LD 40 December 1–4, 2017

What's your score?

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Since my game it's about fast typing and mostly here is a community of game developers, I would love to see your scores! Especially on the hardest difficulty!

Untitled.png My score is about wave 5 btw..

Game: https://ldjam.com/events/ludum-dare/40/type-them-down

Help us improve our game performances.

Hi everyone ! Thanks for all yout feedbacks. We are still working on our Post-Ludum version !

Some of you had encoutered performances issues and we really want to make a game that works on every device.

If you want to contribute, try our performance test and comment with your configuration and the average FPS. It will help us to scale it !

Link : https://platypuscorp.github.io/PerformanceTest/

If you havn't tried Didgeribug yet, it's still time :D. Don't hesitate to leave feedback.

Didgeribug : https://ldjam.com/events/ludum-dare/40/didgeribug

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Follow us on twitter if you want to keep track on our game :). Platypus Team https://twitter.com/PlatypusCorp

Flirt the(m)all

menueminicio/emfondo.jpg Did you play to Flirt the mall yet? What are you waiting? https://www.youtube.com/watch?v=tz_fldHODhM Press here to Play on-line: https://ldjam.com/events/ludum-dare/40/flirt-themall

a little update on "Rescue Mission"

Good news, everyone! We fixed the crash bug - now your passengers can starve to death and suffocate successfully! Yay!

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Also we added the web version of the game :) You can play it here: https://gamejolt.com/games/rescue_mission/302725

Rescue Mission Game: https://ldjam.com/events/ludum-dare/40/rescue-mission

STATUES

A big thanks for all the ratings and comments we received on our page! ❤

👑 https://ldjam.com/events/ludum-dare/40/statues 👑

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Scrooge the Cat!

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Scrooge the Cat is a bad, bad dude. With only a minute left to live, he seeks to make amends for his life of sin by sharing his wealth with the townsfolk... you know, by throwing coins in their faces.

Are you a bad enough dude to help him do it?

Check out the game over here! (Feedback/ratings appreciated!)

"USS Deep Explorer" updates are arrived at your station, explorers !

New updates (post LD40) are made to the "USS Deep Explorer" game.

First, you can now tweak the difficulty, in main menu, before launch a new exploration : this value updatable by the "expected difficulty" slider affects durations of the door unlocking/opening and the artifact activation, and also player robot motion speed.

In more, an animated progress bar has been added during those actions to help you ... or to stress you :-D

Also, some minor updates for lights and message texts.

See "Fixed version post LD40" and "HTML5" to get and play to this version, at https://ldjam.com/events/ludum-dare/40/uss-deep-explorer

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Really great feedbacks!

We are getting really nice feedbacks, thank you all :D

If you haven't played: https://ldjam.com/events/ludum-dare/40/western-hero

Play, rate and have fun!

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I Have A Free Period - Throw Me Your Browser Games

I got a free period right now and would love to play some games. I am on a Chromebook right now so I can't rate downloadables but I will get to them eventually.

My game: https://ldjam.com/events/ludum-dare/40/a-spark-of-light

TECHNOCIDE Post-Mortem (Ludum Dare #40)

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Game Description

Traverse inside the artificial planet fighting through strange violent technology. Defeat the class-3-entity within the labyrinth.

TECHNOCIDE is a turn based FPS game where you have to charge and shoot. Plan your moves against your enemies, they only move when you do. Unleash powerful attacks by charging more than once. There are 6 different fire modes to choose from, each requiring different amounts of charges.

  • Game link: https://ldjam.com/events/ludum-dare/40/technocide

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What have we learnt?

It's been a while since we've joined the previous Ludum Dare, which is Ludum Dare 36 back in August 2016. We're going with the same classic team again consisting only of Isaac and me. The following will break down into what both of us has learn over the course of this Ludum Dare.

