LD 40 December 1–4, 2017

Post Mortem: Spatium Calorem

First a game-play video (max score, not quite a perfect run): https://youtu.be/PnWi5kkAguo

What was my goal?

Make something in less then 12 hours that could be called a game.

What went right?

  • I managed to make a complete game with a few mechanics in the time given
  • I managed to implement things from Vlambeer’s art of screen, which made the game have more 'feels'/'Juice'. This is to the point that I almost scrapped the game due to how 'boring' it was before I started adding stuff.

What went wrong?

  • No music.
  • Apparently my background was moving to fast and was bury
  • Didn't get the UI menus to work with the controller

What Lesson(s) did I learn?

  • Fast moving backgrounds make some people's eyes hurt
  • UI/feedback quality - multiple people commented about not being able quickly tell their status.
  • Art is still a big deal on how people experience the game.
  • Audio feedback can go from 'helpful' to annoying really quick

What are my goals for next time?

  • Create a (modular) Menu system
  • Create a working options Menu (sound level choices/etc, maybe even input rebinding)
  • Figure out how to make my Menus work with controller input
  • Code up some code modules to cover the basics
  • Learn GOAP AI
  • Find an art style that I can do well and fast (maybe?)

Spatium Calorem

Santa Goes to Town updated !

2 years ago I made Santa explode millions of times!

It was for LD 34.

I really like my game and I still enjoy to play it today !

The controls are not easy to catch (as it’s a left/right 90° rotation) but I’d like you to make a try.

Once you get it, the game is really fun.

Download on itch.io:

https://dmekersa.itch.io/santa-goes-to-town

Some screen shots:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Santa Goes To Town LD34 Captureday2-2 Captureday2-4
Captureday2-5 Captureday2-6 Captureday2-7

Here is the Change log:

-----------------------------------------------
 Release:    LD34c (15 December 2017)
 -----------------------------------------------
 - Add keyboard support
 (space to start / left-right arrows to rotate Santa direction)
 - Updated help screen
 - Version displayed on Menu screen

 

Tags: love2d, lua, update

Comments

tpphu
21. May 2018 · 17:44 UTC
Nice and really fun.

Postmortem: Contamination

So, I figured I'd do one of these as well on my game, Contamination. It still needs a few more ratings so if you're looking for a quick web game to test, check it out! https://ldjam.com/events/ludum-dare/40/contamination

What went well - This was my first time leading a team for a jam, and we didn't fall apart. There were some excellent contributions by all team members. - I think we set the tone of the setting very well between the art, music and other features of the game. In particular, working with a pixel artist allowed me to address some of my own shortcomings in art. - Setting up a generic map generation tool allowed us to quickly prototype the game on a variety of different maps and allowed the creation of our tutorial. - The tutorial seemed to work well, and the high score tables promote some ongoing competition.

What to improve on - How much each member was invested in the team varied a great deal. Some interruptions are to be expected but in general, I still did most of the work. Which is weird when you consider we were a team of 7. I don't really know what can be done about this though, since we're not a real-life team, just online. - ... which was a bit disheartening because I don't actually really like the genre of game we ended up making. It's not my cup of tea so I had to rely on my team a lot for feedback, which there was little of during development. The design changed a few times so that didn't help. At some stage we were going to do skills instead of construction, for example, but it really didn't seem to work with the real-time aspect when I tested it. Probably the issue was just me not understanding the concept. - I had planned more story-driven campaigns beyond the tutorial. That didn't happen because of time pressure. I'd also tried to create a cooler menu background and multiplayer features. For next time I might start with some more boilerplate code for these things.

Compared to my last LD, 38, I think as a team we accomplished much better graphics and overall mood than I could alone. But I don't know how successfully we managed the genre, and my time management could still be better. Still on the whole it was an enjoyable experience - leading an LD team is now something I can check off as having done, and I'm proud of that.

Prinsen Gulden - patch 1.4

giphy-6.gif Yet another patch! Unless anything game breaking is discovered I won't be patching Prinsen Gulden any time soon. I tried to fix as many problems as possible but I'm now at a point where I'm pretty content with the product. Check out the game here: https://ldjam.com/events/ludum-dare/40/prinsen-gulden

Version 1.4 note:

-videos supporting the tutorial have been added to the desktop version

-minor balancing on level sections

-addition of a minimap

For those still finding Prinsen Gulden hard to play, I made a video showing you how to at least clear the tutorial:

https://youtu.be/VAfj4lUZTtY

Happy Friday Play Games

  • Angstrom Interactive Private Beta An oldschool console simulator. Lack of game goals, but really fun to explore. The character-rain gfx and typing sfx are good

  • Bunion

    1 Cute game in this jam.

  • Catamari Rotate a spherical cat to put its very small head on the correct position to eat sausages. Very stupid.

  • Dead End Office Nobody hates picking up money! And the educative ending didn't make the player feel uncanny, that's rare.

  • Don't get drunk Just a really simplistic 2d platformer runner game and a really simplistic idea of screen distortion to simulate drunk feelings. Then the chemistry reaction makes it a really humor game.

  • Horny Bunny Just a fucking game. Literally.

  • House Party Physics simulation punching game

  • Loot Drop A REALLY FRUSTRATING GAME. If you have strong nerves, try it

  • Mining Empire A really addictive game made by a novice developer. Collect, Upgrade, Exterminate, Expand. What else do I want?

  • Rabbit Farmer!!! Exponent inflation is evil, smashing rabbits is evil too!

  • Sailor Wolf Really a depressive game of the topic "You cannot save them all"

  • Sores An artist joined our jam to call on people to care for the poor. However, he didn't do that correctly, for the gaming mechanics didn't fit the mood. Anyway, support ya.

  • Sugarplum Summit A stylish shooting game

  • TetrisTank Made by my compatriot. Just support ya.

  • The Provocateur Collect people, capture buildings, produce rebellion and fight against cops. It's so frustrating a game because you are easily to die accidentally, but it's addictive enough to make you a second try.

  • Quantum's Rick Another stylish game.

  • MY GAME Why I'm spending my afternoon writing this advertising post?

Only need 4 more ratings!

Try Sorted! Sorted is a time management game about sorting crates! Features an online leaderboard!!! Try it at https://ldjam.com/events/ludum-dare/40/sorted Screen Shot 2017-12-03 at 7.13.59 PM.png

Interested in a post-LD game jam?

Hey LD jammers!

I know some of you are keen for a post-LD game jam, so I'm hosting the Movie Game Jam in February, where you make a game based on your favourite movie scene! :clapper: :projector: :sunglasses:

Movie Game Jam Logo.png

There'll also be ~$200 in game prizes! :video_game:

which everyone will have a random chance to win just by participating! :trophy:

PLUS we've organised YouTubers and streamers to play your entries and give you great feedback!

Join Movie Game Jam ->

You can also join our Game Jammer Discord community and follow MovieGameJam!

Assorted notes from making Junk

Broke out a new notebook (any stationery fans doing LD?), but I got to an idea quick enough to only need one page. Oh well, will just make this my gamedev notebook!

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Turns out (modern) Tetris has some complicated rules as to how piece movement behaves. My Tetris-fanatic roommate wouldn't let me rest if I didn't manage to get most of them in the game. You can click here to learn more about that crazy stuff.

Here's an example of a triple t-spin which is only possibly because of the above. Notice how the T block jumps into the hole and it makes no sense whatsoever oh my god

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As my game is (sort of) multiplayer and requires a server, I thought I'd do something quick and easy with Heroku, and instead of a fancy database just use a JSON file. Well turns out that...

