LD 40 December 1–4, 2017

Squirrel Puncher 4000! (Needs a little bit more love.)

My Compo game "Squirrel Puncher 4000!" needs a few more ratings. It passed the 20 ratings threshold in SOME categories a while ago but has not gotten anymore plays in about a week. I guess since it passed in a few of the ratings, it no longer appears in the danger list and to appear on any of the other lists, you have to be pretty tops. So yeah, just a few more ratings and I can get an "official" rating feedback at the end. That would be nice, just saying. ;-) Go punch something! Thanks. https://ldjam.com/events/ludum-dare/40/squirrel-puncher-4000

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!

Some of my favorite games, part 3

Find part 2 here: https://ldjam.com/events/ludum-dare/40/crosstalk/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 had a thought that I should mention the creator's names in these posts. So I will do that now for part 1 and 2:

  • @fluidvolt for Mr. Capital
  • @sand-gardeners for Between Stations
  • @akirassasin for Aurora
  • @roaring-cat-games for CalligaTree

I’ve played a lot of games over the past 14 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.

'boost' by @init-py

https://ldjam.com/events/ludum-dare/40/boost Self-reference is often a means for expressing the absurdity or surreality of a thing. In games, self-reference is almost always used to remind the player that they are operating within a strictly controlled system. The effect can be cute like in Undertale, frightening like in The Beginner's Guide, or comedic like in Don't Shoot the Puppy. 'boost' takes the latter approach, and has an unreliable narrator guide you through each level. The gameplay by itself is simply jumping over spikes and collecting boosts. If that were all the game was, then it'd be the kind of game where the player focuses on the skill challenge of it, and forgets about it at the end. But add in a "meta-narrative" and you suddenly get a self-conscious player that is paying attention to the "character" that is the system speaking to them.

'Theme' by @cubeeo

https://ldjam.com/events/ludum-dare/40/theme-the-game Another game with self-reference as its main vehicle for expression. This time its about Ludum Dare 40 itself. Theme is a puzzle box sort of game where you need to discover the rules and mechanics. You are not told about anything. I really don't want to say much more about the game, as I don't want to spoil the experience of playing this brilliant little game.

Please check out my first Ludum Dare Entry!

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 <<<

Do people like the half-star ratings?

Personally I find it harder to pick between 1, 1.5, 2, 2.5, 3, 3.5, 4, 4.5 and 5

Just having 1 2 3 4 5 is easier to think about -- I think of them like real bad, not great, average, good, amazing

I guess I can just rate games with whole stars but I feel like having more options actually reduces the quality of my ratings

Going post-cyber ^^

Thanks to everyone who played and voted on my first-time entry "riskREWARD" (https://ldjam.com/events/ludum-dare/40/riskreward).

I've been sidetracked for a week to complete my second game jam event on itch.io (https://siepiau.itch.io/a-visit-from-st-nicholas), but am now back to work on a post-LD version of "riskREWARD". The new setting now takes place in same universe as my long-term cyberpunk game project. I'll also be adding game mechanics that didn't make it in time for the LD deadline.

Much thanks to those who kindly commented on my entry: Your input has helped me re-evaluate my design choices and considerations. Hopefully the next iteration of this game will be a vast improvement over the current one!

Work-in-progress (not representative of final product) :P The A.I. and random map generation have been improved but are still far from satisfactory.

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Populous - a post mortem

Play the game here

At the time of writing this, the game still has only 5 ratings. I'd really appreciate it if you rated it :heart:

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Summary

Populous is my first Ludum Dare entry, and also my first ever game. It is a card game where you manage population growth and CO2. Population and CO2 gradually go up, while food goes down. Use your cards to lower CO2 and increase your food supply.

The Idea

This theme was my least favourite of all of them. At first, I thought of a game where you carry things, but I didn't feel safe coding a physics game, especially because the engine I used was also pretty unknown to me.

I then thought of a resource managing game, which sounded pretty stupid. Then of a diamond production card game, which didn't really fit the theme. But then: I had it.

Combining the resource managing from my second idea and the cards from my third idea, I came up with "Populous"!

Day 1

Since I live in Europe, the compo started for me at 3 AM in the morning. So I slept (maybe a bit too long), had breakfast, and then started coding.

It went pretty smooth at first, creating the GUI, planet, people, resources, infobox, etc, but then I had to code the cards.

I have never coded a card game before, let alone getting a game balanced. But I did know how to JSON, so I created a JSON file to store all my cards in, which could be loaded at launch. This required a few overhauls to accomplish (I admit, my order of coding things wasn't prioritised correctly) but then I had cards.

A few overhauls later, they actually did something, and so I went back to sleep.

Day 2

With the mechanics pretty much done, I felt confident that I'd finish it. And so... I decided to do some polishing instead of adding more cards. Specifically, making the people jump around the planet.

But after that distraction, I wrote some cards. But then I realised that the game was pretty easy now. There was a point where you could just click on "Finish" indefinitely and your food and population would just rise on its own.

But I had to celebrate Sinterklaas (Dutch Christmas) with my family, so I was going to continue in the evening.

Back at my desk, I realised: "Wait... CO2 still does nothing". So I coded in that CO2 gives a penalty to population growth and food production, and all was well (well, not for the people on lil' Earth).

Finally, I added some sounds, music, and published it a few hours early, because I had to wake up early the next day.

Have a web game?