Chan Pei Keong - (Programmer and music composer)

  • Don't Rewrite Code If It Works - I used to rewrite codes a lot in order to reorganize it and squeeze out as many tiny optimizations as possible. This has hindered a lot of our progress before. Now I've decided to only do optimization on things that affect performance the most, which meant that we had to use a lot of copy pasted codes that are from our old projects. Most of our time, we focused on game feel and programmed features.
  • Don't Judge The Music Without SFX - I have to admit, I'm not a very talented music composer. I was planning on not adding music at all after creating a second version of this song which still doesn't sound as good. However, after adding the sound effects, the music doesn't sound so bad afterwards, and people are praising it!
  • Balancing By Testing - For game balancing, all we did was to play the game and test out the values until it feels right. It usually takes about 2-3 times balancing a single feature before it feels good. I've also learnt that people associate behavioral difference between two enemies even thought they were all using the same enemy class (interesting eh?).
  • Avoiding Distraction - As for avoiding distractions, I've spammed DOOM 2016's OST over and over until my ears bleed. Plus it feels thematic to our game. I have also avoided Facebook or any sort of voice chat platforms and only rely on text chat on Discord.

Isaac Soong Bo Jun - (Artist and sound effects)

  • Art wise. I think I've finally found what I'm good at, doing med sized pixel art. It looks like lower rez pixel art doesn't necessarily mean it's just easier and faster. So without a doubt, getting out of your comfort zone is never a bad idea. You'd probably find something useful or better than what you're used to. Feel free to break any art rules you see fit and don't be afraid of making it look bad for the sake of a placeholder. I did not limit my color palette for my art here. It took me a while to allow that to go into the final product. For good or bad, it seems to be well received. At least Nik isn't bellowing down on me for making bad art this time haha.

  • Try to maintain an organized work ethic. I used to be diagnosed with ADD. Whether or not if it's a false positive, I still had issues getting focused on what I do. That basically makes it hard to work on anything. This was especially hard since I am working at a long distance with Nik with no one monitoring over my shoulder in case I just pause and daydream. So to solve that I find that having more distractions is probably the best way to get you undistracted. Spam music, spam audiobooks, spam just about anything really. Otherwise really you just need just remind yourself that you have work to do or you'll never do anything you really want. Imagine dying in the far future realizing you've never done what you've ever wanted.

  • Never too late to thumbnail or make concept art So I am sure you can probably notice with our game, the art is a little inconsistent when it comes to the enemy designs and whatnot. They're supposed to be an alien of the same race, story wise. Now we have some blue guy with spikes on his back, a facehugger thing (Which used to look like a sperm, those 4 arms were added because we noticed that) and the boss was just a reddish naked guy that stares at you. Get some paper, and just thumbnail your stuff before proceeding with your characters. It was what made making the facehugger thing easier for me to do.

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What Went Well?

  1. Graphics - We've finally found an art style that Isaac is comfortable with and could pump out at a consistent rate. We're impressed at how much art we've produced in such a short time.
  2. Gameplay - Not only that, we're also impressed by the amount of complicated game mechanics which we could fit into the game in under 3 days. Unfortunately, we had to cut about 2 features from the original plan (enemy recharging and player guarding).
  3. Audio - We were expecting the audio to be the worst thing about this game but with the last minute music and sound effects added, they turned out to be decent. The reviewers praised it! Luckily we didn't cut the music out.
  4. Game Scope - This game has probably the largest scope that we've ever made. However, after many years of making Ludum Dare games, we've matured and are now able to estimate how fast we can implement certain features. Thus, this is why we only have 2 cut features.
  5. Game Feel - We've focused a lot more on the game feel by adding visual and auditory feedback and it paid off. The game feels like an actual game and we're proud of that.
  6. Minimal bugs - Throughout the development, we've only experienced 2 major issues with the game, but they are all fixed very shortly (I'll say in less than 30 minutes). I'll associate that with our experience in games development and coding.
  7. Rudimentary AI - We didn't have time to implement a full AI so we opted for basic AI that acts using basic rules with some randomization. However, they would sometimes get stuck behind a wall. This ended up being a good point since people believed the AI used a strategy on them by hiding behind the entrance to wait for player to come through to get attacked (in reality, they didn't have line of sight to the player, so they are actually stuck there). The second enemy behaves differently by rushing towards the player (even though they are all the same enemy class, including the boss). However, this creates an interesting strategy for players as they have to use the AOE Shockwave attack to hurt enemies that are hugging the walls at the entrance.
  8. Successful Innovation - This time around, we've decided to make something totally different and has never been seen before (at least as far as we know), and we've successfully did it!

