LD 40 December 1–4, 2017

I need your voice!

10 days to go, 6 votes remaining.

Play King of Coins! I hope you enjoy it. Thanks a lot!

https://ldjam.com/events/ludum-dare/40/king-of-coins

https://www.youtube.com/watch?v=F_yW47APTX4

Need 10 More Rates for Blinding Light!

We just need 10 more rates! Help us finish strong with Blinding Light!

https://ldjam.com/events/ludum-dare/40/blinding-light

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DELUXE EDITION RELEASED !!!

17.12.2017 :smile: PLAY HERE

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## WHAT IS NEW: * Fixed throwing food * Edited introduction * Added move animation * Score pop-up * Realtime Map * Mixed positions of trees at world end for looks good * Car acceleration decreased * New textures , images , title * Snow effect * Food and car trail effect * Halo on interactiveable items like car ,bag ,horse * Fixed continuing move of enemy after gameover * Fixed the compass showing random food instead of nearest one * Footprint of bear,humans,horse * Added eating sound effect * Volume decreased * Humans go back their position

CHANGED TEXTURES: ( ctrl + Middle Mouse for Zoom In)

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GIFS:

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Mutoid graphics update

I've spent the day updating the graphics on my LD40 submission Mutoid.

Originally I had created the characters as 16x16 sheets to keep art simple, but then I was forced to scale everything up real-time so it was easier to see what was happening. This made everything show up blurry. So I have now scaled all the art up 3x and fixed the corresponding code issues. Things are much cleaner now! It is especially obvious around the heads of the characters as well as the bullets firing. Checkout this comparison:

Before: oldmutoidplayer.PNG

After: newmutoidplayer.PNG

Development Timelapse

A timelpase of my ludum dare 40 entry, Fireball Dungeon:

https://youtu.be/jqy5qsuEklM

Fireball Dungeon: https://ldjam.com/events/ludum-dare/40/fireball-dungeon

Movie 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!

Sora needs your help!

Timelapse goodness!

staying consistent making game day&night XD

https://www.youtube.com/watch?v=o_GNHoFrkhs https://youtu.be/bsDZMYCgDLI

Spriting Advice

Hey there folks. I was wondering, since this is a place where game developers of all kinds gather, what resources did you use to learn how to sprite? I find I've been doing a lot of solo work, and my graphics skills leave a lot to be desired.

I'm currently using Aseprite as my editor of choice, but its inability to work on tilemap sprite-sets without just working on one large sprite is making it difficult to do some of the things I'd like to do.

You can see probably the best spriting work I've done yet in my LD40 game, Factory Panic. The ore was done with a Wacom tablet and Aseprite's gradient tool. The player character's sprite is very roughly inspired by the player sprite from Journey to Silius.

Any help would be appreciated, and thank you for your time!

New game mode MAX PAYNE (slo-mo)

  • ### Hi, we added new game mode just for fun :D

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  • ### Game - https://ldjam.com/events/ludum-dare/40/super-cop-hero

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  • ### now during roll you activate the slo-mo mode, almost stopping time for bullets and enemies

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Have a nice play!

https://twitter.com/_FQteam

Help us get to 100!! We're 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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Some of my favorite games

I've played a lot of games over the past 12 days, and I have perhaps lost track of some really good ones that I played, but I did start keeping track after a bit, and now I want to share some of my favorites. I don't want to share them all at once though. Maybe I will do two a day.

Between Stations

https://ldjam.com/events/ludum-dare/40/between-stations This is far and away my favorite game of the jam so far. It is surreal, and personal, and emotionally impactful. It is a small glimpse into a larger project that the Sand Gardener's are working on, called "Brownie Cove Hotel".

Mr. Capital

https://ldjam.com/events/ludum-dare/40/mr-capital A simple platformer at first glance, but the player assumes the role of a greedy protagonist and must collect all of the gold coins in each level. One problem though...no pockets! The coins stack upward as you collect them and so you must find clever ways navigate the restrictive levels. The game is good because the puzzles, which form from very good level design, compliment the core rule of the game.

Trial of the DOGGO! Geddit?

cover.png I'm kinda bummed that no one's getting the reference in the title of my game. I guess it was cleverer in my head. (Cleverer? More clever? Whatever) Been getting some good feedback, anyway. Now I know how to do better next time.

Please give my game a shot if you got the time. https://ldjam.com/events/ludum-dare/40/trial-of-the-doggo

BirdBrain! Watch the trailer!

https://youtu.be/zO30C7Wenlk

Cute and relaxing flapformer/shmup/puzzle hybrid! Getting very close to those 20 rates now peeps! :D

Play the game and rate today:

https://cosmiccrystal.itch.io/birdbrain

https://ldjam.com/events/ludum-dare/40/$63690

Famoust Knight : Almost 100 votes !!