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And last, I have some dialogue boxes at the start and end of the game. I needed a way to add pauses to dialogue between lines and sentences, but I didn't want to implement some sort of wait or pause command. Instead, I realized that whitespace would just render nothing...

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If you want to score some triple t-spins yourself (they don't give bonus points but if you tweet at me a recording I will think that you're very cool), feel free to play Junk!

Zap In The Web

Hey Ludum folks,

So I created an HTML version of our game so no more installing .apk files. I've also updated the level design a bit so do check it out. Have fun Zapping zOmbies !

https://roxter08.itch.io/zap-the-zombies

Pet Overload now with improved Mac support

Hi, I published a new Mac build of my Jam game Pet Overload. What's different is now it should work seamlessly with any x86-64 Mac running Mac OS X 10.6 Snow Leopard or higher, and it no longer needs to be installed into /Applications (using CoreFoundation to get bundle path).

Version 2.0 is worked on, Ratings received: 19.3333

The 2.0 Version of the game is currently being worked on. Your feedback to change the time of day, add fog and improve the dialog and item functions are currently implemented. But it will be of course not part of this jam. In other news, our Ratings received are 19.3333. Just one more rating and the game can be part of the jam rating :).

https://ldjam.com/events/ludum-dare/40/this-is-not-a-normal-village

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Check our game

Only 4 ratings left, let's make it happen! ۜ(סּںסּَ` )/ۜ

Try The Hunger Maims if you haven't done it yet.

https://ldjam.com/events/ludum-dare/40/the-hunger-maims

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Thanks for playing. :)

https://ldjam.com/events/ludum-dare/40/the-hunger-maims

Bunnyfication!

Hey everyone! Thank you very much for your comments and ratings! We need just that little bit more to have 100 points in Graphics! Our artists are especially happy about that - 72 hours of drawing and animation work weren't in vain!

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We' hope you'll enjoy the game!

Play now

...and if you like the game, please...

Vote

Check Out My Game !!

Hope you enjoy my tower defense game !! Also pls give ratings :)

+N3PC4.png (Yes it is a somewhat changed version of brackey's tutorial series)

Almost there!

We are almost at 20 ratings! Feel free to play our game and drop us some feedback and help us further improve the game! :wink:

You can play it on WebGL or download it here! https://sir-syko.itch.io/loot-grabber

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Give this game some love

I realize most people will probably assume this is a sock-puppet account, but I swear I had no involvement whatsoever with this game. I just found it in my review-cue, found it one of the best games I played, then noticed it had next to no reviews or comments yet. Anyone interested in some frenetic frustrating fun should really check this game out. (Even if I ran into a recurring glitch in level 3-3.)

https://ldjam.com/events/ludum-dare/40/the-800-page-hedgehog-and-bunny-epic

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Of course, feel free to check out my own game too. But I already got a bunch of feedback on it, so if you only have time for one game, try the other one.

You need more ratings? You will never believe how [...]

Hi hey,

Have you ever felt like

Hey, I want to play a game to get my game :chart_with_upwards_trend:?

And then you thought

Maybe something else this time with nice graphics ~~and without bunnies~~? :rabbit:

I have an awesome solution for you: Play THIS game!

it contains: - :innocent: :worried: :sob: :ghost: :skull: :smiling_imp: :scream: - 8 Minutes gameplay

and - no more clickbaits - no bullethell - no bunnies - less ratings received than given! *

(*) = at the time I wrote this.

ps: play the game

pps: don't get clickbaited (but this one is worth it!)

RuPaul’s Drag Race All Stars Season 4 Episode 2 Super Girl Groups, Henny

RuPaul’s Drag Race All Stars Season 4 Episode 2 Super Girl Groups, Henny. This is what you really need fans, RuPaul’s Drag Race Season 3 contestant Stacy Layne Matthews returns for a musical collaboration with the queens of All Stars Season 4.

RuPaul’s Drag Race All Stars (season 4) spoilers here, The fourth season of RuPaul’s Drag Race: All Stars was announced by VH1 on August 22, 2018. Prior to the official announcement, RuPaul confirmed in an episode of his podcast What’s the Tee?, that filming for the fourth season was underway.

Season 3 winner Trixie Mattel hosted a special, Trixie’s Playhouse, to announce the cast for the fourth season. It was originally scheduled to air on November 8, 2018, but was postponed to the following day due to the Thousand Oaks shooting.

Working-Below:
https://tinyurl.com/y9g539ad
https://tinyurl.com/y8dfbvzy

The season premiered on December 14, 2018, on VH1, one week after RuPaul’s Drag Race Holi-slay Spectacular, a Christmas themed special episode of RuPaul’s Drag Race.

All Star Super Queen Variety Show reviewed here, On the main stage, Gia, Latrice, Manila, and Valentina were declared safe. Monique, Naomi, and Trinity received positive critiques from the judges for their performances, with Monique and Trinity being selected as the top two All Stars of the week; Naomi was declared safe.

Farrah, Jasmine, and Monét were criticized for their performances, with Farrah noticeably falling over during her performance. Farrah and Jasmine were placed in the bottom two, and Monét was declared safe. Monique and Trinity lip synched against each other to Mariah Carey’s “Emotions”; Trinity won the lip sync and eliminated Jasmine.

Tags: RuPaul's Drag Race All Stars 4x02 Download, RuPaul's Drag Race All Stars 4x2, RuPaul's Drag Race All Stars 4x2 Online, RuPaul's Drag Race All Stars S04E02, RuPaul's Drag Race All Stars S04E02 Full-Series, RuPaul's Drag Race All Stars S04E02 Super Girl Groups Henny, RuPaul's Drag Race All Stars S4E2, RuPaul's Drag Race All Stars S4E2 Full-Stream, RuPaul's Drag Race All Stars Season 4 Episode 2, RuPaul's Drag Race All Stars Season 4 Episode 2 Full HD, RuPaul's Drag Race All Stars Season 4 Episode 2 Full-Episode, RuPaul's Drag Race All Stars Super Girl Groups Henny

Slithering Secrets Speedrun

My fellow game makers and I have figured out a couple of "exploits" that can be used to speed up your character in game. Finding these "exploits" didn't required knowledge of how the game was developed we just played the game and discovered them that way. I'll give you a hint since your reading this... one involves fully utilizing the controls and the other involves the columns.They both WORK equally as well in both the web version and windows exe versions but only the windows exe LOOKS correct. This is due to a movement bug we ended up only rigging right before the deadline.

Anyway without further ado... as promised here is my speed run of Slither Secrets! I managed to complete the game in 1 minute and 29 seconds..... Do you think you can do it faster?

https://www.youtube.com/watch?v=YOLxq4u2g

Give it a shot. You can try it out here: https://asimovindustries.itch.io/slithering-secrets

I feel like rating some games

It's been a while since I've submitted my game! Now I feel like rating some of yours, so make sure you put your game in the comments and I'll rate it!

If you want to rate my game aswell, I wont stop you ;) https://ldjam.com/events/ludum-dare/40/shooting-shadows

Actually still working on LD 40 entry

Since ludum dare, we took a little break to figure out better what to do with this game acutally.

And now we are ready to make it so it better fit your advice and everything that we wanted to add at first.

The main part of it is multiplayer, I don't know if we can make it as we have never done this before but we will try our best :smile:

If you guys haven't heard about our entry for LD 40 feel free to check out our page!

Sugar Addiction upgrades

I planning to create something like Kid Chameleon, where the girl can use special hoods with habilities.

It will have a lot of little stages that are a maze like classic Gauntlet, if you take the wrong exit you can go back to a previous stage, because you are lost in the forest.

She needs to start thin so i can make her getting fat after eat too much. LittleHood_CharacterDesign..jpeg

The compo game link: https://ldjam.com/events/ludum-dare/40/sugar-addiction

HELP US GET TO 100!!!

we're so close just a few more!