If you have a web game and still need (or want) votes, link here and I'll play =)

My 10 favorite Compo games

I'd like to share my favorite 10 Compo games of LD40.

Note that this list is highly subjective and that I haven't played most of all the created games so it's highly likely that some deserving games are missing.

In no specific order:

Cardhoard is polished beyond belief. From the the simple but highly addicting premise, via great graphics and sound to a brilliantly smooth execution, this game is impeccable.

Sofra employs @dietzribi's signature art style to create a relaxing atmosphere that embeds the puzzles well. A very charming game, that hides its dark backstory until the very end.

Tetris Tank, while being a bit clunky at times, has one of the best core ideas I've seen in LD40 by mixing up the genres of Tetris and Tower Defense into a very addictive whole.

LD40 - SirPumpy shows off extremely impressive visuals which by themselves carry a large portion of the game. It feels a bit unfinished in some respects as I understand time ran out, but what is there is a sight to behold and a lot of fun to play.

You are the Coin Master is a very cute PICO-8 game that implements the "the more you collect, the harder the game gets" by adding awesome garbage patterns on the screen. It looks simple but requires some serious planning to actually beat. A very trippy experience.

Sheep without Shepherd uses flocking mechanics to simulate a herd of sheep that need to be brought into the safety of their pen before the foxes arrive. Watching the sheep react in unison to the player's motion creates a very relaxing atmosphere.

Ludum Dare Asset Exchange is basically a bitcoin stock simulator (careful: it uses your PC to mine coins while you play). It's not particularly hard to play well, but the minimalist aesthetics make it stand out. Playing the game made me want to look into the real cryto exchange world

Overpowered doesn't look like much with its placeholder-like graphics, but the game concept is brilliant. You can only die by getting hit with your own shots that bounce off the walls of the level. Whenever you're hit by an enemy, your shot pattern changes according to the type of enemy you were hit by (increasing number of bounces, fire rate, etc).

Dangle Copter is a take on the classic Lunar Lander game adapted to the LD40 theme by having the rescued people dangle off each other to form a chain that makes navigation harder when picking up more people. The real star here is the cute graphics and physics effects.

Aurora is a minimalist audio-visual experience with SHMUP mechanics. Shooting the enemy circles gets incorporated into the music and creates a relaxing soundscape.

These are my personal favorite Compo games with which I'll end my Compo run and start playing the Jam games on my list.

If you want, you can head over to Boiler Room Defense and play my game.

Trackback: @hacksawunit, @dietzribi, @shrekshao, @sirpumpy, @sean-s-leblanc, @navot, @foolmoron, @sir-mr-dr-prof-sr-jr-phd, @pkenney, @akirassasin

Come on play an rate our game !

You can test HornyBunny here : https://ldjam.com/events/ludum-dare/40/horny-bunny

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We had a lot of fun playing and rating games, hope you'll like my first LD game ! :rabbit: :heart:

Felines Navidad!

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The final version of my holiday-themed, philanthropy-based platformer, Scrooge the Cat, is now playable!

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This introduces a whole host of new features that didn't make the cut for the jam build, including -

  • Four new levels!
  • Story Mode (with animated cutscenes!)
  • A new boss fight!
  • Score tracking!
  • Random Act of Kindness mode (e.g. randomized enemy placement)!
  • A slew of gameplay, graphical and audio tweaks

If you tried the game before, you should definitely check it out again - and if you haven't, now's the perfect time!

Edit: worth pointing out that the original jam version is of course still online & is what you should base any ratings/feedback on!

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Did you know ... ?

... my already small game is moddable in some even tinier ways?

Almost every game has a secret or story attached to it. Something that's interesting about it, that you'd nevertheless never notice if you only played the game itself. It's even true for LD submissions!

Besides the game itself, the most interesting thing about my current entry is that it's moddable.
How? Well...

It all has to do with the ./resc folder (short for resources):

  • Within my game, there are 3 smaller games (playing at the same time). One of them is MAZEMAC, modified from a certain well-known classic.
    mazemacmod.png Those little mazes? You can change them, without going into the code or recompiling or whatever. Just look in ./resc/lvl and you'll see a couple of .txt -files. If you open one up, you'll see a number, and a grid. The number is just the level-number (so 0 for the 1st one, etcetera). The grid below is made up by walls (#), dots (.), 'mac' (@), ghosties (A and B) and empty space (). Change it around to make your own! :smile:

  • You can change (a lot of) the art (./resc/img), music (./resc/muz) and sound-effects (./resc/sfx) as well this way!

  • No need to restart the game! Unlock debug mode with '[' (left-bracket) and press 'R' to reload! (MAZEMAC levels only reload when you go back to the main menu and start a new game.)

So now I'd like to ask: What are the 'secret parts' of your game? :slight_smile:

Creative Arting for people without Artskills

I was browsing recent photos on my mobile phone and stumbled on some of the raw photos I used to create backgrounds for my LD40 game The Dark Castle, and thought it would be a nice to talk about how to do graphics quickly, when you are just a programmer with some rough Photoshop skills and a so-so phone camera.

Example: I wanted to make a background that shows the location of my game, a dark medieval castle! Now my drawing skills are... rusty. Perhaps I could make it happen, but not in any LD timeframe.

So, photo manipulation? I had no castles around... but I did have these KLM booze bottles... and there is a moon outside, right? Time for some creative composition!