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What Went Wrong?

  1. Level Design - Due to our game scope, we had to design the levels at the last minute, and only tweak it when it doesn't feel right. People were getting lost easily as well. The level that actually got redesigned the most was the boss level.
  2. Rudimentary AI - Unfortunately, since the boss is the same enemy class as the regular enemies, it made it harder to change his behavior so he ended up hugging the walls far too often instead of rushing towards the player. We had to make a lot of changes to the boss and the boss level in order to compensate for that.
  3. Rushed Code - Because we have so much to code, we ended up hard-coding a lot of things, which meant that many things such as the boss are hard to change. This meant that there are a lot of unoptimized codes as well. At least the game still runs fine.
  4. Zero Allocated Playtest - We didn't get to have the 3rd day to get people to test our game in order to balance the it so we ended up testing the game ourselves and balanced it based on our feel. We ended up missing a lot of things as expected.
  5. Shoddy Balancing - Due to the lack of play testing allocated, the single shot was useless and healing was a little too overpowered.
  6. Unpolished Art - The art was not planned well. There were some stray pixels as well floating in mid air ingame.
  7. Menu And Tutorials - We made the end screen, menu and tutorials at the last minute, therefore all of it were just texts and graphics. The tutorial screens were too heavy and we could have made it look more simpler.

Play Our Game!

In short, this is probably the largest Ludum Dare game we've ever created so far. It was super stressful and we had very little sleep while developing it. We hope that you guys will come and enjoy our latest game for Ludum Dare!

  • Game link: https://ldjam.com/events/ludum-dare/40/technocide

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What happens to Mutoid now!?

So I created a game for LD40 called Mutoid. I focused on fun gameplay, and I think it turned out pretty fun. If you haven't check it out yet, you can do so here.

The question is, where does the game go from here? I made the decision early on to use Javascript and the CraftyJS library to build this game, but that doesn't translate well to a more complex game design. I have absolutely no regrets using it to quickly prototype my game, it was quick and easy to learn. However, I want to take this game to the next level.

So I'm currently working on a complete port of the game into the Godot game engine.

My plan is to scale EVERYTHING up 3 times. If you have played my game, you know it looks a little fuzzy. This was an unfortunate decision by me to make the main character a 16x16 image. I figured I would save time on the art assets by keeping things tiny, but I didn't think about the fact that the screen itself would show up tiny! So I ended up using some CSS to scale the whole canvas up to a playable size. This makes things really blurry, and makes the game show funny on some browsers. So the first thing I've done is scale everything up 3x. This makes the character a 48x48 image, which is a little bigger than the currently scaled up Mutoid: LD edition.

Besides the various bug fixes that will be implemented in the new Godot version, I plan on expanding the game to my original vision of a full version. The full version will include a few new features like weapon pickups, new enemies (bagger evolution), a few bosses, and controller support. I also will be taking the time to redo some of the sprite animations and general art that I spent next to no time on for the LD.

I have a bunch of other updates on the way for the game and will continue to post about my progress on the port.

In the mean-time here's a glance at the Godot version with things scaled up a bit! mutoidremake.gif

Ludum Dare 40 VR games

As the website does not have search feature, let's make a post for VR games of the 40th Ludum Dare :

JAM

  • Rattletrap VR https://ldjam.com/events/ludum-dare/40/rattletrap-vr
  • Downgrade VR https://ldjam.com/events/ludum-dare/40/downgrade-vr
  • Hit the blocks https://ldjam.com/events/ludum-dare/40/hit-the-blocks
  • Alien System https://ldjam.com/events/ludum-dare/40/alien-system
  • Slashey https://ldjam.com/events/ludum-dare/40/slashey-vr-only
  • (not recommended) Radiant Barrels https://ldjam.com/events/ludum-dare/40/radiant-barrels
  • (disabled) Capitality https://ldjam.com/events/ludum-dare/40/capitality
  • (?) Whale Barf Ball Pit VR https://ldjam.com/events/ludum-dare/40/whale-barf-ball-pit-vr

COMPO

  • Bright Vision https://ldjam.com/events/ludum-dare/40/bright-vision
  • Motion Only https://ldjam.com/events/ludum-dare/40/motion-only

That was all I notice. Comment below and I will add the other games !

