LD 40 December 1–4, 2017

Did you play Domus?

Domus is a simple city management game where you need to mantain a sustainable city while keeping your citizens happy.

If you haven't done so, you can play, rate it & leave feedback here: https://ldjam.com/events/ludum-dare/40/domus b7M8igDgTtuKKpehl-Redg.png

We decided to finish "Shoot off their lumps" in the next 20 days XD

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First of all, thanks, everyone who left feedback about our game. We decided to DIG DEEPER. It might be very crazy, but we will try to finish our game in the next 20 days. It will be our Ludum dare extreme mode XD

What will it be in the end? The idea is about exploring derelict spaceships to find supplies and scraps to upgrade your ship. Each ship will have few terminals so you can hack into the ship systems and control doors, defense systems ( for example order drones to kill all creatures in the room ).

I won't make autogenerated level ( although it's fit here as we have rooms like in The Binding of Isaac ), instead I will try to make exciting levels with some scenarios and different mood. For example, you may explore the ship and suddenly find that doors you came from not working anymore, and you have to find a new way back to your vessel. Or asteroid is heading right into the ship, and you need to hurry up.

Right now I'm working on simple editor to ease my level making process.

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Flirt the(m)all

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. https://www.youtube.com/watch?v=tz_fldHODhM Press here to Play on-line: https://ldjam.com/events/ludum-dare/40/flirt-themall

Post-Jam modifications for Greed Mania

Hello there,

After considering some feedbacks, I decided to improve my humble arcade game a little bit. Here the additions:

  • Police car: The police car will appear after 5 new bandits and it may arrest one or more of them. giphy.gif

  • The population: Now you know how populated the world is. It is separated between "bandits busted" and "bandits on the loose". The greater is one of the population, the higher the tension. If the tension is high enough, a rebellion or a special operation will trigger. Captura de tela de 2017-12-07 17-26-50.png

  • The border is slightly modified: Now you have the "safe border" and the "danger border". The hit box for our hero was also worked on to be a little more forgiving.

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  • The high score is now saved.

  • Full screen support!!!!!! ( :P ) and the sound is not so loud.

Can you make it to the 2000 points? Here is the link:

https://ldjam.com/events/ludum-dare/40/greed-mania

Did you enjoy playing it? The post-jam version is available as "GreedManiaXXXXPJ.zip", where XXXX is the system specification. Haven't you played yet? Download whichever version and Have fun! If you have the time, rate it and leave your feedback.

Thanks for playing! :D Cheers!

Thanks and stuff :3

Thanks for the rating so far, we've reached 50 already which feels so good! Thanks to all the people who streamed themselves playing i too! It has been a lot of fun to see you guys enjoy the first impression and struggle with the puzzles :upside_down:

If you'd like to play our game but aren't much of a writing fan :pencil: , remember that you can always use the cheat-code that you'll find at the description.

https://ldjam.com/events/ludum-dare/40/grammar-dystopia Title640x512.png

For Better or For Worse

Hey guys !



Check out our game For Better or For Worse, a short story telling ambient experience, where you lead a father thru a dark night trying to attend his daughter’s wedding.

You can download it on our entry page:

 https://ldjam.com/events/ludum-dare/40/for-better-or-for-worse

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Hope you will have a great time playing it !



The LD Jam was as usual a great experience, a way to breathe and let creativity speaks for itself ! 
We can’t wait to check out as much games as we can and see all the great things this contest provides.



Thanks for everything.


Cheers !

[TIMELAPSE] -Who Ate My Pizza?

Finally, the timelapse: (Starts at 2m14s)

https://youtu.be/W7HhZXVQZ-8?t=2m14s

You can play the game here: https://ldjam.com/events/ludum-dare/40/who-ate-my-pizza

Hope you enjoy! :D

We were youtubed!

Our game Captain Capsize By a friendly and frankly very funny chap named randomize user.

https://youtu.be/Yx-RILn9RaA

You can check out the game for yourself here:

https://ldjam.com/events/ludum-dare/40/captain-capsize

MOBS! WE NEED MORE MOBS!

QUICKLY! com help us fill the world with adorable mythological creatures! Take over the nursery and HATCH THEM EGGS! but be careful! the more you hatch, THE WORS IT GETS!

How long will you survive!? https://ldjam.com/events/ludum-dare/40/mobs

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Horny Bunny : 200 ratings !!

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THANK YOU ALL !! If you haven't played yet, come try it !!! :heart: https://ldjam.com/events/ludum-dare/40/horny-bunny

Lovely community - great feedback so far!

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THANKS YOU ALL!! for all the great feedback so far, this really helps us improve our game, we want to keep developing the game, and we'll take all and any feedback we can get and improve our game to fit the feedback given, thanks for all of the great comments, you guys are awesome! great community, if you haven't tryed our submission yet, just head over here: https://ldjam.com/events/ludum-dare/40/stranger-danger-a-nightly-visit We would appreciate it a lot.