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In hindsight I probably should have added a splash of color in this one to make it 'pop' more, but it is a good example of 'just combine what you have' arting + composition. :smile:

Other tips:

  • Go outside, make photos of brick walls, hedges, gates... anything that would be a pain in the ass to draw
  • Everyday items! Knives, belts, glasses with liquids in them (make it red/green/yellow in photoshop!)
  • Avoid making pictures of things that are themselves primarily pictures, if you can (that would be more akin to using that image directly)
  • Embrace one filter per game, for most images (for consistency in looks)

Dwarven Dungeon Defence

Hail Hero! Have you come to claim back the Mountain Hall? You have?! Excellent, right this way now, don't be shy. Pickup your Sword, you better take these Gauntlets as well.

Right, you're all ready! Now just jump down this hole.

Just Look at these exquisite Walls, that craftsmanship of generations past. The Mountain Hall became uninhabitable when ten Monster hives appeared at once within our wall. If you're Hero enough, you will be able to put an end to the Monster Spawners. Take back what is rightfully ours!

Be Careful Hero, these Beasts, both ordinary and Arcane can sense the presence of Gold, They are drawn to it like a moth to a flame. Let me take your purse, we wouldn't want any Beasts taking a liking to you while we're having our little conversation now would we? no. Now as I was saying, these Beasts can smell Gold, as you adventure you will surely acquire more, which will draw out more Beasts. So be careful, The more you have; the worse it is.

Go Hero, Claim back the Mountain Hall!

Ignorance is Bliss post-mortem

Play Ignorance is Bliss

(this is a mirror of my blog post on thenet.sk)

"The more you have, the worse it is" was the theme for the latest Ludum Dare - LD40. I made a cyberpunk surveillance simulation game called Ignorance is Bliss. Here is how that went.

Preparations

Unlike some of my previous entries, I knew I was doing the jam (72 hours) ahead of time. My friend, "eidovolta", has agreed to make some time (again) during his weekend to make music for our game. I say again because he did the same for Planet of Babel, even though I did not have time to put the music in, whoops! Not having to worry too much about the music or sounds during the jam helped a lot.

Having played Snatcher) recently, having listened to a lot of Shadowrun OST, and having followed Archillect on twitter I was really feeling the cyberpunky / noir mood lately. Before the jam started I have already decided I wanted to make a game with this general genre in mind, though I was not at all sure how I would implement it.

Before going to sleep on Friday I also made sure all of my workflow was ready, as always:

  • A github repo - to keep track of my commits and make it easier to write this post-mortem.
  • tl (from shkit) - to record a timelapse / take a screenshot every 3 seconds.
  • autobuild - to globally bind the fn-A and fn-R keyboard shortcuts to "build" and "build and run" respectively.
  • psdwatch - to watch my PSD (Photoshop) files for changes and convert them to PNG whenever needed.
    • I had to add an additional post-processing step, consisting of a custom PNG decode and re-encode here, to make sure the resulting PNG has no metadata (waste of space) but, more importantly, to make sure the PNG has no gamma correction information. Some description of the problem is available here and here. Displaying a PNG differently in the JavaScript builds would not be a big problem, but if I want to read pixel colours directly (like I did in The Last Scholar for the map), I had to make sure that a 0xFFFF0000 (100% red) would be exactly the same in Photoshop and in the web build.
  • plustd - confirmed both the JavaScript and Flash builds are working.
    • Hot-reloading - reloading image assets on the fly without having to rebuild is always nice.

So everything was working, in theory. Some troubles occurred during the jam, obviously!

Day one

After having slept some 8 hours (European timezone after all), I found the theme. Once again, I had no favourites among the themes, so I was okay with anything.

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"The more you have, the worse it is" was a very strong 0 for me!

I started thinking about how to implement the theme in my game. The first burst of brainstorming essentially got me to:

You take control of an AI which oversees the operation of a city via console. You are investigating a possible rebellion. You can interrogate people by navigating a city map, looking at buildings, and then videophoning. Every conversation is recorded on tape and transcript. (Twist: the more human interaction you have, the worse your experience is, because you are becoming sentient and rampant.) You can revise video recordings from public cameras. The (apparent) end goal is to identify the source of the rebellion.

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And a tiny sketch with the first design for the GUI.

So the subject of the theme would be "information" or "human interaction". I wanted to make the player feel their transformation in their dialogue choices, the screen becoming more chaotic? More realistic? Who knows. Either way, a city needed to be displayed to the player.

Rendering the city

The city renderer is very similar in many aspects to the room renderer in one rooms.

The city consist of a number of buildings, each of which has several floors. Every floor is technically a polygon, although in practice it is always a rectangle. Every line of each floor / rectangle of each building is processed and rendered as follows:

  1. The building (as a whole) coordinates in the city are offset by the current camera position (in city map coordinates).
  2. Both points of the line are added to the building coordinates, and scaled according to the scale / zoom factor.
  3. Both points are transformed using the camera angle transform.
  4. A Bresenham line is drawn between the two transformed points (now in screen coordinates).

The camera angle transform is basically a rotation matrix, with the y axis squeezed according to the "pitch" of the viewport:

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The actual point plotting is done on a pixel-by-pixel basis. This works fine enough in Flash. Unfortunately, it made any browser die immediately in the JavaScript build. I should probably try to rethink how this should work in the JS target of plustd. (This is also how I abandoned the JS build entirely.)

