LD 40 December 1–4, 2017

Check These Games Out: In My Latest Batch of 30 Games These Are The Best

https://ldjam.com/events/ludum-dare/40/greedy-dungeon

https://ldjam.com/events/ludum-dare/40/where-ma-friends-at

https://ldjam.com/events/ludum-dare/40/mesus-vs-the-broman-empire

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

https://ldjam.com/events/ludum-dare/40/super-consumerism-sim-2k17-goty-edition

And of course since I have no shame: https://ldjam.com/events/ludum-dare/40/a-spark-of-light

Win10 fix and a few more ratings (hopefully?)

And a partriiiidge in a pear treeeee! So it seems my Windows 10 hotfix worked, which should mean that my game is no longer limited to only Windows 7 users (which when I type it out sounds absolutely ridiculous). Hopefully that means I can get to the required 20 ratings before the 28th!

Try out The Adventires of Mr. Eek O'Nommie & The Invisible Hand Of The Market today! For fee*!

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  • Fee consists of YOUR SOUL

Final push to 20 votes!

Hey everyone! I'm getting close to the 20 votes I need! This is my first first attempt at a ludum dare and I'm very pleased with the results! If you like tile based strategy games, check out my game: Apocalypse Corp!

https://ldjam.com/events/ludum-dare/40/apocalypse-corp

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My Personal Junk Collection + Post-LD Update

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Over 200 rounds of Junk have been played! What I think is especially great is that much less than 200 unique people have played it. Big thanks to the folks who've contributed multiple times to rid the world of unk! Or who have contributed a bunch of extra junk---you guys keep the game interesting :wink:. The image above shows the five boards of Junk right now. The first two are doing pretty well, but the last two need some help!

I have my first Post-LD update out now for Junk. Tt makes some small quality-of-life improvements suggested by many, as well as greatly improving the experience for the repeat players I mentioned above. New update is Windows-only for now, need to get a hold of a Macbook...

If you're interested in participating in this multiplayer madness, click here to play Junk. See you at lunch!

Space Crash has more than 30 rates!

Space Crash already earned more than 30 rates! Thank you all for your votes and feedback, I really appreciate it! :)

If you don't already play my game, taste my interesting concept (that people wrote me in comments) and write your high score!
https://ldjam.com/events/ludum-dare/40/space-crash

Here some gameplay teaser: https://youtu.be/D0pyi2gUe9w

Streaming LDJam games tomorrow!

Hello everyone! I have some time tomorrow to stream some of the LDjam games. I will be streaming @ 5:00PM Central time on my twitch channel https://www.twitch.tv/creamybacon I will be playing and rating games that have not been rated yet, but feel free to put your game in the comments and I will be more then happy to play and rate them. And if anyone has time please checkout my game "Key Master" Link: https://ldjam.com/events/ludum-dare/40/key-master keymaster1.gif

We did it!!!

We finally uploaded Radioactive Runner to the web! Play it here:

https://ldjam.com/events/ludum-dare/40/radioactive-runner

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Any cool games around?

Hey there! I'm away for a few days so I can't do any rating for a while :( That being said, if you wanna let me know of some good games on the block (cough yours *cough), why not drop a comment for when I'm back and we can all look together and whatnot :3

(psst! If you're also on the lookout for fun games, have a bit of time spare and/or are in dire need of ketchup, feel free to check out my game! I'd really appreciate it :))

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Your keyboard IS the Game

* ESCAPE KEY - * Your keyboard IS the Game banneremescape/emkey3.jpg

Each different key in your keyboard is a new step for our brave explorer!! Forget the arrow keys, forget WASD, now you move through your hole keyboard!! Help Capsy to make her escape from the tomb of IMYHOTKeYP.

Might the treasure be hiddent on "y", or maybe "b"? Your brain will soon start to recognize the tiles as keyboard positions, and just moving is super satisfying :D

Play it here! https://ldjam.com/events/ludum-dare/40/escape-key


Today's Doc: Sound Design

Due to the time constraints, we did our best to make NES-style graphics and sounds. We're happy with what we got! Check it out: - Music - by Murilo Bueno - An ominous egyptian tune, just makes you want to escape a deadly pyramid! - Game Over Sound Clip - "Compressed" game over audio! Impressive that we could fit it in the cartridge, huh!

Source Code available!

I uploaded the project to a github repository and added to link to the games page: https://ldjam.com/events/ludum-dare/40/forgotten-machines/ Hopefully it is helpful for some people :)

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I wouldn't mind ratings if you're at it btw ;)

Game Suggestions?

Hello! I'm bored and looking for games to play, so please suggest some (can be yours).