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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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LD40 Post Mortem

Ludum Dare 40 was going to be awesome. I was far away from everything that would bother me, my (not quite yet) wife was in another country, I had no obligations, albeit I had no real world meetup to go to but that would be okay.

On Saturday morning, I woke up and saw the theme. All I could think about were the games where you pick up everything. Found a snotty tissue paper on the road? Pick it up, it might be needed for the puzzle where you cover the drain when you insert a coin in to the machine and the fish flies out of the machine and without something covering the drain it uselessly goes down the drain. You have 100 coins of gold, 5 days of food, plate mail armor, a sword, three staves of monster scaring, a wand of fireballs, and a ten foot staff in your small backpack? Sure why not toss a human sized jade statue in there as well. I'm sure it will become useful someday and only takes up one inventory slot. So I made a game where the more you picked up, the slower you moved.

If you are interested, you can see the progress report here.

But, Sunday, something happened. I have no idea what. I'd like to blame my friend who told me about a new version of Angband, which I haven't played in years and really should never play again, but I would also have to blame Factorio. In any case, I absolutely did not add anything to the game. I fixed no bugs, changed no assets, wrote no new code... killed a bunch of monsters in Angband and a bunch of trees in Factorio. (And both of these games are ridiculous examples of the trope. In Factorio you can hold a train, a tank, and a small car in your inventory, no problem, along with enough walls to surround your base and keep out the biters, and all the laser turrets you'll need to defend your base.) I did nothing but play video games on Sunday. :(

Sunday night, I picked up my (not yet) wife at the airport, told her I didn't finish Ludum Dare, showed her what I had done, and she was lauded me on how much I accomplished. She told me I should finish the game on Monday.

Except, on Monday, we had to drive to her parents house, as we were getting married on Tuesday. So we woke up, got organized, and drove to her parents house. And of course, there, I wasn't getting much done. Monday in the middle of the night, the night before our wedding, some time around 2.00am, my (will be in about ten hours now) wife wakes me up, and asks: "Did you submit your game?"

I woke up, looked at ldjam.com, realized I had about three hours to go before the Jam was finished, wrote up some nice text for it, uploaded it to itch.io, found a button that said "Unfinished", and submitted it like that. I got back in to bed and promised her to remind her that on the night before our wedding, she woke me up and asked me if I submitted my game to Ludum Dare.

You can check out the work in progress if you like.

I would have included a cute animation from the game but I can not seem to edit video (using OBS to capture the display and every video editor I try seems to crash on me when I try to make an animated gif). So instead, a recycled screenshot!

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So are we doing this or what?

Thanks for the positive feedback everyone. Let the word clouds begin!

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And if you want, you can play Boiler Room Defense here

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So close to 20!

Jungle Raider is close to 20 votes now - come play here!

If you enjoy platformers, puzzles or maybe just treasure, you'll enjoy Jungle Raider!

I will try to take the time to play and rate the games of everyone who leaves feedback.

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Some wireframes of our ship!

Check our page how it all comes together in Unity!

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

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As you can see the ship uses an 8x8 pixels texturemap except the flag and the floor. This map is used for everything else you see in the Game!

I'll try to post some more post mortem stuff like how my scene looks, the chaos..the horror!

Mallio Cart tech: gfx & audio ḑi̶śto͝r̴t҉io̡ns̴ pt.1

Hey! I usually write ~techy 🤖 stuff~ on how I did effects and so on in my LD games (see here and here), like for these games:

LD39: SPACEJAMMED | LD38: Blomst 🌻LD37: Lock and reload - | - ezgif-4-2a3a7addb4.gif | ezgif-4-0dc7b137a0.gif | ezgif-4-6be4dc66a9.gif

This time around I made Mallio Cart. There wasn't that much focus on that kind of stuff, as the focus was mainly on the gameplay idea and content actually ended up somewhat lacking and empty in the end, altho this game too had its visual flair:

Of course this GIF has been heavily shrunk and optimised to fit this website's minuscule limit of 4MB, but you get the idea.

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You can PLAY Mallio Cart here if you haven't yet!