Rate our game and leave ur game in the comments so we can rate yours!

https://ldjam.com/events/ludum-dare/40/virus-detected

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Please rate us! Sorry I had no time for update

asdasd512x288.gif You are a soldier that needs to get to the exit using only knockback from his weapons. Missed bullets loop around the room and enemies are trying to kill you. !

*Rate Here: * https://ldjam.com/events/ludum-dare/40/you-are-already-dead

*Play Online: * https://init5.itch.io/you-are-already-dead

Only 5 ratings to go!

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Only 5 more ratings to go! Help us out :D

https://ldjam.com/events/ludum-dare/40/jump-plus

oN THE RUN !

iTS WORKING GUYS...YOUR RATINGS ARE WORKING ! THANKS A LOT FOR THE SUPPORT.

Only 10 more to go. Check out our game and rate us while we crack on Your games !

https://ldjam.com/events/ludum-dare/40/zap-the-zombies

Potion Commotion Version 1.1 OUT NOW!!!

After a lot of work, we have tightened the controls and improved the camera.

Controls and cameras are not exactly easy to do in the maximum of 72 hours afforded to you for Ludum Dare but after the jam they are always a major complaint. For Potion Commotion the game was barely playable on keyboard and mouse and felt a little loose on controller. The camera was pretty bad too in tight spaces it would go from right at the players face to as zoomed out as possible by just moving it slightly, it would also never follow the direction the player was moving which led to some frustrating situations.

Here's how I tackled this:

So the majority of the complaints were levelled at the keyboard not having enough precision. This is a big issue for a platformer but the solution was relatively simple. I added a dash button. This moves the player at max speed and not holding it moves you at about 0.6 of the old speed. This allows you to cautiously line up jumps or slow down before you overshoot a platform. After some testing however I felt a little more control was in order. This time I focused on the jump implementing a classic solution and making it so holding it down would make you reach full height but simply tapping would cause you to hop. I also added a simple look sensitivity control.

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Now the controls were better but I was still having trouble using them as I couldn't always see where I was going unless I was always moving the camera. To fix this it was a simple matter of having the camera align to the direction the player was heading. Once I had that though I noticed I couldn't stand being in tight spaces in the game, and not because I had claustrophobia, but for the same reason tight spaces feel awkward in so many games. They simply felt cramped and the camera suddenly zooming in and out really didn't help. My solution is I think the most interesting part of this update. I realised that in tight spaces the camera never really needed to be at it's maximum distance from the player so I made a system where I used the average of the maximum distances up, forward, backward, left, and right as the maximum distance for the camera. This way in open and closed spaces the camera would have a much more consistent distance. To add to this I realised that by zooming in on the player I was obscuring more of the environment, so I linked the cameras field of view to the cameras distance from the player. Now you could see more of your surroundings in tight spaces and in open spaces you didn't get any distortion fro m the higher field of view.

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Some of the small things I added in this update include a new bounce animation, some bounce particles, and a particle effect when the monsters turn back to sheep.

You can find Potion Commotion Here

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The magic way to get votes

I know you are all desperate for votes on your games so let me tell you a little secret guys:

The best way to get votes is by rating other games! It is that simple! Why should other people play your game if you yourself only gave 2-3 games a chance yourself?

Just a few more ratings

Hey guys, we only Need a few more votes to show up in the scoreboard, so please go ahead and leave your voting on our games :) We will return that favor, if you leave a comment, of Course :)

https://ldjam.com/events/ludum-dare/40/more-to-loose/

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Only 3 votes to go

https://ldjam.com/events/ludum-dare/40/the-weighty-island

this is my first ever ludum dare and it pleases me that i only have to get 3 more votes to see my ratings... however that is still 3 votes, i just need 3 votes :( also i started developing a 3d version of this game with multiplayer and stuff, so you can look forward to that in a few years time...

Anyone Giving Quality Feedback?

So far, I haven't gotten any feedback over three lines. People comment to tell me that they like the game, and maybe mention a couple things, but I haven't gotten any feedback that really critically analyzes my game. If everyone comments that they like what I'm doing, and then I get a low score, I don't know what to fix. So come at me. I need to learn what I can do better, especially being a novice with Unity. https://ldjam.com/events/ludum-dare/40/sugar-crash

Babies with Guns

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Have you played it yet? I am listening to feedback for the post-jam version of babies with guns.

You can check it out here: https://ldjam.com/events/ludum-dare/40/babies-with-guns

We're recording a rapid-fire Let's Play tomorrow. Submit your game!

Some of the members of our game's team are co-hosts of an indie gamedev podcast, Nice Games Club. Each month we also record a few Let's Play videos for YouTube, and this month we're going to play a bunch of Ludum Dare 40 games!

NicePlaysem20171009/em1400x1400.jpg

Our Let's Play episodes are by design very short, only 17 minutes, so we're going to play each LD game for just one minute (we have an egg timer), and try to get though as many as possible.

If you want us to play your game tomorrow (Saturday Dec 15th), comment here ASAP!

THANK YOU ALL!

20 Ratings! Yaaaaay!

You can play OverHeist here!: https://ldjam.com/events/ludum-dare/40/overheist

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A question for all

So truth be told, I am pretty much over this Ludum Dare. It was fun and I'm pretty happy with the concept I came up with, but certain things about the execution could use some changes and fixes.

But it's eating at me. Not in a big way, but it's clogging my efforts with other projects. As such, I'm considering cancelling the post-jam version, or at least postponing it indefinitely.

So I'm asking you, honestly. How interested are you in a proper version, or a finished version? Does it make sense for me to continue with the post-jam version, or am I better off dropping it and moving back to my other projects?

Thanks for reading, and please leave a comment if you have any thoughts.

Honest rating lifehack

If you know your game won't be rated well anyway, there's no need to comment anonymously!

hashtag pro moves

@markoskwkm absolutely DESTROYING our game.

https://www.youtube.com/watch?v=clKfl0phRuE

If you've played the game you'll understand how difficult this is. Unbelievable. I would be very surprised if anyone ever takes 1st place from him on the leaderboard ;)

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Play 'Dog-Off!' Here

Just few more day but Juden break our border-line.

Thank you for your ratting and especially all those nicely feedback comments. But the more we have, that's not the worse it is.

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By the way, I have something more important to tell with your guys.

The huge waves of Holy Kingdom Juden are coming. They aim for the gold when general @svr-audio and @louspirit are busy to push enemies back to Moonlight Forest and Rahasac Desert.

Meanwhile hundred combats each day is broken out on Mystic mountains. @lugdumdare-team are busy with them.

We need you whoever you are and wherever you come from. Stand up and fight for our descendants-GOLD. We just need few for days to hide those gold. Or at least leave some advice to improve the morale of our men.

COME! MAKE YOUR MOVE TO PHAERIA KINGDOM! https://ldjam.com/events/ludum-dare/40/phaerias-mine

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Jazzy Beats' Fun Facts!

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The reception we’ve gotten for Jazzy Beats has been fantastic, and it’s been fun to reply to them and to check out your games as well. But there’s some things that are still yet to be said about the game, so we decided to make a list of some interesting tidbits about the game’s development, references and so on. Here we go!

1. Lava lamps saved the game

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After 4 hours of brainstorming, we still had no idea of what to make for the Jam. For some reason, we got stuck with Idols as our theme. Eventually, @jorgegamedev suggested Lavachan, and it all started to take form after that. I made some sketches, and eventually, she became the first finished sprite, which then we ended up calling Lavasama instead. However, we opted from using her as a protagonist, and she was too cool to be an antagonist, so now she’s just a cameo on the background. Still, if it weren’t for her, who knows what we would have done instead.