The rendering was different for the "road" and the "parks", but it also used the line drawing as described above.

City planning

When I was happy with my renderer rendering a single building nicely, I planned out the city on paper, with some thought as to where to place buildings important to the story.

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Then it was time to redraw the whole thing in Photoshop:

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I did plan a power grid for the city, so that the player would be able to turn off power plants and stop power supply for large block of city, for whatever reason. This did not make the final cut.

With the city in pixels (and working magically), I had to go through each line of pixels left-to-right to tag the buildings with their ID, type, and description. This was somewhat of a painful process, even more so because I added some buildings into the digital version that were not on paper. But then it was done and I was not planning on ever changing the city layout.

Interface

Once the city was "done", I started working on the interface. I transferred the sketch from paper to an extremely rough draft:

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I saved a lot of time by actually using big Photoshop brushes, combined with some magic wand trickery to select circle sections of various radii. I also used a dither mask:

  1. I created a checkerboard pattern of sufficient size in a separate layer.
  2. Using the magic wand (continuous selection: no) I selected all of its pixels.
  3. I selected the target layer (the layer where I wanted the dither effect).
  4. I inverted the selection twice, which allowed me to move it around again with the arrow keys and position it appropriately.
  5. I set the magic wand mode to "intersection" (with continuous selection this time) and selected the region / colour I wanted to dither.
  6. I filled (continuous: no) the selection with a colour and the dither was done.

Yes, I still want to switch to a different (preferably custom) program for pixel art, something more lightweight and more fine-tuned for the task. But it is still nice to be able to have little techniques like this.

For the actual interface design, I chose to do something quite commonly found in cyberpunk movies and games - "modern" technology combined with old / retro implementations. In this case, a sentient AI monitoring the entire city versus an old CRT / vector green-on-black screen with an interface consisting of big blocky buttons one could find on a tape recorder, and even a tape reel for the recordings. Skeumorphism and retrofuturism.

Most of the way the interface works is quite straightforward. Sprites blitted on screen, sometimes a different one if a button is held down, etc. The tape reel is slightly more complicated - it consists of 60 (partially) code-generated frames generated when the game is loaded. The slots in the tape cylinder are used as an alpha mask which is offset to create the highlights and the shadows around the slots. This way the specular bits move around quite realistically when the reel is turning.

https://imgur.com/526qvBi

Interacting with the city

I needed to make sure the player can actually interact with the buildings in the city. I was quite sleep deprived and so I wasted some time trying to work out how to do this without approaching the problem properly. The problem was: how to tell which building the player is pointing at?

After a little while I came to my senses and I realised all I needed was an inverse function to the one described above for the city coordinate transformation. More or less, this is just applying the inverse steps in the reverse order. The inverse to a matrix could in general be more complicated, but in this case it is simply a rotation matrix - its reverse is a rotation matrix with the opposite angle.

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Portraits, story, and jukebox

This time I wanted to make the story somewhat more complex as it is basically the core of the gameplay. I recently watched this talk by Taro Yoko. It detailed his (probably not only his) technique for writing a story - work from the end backwards. I tried to write the timeline for the story like this. I focused on the consequences (rebellion happens, meeting happens, etc) and tried to think of a reason why they can happen. For instance, the major plot point - the coup (spoiler alert I guess):

  • A coup requires a leader, a military / mercenary force, and weapons
    • The leader must be alive
    • The mercenary force must be bought
      • The leader must have the money
    • The mercenary force must have the weapons
      • The weapons must be given / transported to the mercenaries
      • The weapons must be bought
      • The leader must have the money

In the game it was simplified greatly, because of time reasons, obviously. But the principle did remain the same - phonecalls to agree on meeting times and places. Meetings to trigger plot points. Eliminating a person changes the story somewhat. Here is a small sketch I had with the timeline:

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As I was working on the story, I spent a couple of hours to implement hot-loading for the story. I wrote a second "version" of the game with everything stripped but the story. Whenever I changed the scenario file, it would recompile and serialise the scenario (using the basic Haxe stdlib serialisation), then send that to the running game the same way image assets are sent in plustd, which is a simple websocket server.

Hot-loading the story was pretty nice, because, for whatever reason, I still need to manually word wrap my text. In hindsight, it would probably have taken much less time to write an automatic justification / word wrapping into plustd than I spent wrapping my text. But oh well.

I also used the plustd console (removed in the online build naturally!), and wrote some basic debug commands which allowed me to skip to various points in the scenario, change the day, change the current music track, etc without modifying the code and rebuilding. This was also something eidovolta needed to listen to his music loops in-game (a jukebox mode, basically) to see if there were no pops or gaps.

Speaking of pops and gaps - Flash supports two audio formats for its sound assets. Uncompressed WAV / wave files are huge, but lossless. MP3 files are much smaller, but lossy. Most importantly, there is nothing in the MP3 format to encode the exact length of an audio file. In other words, a perfect audio loop, without a miniscule but audible gap in playback is impossible with MP3, without using special tags or an external data source to determine the exact file length. For my jam submission I therefore used WAVs because I could not bear the gaps in the music. This led to a huge, ~30 megabyte file. Soon after the jam I used a Haxe Ogg decoder to decode Ogg Vorbis sound assets, which are compressed but lossless. A 3 megabyte file is pretty okay in my opinion.