  • Wolftek Entertainment / @Nilsson

Tomb Thief - Try it out! :3

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https://youtu.be/mS8SvtKPZqY

DOWNLOAD HERE:

https://ldjam.com/events/ludum-dare/40/tomb-thief

https://ignaciogamedeveloper.itch.io/tomb-thief

TUTORIAL:

You can start stealing by pressing the E key! And drop items by pressing the Space key!

Developers:

Ignacio Muñoz Márquez - Programmer & Design - @gameDevNacho

Antonio Carpintero García - Art & Design - @AntonioOgamer

Sergio Hernández Alcelay - HUD & Art Menu - @MaxxNatale

Miguel Melgar Reyman - Programmer

Proyect by:

@CrazyHomeboys

NOTE: We don't own the music and effects sounds. https://incompetech.com/

Thanks for the ratings and playing.

Super Mailman: Windows binary available

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Not only can you play Super Mailman with your friend(s) since yesterday evening, but now you can actually play it natively on your windows desktop!

Try it out here: LD/Super-Mailman

Late Night Chef Updates

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Thank you for playing the game! The feedback has been awesome. We're definitely going to continue and make this in to a full game.

We have new stuff planned for it, and we've already done most of the fixes needed.

This has been an awesome first Ludum Dare, we will definitely be back for the next one!

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We have updated the Itch.IO page to make it easier overall to read, and added some tips to help get you started in the game.

The Games Page:

https://ldjam.com/events/ludum-dare/40/late-night-chef

Thanks all again!

Try our game: Scraps!

* Plot... *

In a world filled with trash, the fearless robot will go through innumerable challenges to restore the health of its beloved. In search of rare pieces for her to be renewed.

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* Link... *

https://ldjam.com/events/ludum-dare/40/scraps

* I challenge you to complete our game. *

It's only three levels, quite difficult.

We would like to see some theories about what we would like to say in our story (told through images, between levels).

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Mountain Diver - Postmortem

After having failed to submit Thunderbolts and Lightning on LD39 because of some vast miscalculations about the scope of the entry, I was determined to submit this time at all costs. I was relatively happy with it even if, as always, there is a lot of room for improvement.

Here is the link to Mountain Diver’s page on the LD site. Please play it and rate it :grinning:

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Tech/Tools

  • Unity 2017, plus the free DOTween plugin for interpolation.
  • Aseprite, with Photoshop CS6 for additional processing.
  • Recordr, Jfxr and Audacity for audio.
  • To track tasks I used Trello. Below is a screenshot of my board by the time I submitted:

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Process

I learned about the theme at around 6 or 7. After a couple more hours of sleep, I went outside to have breakfast and do some brainstorming. This time I thought the theme was pretty good and it could spawn lots of different ideas, so it didn’t take me long to start coming up with concepts. You can check the notes in the following video:

https://youtu.be/DnKnW5opwVU

Of all those, two started to take shape relatively soon: * The first one was inspired by a verbal blunder of Spain’s PM (he’s mastered those f*ck ups into an art to the point there’s even a Monkey Island-inspired parody game). https://www.youtube.com/watch?v=TGGtSHtaEfI This stuck with me the whole morning the way bad songs do. Eventually it evolved into a full “corruption simulator” game idea, where your goal would be to arrange contracts with corporations in exchange for commissions. Those could be used to finance your party, bribe the press or enrich yourself, but if you were too greedy you would attract the attention of the anti corruption brigades, exposing yourself to jail and electoral defeat. The last notes on the video reflect how I had started to approach this. While I liked the concept the more that I developed it the less convinced I was about it. I also feared that it would be too local and some jokes (read: envelopes) would be missed by a non-Spanish audience.

  • The second was a bit more personal. It revolved around how as time passes and you keep accumulating fears and doubts the harder it gets to speak up your mind, share your true feelings, or simply take action. I was thinking of some linear action-RPG game with some choices. However, every time until now I've tried to translate more intimate stuff into a game I just go blank trying to bridge the gap between the “plot” and the core mechanic (a perfect example of the point I wanted to make, on the other hand). Also, this was likely to have gone out of scope easily.

Time was passing while I kept trying to decide what to do, falling into yet another one of the concepts I’d sketched: Analysis paralysis. I had been thinking of so many different things that I couldn't pick one. Eventually the free-fall / climb mechanic that would become Mountain Diver came to mind. In comparison it was way simpler than the other two (which was good scope-wise), and it just sort of felt right. The winter mountain setting would come naturally some hours after that.

As soon as I had the idea proper development started I started focusing on the player movement and the camera. I’ll deal with these on the next sections, this has already become too long.

What went well:

  • The scope was very scalable. Even if I missed key features such as multiple levels or even level generation, the core gameplay was simple enough and is solid.

  • Change in mechanics. Originally I had added an energy attribute that would be depleted during the climbing stage. Picking crystals would increase the depletion rate, effectively making the game harder. I’d also considered encumbrance, impairing jumps, but At some point I just ditched the energy and went on to experiment with the crystals <=> platforms idea. Now I believe it was the right choice.