Also, check out my game at https://ldjam.com/events/ludum-dare/40/9-lives

somethin' Duck

Hey everyone, I want to thank you all for playing my game, rating and leaving feedback! It is truly appreciated :-)

In the game you play as a mother duck that attempts to raise little ducklings while dodging nasty crocodiles and snakes! img

I've had some time to improve and add some of your suggestions to the game and uploaded a "post-compo" version. Changes: - Added Snakes as additional Enemies! - You now have to pick up toast slices to grow your ducklings! - You can now knock out crocodiles by hitting the back of their head! - Crocodiles now slightly turn towards you to make it a little harder. - Spawn Rate of Crocodiles increased. - Multiple wild ducks depending on how many ducklings you have! - Added option to display hitboxes. Use this to see how close you can get to the enemies! - Added some background waves - Made player trail a little nice looking. - Added blood splatter

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You can play the post-compo Version here

You can play the compo Version here

Game Page

Any playing, rating or commenting is obviously greatly appreciated!

I took too many drugs... WebGL build now available.

Hey everyone,

Just made a web build for everyone to try out instead of having to download the game. It's not perfect, but I wanted to make it more accessible. Enjoy!

It's 3D so it might take some time to load ;)

https://ldjam.com/events/ludum-dare/40/i-took-too-many-drugs

http://poxelgon.com/ITTMD/

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The Darkest Light : Let's talk about design choices

Hey jammers !

First of all, thank you for all your feedbacks ! As a junior french dev team, seeing that you enjoyed our little game means the world for us !

After 50+ ratings and 30+ feedbacks, a pattern is designing itself. So we want to come back and talk with you about our design choices (good or bad).

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Disclaimer :

The game is an atmospheric horror game, by reading the next part of the post you may spoil yourself the enemy behaviour, the light up / light down mechanic, and some other things. The post is not really a post-mortem, it's more a "let's talk", and we are looking for feedbacks and advices ;)

So we strongly recommand to play the game : https://ldjam.com/events/ludum-dare/40/the-darkest-light


The light mechanic :

"The character has a light which is his range of vision. He can light down and light up. The more light he has, the more enemies will run at him. The goal is to get to the exit of the maze. The game must push players to light up, in order to have the "the more you have, the worse it is" effect." That was the original 5AM Saturday concept.

Next to it, we thought that a constantly decreasing light range, was more stressful for the player, making him light up at a constant rate, creating a "routine" that could be disturbed by enemies and Level Design.

In the level we put door activating braseros which must be triggered by light (sticking with the "light up" mechanic). We used this props to create fear and surprise. In fact, the player must think about the interactable object before thinking about ghosts placed at the exact same range. Cons : The game is short, but this kind of surprise effect could be totally trivial if used too much.

Feedbacks on the mechanic : Good ! It seems to create the stress and surprise effect as intended.

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The ghost behaviour :

The enemies are ghosts who are able to pass through walls. This mechanic allowed us to place them outside the character path, making them instanly more powerfull than the character. We decided to let them pass through walls to link this with le light mechanic : the only place to hide is darkness. You can't loose them passing behind a wall, or hiding in a room corner.

Feedbacks : Good ! Also seems to work as intended. But a bit frustrating sometimes, where your light is really low, and they jump at you so fast you are not able te react and die. Balancing the ghost spotting you at long range, and those sprotting you ate close range is a little bit tricky.

Potential fix : We could slow the reaction time of the "close spawning" ghosts without affecting the others. Thanks to @somethinboutgames ;)

The in game text At the start of the game, some floating text will appear at the bottom of the screen, explaining in a nebular way the objectives and the mechanic.

Feedbacks : some player could be annoyed by the "not mood related" text, explaining a mechanic that they already had figured out. This was a dilemma during the development. We let the text, deciding that the primary goal was that EVERYONE could play it, and EVERYONE could understand the mechanic, knowing that veteran and very smart player would understand it immedialty, and could be annoyed by this.

A solution would be to let it as an option, or blending it to the assest (text directly written on ground or walls)

The character movement system :

The character controller is heavy : up arrow to move forward, down arrow to move -forward, left/right to rotate. The camera follows the character's forward, and it was designed to loose the player in the maze. If the camera was not rotating with the player, it could be much easier to understand the Level Design and get to the end.

It seems to be the major frustration though.

We designed it that way to make the character weak, and to create tension. Unfortunalty it seems we did a little too much on that...

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We'll try to improve this mechanic, maybe allowing strafe, but it will be hard to change it without loosing the tension it 's creating or breaking the ghost balance... If you have ideas, we are totally opened to it !

The bugs and the unfinished features :

-The animations #Not Fixed#

The lacking animations seems to be the major problem of the game, and it's a problem which is planned to be fixed ;)

-The sound mixing #Fixed#

Some sounds (the ghost's screems) seemed to be not well mixed, this is now fixed !

-The light shader

This one was extremly tricky : the field of view must trigger braseros and the ghosts. We are not really familiar with shader, so we did what we could. The solution we found saldy creates some weird artefact when player's light collides with brasero's light. We'll try to improve this mechanic later.

Don't hesitate to let us know in the comment section if you have feedbacks and ideas to improve this little interactable piece of software we did ;)

And thank you again for all your feedbacks !

We will soon upload MACOS and Linux builds !

I made a timelapse!

I made a timelapse of my live stream for Justify the Means!

https://ldjam.com/events/ludum-dare/40/justify-the-means

https://youtu.be/nXoiq_NWsyw