We originally wanted a comic/noir feeling to the game. To contrast with a darker world, I made Jazzchan because she’d be yellow, and instruments like trumpets and saxophones are common in noir media. For her rival, we made Bluessom, since her colors would contrast, and Blues seemed like the perfect enemy of Jazz. While her name’s not as catchy, Bluessom is also a play on words on Blues and Blossom, because of her outstanding flower.

2. The World Ends With Skullgirls

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We’ve been told that our game resembles TWEWY and Skullgirls. It’s not by accident, as both games were visual and mechanic inspirations for the game (and so was Dynasty Warriors). Because we had girl idols fighting, and we wanted to put it on a Shibuya-like street, we kinda merged them both. Since originally the gameplay wasn’t as spectacular, we eventually made it so there were a lot of enemies on the screen at once, like in Warriors games.

I already mentioned that I made Jazzchan yellow to contrast with the world (which, in my mind, was far more red and dark than the final product). The color came first, and then the theme, which was a result of playing too much Skullgirls. So, she is heavily inspired on that game’s Big Band.

3. Do you like anime?

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We love anime, manga and japanese games, so we put some references here and there. Specifically, @jorgegamedev wanted to make a pun about that Dragon Maid one. The 140 is both a reference to the Shibuya 109 building and TWEWY’s 104 homage. It’s a 140 now because @jorgegamedev wanted to make it a reference to Ludum Dare 40. Boom! 3 references in one! And finally, because Steins;Gate is a recurring joke of us since I promised to watch it 2 years ago, I just put the satellite crashed into a building.

While not anime and not necessarily a reference, I made the lamp posts while thinking about The Beginner’s Guide. Just a nod, unless you want to give it a deeper meaning.

4. Whales and Games' references and inside jokes

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I also drew a bunch of things to reference other projects from Whales and Games, including released and unreleased ones. Let's be honest: There's pretty much no way that anyone playing on the LD Jam would have gotten them. You should still go play the rest of our games though.

A quick round up of them:

  • Dapper Sushi’s fish is a reference to an aquarium game we never actually made, but the character is just so funny to me I reference it on every opportunity.
  • Gladiator balloon and Petty Puny Pizza signs are references of older LD games. Blatant pitch for you to check them out
  • Shockwave Cereal, seagull, missing poster and everything on Empire's Springs are references to projects currently in development ~~or missing in action~~. You can find more of them by following us on twitter.

5. It's about artistic liberties

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@jorgegamedev showcased some gameplay to friends who said that the street looked weird. I'm never been good at perspective or buildings, and it was too late to fix anything, as we were approaching the end of the game. So, pretty much just for kicks, I added a nod to the whole situation. It's about integrity, okay?

Wrapping up

I hope that you liked having a bit more of insight about how Jazzy Beats came to be. We're just some guys trying to make games while having stupid fun while we're at it. Here's a link to check it out again, in case you haven't tried it already. We've had a blast reading your comments and playing your games. It's been fantastic! If you also want to chat and hangout, you're more than invited to our Discord Server.

That's pretty much it for now. Have a whale of a weekend! :whale:

Other articles of interest, upgraded with clickbait titles: - Jazzy Beats' Music made by someone with a computer. Orchestra musicians HATE HIM - Is Jazzy Beats the latest Newgrounds megahit?! CLICK HERE TO FIND OUT - 6 ways Jazzy Beats drew his artist insane. You won't believe number 5!

You want some honest feedback for your games?

I got some spare time over the weekend. Like last year I decide to use the time to take a look over some of your games. If you like to get some honest feedback for your games, feel free to leave a comment down here and I will look them up, Cheers!

Rate Goodnight Sheep AND Samurai Shaver Today!

Team Cocoa Moss made it out of Ludum Dare with not one, but TWO games! It was hectic, but we did it -- hooray!

First up, Goodnight Sheep, an interactive story about how having too many thoughts can prevent you from falling asleep!

goodnight-sheep.gif

And next, Samurai Shaver, a Rhythm Heaven-inspired music game where you slice hairs to the beat!

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Let us know what you think of our games!

Try Sorted!!!!

Sorted is a time management game about sorting crates! Features an online leaderboard!!!! Try it here: https://ldjam.com/events/ludum-dare/40/sorted Screen Shot 2017-12-03 at 7.13.59 PM.png

Me Wants Feedback

Have you seen my game? Leaf Me Alone? HERE IT IS! Gimme some feedback and a rating! Screen Shot 2017-12-03 at 1.10.26 AM.png https://ldjam.com/events/ludum-dare/40/leaf-me-alone

Over 20 votes!

Ratings received: 25.25!!!

Thank you for voting!

Please come to our game if you haven't tried our fox :fox: and pigeons

Link Here: https://ldjam.com/events/ludum-dare/40/the-hunger-maims

As mentioned before: some screenshot from blender with my 3D models :)

For starter, I have problems with model scales, forgot to set up units in meters in blender, made @subztep trouble to rescale everything I did, first model - pigeon was fine, simple shape with rigging, it just worked. pigeon-made.gif

^^! Trouble started with fox, got really huge ambition and dare to create a fox! 1 > found a perfect image 2 > started from a cube, didn't know how to do feather.. half day passed already, okay.. just followed my gut ^^! 3 >applied rigging, OMG! Fox tail twisted, panicking.. still can't fix it.. right, this is how it is! fox-made.gif

And 1st animation didn't work in Unity, tried like 10 times.. ok.. tested every time when imported to unity, finally it imported > not the best movement in our game, at least it works. ^^!

This one unsuccessfully failed in Unity import, but I really like the movement.. fox-animation.gif

The Will of the Wisps: Post-Jam Update Version

WillOfTheWisps-PostJam-TitleScreenshot.jpg

First off, the three of us wanted to extend a huge thank you for all of the kind support and feedback you've given us for our game, The Will of the Wisps. We have been inspired to keep working on it, thanks to the encouragement and constructive ideas we've heard from so many of you. It really means a lot to all of us!

We are very excited to share a new take on this game, which we've been working on since the jam ended! (Links to the Post-Jam are in their own section of the game's page!)

What's New:

TWotW0013.gif

The Post-Jam version adds back in many of the ideas that time and editing decisions kept us from adding during the Jam itself. This version features:

  • An expanded map with new areas and new artwork
  • New threats hiding in the shadows, and elsewhere
  • A faster, more dangerous enemy
  • A new game mechanic the main character can use to try to survive
  • New animations and ending sequence
  • A ton of small bug fixes, visual improvements, and tweaks to the layout and pacing

Importantly, many of the additions here were things we had originally imagined (and in some cases even started to build) during the Jam. But as the limitations of the 72 hours became clearer, we moved away from a few of them in order to make sure that what we had felt complete.

TheWillOfTheWisps-NewArea.PNG

All of the new artwork here was actually completed before the Jam ended, so it was important to us to give it a chance to finally be seen and included in the game. The music is a slight revision to the jam version, and now better paired with some of the (new and improved) sound effects and ambient audio we'd developed during the jam to make the world feel more atmospheric. And the gameplay features were things we'd been brainstorming, hoping they will make the game a bit more tense and interactive.

But, most importantly, we hope the changes make wise use of your feedback and constructive comments and critiques! Several of these changes were things we definitely agreed with as we read through your comments. We hope this smooths some of the original rough edges, and also explores some of the suggested improvements to the overall gameplay and feel.

Most of all, we very much hope this feels like a natural extension of the Jam version. It's a slightly different take on the same idea, and we'd love to hear your thoughts in comparison -- from anyone who has tried the original before, or anyone who is curious to try a before and after version now!