There's also a video if you just want to watch it:

https://www.youtube.com/watch?v=OsZ4hs6MYEQ


Crying BABBY visual and auditory effects

While I did at least make modifications to it, I didn't write the toon shader from scratch this time but found one. Perhaps the most elaborate graphical (and auditory) effect this time around was the one activated when too close to a crying 👶 bab(b)y:

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To also hear the audio distortion that goes along with it, watch this video:

https://www.youtube.com/watch?v=iBBdr6mlmMM

Therefore, I thought we'd talk about that this time around! Since the audio stuff was sort of new to me, as someone who has mostly been focusing on having fun with graphics, I thought I might cover both this time, to see how the effects tie together and how they were done! c:


Visuals

This was made in Unity. I applied a post-effect, which is something I've written about before under getting depths in the second post on my LD39 game, SPACEJAMMED. This means a shader that is getting applied to the entire rendered image as a 2D effect after the whole scene has been rendered by the camera. Since all I needed to do was add some tinting, distortions and noise, I could do all of the relevant work in this shader.

If you're totally new to shaders, what it basically means in this particular case is some code where I can modify the colours of (or completely discard) the pixels (or "fragments") that are about to be drawn before they are drawn. I can basically "hook in" and modify them before they go to the screen. This way, for example, I can apply a tint. I can also accept input data which I can control through regular non-shader code, which is how I passed a noise texture into the shader as well as a number representing the level of distortion, so that I could fade it in instead of just toggling it on and off.

Tinting

Simplifying a bit, thus the tinting was no more complicated than something like this:

``` // Gets the colour from the image about to be rendered // to screen at the current pixel/fragment as specified // by the UV (texture coördinate) value passed to us. // The 'fixed4' means a vector of four values, one for // each colour channel (red, green, blue and alpha). fixed4 col = tex2D(_MainTex, UV.xy);

// Increases the red channel by the distortion factor. col.r *= 1.0 + _Factor;

// Pass the new colour of the picture on for rendering! return col; ```

In reality the exact maths for tinting the right way looked a bit different and I also decreased the green and blue channels, but it's just something one has to play around with until it looks right!

Noise

Then there's what looks a bit like television static fading in as the effect increases. This is just a texture passed into the shader and added on top of the image, with a little bit of animation going on to make it appear all erratic and constantly changing, like real static. The technique was essentially the exact same as I used on the actual television set in my LD37 game, Lock and reload, as described here, so I won't really go over it again.

The only new thing was alpha compositing on top of the original image, which was done using the same old blending algorithm I've also described before under interpolation when talking about my LD38 game, Blomst 🌻!

Vignette

The edges around the screen also get darker (and redder) when this happens altho it can be hard to see with everything else that's going on. When a thief approaches, this is also the only effect that gets activated. This is simply done by tinting the pixels based on their distance from the middle of the image. We can get the position of the current pixel the same way we did when sampling the original texture in the code example under tinting, by reading the UV value, which is a pair of positions (x and y) between 0.0 and 1.0 and so the middle is at (0.5, 0.5). The function I use to calculate the "vignette factor" looks like this:

``` // Takes in two values (xy) and returns a single one. fixed vignette(fixed2 pos) { // Just for clarity. fixed2 middle = fixed2(0.5, 0.5);

// length() gives distance between two points.
return length(fixed2(pos.x, pos.y) - middle);

} ```

To calculate the vignette for any given pixel, which like anything else is also influenced by the distortion factor, I simply use it like so:

fixed v = vignette(UV.xy) * _Factor;

Then I simply combine this resulting value with the original pixel's colour channels in various ways to get the result I want, like increasing red and decreasing overall colour.

Di̶śto͝r̴t҉io̡n

Here's the big one! See how everything wobbles and waves around? It all comes back to those texture coördinates (UV's). By offsetting them a little bit, we can sample pixels further away from those that we are actually "supposed" to sample to get the original image and depending on how we offset them we can get the pixels to move around the way we want to.

I simply used sine waves for this. The function sin() returns a value between -1.0 and 1.0 depending on the value that is given to it, and just repeats the pattern over and over, creating a nice waveform:

sine.png

Just by looking at the wave, I think it's already possible to see what we're getting at here. We can also use cosine, cos(), which does the same thing, but slightly offset.

