LD 40 December 1–4, 2017

The ore bins are overflowing! Position open for alloy processor! (+Postmortem)

Hey there folks. After a little bit of time to reflect on the madness that can be the LD Compo, I've thought about my game as a whole and the overall process. If you have the time and inclination, please check it out here! I make it a point to reciprocate ratings and feedback to anyone who's taken the time to help. Only one case so far have I had to forgo reviewing a game, but only because the game doesn't have a build I can run (currently macOS/Web).

And now for something I thought would be much shorter than it actually is.

In the Beginning...

When the final round of voting started I was talking with some friends about potential ideas, and one of them stuck to the "more you have, worse it is" idea. They suggested managing a reactor and keeping it from overloading. I kept the idea in my head and when the theme was selected for LD40 I tried to think of an interesting way to implement the idea. Unfortunately it seemed to me that every idea I had I was either unsure of how to implement or so far beyond my knowledge that attempting to go for it would be an exercise in frustration. I had also talked with the developer of the FES Unity framework, but unfortunately by the time I had the chance to look over the documentation it was too close to go time and I couldn't make use of it.

That "Ah ha" Moment

So 9:00PM EDT rolled around and the compo began. I started thinking of ideas for the reactor concept my friend came up with, and my first thought was something like "Keep Talking and Nobody Explodes" -- on the right side of the screen would be some sort of set of minigames used to lower the power level, and as the power level went up some "needy" distraction elements would come online and threaten to end the player's game. I wasn't able to figure out how I wanted to implement the idea, though, and as the first hour ticked along I was faced with the dilemma to keep hammering at the idea or come up with a new concept. I chose the latter, and it didn't take very long to get an idea I was happy with. What if, instead of a reactor, the thing you had to manage were ores being dumped into bins, and you had to process them to keep them from piling up? And that was the "ah ha" moment. The idea was simple and had enough potential to build off of, so I got started.

Night 1: 9PM to Midnight

After I had the basic idea, the time came to implement it. I created the ore pieces in Aseprite (using a wacom tablet) and managed to make an asset that I thought looked good enough to get started. I then did the same for the bins, and got started coding in the ore falling from the conveyor belts into the bins. By the end of the night the ore moved slowly down the belts, hit the ore bin and was destroyed, adding a point to the bin's counter. This took a good bit of time (which flew by) and before I knew it it was midnight. So I went to bed and woke up the next day ready to continue.

Day 1: 7AM to 5PM

The first day ticked along and I got the mechanics for the boxes filling and overflowing set up. I also got the player and their movement working, complete with slowdown as the boxes overflowed. A few more mechanics (like scoring) and a few more hours later and it was time for me to get ready to go to dinner celebrating a family member's birthday -- something I thought was going to take maybe two hours. As it turned out, though, even with reservations it was nearly a four hour time away... time I thought I scarcely had.

Night 2: 9PM to Midnight

When I returned from the party I immediately set to designing the UI. During that process another idea hit me -- a way to upgrade your bins. I wasn't sure if I could make it work or not but my thought was "Well it's only one gameobject and a few script edits so if things don't go right I can revert easily enough." Thankfully that wasn't necessary, and the upgrade mechanic actually worked fairly well. Midnight rolled around again so I wrapped up and got ready for sleep.

Day 2: 7AM to 9PM

The final day had rolled around, and all that really remained was polishing up the graphics and making sound and music. I set to work on that, cracking open Aseprite (amazing sprite editor, by the way), Bfxr (an evolution of the LD classic sfxr) and Terry Cavanagh's amazing Bosca Ceoil music tool. I hammered out the sound and music, and went on polishing up the graphics to something I'd enjoy looking at. Along the way I thought of revisions and enhancements to the game (such as a combo system and the "information messages" that flash on the screen when you try to perform an invalid action). The day ticked on and I started fixing major bugs around 6PM. I think the final version of the game went up at 8:40PM, after fixing some UI stuff and fussing with Unity's animation system. I worked on the itch.io page and my LD submission, hit the go button and things were done.

Postmortem

What went well

Honestly? A lot more than I thought would go well. The upgrade system is basic but gives the player some breathing room, and adding a combo system to the alloy scoring gives the player an incentive to play risky. Tightening the failure condition from "All boxes overflow to max level" down to "2 boxes overflow to 10 of 12 and 8 seconds pass in this state" really made the game feel much more coherent, and fixed a few potential exploits.