Wrapping up and falling asleep

Once again, I attempted to go without sleep between the second and third day of the jam. It did not go so well for Planet of Babel. This time, my solution was this:

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Not the sushi or the cake (though they were pretty good too), but a poor man's standing desk. I was standing for most of the last day, kind of dancing to get the blood flowing. Sitting down would make me fall asleep extremely quickly. Somehow this really worked, since I guess I am not capable of sleeping while standing, at least not without more than 2 days of sleep deprivation.

I can certainly recommend standing to not fall asleep if you decide to do so. It also helped me avoid the helpless gloom I was feeling with Planet of Babel, when I was completely certain I could not finish enough of the game in time. Maybe I was progressing better, maybe falling asleep all the time makes you lose motivation. I don't regret the sleep management this time either way.

Flash is dead!!1!

Among the feedback for my game, criticism of Flash as a platform was very common. I absolutely want to move to JavaScript and desktop builds. I must admit I am somewhat sad to see Flash go - despite its many security flaws it was actually pretty good for making games rapidly. The scripting engine was optimised enough to run software renderers without having to resort to shaders. Historically, Flash was pretty significant in the development of the modern indie gamedev. I don't think there will ever be anything as well-suited for the task as Flash is. Unity seems to be responsible for too many terrible games to count. JavaScript / HTML 5 will hopefully take over, but there are many tiny details (gapless audio being one) that just don't or can't yet work reliably, cross-browser, and cross-platform.

But, once again - I will try to improve plustd in the future and hopefully I won't have to be ashamed for having a Flash-only game anymore!

Other feedback

It is now more than two weeks after I published my game, and I have received enough comments to know / confirm what went well and what went wrong. First of all, the worst two decisions for this game:

  • Unreadable font - I used one of my own fonts as always, but I think the shadow / outline effect was just too much. It is easy to read the text when you know what it says anyway, but this is clearly a case of developer blindness.
  • Text scrolling - The text scrolls very slowly. There definitely should have been a way to make it scroll faster, e.g. by clicking rapidly / double clicking. It might subtract a tiny bit from the "realism" of the typewriter but gameplay convenience is much more important here.

Apart from that, I notice fewer ratings in the humour and theme categories. The game takes a long time to play through, for any ending, and having no speed up option requires a lot of patience. Some people probably were nice enough not to rate the categories not having played enough to be able to tell. But either way, I am not expect very good ratings in humour or theme - admittedly it is quite fair. Ludum Dare is probably not the best for developing story-driven games.

Well, that is it for now! I hope this was fun to read. The next gamejam I will be participating in (apart from the weekly one hour gamejams!) is probably the second Alakajam! in February. Enjoy the bonus:

Some food pictures

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(oh yeah, it was my birthday, too)

Looking for Browser Games

Hey y'all I'm looking to play some rad browser games! Here's mine: https://ldjam.com/events/ludum-dare/40/too-many-chooks TooManyChooksGameplay.gif

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

Post Jam Update - A Spark of Light

First of all, I would like all of the people that have given me such great advice and feedback on my LD40 game. You have helped me out so much and I have improved immensely. The wonderful community here really surprised me. I will definitely be coming back for the next Jam!

Anyway, I took all of the feedback that I got on my game, A Spark of Light, and created a post jam build. I went through the comments and pinpointed the major issues as listed here:

  1. Movement feels awkward and is difficult to control
  2. Unable to easily see movement speed and direction
  3. Not playing is more effective than playing in terms of time survived
  4. There is no defined goal
  5. Text is difficult to read
  6. Game lacks strategic depth

I addressed these issues with several additions and tweaks:

  1. Tweaked movement scripts
  2. Camera lags behind player, showing direction and speed clearly
  3. Added a "hunter" that tracks and follows the player, growing larger and more dangerous the more light it drains from the player
  4. Removed the ending light score and now display only the time survived
  5. Removed text effects
  6. Added strategic depth by using a dynamic camera that zooms with light levels
  7. Completely rewrote and optimized all scripts

Hopefully, I can get some feedback on the Post Jam version about the tweaks I have made. I am planning to submit this game for my final project in my STEM Game Development class so any and all advice is appreciated.

Jam Version: https://ldjam.com/events/ludum-dare/40/a-spark-of-light

Post Jam Version: https://sha-eep.itch.io/post-jam-a-spark-of-light

Here are few other things I plan to add later:

  1. The "hunter" splits into two after reaching a certain size
  2. The "faded," Dark Souls like ghosts that orbit around light and makes eerie noises to add to the mood
  3. Real level design, all walls close and polygonal walls that that player can't pass through

Thank you guys!

Have you played OverHeist yet?

You can play it here :)

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

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Some of my favorite games, part 4

Find part 3 here: https://ldjam.com/events/ludum-dare/40/crosstalk/some-of-my-favorite-games-part-3

Find part 2 here: https://ldjam.com/events/ludum-dare/40/crosstalk/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 15 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.

'Junk' by @jjjjason

https://ldjam.com/events/ludum-dare/40/junk Tetris, with networked play. You might call it asynchronous multiplayer. It's not what you're thinking though. There are not two boards, and it is not "turn-based". One player doesn't have a defined advantage over others. No, the multiplayer is more clever than that. You begin the game as a "new hire", tasked with keeping a tidy workspace. You are told however that the last employee left a big mess before quitting. Now you have to clean it up. That's right, the tetris board of the previous player is your starting board. Hopefully the last player didn't totally suck at arranging tetraminoes. Good luck!