So what we want to do is replace our old code for sampling the original texture, tex2D(_MainTex, UV.xy) with something a little more fancy, where UV.xy gets offset by some kind of value returned by the wave functions. For each pixel, we need to supply a different value to the function or else they will all get offset by the same amount and there won't really be any distortion, just the whole image shifted to the left or the right, up or down. So what easier value to use than the position of the pixel itself?

``` // x and y for the offset will be stored here. fixed2 offset;

// Start by offsetting according to position. offset.x = sin(UV.x); offset.y = cos(UV.y);

// We also want to multiply by the factor to fade it in. // This modifies x and y at the same time. offset *= _Factor;

tex2D(_MainTex, UV.xy + offset.xy) ```

If you try this, you'll notice that the results are a bit wacky. Remember that UV's range from 0.0 to 1.0 and the wave functions from -1.0 to 1.0. This means the waves used here will ripple by the size of the entire image and create enormous distortions. So we'll have to tune that number down a lot:

offset *= 0.02;

Play with the number for desired results. You can also use different factors for x and y respectively.

Animating the distortion

Of course, this is completely static. The waves aren't moving, because the only input variable is the position of each pixel, and that never changes. So we need to introduce something that does. The easiest thing to do is use the runtime of the game, which is constantly updating. Unity gives us the built-in variable _Time which is actually four values (read details in the manual). The second value, y, is the actual time, so we'll use that. We'll have to stick it in the wave functions so we need to update those:

offset.x = sin(UV.x + _Time.y); offset.y = cos(UV.y + _Time.y);

The time as is might move the waves too slowly (or fast!) for your tastes (it did for mine) so you may want to multiply the time by some factor for desired results. I multiplied by ten. Finally, you may find that the steps between each pixel passed into the wave functions are too small, since they'll only range from 0.0 to 1.0, so you may want to multiply those UV values by something quite large. My final code looked like this:

offset.x = sin(UV.x * 50.0 + _Time.y * 10.0); offset.y = cos(UV.y * 40.0 + _Time.y * 10.0);


Audio

I'll cover this in the next post, not to make it too lengthy! Won't post that today since I don't want to be spammy, but if you're interested, look out for that! Have fun playing and rating more amazing LD games; I know I will! <3

Glowing Meadow : Post-Mortem

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And here we go again, for a new Ludum Dare, 40th of its name!

First things first, here's the link of our game Glowing Meadow.

Now let's start. For the 40th Ludum Dare, the selected theme was « The more you have, the worse it is ». A pretty interesting theme, allowing for a lot of interpretations. Louis (Programming), Arthur Dos Santos (Sound Design) and I (Game Design) teamed up again. But this time, we were joined by three graphic artists : Skreed (Pixel Artist) & Thibaut (Concept Artist), both helped by Melissandre (Support Graphic Artist). So now it’s been a few days since the end of the Ludum Dare 40, and it’s Post-mortem time!

LUDUM DARE #40 : « THE MORE YOU HAVE, THE WORSE IT IS »

For this Jam session, we did remote work, all synced on a dedicated Discord channel. We woke up early on saturday morning, and gathered on Discord at 8am (GMT+1) to briefly talk about the theme annoucement. We took a moment to think by ourselves, and then brainstormed for a good part of the first morning. We discussed a lot about the kind of mechanics that could fit the constraint. We had a few ideas about a light system that would grow and bring more ennemies, then on a fire that you would have to keep burning, but each time something was missing. All the team was liking the fire concept, but we struggled about what could motivate the player to feed the fire.

Then came the plants :) They were the perfect medium to let a fire spread. I briefly pitched the growing system, and how the player could have to take care of the plants, otherwise they would burn and spread to burn more and more plants. So the more you have, and the worse to handle it is. We had our mechanic theme-ready!

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Now let’s enter into Glowing Meadow development. First of all, what is Glowing Meadow? Well, it’s the game we made, and you can learn more about the finished product and where to download it on its own page, RIGHT HERE.

WORKING A LUDUMDARE IN A « BIG » TEAM

As we were a bigger team than ever, we needed a strong organization. All the team made a wonderful work regarding this. On my side, as I was able to focus on Game Design, I made sure that every mechanic, player action and states would be documented, with their animations and sounds needs. My goal was to keep the game really simple, with a limited number of mechanics that could be easy to understand, to learn and to remember. Each interaction should also work with all objects, so the player could use of strategy and tactic to manage all the plants of the field.

Louis quickly started to work on the Engine of the Game, that was already pretty smooth after a few iterations. In a blink, thanks to his talent, we had a smooth movement of the player, and a spread system for our basic plants. Everything was up and running, and ready to be tweaked DATA-side, so I only had to adjust the speed of the movement, or the frequency of the spread. Arthur was already thinking about the music background, and a few sounds to dress the already made animation of our character watering plants. Again, I want to congratulate the team for their efficiency, that was really impressive.