What went badly

I'm not happy with the music. I love the drum beat I created (it really has an industrial feel, in my opinion) but the lead of the song sounds like bad elevator music. Also I'd really like to improve my art skills. Making graphical assets with a major visual impairment is difficult (but doable -- if you haven't played my game yet don't let this influence your votes!) and I know there's room for improvement.

What I learned

The biggest thing? Sprite animation in Unity and some of the difficulty in making an animation tree that has an aspect that forces you into a stop state. I almost scrapped the sweep animation altogether because I couldn't figure out how to make it work.

In closing...

This has been an amazing Ludum Dare, and I feel like I lucked out with a theme I could really push an idea out for. I was a whole lot more relaxed this time than in LD38 (we don't talk about LD39...) and that made so much of a difference that it felt almost easy by comparison. I love the way that Ludum Dare pushes my mind to its extremes then keeps on going. And I have what I personally feel is my best game yet to show for it.

If you've read this wall of text, thank you for taking the time.

the tale of Mr. Diggins

hello everyone this is my firt time participating in the LD competition. i hope you like the game and please leave a comment if there are any problems in the game and also please rate the game i need 15 more thanks already. click on the link below to download the tale of Mr. Diggins logo.png https://github.com/mally1mk/the-tale-of-Mr.-Diggins-LD40

click here to rate my game and leave a comment https://ldjam.com/events/ludum-dare/40/the-tale-of-mr-diggins!

Flirt the(m)all

menueminicio/emfondo.jpg Did you play to Flirt the mall yet? What are you waiting? You have here our character Leandro!personajesemleandro/emanimacion.png Press here to Play on-line: https://ldjam.com/events/ludum-dare/40/flirt-themall

Getting pretty close to 20 ratings!

I've been getting lots of great feedback so far on my first Ludum Dare game ever! I would love some more. If you haven't played Psychoserker yet, please check it out. There's a web build and everything! Here's my submission page: https://ldjam.com/events/ludum-dare/40/psychoserker

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Drunken Soviet's secrets ^^

Hi everyone! It's been a while since Drunken Solviet was published and I wonder if someone has found one of secrets in game? :D If not, I have some clues for you.

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There are one shortcut and two secret rooms. Check banners for more vodkas :D

Try to find secrets here: https://ldjam.com/events/ludum-dare/40/drunken-soviet

Make your own levels for Hug Me I'm Cold!

Hug Me I'm Cold is a very simple game, and one of the things I'm sad about is that we didn't have much time to make new levels for it. Fortunately, it's really easy to make a level!

You can check out the game here: https://ldjam.com/events/ludum-dare/40/hug-me-im-cold

(This is totally not advertisement because we need more votes)

The mechanics are simple: For each level, you have to collect a tent and a log and take them to the campsite. There are also sweaters lying about which you can pick up to make you warmer, but the more you wear, the slower you move!

Rather than test my own level design and make more levels, we'd like to see what you could do! Here's a guide for editing one of the existing levels and changing it. Post in the comments with your proudest creation, and vote on other people's levels!

How to open up a level

NB: I don't know if Windows line-endings (carriage return) will play nice with the game and I can't test right now. Let me know in the comments if you have trouble with it.

MacOS

  1. Unzip the zip file.
  2. Right-click on the app file and click "Show Package Contents."
  3. Scroll down and open the directory "Resources"
  4. Open "StreamingAssets"
  5. Open "Levels"
  6. Right-click on one of the levels (one of the files with a file name of JUST the number, 0-6) and open with a text editor. Do not try to add your own; the game will only hold up to 6 levels (at the moment).
  7. Follow the instructions below.

Windows

  1. Unzip the zip file.
  2. Open the HugMeImCold_Windows directory.
  3. Open "HugMeImCold_Data"
  4. Scroll down and open the directory "StreamingAssets"
  5. Right-click on one of the levels (one of the files with a file name of JUST the number, 0-6) and open with a text editor. Do not try to add your own; the game will only hold up to 6 levels (at the moment).
  6. Follow the instructions below.

How to build a level

Making a Hug Me I'm Cold level is as simple as entering numbers in the text file. There's a code for what each number means:

  • ground = 1,
  • playerSpawn = 2,
  • tree = 3,
  • wood = 4,
  • tent = 5,
  • campsite = 6,
  • sweater = 7,
  • wall = 8

You should probably start by filling the level with ground (1), and make sure the whole level is surrounded by walls (8). If you don't, the player will be able to leave the level and drift off into the void! You should also make sure each number is separated by a space, and that every line of the file has the same number of characters.