'Match' by @gamequester

https://ldjam.com/events/ludum-dare/40/match A match-3 game played in 4 directions. The spatial-reasoning at work in this game is quite different than that found in other match-3 games. Colored blocks will approach the center board from the left, right, upward or downward directions, and the player is in control of a neutral block which they must move through space, snapped to the grid. The player 'shoots' blocks to push or pull them. The result is a game that requires you to think on your feet; to consider not only where the blocks will be, but also how you will position yourself to perform actions. It is both a dexterity and reasoning challenge.

Thanks everyone!

We just wanted to say thanks for everyone that has already played our game, and helped us giving feedback!! :smiley:

So here is a slime from our game!

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But if you haven't played, you can play it here!

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

Eat Sheep Prey: Quick Post Mortem on Eat Love Prey.

* Is this what you want!? *

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When I went into this Jam I said to myself, no matter what the results, I won't get upset at my rankings. I'll make a great game in the 48 hours (Even though I had 72 I gotta work on Mondays) and my friends will love it. And yeah, that's what happened. Until... Well I watched a streamer play my game a day after the deadline. sigh More on that below

(My prep game)

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Day 1 - Friday

I had an unachievable game I originally wanted to do, till my buddy came along and said "Troy, you're doing too much. Use this idea instead" It was so much simpler. So much more fun across the board. I jumped right to work, writing down on paper how the game was going to work. What I was going to do for AI. A lot of other things. I completely forgot to tell the musician what the new concept was... We'll that'll be taken care of tomorrow.

Day 2 - Saturday

Alright we had a false start, lost many of music hours building a track for a game that won't exist for now. We moved on and I started coding. I got the basic premise down and working, I was able to move the character around on the screen and collect the sheep. Sheep moved around in some what random seeming locations, but if a boy sheep touched a girl sheep... well... nature happened. Had the logic working where the boy sheep(The rams) would get angry and charge at you if ate a lamb. Everything was working kinda well. That means tomorrow I can spend all day on polish.

Day 3 - Sunday

Got a good nights sleep, ate somewhat healthy save for a few Red Bulls. I started putting in the graphics. This is the first Ludum Dare in over a year that I actually didn't do the graphics for. It is also the second Ludum Dare that I used sprites for and not vector graphics or 3d models. I tried to put together a simple animation engine without learning how Unity does things properly. Then I threw in a few screens. From the very beginning I wanted to have a screen that appeared on top of actual game play... And that's where I failed(see below).

(The after)

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What went right * I successfully made a game, that had somewhat decent AI, save for a few hiccups. * I made a game that's 2D that I'm quite proud of. * I made a game that was so simple I people could pickup and play without any complications. * The music, I'm in love with the song used for the game * It's cute in a way I'm not use to.

What went wrong * In making my "clever" title screen. I disabled sheep breeding. Without this, the screen would slowly flood and after 10 minutes the computer would start to crawl as it tried to calculate physics and ai for the large amounts of sheep. * Barking didn't have a visual effect to let the player know that, that was the only way to calm down the ram. * It's too hard to tell what is going on at times. When you eat a sheep, your mouth is full. When your mouth is full any close by ram attack. * The AI is so, complicated that it looks like nothing is happening. The ram attack when you eat a lamb, their mate, or a sheep in front of them. * My not wanting to ever fix a Ludum Dare game while voting is still happening

Give it a try. And if you enjoy it the first time, hit refresh to get play again and get the sheep to respawn. https://ldjam.com/events/ludum-dare/40/eat-love-prey

Jazzy Beats at GameJolt! Spazzy!

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Newgrounds couldn't stop Jazzy Beats from spreading, so, now, it is also available at GameJolt. Check the links. It's there too!. We're hoping you have a... jolty good time? Who came up with this? @jorgegamedev, get me better puns. Well, anyways, do check it out. It's actually quite hot in there as well, or so we're told.

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With that, the game is now available to be played from itch.io, Newgrounds and Gamejolt, with Windows, Linux, Mac and Webgl versions. If you made a game as well, we really recommend taking some time to make different builds of it too. It's been helping us, and it can help you as well.

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We at Whales and Games hope that you're having a great time on this rating period. If you want to hang out with us and some fellow game developers, come have a talk at our Discordorino serverino. And once again, thanks a lot to everyone that has played Jazzy Beats. Your comments keep brightening our days! Cheers! :whale:

Grim Reaper now has a web build!

It was easier to build the game in web than I thought. I didn't have much time to playtest it though, so I hope it works fine.

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Here's a link to the game if you haven't played it already! https://ldjam.com/events/ludum-dare/40/grim-reaper

Gold Digger

You are a gold digger(out in the woods xD), but (invisible xD) demons are hunting the site and the more coins you have the more they will throw fireballs at you!!!

Game Link: Browser and windows

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"The visuals and music combined nicely to give this a nice relaxing feel." - @masterkrepta

"Simple and relaxing game, nice music and sfx. Good job." -@mar3k

"Cool game. Controls were nice and responsive, simple, but very addicting :)" -@behenate

We should be better at announcing new features: My Graded Games List

I was really missing the list of games I had graded from the old site. It was nice. So I made a new one. You can find your list on the event page. Also the list exists for the previous events too.

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How many games have you played?