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BALANCING, AGAIN, AND AGAIN, AND…

So we had our prototype. We were now able to cut and water blue and green squares, yay! We continued to go on adding stuff (water charges, be able to refill, small plants, weeds, spreading, and even fire). Then Louis took a break with the gameplay to start working on our small cutscenes. Louis, Arthur and I discussed about how to create the player motivation to gather more and more plants, while working on our own topics, and we finally sorted it out. He would have to maintain a certain number of plants at the same time. There would be gaps, that will unlock power-ups to help him in this objective.

So I started to design the power-ups and the rythm of unlock, while still tweaking the spreads and reworking the interaction scheme to better fit the game constraints. In the meantime, our top notch artists were doing great, with almost all the plants animations up and running, the cutscenes designed and « pixel-arted », and the v1 background already implemented.

Things were moving on, we were at Day 2 and Louis almost had our Gameflow and Engine done. Thanks to Arthur, we also had many sounds to improve the mood and the global quality of the game. The music theme was already there, and so was the winning and loosing themes. On my side, I started to work on the Level Design of the game, be it the tutorial or the start setup. As our game is based on a spread system, it was important to fine-tune the start situation to prevent a too easy or too hard setup that would totally unbalance the whole game. As we were discussing with Louis about the tutorial, we agreed that we should avoid a too heavy Learning process, so we went for short steps with a quick text integrated to the game situation. For the power-ups, they would be explained at their unlock by a panel (designed by our artists) to introduce each effect with a nice pictured situation.

Day 3 was all about making the elements come together. I was at my dayjob work for the whole morning, and came back at noon to finish the game with the rest of the team. The power-ups were almost there, so I only had to play the game over and over again, and then tweak datas to make sure it won’t break the game balance, and then play again… Louis was working on implementing a lot of details, and the rest of the team was working on polishing (there’s an animated rabbit hidden somewhere in the game…try to find it!) and refining the mood of the game. They were also playtesting my tweaks a lot, which definitely helped to get what we consider as a good balanced game (thanks again Louis for the last minute feedbacks that certainly saved the game :D).

It was about my 5th LD, and same for Louis, but we often made hard-to-complete games. It was a strong will of all the team to get a build achievable, and even more, enjoyable. We think (and hope) that we managed to accomplish this goal, in a way!

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SO WHAT WENT WRONG?

Since we don’t have any result yet, I can only make suppositions. On a production-side, I think that the word that could describe our week-end is « smooth », from beginning to almost end.

As always, and for everyone I think, the last hours are ALWAYS the « oh damn we forgot something » moment. We made no exception. In the last hour before release, we found a big, BIG issue. We had a low framerate on some laptops. But that wasn’t a big deal. Louis fixed it pretty easily. What was being THAT, was the real issue. The spread system was framerate-related. As we all tested the builds in a low framerate condition, the difficulty curve was balanced on the 30FPS max spawn rythm. When we went to 60, the game had become the most easy build we had played for the whole weekend. For a « the more you have, the worse it is » theme, it was absolutely wrong to end with something too easy to accomplish. So we tweaked again the difficulty curve, and spread timings, until the last minute before release. We finally got something we are proud of, but man, was that stressful!

After taking some days of rest, I think that I’m now able to tell what could have been done better on this project :

  • The game is again not playable on Web (Windows only). And it’s still a thing that Web-playable games will get more exposure as you don’t have to install them on your PC.
  • Never base your experience on a constant-framerate ideal when you work for PC builds.
  • Working to find a real USP that would help the game to stand out of the thousands of entries Aaaaaaand…that’s all for this Post-Mortem! Actually, we have feedbacks from awesome peoples on Our Ludum Dare page, so I invite you to go and read them :) Anyway, we’re always waiting for more and more feedbacks, so don’t hesitate to give the game a try, we hope you’ll like it!

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Cheers :)

Wordcloud

Hi this is my word cloud:

My game: https://ldjam.com/events/ludum-dare/40/space-special

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Space Dungeon / Devlog via screenshots #4

Few shots about the floor texturing process

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I would appreciate it if you play and rate it (use Itch.io Web version to play in browser)
https://ldjam.com/events/ludum-dare/40/dungeon-space

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! Rate Graphics and Audio!

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

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Cool Hat Mr Hat wordcloud!

I liked making this game. Word cloud says its a game, so i wasnt far off.

You can try it yourself at https://ldjam.com/events/ludum-dare/40/cool-hat-mr-hat