    The theme connection was still there and it laid the ground for some more interesting choices (“Shall I pick this or that? will it be too hard for me to jump then? If I don’t, will I still be able to pick the required ones even if I need to use the boost?”) I had to make some adjustments so players that had failed at the diving stage could still have a chance at beating the level and, while that part wasn’t fully balanced, I also think it played the part nicely (even if the boost was buggy)

  • Camera not too clunky. Together with the controls this was one of my main concerns and I’m more or less happy with how the camera works (although it’s by no means perfect). I’d been following an awesome study I found some time ago about 2D cameras and chose some classic target tracking, smoothed with interpolation, plus edge snapping and, on the second part of the game, platform snapping.

  • Sound. Just two hours before the deadline I decided to try to put some sounds. I didn’t want to just use 100% generated effects and I thought it would be a good fit to have at least some wind blowing (at that point I didn’t have the snow particles either) and some basic sounds for user feedback, so I downloaded a recording app and started to blow at the phone.

  • Relatively comfortable development pacing. I did iterate quite a bit with controls, the camera and even the main mechanic, but at no point did I get the impression of being stuck or sluggish.

  • No tech issues. For LD39 I’d switched from Unity 5.5 to Unity 2017.1, and it was a bit unstable, with lots of crashes over the 3 days (I was never sure if that was Unity’s fault, that I’d enabled the experimental new .NET support or perhaps Touchscript not being fully compatible). This time it all worked flawlessly.

What went wrong:

  • Belated start. By the time I finally committed to the dive/climb idea it was past 17h. I don’t generally start coding before lunch, but still I wasted a couple of hours sketching things for the corruption idea or just deciding.

  • The most important thing to me: Glitchy controls, and slippery horizontal motion. I was using acceleration-based calculations for movement, and even if I’d added some drag it still felt too hard for everyone who tested it. I still feel the sting of guilt when someone tells me “I’ve tried your game, but I’m so bad at it”. I could just cheat and say "oh yeah, it's intended to be hard", or "well, you're on the snow, so of course you'll slip", but I'd be lying. It was broken all along :flushed:.

    For example, a stupid mistake I made was not paying attention to the differences in input devices. The game was slightly less slippery on a gamepad, and I didn't realise that on a keyboard (which was what most people were using) the amount of horizontal impulse was just 0 or 1 (on the gamepad you'd get a broader range), making it less permissive. In the end I removed acceleration, and it seems to be better now.

    Additionally, the boost skill is mapped to a separate input than the jump. I’d tried to have both on the same button, but given the way the jump works it didn’t feel right, so I added a separate button to control the boost's charge and release. Still, it was quite buggy and had to patch it too. I’m tempted to revisit all that logic and try to combine them again now to see how it works.

  • No proper character art. I ran out of time to create some decent sprite for the main character and animations, and the placeholder I’d created to sketch how it would look like made it into the final build. I like the design, but it wasn’t final by any means.

  • Insufficient feedback. It takes a while for most people to realise about the catch of the game. While I wanted players to discover it by themselves and potentially keep playing the level to improve their score, I think I could have added some in-game hints to communicate it beter. For exampe, I had in mind camera changes (travellings, increasing the distance so there was more visible space and could anticipate better, or maybe some visual cues).

  • Timed out. Nothing new here. Just look at the Trello screenshot from before :sweat_smile:

Recap

Despite the initial frustration at deciding the game I wanted to make and the issues with controls I really enjoyed making Mountain Diver. As always, I’d like to keep improving it a bit, but, also as always, I can’t predict if I’ll stick to it for long.

Thank you for reading up to this part, and if you try the game I hope you enjoy it!

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Little experience feedback on my first Ludum Dare - Part 2

This article follows this one.

Fourth stage: probably the most complicated. It is about writing down all the rules of the game, and updating all the data involved. It is also the opportunity to redistribute the code in several Javascript files, just to make it easier to find your way around. It is also a first balancing phase. At this point, only one button is implemented, found on the excellent OpenGameArt site, to pass the turn and see the parameters evolve. The background has also been changed. Finally, it is time to add the conditions of victory and defeat.

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Fifth step: we finally start giving the player the power to act! The "End of turn" button finds its place, and all the possible choices are available. All buttons act on the player's rules.

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Step six: This time, it's with the neighbors that the player can interact! It is also an opportunity, given the time pressure, to change the market system to make it much simpler.

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Seventh step: that's all well and good, the buttons work, the game can work and that's not too bad at all, but something is missing... Something very important... Indeed, let's get back to the basic question: how can the player understand what he is doing and why? It is simply missing a help! A first version is therefore put in place, which will prove to be the final version for lack of time. English is not my strong suit (I'm a French cliché, I tell you!), so I'm getting a little help. A "Help" button is added and accessible at any time.

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The final maybe tomorrow! In the meantime, you can test, comment and rate my game here;)