Replace ground (1) with other numbers to put in different items. I found it easiest to work with the files by find-and-replacing all the 1s with a full stop, making the level, and then turning the full stops back into 1s.

Don't place more than one player spawn (2). You'll end up with more than one player!

Make the level as big or small as you want, as long as it has at least one campsite, one tent, and one wood.

Save the file and run the game*.

*If you're on windows and the level doesn't work, it might be because of windows line endings. If you're in a code-focussed text editor, try changing your settings to UNIX line endings. If you're not...I'm not 100% sure, but this link might help: https://kb.iu.edu/d/acux

Post your levels here and play others'! I look forward to trying them out!

Crate Storm

Try to deal with all the loot crates coming out!

https://i.imgur.com/XTelxrY.gif

(Seems uploading GIFs doesn't work, so here is a link)

Critter™ Sitters | How many Critters™ can you keep alive at once?

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Remember those good ol' Tamagotchi from the 90's?

Those guys were pretty needy, but imagine taking care of 10 of them at the same time... Oooh boy.

Check out our LD Jam entree here! - https://ldjam.com/events/ludum-dare/40/crittertm-sitter

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The comments have been an absolute delight so far, thanks to everyone that's checked it out! :)

Here's a little shout out to some of my favorites so far:

  • The Rubber Robbery: https://ldjam.com/events/ludum-dare/40/the-rubber-robbery
  • To The Depths: https://ldjam.com/events/ludum-dare/40/to-the-depths
  • Chores Simulator: https://ldjam.com/events/ludum-dare/40/chores-simulator

New batch of Steam keys: Greedy Dungeons

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A new batch of steam keys are ready for the game Greedy Dungeons.

Go gram em' while they're hot.

https://gist.github.com/nilsmunch/2ed4e0a96ab80ba16f373a878dac2b30

Flirt the(m)all

https://www.youtube.com/watch?v=tz_fldHODhM A friend made a bet with you: “If you can tie yourself to all the people in a mall, I’ll give you 1,000,000 dollars.”. So here you are, in a mall, with many strange people. You have to accomplish their missions to make them your “special friends”, but be careful because some people are VERY jealous. Press here to Play on-line: https://ldjam.com/events/ludum-dare/40/flirt-themall

Now running HTML5 version

Somehow the controller issue is resolved, so the game is again available for the web:

https://goncalom.itch.io/crate-storm

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First Entry #excited

it was our first ever entry in LDJAM had so much fun with @aditya-shukla working up on this game from scratch

c15c.png Do check out our game and rate it here : https://ldjam.com/events/ludum-dare/40/shit-happens-ldjam40

Now looks better

Made new graphics and i think it looks much better now:thinking:

The game's page: https://ldjam.com/events/ludum-dare/40/eternal-zeros

The game on itch.io: https://s-and-games.itch.io/eternal-zeros scr2.png

Drift Punk soundtrack is here!

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Our music partner for the jam, Fran Romguer just published the soundtrack for Drift Punk over at soundcloud. Make sure to check out the awesome tracks!

And if you haven't tried or voted Drift Punk, I'll leave the link one more time: https://ldjam.com/events/ludum-dare/40/drift-punk/

Honey Money : The stealth game as a robber

Hi guys,

We're very proud to show you our game, Honey Money!

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In this game, you play as Robert, a guy with no money who wants to marry his girlfriend. To be sure she accepts, he decides to steal his own village to buy the most beautiful ring ever!

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Honey Money is a top view stealth game where you have to steal as many houses as possible. To success, you'll have to escape the villagers by hiding in barrels, hay bales and find a way out. You can share your score online so, don't waste any time and go help Robert!

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First Game!

Hey, I made a game for LD40. It's my first game that I made for this contest. I hope you like it :)

(It's not so good xD)

https://ldjam.com/events/ludum-dare/40/sinking-boat

Made it to 20 ratings!!!

My first Ludum Dare game, Psychoserker, has made it to 20 ratings! Thanks everyone for the great feedback! If you haven't played it yet, here's the submission page: https://ldjam.com/events/ludum-dare/40/psychoserker

We added a Web version!

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Web Version

Hi there! We added a WebGL version of our game so the more people can see what we've done for the Game Jam! Check this out!

PLAY WEB VERSION HERE

Our submission page

Bugfix

We also fixed minor bug when the door didn't close after some conditions were met