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Word cloud!!

Everyone else is making them so why not us. VirusDetectedWordCloud.png

To make this I used: https://www.wordclouds.com/

All I did was copy the entirety of the comments area and paste it in... No editing or word referencing. Just the raw thing.

You can pick from dozens of shapes and colors, I chose this because it bears the closest resemblance to our game I guess.

It's time for ...

our wordcloud!!

(obviously its a game :smile: :heart: )

https://ldjam.com/events/ludum-dare/40/a-heros-burden

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Wait... we're doing wordcoulds now? Alright!

Serving you the wordcloud of Bring us food JAMes!

https://ldjam.com/events/ludum-dare/40/bring-us-food-james

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Thanks for everyone who took the time to play and rate my game, and special thanks to those who commented! You rock!

Some of my favorite games, part 2

Find part 1 here: https://ldjam.com/events/ludum-dare/40/crosstalk/some-of-my-favorite-games

I’ve played a lot of games over the past 12 days, and I have perhaps lost track of some really good ones that I played, but I did start keeping track after a bit, and now I want to share some of my favorites. I don’t want to share them all at once though. Maybe I will do two a day.

CalligaTree

https://ldjam.com/events/ludum-dare/40/calligratree Trees are fractal in nature and this game models that interesting phenomenon to create a meditative experience wherein you construct your own, unique Japanese Cherry tree. The premise is made more interesting by the rule that as your tree grows, so does the number of branching points, which you have a limited time to 'activate'. When you miss too many branch points, or when you accidentally cross them, you reach the failure state. The wonderful thing is that the failure state is unavoidable, yet beautiful. You will try to grow your tree in a beautiful way, in anticipation of the failure state, but you will always become overwhelmed just before you fail. And that's okay.

Aurora

https://ldjam.com/events/ludum-dare/40/aurora A musical "SHMUP" in which you can slow the enemies and their bullets by keeping your ammo reserve low. The result is an experience that constantly fluctuates between relaxing and frantic.

Did somebody say "wordclouds"?

Here's our one!

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In colors and font of Snaketris. As you can see, people found it more snake than tetris. =D Check it out too!

Still need 3 more votes!

My tank game Fast Froniter still needs 3 more votes. Some poeple did not rate my audio, cause the sound levels were off. It's still not great, but I would like to have a rating :D

Please rate here: https://ldjam.com/events/ludum-dare/40/fast-frontier If you leave a comment on this post, I will make sure to rate your game aswell!

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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

Thank you for playing my game

Thank you for playing my game, and thank you for all your great feedback.

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You can find my "fantastic" game here https://ldjam.com/events/ludum-dare/40/a-walk-to-the-finishline .

Sorry for the bad humor

try to make something

hello, i must share the art made by my friends when i asked them to draw a poster for my LD submission

the first one by discofish who is the god of dynamics

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(sorry for the gif quality, i can't paste .mov here, so i paste the png once again)

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the second one by an anonimous hero who lives in the shadow (i will edit the post when he will have an account here) (edited 2023/01/10: unima9000)

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it’s a fantastic feeling to get something like that based on a game looks like this.

also i want to share a trivial lesson i took from this LD. if you have only a few hours on a jam weekend, try to make something anyway. it’s all about fun and about communication. look at this! people play a game that was made in 6 or 8 hours. they talk about it, someone likes it and someone even creates an art based on it. it’s a real thing.

Hi there

If you have a moment check out my game. I need 6 more ratings to make it to 20.

https://ldjam.com/events/ludum-dare/40/razza-the-gold-shark!

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New post-jam build!

I'm going to be releasing a new build in a couple days! So go play the jam build to compare them when I do!

Am I too late for the word cloud?

Seems that wordclouds were the new coold thing and now I am late =P

Here's our game's comments wordcloud. Thanks everyone for the awesome feedback!!!!

Since Vamparty is about a vampire, our's is shaped like a bat =P

https://ldjam.com/events/ludum-dare/40/project-vamparty/

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My comment wordcloud

oh so we are making word clouds now? interesting

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carNAGE wordcloud

Wordcloud? Ok, since everybody else is doing it we want in too! We like the whole peer pressure thing! ;-)

Oh yeah, don't forget to play our game! It's bloody fun! :syringe: :scream: (yeah, there is blood in the game so pun intended) https://ldjam.com/events/ludum-dare/40/carnage :red_car:

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Word Cloud Bandwagoner Coming Through

I might not be a Warriors fan, but I can still follow the latest trends. I haven't uploaded one of these before, so here goes.

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You can play Sugar Crash here.