Please try the new version (and the old version!) of The Will of the Wisps, and let us know what you think! Thank you all again!

Can you become the Key Master?

As far as I can tell no one who has played my game has beaten the it! So the Key Master is still out there some where... Is it you? keymaster1.gif A big thanks to everyone who has played and rated my game. I might have made it a bit to hard, but hey that's half the fun! Please check it out, I only need 5 more ratings! And let me know in the comments if you are the one who will become the Key Master! https://ldjam.com/events/ludum-dare/40/key-master

Blog Post

I just wrote a post about my experience of the game jam.

What I learned this Ludum Dare:

An astonishing number of games don't mention the controls used anywhere within the game.

This might sound like a strange observation coming from someone whose entry was vague about controls, but part of the PURPOSE of my game was for the player to have to decipher what to do. And, even so, I still directed the player to "click" and told them to use "Space" with a piece of text that spanned half the vertical length of the screen. Aside from those, arrow keys are the only other controls used in my game. So, even for a game whose INTENT is for a player to FIGURE IT OUT, I still told players 66% of the controls. So many people didn't mention them at all - it's astonishing. And, if you tell me, "it's on the LD page," I'll respond by saying, "You gave me an entire folder of stuff to download and not once in that folder are any controls mentioned?"

Here's a fun fact: I had a power outage during the review process. Guess what I could play during that power outage - previously downloaded games that told me the controls. I couldn't go on some site and learn the controls, nor would I want to.

You have to convince me (or anyone) to play your game.

The second I can't play your game in a browser or without downloading something, you've given yourself an extra job of needing to convince me to proceed. When I began the jam review, I only played in-browser games. After all, with thousands of game options, why would I download some random game that might be junk? That being said, I remember the very first game I downloaded from this jam. And, you know why I downloaded it? I was intrigued. By the title. And by a picture. By a post. That game was "Unicorn Fart Jam."

You're intrigued too, aren't you? I also remember the second game I downloaded; I think I was convinced by all the glowing comments. Maybe some pictures too. That game was Nabi. Both of those games were worth downloading, for very different reasons. By the way, when the power went out, I played Nabi again. Ironically, to my first point, this game doesn't explicitly tell you the directions, but they are intuitive, and, by that point, I was probably already hooked by the look and feel (and the comments), anyway.

Both those games convinced me (in different ways) to download them. And they set a high bar for future downloads. If your game page says, "this is something I threw together in 6 hours" and you're asking me to download something - I'm not doing it. I'm not wasting my time, if you can't put the effort in.

That being said, I can be convinced in different ways. One game, I was convinced to download because they received a lot of harsh comments in their game feed. In my own game feed, I had someone tell me "its something that I could pull off in way lesser time" so I could sympathize with receiving harsh comments, and I checked out their game.

Some people are d!ck5

That's all I have to say about that.

The Theme should be used WELL (or just don't use it, idc)

I got no problem with the LD40 theme, in spite of my game and its title. But, a ton of people were not very innovative about it, in my opinion. I think this can be factually proven - just look around at all the games that used the theme in the same way. The ones that stood apart were innovative about it. In other words, if your game merely did one of the following:

  • the more enemies you have, the harder it gets
  • the longer you live, the harder it gets
  • the more you collect, the harder it gets

Then, thematically, it wasn't innovative. Also, if your game merely did the above, thematically, then your game probably became difficult quickly, which brings me to my next point:

There were a lot of difficult games

I think a lot of people fell into the theme trap implicit to the theme, "The more you have, the worse it is" and their games became difficult to unplayably difficult, which often became not fun, or worse. In my estimation, the games that elevated themselves in their use of theme did one of these things:

Provided a pressure relief valve.

While they may have included an element that made things get worse (more coins, more food, etc) they also provided a way of getting rid of (dumping) said element.

The simple game, "Brick Racer" comes to mind. I played this game early on, and remember the comments claiming it was too easy. The objective of the game is simple - get from point A to point B. And, yeah, that is simple, if you're going as slow as humanly possible. But, this game has a timed online leader-board. So, the goal is to go fast. The "gas pedal" is essentially a pressure relief valve, or a choice, as it were - you choose your speed, and, therefore, your difficulty level (which brings me to my next point).

AND/OR

They gave the player alternative choices.

"Factory Panic" comes to mind. You can play it one way and have the game progress to a certain difficulty, but, then, because of the various choices available, no matter how difficult it gets, you can always think to yourself, "well, what if I played it this way instead." It might not actually ever become easy, but it can encourage the player to play again, because they're trying something new - a new strategy, approach.

AND/OR

There was a nice difficulty progression.

Early on was easy, so that anyone and everyone could at least play their game for awhile. On the flip side, for the skilled players, the game eventually became rather difficult.

Ludum Dare was fun.

And I plan to participate again.

That's all for now, though there's probably other things I learned. If you have any take-aways that we can all utilize in LD41 (I plan to participate), feel free to post them in the comments. :)

Famous Knight

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"You are a Knight, under her Majesty Service, defeating Dungeons for your king. Only problem : you are too famous. Protect your groupies in the dungeons, defeat the 3 differents bosses, customize your character and enjoy playing"

Check our game :

https://ldjam.com/events/ludum-dare/40/famous-knight

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Thanks Everyone!

My Ludum Dare 40 entry Shape Invasion has now received 20 ratings! Thanks to everyone who rated and/or commented on the game!

Uh Oh!.jpg Ludum Dare 40 has been a MUCH better experience than I thought (The event was not AS bad as I might have made it seem in the description on the entry page).

Now I'm REALLY wondering what my game's score will be in the end... Oh! And good luck to everyone else, too! :D

Thanks for Rating

Thanks for Rating our Game!

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

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My favourite ludum dare game (not my own)

My favourite game so far is battle rap vr. You are playing a captain of a small ship which is attacked by small hooligan robots. And you have to destroy them, before they destroy your ship. And trying to repair your ship before it falls apart. All this in VR. It is real fun and after you noticed you will not collide with anything in real life, you burn some calories, running around to repair your ship and destroy this little pests. It is a bit sad it received only 17 ratings. It is not my game, but I think it deserves at least the 20 ratings needed to part of the jam compo. So please have a look :).

https://ldjam.com/events/ludum-dare/40/rattletrap-vr

d3c7.jpg

Work in progress

So this is the evolution of my LDJAM entry for now. I've added melee weapon, polished movements, finish shooting mechanics with all visual effects. Next todo: throwing objects in enemies, AI. After that work done I would be able to provide new demo : )

https://youtu.be/Xlsw2a62wMs

Searching for Games

Hi, i want to test the game of a friend. I only have the name of the game tho. How can i find the game via name?

thanks!

Don't Sink

cover.jpg https://ldjam.com/events/ludum-dare/40/dont-sink Thank you to everyone who voted and will still vote on games! Here's my game, "Don't Sink". Simple mechanic of dodging incoming cannon fire along with deadly man-eating sharks! I made it within 24 hours for the LD40 Jam.Sample.jpg You can also check out a new game I just finished today, it's called "Vaxin" in which I also added an option where you can submit scores for the top score page.https://alvinasiaten.itch.io/vaxin Screen.png

Happy Gaming Everyone!

Help us get to 100!!! So close!

we're so close just a few more!

Rate our game and leave ur game in the comments so we can rate yours!

https://ldjam.com/events/ludum-dare/40/virus-detected

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Level editor!

I'm currently working on a little project: a level editor for my game Armed Descent!

ludumeditor.PNG

Do you ever think to yourself while you play, "Wow, Acr515 really sucks at making these levels. I could do so much better!"? Well, now's your opportunity to build and play your own levels! When this is finished, I want to give players the ability to create strings of levels to play in one (much like the regular levels in the game), and I'd like to make a way to export the levels so people can play each others'!