My First ever game jam.... and I LOVED IT!! :"D

Hey Guys! Had so much fun participating in #LDJAM40 along with a fellow gamer/coder/artist friend @chetan-pant :P in the Jam category and this was the first experience of participating in a Game Jam for both of us as we are Jon Snow in GameDev (We know nothing) :D Looking forward to keep the enthusiasm for LD41 ;)

Meanwhile check our our game and rate it here : https://ldjam.com/events/ludum-dare/40/shit-happens-ldjam40

OverHeist - A small update

Along with some visual fixes (clearly misplaced objects), we decided to make one of the levels a bit easier :)

You can play the updated version here: https://ldjam.com/events/ludum-dare/40/overheist

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2 days of drawing characters for Jazzy Beats

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Hello there. I've come to talk a bit about the art direction of Jazzy Beats. As usual with our games, we've got a dedicated programmer ~~who can barely doodle~~ and a dedicated artist ~~whose programming knowledge dates to 2002's HTML classes~~. We've also got a cool audio guy around. But my point is, a game like this one was only possible because of division of labor.

So I want to talk about the art. First thing first, the program I used is the free open source Krita, which I use for all of my drawings, spriting and what not. All of our other games' art have been made with it too. The banner as well. And while any digital painting tablet works just fine, I do happen to have a Cintiq display. That's a year and a half worth of commissions though!

Now, what was my workflow to make as many of these sprites as possible? Well, since I did dabble a bit on Unity this time around, the idea was to make "basic poses" only, and manage the transitions through simple Unity movements, like bouncing. So, I didn't have to sprite all the frames. That would have been unreasonable for a project like this. Heck, this was unreasonable. My wrist ended up aching so much by the time of the deadline. But it was well worth it!

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So, by making quick sketches first, then lining them up, coloring and adding extra details, I was able to make a pose. Then another, and another, and so on. Because of time, I had to cut on corners wherever it was possible, so most characters have the same poses. And for purposes of gameplay, some characters are only recolors:

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However, I didn't just want to make the recolors be recolors for gameplay purposes. There's a lot of colorblind people out there, so, trying to make it as accessible as possible, I tried to reverse the values of clothes. Note how the yellow guy has bright pants, while the blue character has a light shirt instead. I admit my ignorance when it comes to how colorblindness works, but I want to say that at least I tried to accommodate.

Finally, since the game was about a very crowded street, I wanted to make as many enemies as possible. Time was a constrain, so there's only 4 different looks (8 if you count the recolored versions). Cutting corners, the second version of characters were just a new layer of stuff above the old one, with some minor tweaking here and there. For example, the second male fan was the same with a goatee, different hair, a scarf and boots. Here's how the final sheet for the yellow alternate fan looks like:

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I'm extremely satisfied with the results. If you happened to be the artist of your game, I'd like to know about your own experiences when working on it, so do let me know!

Here's the link to the game again, in case you'd like to see these in motion. And do leave us some comments if you'd like me to check out your games as well, since I'm really pushing on Feedback Friends this time around. In behalf of my team, we hope you're having as much playing games as we are. Cheers! :whale:

Cyber Sky

Build your own cyber tower. Protect the Core. Reach the sky. https://ldjam.com/events/ludum-dare/40/cyber-sky

https://www.youtube.com/watch?v=8F-EG-gSeOk

beer + parkour

If you like beer, some parkour and crappy ass menus you gotta check this out -> https://ldjam.com/events/ludum-dare/40/dont-get-drunk

It's great, I promise ;-)

Thank you all who have rated the game so far! I've been working to make a mobile game out of this so all feedback is welcome!

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