Thanks

Screenshot3.png Thanks for the feedback on my game: https://ldjam.com/events/ludum-dare/40/intruder-alert

Post-Mortem Blog by Sayomgwtf!

Hi all,

Business derp Say who helped with the design and art on Matchy's Kooky Cookies has posted a post-mortem on her admittedly disturbing and traumatic experience working with me on a game.

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We spent hours trying to explain how the fly swatter animation worked and it just took rotating the thing on a different axis to figure it out... DERP.

Check her blog out here, and follow her for all kinds of business wisdom!

And feel free to give us some sass or love over here at our entry page. Matchy's Kooky Cookies

-Michael (Silverware Games)

Emm

What's the point of all these Word Clouds spam?

Wordcloud Train!

So everyone does these now right? This is supposed to contain my reviews if I got it right. Thank you for reviewing my game Heartless Jump, it was super fun to make. If you haven't, try it out here: https://ldjam.com/events/ludum-dare/40/heartless-jump

If you want to make your own wordcloud do it here: https://www.wordclouds.com/

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Factory Panic Word Cloud

Well, I guess "if everyone jumped off a bridge would you?" doesn't apply here because here we go. Time to jump on the Word Cloud bandwagon.

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Thanks to those of you that have left feedback on my game, Factory Panic, and for those of you that see this and decide to leave feedback!

Wordcloud for Smooth Lines

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Jumping on the bandwagon. Smooth Lines is here: https://godline.itch.io/smooth-lines

Riding the Cloud

Should totally check out my game Will and add to this cloud! https://ldjam.com/events/ludum-dare/40/will

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A Good Theme?

It was kind of annoying to get, especially seeing all the other possible themes; but it looks like it turned out good. No hoards of small planet games this time.

There were quite a few 'more you steal the worse' games, but they seem to be rather washed out with lots of creative thinking. Good job, everyone. Even if you made a robber game. We're proud of you.

Also, these games need help! Go be Superman. https://ldjam.com/games/danger/all Not sure if we can get them all scores, but we can try!

Cloud of Junk

I'll jump in on this, it's fun enough.

If you want a quick way to get the right words for your your wordcloud, you can open up your game page and paste the following into Chrome/Firefox's debug console:

js wordlist = ""; document.querySelectorAll(".-comment .markup").forEach(mark => { wordlist += mark.textContent.toLowerCase() + " "; } ); console.log(wordlist)

That'll get all the words just from the comments (ignoring the usernames and timestamps) and lowercase them all too. Make sure you read the code yourself first though, as it's never safe to just run random code from the internet.

Also, big fan of the JUST LOVE SOMEONE splayed across the top.

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FUN

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Around 500 people have played it. And that's what they said. My game: https://ldjam.com/events/ludum-dare/40/slightly-annoying-traffic

Difficult Games?

Hi all! So my brother and I tend to make very difficult games - I like a challenge. I was wondering if anyone has found any LD40 games that manage to be brutally hard but still not unfair to the player (à la Meat Boy). Not required but if it has a scoreboard, even better!

This is not about comments...

This world cloud is derived directly from all the words present within my game. :)

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Since my cover pic is merely a word, and my "gameplay screenshot" is merely words, I thought this would be fitting. Plus, it might be a clue, who knows?

Another one of these

Hopping on the hypetrain with a wordcloud of my game "Lapped".

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Thanks for all the feedback!

If you haven't played yet: Click here

This is pretty cool thing!

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I saw a post, so I had to do it too :D
Word clouds are really cool!
And yes, we are working on bigger hitboxes...

Go and play: https://ldjam.com/events/ludum-dare/40/vastator-the-game

Not a wordcloud

This post will not contain a wordcloud, just to be different.

You're welcome.

Better late than never

Finally got around to voting for some games. I've had so much work to do, so my motivation to vote for games has been pretty much gone. No more! Just finished up rating 15 games in a row, finally got it out of the way. Time for christmas and holiday cheer!

Only 50% of games have enough ratings

Half-Life 3

Does this mean the results will be postponed for a week or two? :scream:

Zero rating games link: https://ldjam.com/events/ludum-dare/40/games/zero/all

Danger zone: https://ldjam.com/events/ludum-dare/40/games/danger/all

つ ◕_◕ ༽つ

Really game

canvas.png Play it here: https://ldjam.com/events/ludum-dare/40/evil-money

Really, game?

I haven't got much to say about my game. Not very proud of it, given the short time I had.

Here's what others had to say though.

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Check it out here

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

Feedback please

I need feedback for give a rate :) https://ldjam.com/events/ludum-dare/40/christmas-attack

Thanks :)

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

Yep, another one!

wordcloud.png Another one of those!! :)

Link to my game: https://ldjam.com/events/ludum-dare/40/jingle-bells-defense