Boiler Room Defense: A much too long and detailed Post Mortem

So I've written a detailed Post-mortem for my LD40 game that I wanted to share. Sorry for the verbosity ;)

After I had made a fairly successful game in Ludum Dare 38 , I have been dreaming of maybe, just maybe, I might be able to reach the top 100 one day.

Apart from that long-term goal, I had some things I wanted to achieve: - make an atmospheric orchestral soundtrack using the knowledge from the piano lessions I had been taking for about a year now - record voice work (possibly a narrator since I suck at acting) - make a game that is more unique than anything I had done before.

Now let's see how that played out.

Preparation

Normally my family is kind enough to plan a weekend trip during LD. However this time it wasn't possible, so we had to find a way to allow me to work without interruptions because I get distracted easily with people around me. It wasn't ideal but I'm happy that they give me the time to do this once or twice a year.

I did my grocery shopping the day before and made sure all my tools work (midi keyboard, Wacom, GameMaker, etc.) I also prepared some boilerplate code (https://github.com/Cerno-b/gamemakerstartupproject) that had some useful routines in place (controller support, generic title screen, etc.) Before going to bed, I read all the theme candidates and picked one as an exercise to see what kind of game I would make out of it (it was A Single Resource).

Day 1

6:00

After waking up, my initial feelings about the choice of theme were mixed. I had given it a +1 in round 3 but a 0 in the final round. It is a very good theme because it is neither too specific nor too vague, but I struggled with an idea that would lend itself to my goals.

I knew from the start that I didn't want to make a game with the concept of "collect x and the game gets faster/harder". I also didn't want to equate "worse" with "more boring", as in "the game gets slower as you progress", as I thought I might struggle with making it fun to play.

Some early concepts fell by the wayside:

  • A "Choose your own adventure" game about getting infinite wishes from a genie. You make choices for your next wish, but every wish gets corrupted. You have to outsmart the genie and use his wishes against him. Perfect for narration, but I was afraid it would be too ambitious for my writing skills
  • A Runner game where coins you collect increase the speed (but give no other benefits). When you collect coin magnets, chaos ensues. Procedurally generated terrain. Didn't make it because the premise was too simple.
  • You control a biological organism that grows appendices which let you fight off waves of attackers. You attack using keyboard keys. Each appendix is controlled by a different keyboard key (the fun starts at more than 10 appendices).
  • You can inject yourself with a brain-growing drug, but your head will get larger and larger so your character will get more and more top-heavy and harder to control.

After two hours of brain-racking I decided on the idea of having bullets stick to the wall so that you have to be careful about not missing your opponents. Clearly I had to give up on my original plan of using an orchestral score for that idea.

8:00

Although I had some boilerplate Game Maker code ready in advance, I struggled with a few things before I got into the flow again (the with/self/other mechanics are kind of unintuitive to me). I stumbled upon the suggestion to increase the frame rate from 30 to 60 in GameMaker and it made a huge difference.

prototype_0.gif

9:30

Soon I got into the flow and made good progress on the game mechanics. Previous experience on steering behavior accelerated the process a lot (reading tip: https://www.red3d.com/cwr/steer/gdc99/).

11:30

Originally I wanted a classic 3 lives setting where an enemy or wall hit would cost you one life. That posed a number of problems though: First, the game was too chaotic for this to be fair and I didn't want to slow it down too much. Also it took too long for the walls to accumulate enough shots to be an actual threat, which would defeat the core idea and go against the theme too much.

So I decided to make the player invincible to enemies but die immediately when crashing into the walls. To make it more interesting, I had the walls grow each time you are hit by an enemy:

prototype_01.gif

12:00

I wanted to increase the difficulty based on how many shots had accumulated on the walls, so I spawned a number of flies based on the number of shots on the walls after each wave. I only had to change the parameters of the steering code I already had in place and was ready to go:

prototype_03.gif

13:00

Next, I wanted to add some powerups because they are a staple in shmup games. But with the shots sticking to the wall I wanted the powerups to be a blessing and a curse, allowing the player to defeat enemies faster (and thus preventing the wall-shots from growing) but at the same time increasing the risk of collecting more shots on the walls.

Since the powerups were a bit of a disadvantage and the player could easily avoid them when they appeared, I wanted to balance this by converting wall-shots to collectibles over time so the player could take the bad powerup but would remove wall-shots from the playing field in the process. After implementing that I quickly realized this idea would not work. First, the player motion was so fast that trying to get close to the wall-shots was too dangerous for a one-life game. And second, new shots would accumulate around the powerups, preventing the player from picking them up at all.

Therefore I modified the idea so that some wall-shots would periodically convert to powerups that drift around the play field. This decision removed the tradeoff between collecting a potentially dangerous upgrade and getting more space so that the player could simply avoid the powerups and gain space for free. I thought about making uncollected powerups return to become wall-shots again, but in the end the game worked well as it was so I scrapped that idea.

With that, I had all main gameplay mechanics in place:

prototype_04.gif

This picture seemed to resonate with a lot of people and it received 25 hearts. I was exhilarated. @random-wizard suggested to use a space setting and make the walls out of ice. At that point I had considered to make this more of an insect/nature setting, because of the flies and such. I thought I would have a hard time to make the game stand out visually as a space shooter, because it's such a well-explored genre. But in the end I stuck with the space/ice idea.

17:00

With all the gameplay mechanics in place and still a lot of time on the clock, I decided to add online leaderboards. It was a cool concept that I hadn't tried before. But more importantly, since the game is open ended, I wanted to add more replay value. After fiddling around with a tutorial on the matter and trying to debug PHP code (a language that I neither like nor know well), it took me almost four hours to get the leaderboards running. It was quite a chunk of time, but I think it was worth it in the end.

The idea of the Game Over screen was a happy accident: I had left the game running before checking the Ludum Dare website and when I returned, I saw my character surrounded by enemies who were pummeling him with attacks. Adding that to the game over screen was fairly simple:

prototype_05.gif

21:30

With the core game mechanics and leaderboards working, I decided to call it a day.

Day 2

06:45

After a very successful and productive first day, it was now time to add graphics and polish. This was my first Ludum Dare where the game was actually completely enjoyable on Day 1 and I had a full second day to make everything pretty.

However, I started to worry. After everything went smoothly on day 1 with a some very positive feedback, I felt the pressure rising. Between the state of the game as it was and my desire to maybe crack the top 100, I was worried that any design decision I made from now on might mess up what I had achieved so far, especially since I still don't feel very confident in my drawing and composing skills.

11:15

It took me 4.5 hours to draw the backdrop. Turned out pretty well I think. I would do the shading later to be able to drop it in case something goes wrong somewhere.

prototype_06.gif

During lunchtime, I refined the visual concept to tie it into the game mechanics: You play a maintenance bot on a spaceship that has to defend itself using a water cannon (for whatever reason). Since space is cold, any missed shots freeze on the wall. Whenever the bot is hit, it loses control over the heating system bit by bit which causes the ice to grow. It sounds a bit far-fetched and a more skilled artist may have communicated this better visually, but here we are. Reading the comments so far I think I completely failed to get this idea across.

Anyway, this is my initial doodle of the bot that I did over lunch:

sketch.png

Turned out that you lose a lot of detail when you have to reduce your drawing to 32x32. Also I changed the design to make the bot match the round hitbox better. The old-school smokestack was a nice touch and I'm still a bit sad I had to get rid of it favor of the more round-ish design.

