • Don't take control away from the player, even if you think you have a cool animation to show.
  • More mechanics, less content.
  • You'll always doubt your game at first. Keep at it and you'll end up with something cool. If not, then you learned something.

Aaand.... thank-you-gif-1.gif

Abaddon - skill required

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This game isn't suitable for newbies - skill required. Abaddon is a FPS in a small arena - my entry for this 38th LudumDare session. Now available on itch.io :)

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

Rate my project and I will rate yours ++

Shameless plug.

I noticed that people began to care less about making up excuses to tell everyone to play their game. I personally would never do anything of that sort... :blush:

Oh, and go play and rate Murder Mitosis now!

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Project Page: https://ldjam.com/events/ludum-dare/38/murder-mitosis

Follow us on Twitter and on YouTube

Island Sandbox

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My game for this past Ludum Dare is called Island Sandbox, and it's a tile-based sandbox game in which you spawn on a small island. It was supposed to be a survival game, but I ran out of time, so all you can do is place a few blocks (grass, trees, rocks).

View on Ludum Dare: https://ldjam.com/events/ludum-dare/38/island-sandbox

Play on Newgrounds: http://www.newgrounds.com/portal/view/692462

Here is a timelapse of the game development: https://www.youtube.com/embed/FzVodbwF5PA

Come Try "A Week's Passing"!

If you haven't yet, come try out A Week's Passing! I've released a new post-LD version that fixes a few things.

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LINK HERE

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I'm not sure what else to post, so here's some screenshots that I render recently with the intention of making myself a wallpaper.

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The Space Explorer - Check it out! :D

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Do you wanna know what happens when you pull this lever? So you need to play my LD entry! :D

https://ldjam.com/events/ludum-dare/38/the-space-explorer

I'm wainting for your feedback, thanks! :D

Batter Bros.

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:beers: :beers: This already serves as our new drinking game :beers: :beers:


Link:

https://ldjam.com/events/ludum-dare/38/batter-bros

Endless Hexagon

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A puzzle game with tiles --> https://ldjam.com/events/ludum-dare/38/endless-hexagon

I'll be back to share my top picks as always!


DEEP BOTTOM

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STORY

*Play and rate us <3 *

https://ldjam.com/events/ludum-dare/38/deep-bottom

Mac Export?

If anyone has time this weekend or something (and a Mac export for Game Maker), I would like to ask you if you would make a Mac port for me of my game, A Relatively Small World. The Game Maker project file can be downloaded on the game page.
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P.S. Can we have animated GIFs as our avatars?

Streaming, Metrics, and >500 Plays

My what a week it has been, and we're only half-way thru!

Streaming

I'm in the process of streaming my way through LD38 and leaving constructive criticism and thoughts on how the game might be improved either from a design or technical aspect. I am not very good in getting the word out since the LDJam site only seems to support Twitch.tv streams, but I'd love to get some folks into chat as I do it. Especially if they've got games they want someone to spend some time on. I found it super helpful when other folks played on camera and I wanna provide that to the community as well. You can find me here: https://www.youtube.com/channel/UCPY6adDEbEbx4CoxiVsAb1w

Metrics

I'm looking to put together some metric numbers for a bunch of games and I was curious if there were any folks who would be interested in submitting a few basic numbers to me at the end of the jam? I'd be willing to publish my results but keep individual game data points a secret unless you specifically opt into those numbers being released. Things I'm looking at:

Community Interest Curve across all games thru the course of the first week How the Lack of the Coolness Rating during the first few days affected what games. How the lack or inclusion of certain features on a LDJam Page (Screenshots, Videos, Etc) affects the views and scores. This jam was quite unique in its construction due to the various features and it may be interesting to compare against future (Or past if folks wanna reconstruct old data) jams.

>500 Plays

So ATLANTIS (Shameless Plug: https://ldjam.com/events/ludum-dare/38/atlantis) has reached over 500 Plays/Downloads, and 36 Comments in the LDJam Page. The team collectively decided that, while we might have a burning desire to sit down and muck with it; try and fix all the UI problems, we're going to be patient and wait until after the Jam is over. We've gotten some seriously useful feedback. That said, I think this is a really great number to be at for the jam at this point and time, especially as the interest and clicks per day has begun to take a nosedive over the past 24 Hours.

Supernova - Web Build

I created a web version of my game "Supernova" fairly recently, just in case anyone is interested. The game is a platformer in which you must make your way to the center of a solar system to blow up a star.

The game page is here: https://ldjam.com/events/ludum-dare/38/supernova

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Marketing vs Playing

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Based on my analytics, which will not be 100% accurate since I made the itch.io web version a day later.

My attempts at marketing for plays via posts and tweets is pretty much negligible to just playing games and getting a play for a play.

Anyone have the secret? Other than having an amazing game.

How Did Solitary Freedom Go?

Please check it out here: https://ldjam.com/events/ludum-dare/38/solitary-freedom

:smile:

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What Went Wrong

-The combination of timing and a sliding puzzle with limited moves was somewhat questionable. Some people think it's fresh and unique, while others think it is a bad combination.

-The theme. Yes, the theme. When I think about it, A Small World was probably my least favorite of the final 16(I think it's 16) themes. That normally happens though. This was the case with LD 35, LD 37, and of course, this LD. I actually liked the theme in LD 36. My game for that one turned out well and got lots of positive feedback. Unfortunately there weren't ratings for that LD.

-The music was somewhat questionable, because a few people didn't really like it(most did though).

-I didn't put enough levels in. I found out that usually people only play LD games for 3-5 minutes before rating, which resulted in my games usually not getting fully played. I tried to fix that by only making 3 levels. But based on feedback, that was a bit fewer levels than was ideal.

What Went Right

-The art went really well. I was trying out a new art style and people seemed to like it. I also got lucky and ran into a surface resizing function that also had a weird side effect that made the display look cool. Anyway, this has been a huge improvement on the quality of my art. :smile:

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-I liked the music and most people did too. It still needs improvement though.

-There were almost no bugs. The closest thing to a bug was the original font color in the intro. It was barely visible if you didn't have the right color settings on your monitor.

-The mechanics turned out to be smooth and bugless. It felt very responsive and impactful(due to some extra polish). The mechanics may have been a bad idea, but it turned out good for what they were.

-The level design was good. Each level used the exact same obstacles and mechanics, but they were all still very different. I might have designed the levels to be a bit too hard. xD

Calling all linux games!

Post your linux games in the description!

Many of us developers run linux. I will try to rate all of the linux games in the description. I always appreciate it when someone makes a linux build. Sorry however, I cannot rate unity games for linux or web, they do not work on my machine. Post them anyway for others to discover.

My game has spotty support on windows so I would highly appreciate Linux users coming to check it out: HERE

Thanks for the great feedback all!

wowed by the great feedback we're getting this go around! thx all! :kissing_heart:

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https://www.youtube.com/watch?v=c4SQyCap8bQ&feature=youtu.be

try us out if ya like pizza: https://ldjam.com/events/ludum-dare/38/slife-of-life