I started a twitter thread about my fav games

Thought that may interrest you guys. My friends say they can't find good games on ludum dare's website so I'm helping them. Most of the games I picked are small games that barely hit the 20 votes. I search them through the "Danger" category, so maybe you didn't heard of those.

>>Link<<

Also if nobody heard of your game but you think it'd deserve to be talked about, send me your game, I'll be happy to play :3

Avoidance Gameplay Video

Gameplay Video

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

Hey! I've finally found the time to record this gameplay video of my compo entry: "Avoidance".

Play Avoidance

You can play and rate Avoidance here!

But how does it work?

  • Avoid geometric bodies
  • Shoot geometric bodies
  • Get the highest score
  • The higher the score, the slower the player and his fire rate
  • WASD or arrow keys to move
  • Mouse to aim
  • left click to shoot

Software

  • Unity3D for making the game
  • Blender3D for modeling and UV mapping
  • GarageBand for music
  • sfxr for sound

Dungeon Dealer Post Mortem

It's a Card Swap Dungeon Crawler--probably one of the most straightforward games we've ever done for the Ludum Dare. So, let's get to it!

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What went right?

  • The gameplay didn't really gel until late on Sunday, and we were pretty lucky that the balancing worked out well
  • The art, although simplistic, struck the balance between something quick that could be slapped together and something decent enough to get noticed
  • Picking a design that can actually be accomplished in 72 hours. Something we haven't always been great at.
  • The UI lent itself to being very mobile ready, and we're toying with app store version as we speak

What went wrong?

  • The tutorial deck at the beginning doesn't really explain enough on how to play, and the rules card (which I thought was a great idea) is quite confusing
  • The card swap mechanic isn't the most intuitive, and our post jam version has more of a slide/re-order feel to it
  • Not enough visual/audio feedback. Why did that on-screen thing happen? I don't know!

Wrongish Right?

  • Prototyped on paper, which was quick and got us to a reasonably balance right away. However, playing with physical cards vs digitally brought up an unexpected issue with pacing. As you're moving things around and rolling dice physically, the game seemed to have a great pace... but when done automatically by a computer the game seemed slow and a bit boring. We had to do a decent amount of last minute redesign to make the digital version more entertaining.

So, all in all, not too shabby.

Here's the link to enjoy!

The Greed Mania post-jam version is live

Hello there,

It has been a while since my last post on Greed Mania (the compo version is here: https://ldjam.com/events/ludum-dare/40/greed-mania).

As I said before, I worked on it and now I have something that is close enough to the final version. Here it is: https://nonamefornow.itch.io/greed-mania-full

Have a look, leave your comment.

Enjoy! GreedManiaBox.png

Doing like the others !

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Thank you everyone for your amazing comments, it's by far the best reward and its always a pleasure to read them. Will meet you again for the next LD !

https://ldjam.com/events/ludum-dare/40/video-games

Yet another word cloud

But since every wordcloud has "game" and "really", let's remove it, shall we?

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I'm quite happy with the result of this LD, so if you haven't played our entry Phaeria's Mine, please give it a go! :smile:

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Updated Jam Game! Looking for feedback :)

Hey everybody!

First of all: Looking for a few more ratings, of course I'll rate and give feedback for your game too :)

I kept developing on the project and tried to fix most of the stuff mentioned in feedback, thanks again. There’s also some stuff left I wanted to originally implement but ran out of time, so pay close attention to the github repo which I will keep updating!

New version can be found at the games page: https://ldjam.com/events/ludum-dare/40/forgotten-machines

ChangeLog since Jam: Make enemies stronger (higher shot rate and more health) over time, Upgrades are not as common now, by far not every enemy spawns one, Lower default volume to 0.4, Added text popup to pickups, so player knows which upgrade she got, Recreate CanvasHealth prefab, versiontxt

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Taserland...

...the best place to invest your money! (or "invest")

Play Taser Loser!

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Two big bugs found so far (involving the AI) that I didn't fix (or didn't publish the fixed version). If you play for long enough, you may meet them :grin:

And here's something I had broken when refactoring some code, but also isn't fixed in the published version, so you may appreciate it here for now:

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Railway Time-lapse!

Game

Hey folks! RAILWAY is a compo entry where you control trains and build rails in the desert, avoiding collisions and creating smooth paths to keep trains on the rails!

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Time-lapse

This is my 11th time participating in Compo, especially this time I've decided to record the creation process. I worked 36 hours on the project and enjoyed a lot using the Game Maker Studio 2 for the very first time.

Time-lapse starts at 1:15

https://youtu.be/9xklfeAV2Bs

Thanks!

Also, I would like to thank all the comments and the feedback! If you haven't played yet, play it here!

Let your game in the comments ;)