12:00

Now I had replaced all the placeholder graphics: the bot, the ice, the enemies, the powerups, the rotating cannon mechanic and a prettier version of the start and end backdrop (originally planned as a placeholder but it remained in the game due to time constraints).

final.gif

15:30

Sound effects time. I tried a new generator: Chiptone (http://sfbgames.com/chiptone/). It's pretty neat and I was able to create some cool effects with it. I had problems getting the squish and buzz sounds for the flies right, so I recorded them myself using Reaper. Turned out pretty well I think. I might consider doing more effects that way in the future.

17:00

Now came the issue I had been putting off all the time: Writing the music. I had been listening to some cool chiptune compilations while coding. This collection is highly recommended:

https://www.youtube.com/watch?v=GH7eUlri4yM

Inspired by its awesomeness, I was toying with the idea of doing something similar.

I knew that tools like Modtracker had a steep learning curve, so I looked at tutorials about alternatives. Around this time I completely panicked. Nothing I attempted seemed to be a viable solution. I went from Reaper with Chiptune VSTs to Bosca Ceoil to doing orchestral stuff with Miroslav Philharmonik to actually downloading the FLStudio trial, then back to Chiptune VSTs, and finally ended up falling back to Bosca Ceoil. It took me over two hours fussing about what tool to finally use and another hour to actually write the music. What a waste. It felt much longer than that and was very frustrating. Note to self: Be prepared better in advance and don't try to learn new music tools during the Compo.

20:30

With the music fiasco over, I looked at my list of things to fix/add and realized that I had totally forgotten about actually having a dialog for entering text for the highscores. Unfortunately text processing is not very convenient to pull off in GameMaker, but I found some good example code that helped me get started. Including the previous session, the whole highscore thing cost me about 6 hours. It's a lot, but I felt it was worth it. I learned a lot from that experience and should be able to pull off similar stuff much faster in the future.

22:30

I had everything in place now. At the very least I would be able to ship the game in this state. With the clock winding down I made a list of things that I wanted to put in to improve the whole experience.

From that list, these things made it into the game on time:

  • Shading the pipes in the background room (I messed up and lost some detail on the gauges which I only realized after release)
  • Rotating star backdrop (Something I learned in LD37 and LD38, pretty neat)
  • Simple explosion gfx (I learned that one from Nijman's The Art of Screenshake)
  • Adapting the audio levels in reaper (music was way too low, some sfx were too loud)
  • Game balancing
  • Finding an actual name

These things didn't make it:

  • Fix a memory leak on the game over screen (something to do with destroying a ds_list, but I couldn't figure out where the problem was)
  • A visual cue that shows how the ice is growing when the player gets hit
  • Custom mouse pointer with fixed radius
  • Custom title screen with game logo
  • Screenshake effect and pause frames on enemy death
  • More background animation (moving dials, etc.)
  • Visual effects that make back-and-forth motion of the enemies more logical
  • Fix the font that GameMaker crapped up
  • Controller support

I stopped working on the game at about 02:45 and started packing up and submitting everything with the usual last minute panic. "Is there really going to be an extra submission hour? Did I get the time zone right?" (gets me every time)

In total, I think I spent about 30 hours actually making the game (I always try to sleep 7-8 hours each night despite the crunch).

You can watch the entire process here:

https://www.youtube.com/watch?v=nwfYEpBVX3k

Looking back: What went well, what didn't?

First of all, I made the game, and it turned out pretty well, I think. It took me a lot of work but I'm proud of what I achieved.

Specific achievements I am proud of: I realize that I made a lot of progress over my last four Ludum Dares. I have become better at scoping, at drawing, and I tend to figure out bugs faster. I established a viable workflow from concept to finished product that seems to work well. I can find conceptual solutions to game design problems fairly quickly (writing extensive comments on other games to try and improve some design aspects helped a lot to hone that skill). I've become better at deciding which assets can be omitted or simplified because some details won't matter in the end anyway. Overall I feel like I've come a long way as a game designer, even though I know that I still have a long way ahead.

Area most in need of improvement: Definitely composing. I wanted to write music using a midi keyboard, but ended up placing notes by hand again. A lesson learned is definitely to be prepared for two cases: Atmospheric orchestral music for a calm, moody game and upbeat retro chiptune sounds for arcade games. I might have to learn to use tracker software properly before my next attempt. Looking at the quality of the composition, there was almost no progress there compared to my previous LD.

Biggest regret: I realized that I didn't communicate clearly that the player is invincible to enemies, but that getting hit makes the ice grow instead. I completely forgot to put myself in the shoes of someone who plays the game for the first time, and I messed this up.

What took the longest: Hands down the online leaderboards. It is an important feature and I was willing to pay the price for it, but man, 6 hours is a lot for something that seems such a small part of the game. At least I received some very positive feedback on this part, so it was worth it in the end.

Overall it has been an awesome Ludum Dare for me. Thanks for reading all this and good luck.

Play Boiler Room Defense here!

Bug Fixes Online

Just fixed some bugs where the game gets unplayable by a theif showing up every 10 sec.

https://ldjam.com/events/ludum-dare/40/more-to-loose (apperentyl only works for Windows)

Plug for past LD game

Plug

I hope everyone is having fun with this LD. One of the best parts of LD is taking imperfect games made over the course of a weekend and improving them into more complete projects.

I had two games that I had attempted to make for LDs in the past, but ran out of time. About six months ago I tried to make one of them and I didn't like the result very much. I then tried the other and also didn't like the result. Finally, I decided to combine elements from both of them and I got my most complete product ever--one that I like a lot.

Check it out here: https://tallshrimp.itch.io/synced-warriors

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LD40

Also, if you haven't already, check out my game from LD40--another game that went through multiple iterations.

https://ldjam.com/events/ludum-dare/40/runaway-corruption

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DROP made it to 1.1!

Hey there :D Some of you may played my game DROP, found here: https://ldjam.com/events/ludum-dare/40/drop It had some very weird grappling hook physics which felt unnatural at times... well, almost always... and I didn't really like them. I just updated them and they are pretty fleshed out now. So if you haven't played my game yet or if you would like to check out the improved physics, give it a go! Thank you.

Failed....

Even though I did post my game, I never finished it. It's kinda sad when you put so much effort into something only for it to go unnoticed. Maybe LDJAM #41 though! Anyways if you want to see an unfinished game look here https://ldjam.com/events/ludum-dare/40/switch-zing-wip ! giphy.gif

Switch Zing for web!

Switch Zing is now availableScreen Shot 2017-12-03 at 12.21.33 PM.png to play in your browser!

Modern Day Threed? (Earthbound)

One reviewer on Runelight has noticed it! One inspiration for the mood of our game was the third down of Earthbound, Threed

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I would have liked to add even more "decor" to the small town of Runelight, but I'm still fairly satisfied with what I was able to produce in one weekend. :smile: What do you think? Check out our LD40 entry, Runelight!

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Sofra - Unintentional meaning

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So, as some people mentioned SOFRA (the title of my game) means "suffering" in Portuguese and maybe some other languages.

This is really cool, but I didn't know that ;)

Can anyone guess where did this name come from?

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

Last Call: Searchable LD Games Browser

[This will likely be my final repeat message for this LD, be sure to tell your friends! ;)]

Are you looking for something specific like an author or just for some keywords of an LD game? Find it immediately! In addition, there is a full archive of LD games going back to LD 15. It is the:

  • instantly searchable
  • instantly filterable

games browser which has been updated with the latest round of games.

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Find More LD Games to Play!

Oh, and while you're at it, play my game as well!

My new project!

Hello everyone! I picked up a new project recently and would really appreciate it if you could follow it or give some love!!

You can find it here: https://gamejolt.com/games/ProjectSS/304780

It's almost ready for Early Access so it's still a dev-log! If you love reading, then you're going to love my dev-log page as when I post something it's usually always followed by a huge description!