I know this is the first, rather rough implementation and I have some thoughts on what should be added:

  • The grades you've given
  • The final ranks and average grades the games got after the voting
  • The names of the game-authors
  • Ways to sort the list other than the order you graded the games.
  • Better summary text without the markdown.

But I'm, or we're also interested in what you think should go into it.

@pov, maybe make this news?

Any talented SVG artist out there wanting to propose icons for the voting categories? That issue on github.

Getting Better at HaxeFlixel

I did something wonky with collision detection in this LD, and it resulted in a lot of the problems everybody is noticing in The Adequate Shepherd. I did a bit of research on how to do it better, and I realised an my old Ludum Dare 35 compo game could profit from my new knowledge as well.

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So I give you Shiftromino+, and updated version of Shiftromino with better controls and a new level. More levels will come!

Space Dungeon / Devlog via screenshots #5

Lighting, bullets, glitches

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Feedback is welcome (use Itch.io Web version to play in browser)
https://ldjam.com/events/ludum-dare/40/dungeon-space

Also, you can leave your game in comments if you want me to look it. :wink:

Thanks to everyone that played Robin Loot so far!

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This was our second jam (for me personally my first ludum dare) and i am amazed at how great the LD community is. It is a great feeling getting people to play your game, see what they loved and hated and learn in order to improve.

I am also extremely happy to see the positivism with which people give feedback: having been part of gamer communities in the past i was prepared for harsher and flaming criticism. However in game jams people are extremely supportive of each other and eager to give and take advice. That alone is the foundation for a great social and collaborative environment. I will definitely participate in more jams just to be able to be part of this great climate.

I would like to thank everyone who spent a few seconds to play our game, giving us a rating and writing a few words, you guys rock! If anyone else would like to play and review our game i will definitely return the favor asap. Also let me know in the comments if you would like me to check and review your game even if you don't have time to play Robin Loot! Playing more games is the least i can do :)

Play or download Robin Loot here

Corruption Post Jam

I uploaded a post jam version of my Ludum Dare 40 entry Corruption. It has music, a map, gamepad support, rebindable controls and a bunch of other tweaks.

https://veralos.itch.io/corruption

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Controller now supported (Win & Linux)!

Hey! It has been a while since we last posted anything!

As requested by some of our players controller is now supported! If you have any issues please leave a comment so we might address it.

Enjoy!

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Send Me Your Browser Games!

I got a free period so time to rate some more of your games!

I would love it if you check out the post jam development of my game if you have already played

https://ldjam.com/events/ludum-dare/40/a-spark-of-light/post-jam-update-a-spark-of-light

Thank you guys so much!

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

Try Populous!

Populous is a game where you manage population growth using cards!

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Merry Christmas

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Merry Christmas to y’all!

We just improved the first version of our game, please enjoy new Xmas design here: https://ldjam.com/events/ludum-dare/40/bobbys-awful-idea Cheers,

Worth Your Weight In Gold - Post Mortem

Things that went well

  • Level Editor

I liked my editor for levels. I adapted a image level editor, and it allowed me to do some good things. It really did help to add “tutorial” at the end, with a few prefabs and a new color for them in Photoshop.

  • Plan - including Sleep

Friday I had a rough Idea, by 2am Friday night, I would have prototype and would enhance it as I went. 8 Hrs sleep Saturday In the cold light of morning, see what I did the night before and throw out if I wasn’t in love with it. Polish as best I can and start level designing Sleep Sunday Polish - Polish - Polish Deploy

I got 8 hours both nights, and THAT was a key takeaway from a previous LD. I found I spent more time in the morning trying to figure out what the heck I did and tended to break items from day before if I didn’t have sleep.

What didn’t work well

  • New Unity elements:

The polishing was difficult at times, I tried to add Cinemachine and Tilemaps from Unity into my mix - and had done research, but they both didn’t worked as expected. I did get Cinemachine to work - mostly, but Tilemaps were removed and I built my own “tile” editor tool. It worked much easier for me to edit with.

  • Character Controller

Character controller was a pain, and still is. I still have floatiness, but have learned a lot post jam on what causes that and what to do to change it to make it work.

Changing from single sprite to multi sprite in polishing and then character controller not flipping it correctly. THAT was a waste of about three hours - I couldn’t get it to look the correct direction, and so then tried to do a sprite sheet and that became a MESS. It was a learning item, but TOTALLY not a good thing to do during the jam.

Overall

So, I liked this game - and see it has some potential - I had a few features I thought of after the game jam was over to add. Maybe it will see a resurgence at a later date, with power ups and downs. LOL

Please play and let me know what you think:

Try it out and let me know... I need more ratings please.

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Parent Simulator - over 50 RATINGS!

:cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone:

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Thanks to any of you who played my game!

I've got over 50 ratings at this moment!

I really didn't expected so huge and nice response!

Thanks for all the feedback! I really appreciate it!

:babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::baby_bottle:

The best game EVER!

Let's give a try to THE AMAZING GAME 3.0!!!! https://ldjam.com/events/ludum-dare/40/the-amazing-game-3-0

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Perigee: Postmortem

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Preamble

I thought I'd write a postmortem for my compo entry, since people seemed to enjoy the effects, and I was quite happy with them myself. In addition, I also learned a lot and pulled off some elegant tricks this dare, so I wanted to share the development process with anyone interested. The development was also quite hectic, and I figured it would also make a good story.