Hope I'll see some of use over there! : D

Try Sorted!!

Sorted is a time management game about sorting crates! Features an online leaderboard!!! Try it here: https://ldjam.com/events/ludum-dare/40/sorted Screen Shot 2017-12-03 at 7.13.59 PM.png

Only 10 more votes needed! I would be very grateful if you could help!

Hello everyone!

This is my first Ludum Dare, that is why I decided to create a pretty standard game. It is a tower defence style game.

You can play it using WebGL and there are also builds for Windows & Linux!

>>> Play the game here <<<

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I created this short trailer video for the game.

Watch it if you are uncertain, whether you want to play :smile:

https://www.youtube.com/watch?v=dVVymKLwRY8

>>> Play the game here <<<

Help us get to 100!!

we're so close just a few more!

Rate our game and leave ur game in the comments so we can rate yours!

https://ldjam.com/events/ludum-dare/40/virus-detected

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Nuclear Arms themed Gingerbread cookie

We made a Craig Killbane Gingerbread man, it unfortunately probably won't taste very good

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We also hit 20 votes for our game. Thanks to everyone who played! Hope you all enjoyed it. If you haven't played it yet you should check it out here:

https://ldjam.com/events/ludum-dare/40/nuclear-arms-5-orphan-overdrive

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Gold Digger (Demons Ahead)

Heroemidle/em000.png You are a gold digger, but demons are hunting the site and the more coins you have the more they will throw fireballs at you!!! and remember, the truck driver will not wait forever, so hurry up!!!

Play now on Windows and Browser

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"Nice, relaxing, arcadish game." - @iluvata

"I enjoyed especially how the audio fits with the gameplay. at first it’s too easy but after few rounds the fun starts xD" -(@juancarlosgdm

" I enjoyed playing and felt it fits with the theme well." -(@ed3187

Famous Knight

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"You are a Knight, under her Majesty Service, defeating Dungeons for your king. Only problem : you are too famous. Protect your groupies in the dungeons, defeat the 3 differents bosses, customize your character and enjoy playing"

Check our game :

https://ldjam.com/events/ludum-dare/40/famous-knight

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11 Days left... Very close to 20 Ratings :D Check out the game guys!

Hello Peeps.. Check out my first ever try at Game Development at such scale as well as First Ever LDJam entry. Here's the link: https://ldjam.com/events/ludum-dare/40/shit-happens-ldjam40

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Participated along with @chetan-pant, a fellow Jon Snow (As we both know nothing)

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Do check it out and dont forget to provide us feedback. :D Cheers!

Play our LD40 Game!

Crabs... The more you have, the worse it is. Let us know what you think!

https://ldjam.com/events/ludum-dare/40/aaah-crabs

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Can U Rate Us? And kill some zombies?

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Survival Drift is a game where you have to survive on a cemetery full of zombies

The more you kill them, the worse it gets

Kill them before the time is up!

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Link for the game:

https://ldjam.com/events/ludum-dare/40/survival-drift

Front-page news: "Mister President hits 50 reviews and steps down!"

That was a nice ride, my friends. I hit 50 reviews, reviewed whole 68 games myself (What do you mean only ~5% of Compos?!) and I'm done for now.

Come and play Mister President! Try to get through four years of your presidential term, keeping the people satisfied, the army strong and the industry working, but be ready to have to print money to satisfy everyone's needs and witness the inevitable inflation.

https://ldjam.com/events/ludum-dare/40/mister-president

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Just hit the 30 ratings!

After the 48 hour hell i went through to make this awesome entry today i came to see that my game has made it to 30 ratings! I would like to thank all of you and this website to give me this opportunity. So far people are really positive about the graphics of the game and had some good feedback for the gameplay since those are a bit rough. But that's what you get when you learned to code after you learned 3D production :stuckouttonguewinkingeye:

If you haven't played it yet you can play it here: https://ldjam.com/events/ludum-dare/40/frostbite

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Unfinished Games

Please don't forget about us unfinished games... some of us are still playable too! Thanks!

my unfinished game: https://ldjam.com/events/ludum-dare/40/space-miner-niner

Set the games filter to 'Unfinished' for more games.

Playing some more LD40 games

Here's part 2 of 3 of playing some LD games and the feedback I have upon first playing your games. Since I already recorded part 3 (it will go live before Christmas), I can't play any new submissions. Still I hope it's insightful to the games that I managed to cover: https://youtu.be/BgkQxnrr8sU

Vroom Vroom Kabom - post-jam touches and level editor work

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After having finally put something out for Ludum Dare after a few failed past attempts, I ended up being relatively pleased with the end-result of the resulting product that came out of the Jam, but still wanting to do more with it!

(play and rate the programming puzzle game here if you haven't tried it yet: https://ldjam.com/events/ludum-dare/40/vroom-vroom-kaboom)

This including adding more levels, making a proper level editor (for both users and the two devs to use) and putting scoreboards in (this aside from the resulting changes after feedback from players, which includes things like turning automatically on corners where you can only go one way, instead of requiring an instruction to turn)

https://www.youtube.com/watch?v=DMLebQrQ9_w

The first levels were made by manually placing tiles, taxis and destinations inside Godot's editor, no more!

The hard work of making how you issue instructions more intuitive (requiring less terrible keypresses) is still yet to come however :)

ALSO: comment with your game if you want me to play and rate yours, always interesting to see more games!

10 Days Left! Don't get sp00ped!

Thanks and good luck to everyone who participated in LDJam40! This GJ was definitely a learning curve, and the anticipation for the next LD is building.

Property In-spectre is a sidescrolling memorization game, where you clear out your to-be-sold house of ghosts before your clients that want to buy the house arrive! Selection of difficulty scales the amount of ghosts that you're going to have to deal with.

Enjoy, and don't forget, a house with no ghosts, is a happy sale!

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Try it out here: https://ldjam.com/events/ludum-dare/40/property-in-spectre

Thanks for playing!

Want me to rate your game?

Hello, I already reached 20 ratings on my game! So if you want me to pay and rate your game, leave a link to it in the description!

Artifacts - web version and a couple changes

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

So... We finally have a webgl build available. Before this LD we had always used the unity's audio system, but this time we have used FMOD. It made some things easier, that's for sure, but apparently the Unity/FMOD integration does not allow exporting to webgl. At the end we had to redo all the audio stuff so we could make that build.

We've also made a bunch of changes in the post-jam version that were suggested by some of you in the comments:

  • We've fixed a couple of minor bugs with the UI.
  • We've changed the way the camera follows the player because it was making it very hard to aim with the hook. Now the camera will center on the player instead of were he is looking.
  • We've added a Exit to desktop button to the pause menu (this does not apply to the webgl build).
  • In the final scene, pressing the "Escape" key ("Start" in an xbox controller) will close the game (this does not apply to the webgl build).
  • We've added an alternative ending illustration when the player ends the game with all the gems collected.
  • We've changed how the xbox controller works. Now the left joystick will move the player and the right joystick will aim the hook. Both the A button and the left trigger can be used to jump, and the hook is used now with the right trigger (and the right bumper, as it worked before).
  • We've added cheatcodes! Some people suggested that the game should not have fall damage. We thought that removing that would change how we envisioned the game, but we agree that the game can be very unfair sometimes. For this reason we've decided to add some alternatives for those players that just want to see the game without the difficulty. These are old school cheats, so you have to type some magic words with your keyboard to enable them. The cheatcodes are:

longfallshoes -> fall damage on/off

2spooky4me -> god mode on/off

If you haven't played our game yet we'd love you to try it and tell us what you think :).