Zero Hour

Before the dare started, I had a couple of game ideas for some of the themes among the final voting stage (namely for "only three colors"), but I was quite stumped thinking of a concept for theme that won ("The more you have, the worse it is"). I sat and thought for a couple of hours, and nothing came to mind. I decided I'd have better luck in the morning, and got an early night to start work earlier the next day. After I awoke, I only really had a vague idea of what to go with, but decided it was good enough to start.

Original Intention

The original idea was based of the predator-prey ecology of national parks (see Yellowstone), where wildlife officials introduce predators when a species becomes overpopulated. The game would start with bunnies, and the player would have to introduce predators (such as wolfs) or rivals to control populations. Too low or too high a population you'd lose.

I thought the game-play should follow the old nursery rhyme of The Old Lady Who Swallowed a Fly. Each time you introduce a new species to the population, things get a bit crazier, and each new predator would get odder and odder. I didn't really have a solid plan for how things would tie together, but decided I postponed working too long, and wanted to get started.

"Wouldn't It Be Nice" Design

Instead of a solid plan to follow, I sort of just winged it. I thought it might be cool to have the game-play on a globe. So, I opened up blender, created an Ico-sphere, and extruded some areas and colored them in. I ended up with a pretty nice low poly planet. I ported the globe into Unity and pointed the directional light at it.

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It looked pretty darn good! While playing around the the direction, I ended up with a neat little mock day night cycle, so I wrote a quick script to emulate my mouse movement. I decided on 1 second being equal to 1 hour, and an essential game-play mechanic was born, unbeknownst to me. I just thought it would be neat effect at first.

Now that we were in space, I needed stars in the background! I didn't want to create a whole 6 sided sky-box, so I opened up Paint.net, made a quick 512x512 image, and added some white, blue and purple dots. I then applied a glow filter, which makes the texture a bit more convincing. At first, I played around with a parallax scrolling effect, where a simple quad would follow and always point at the camera, but since the camera could rotate around the sphere, the quad's texture would warp and stretch instead scrolling properly. Instead of trying to fix the math, I made another quick ico-sphere, inverted the normals to face inward, attached the texture to it, tilted it, placed it around the globe, and a credible space background appeared.

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Next, I figured if I wrap a similar ico-sphere around the earth, I could make a convincing atmosphere. So I created yet another low poly sphere, rotated it and generated a quick cloud render in Paint.net (seen below). I set the texture alpha to grey-scale, and applied it. The problem was, I needed a transparent cutout effect, which Unity doesn't have by default, so, I created a custom surface shader that applied a cutout effect before applying the alpha and added a scroll effect to give the clouds some movement. The shader didn't apply shadows the way I wanted, so instead of experimenting/debugging/researching, I just duplicated the cloud's sphere, rotated it slightly, and applied the same material, but tinted black, to emulate the clouds' shadow passing over the planet.

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In-between, I started work on the bunnies. I made a quick simple bunny drawing from a photo reference, and attached it to a quad that always faces the surface's normal. Since the model is so simple, and the amount of identical bunnies that would appear onscreen, I used Unity's GPU Instancing for the bunny's material. It really made a difference for a good, well preforming WebGL build!

Next, I thought of how the rabbit's path-finding would work on a sphere. I decided the easiest way would be to just rotate the bunny on the planet's axis, rotating towards wherever it needed to go. I ended up with the following quick bit of code. For debugging, I had the bunnies follow the cursor, which ended up being a game-play element, but more on that later.

// By default, move to the upper right Vector3 rotAngle = new Vector3(1, 1, 0); if (this.transform.position.x < goalLocation.x) { rotAngle.y = -1; } if (this.transform.position.y > goalLocation.y) { rotAngle.x = -1; } transform.RotateAround(earthPivot, rotAngle, speedMod * Time.deltaTime);

The method worked well enough for the time constants, but issues would arise. Mostly, bunnies would pass through each-other and buildings. I didn't mind the buildings so much, but the bunnies would clip inside each-other, making a hundred of them look like a single rabbit. So I rushed writing code to get around this, which ended up being buggy, causing them to sometimes get stuck and stop moving altogether.

In hindsight, the problem wasn't the bunnies clipping, but the pathfinding being too simple. A more fully functioning, correctly working pathfinding/collision system was the way to go instead of applying "the patch," but inside the time constraints probably not as viable.

Here Comes the Sun

I had already implemented the day/night cycle for aesthetic reasons, but it didn't occur to me until later that it would make a good game-play mechanic until I started to implement the economy system.

The game needed a way to manage each species population by placing buildings and whatnot, and the most obvious way to implement it was a classic money system. I figured placing down buildings as money generators would make sense, and would be quick to create. The first thing that came to mind was a solar panel, and soon the idea for power to be only generated while in sun light. Hence, a unique visual effect became a unique game-play element as well!

I had a few ways of detecting if an object (i.e. a solar panel) was in daylight; one way is to use a ray-cast from the sun's position and point towards the object. If no other object is in the way, then the object would be in light. The problem was, due to the buildings' exaggerated scales, if an object was near the poles, it would always hit, even if it wasn't in daylight. Plus, the game actually uses a more geocentric like model for its system (it's simpler that way), the planet stays still, while the directional light is what gets rotated (but also doesn't move). I could have done some math to get where the sun's location would be, but there were other options that didn't have the same drawback at the poles.

Another way was to use a render texture pointed at the object and find the object's pixel color value, where a darker value would be in shadow. Alternatively, I could use Unity's Renderer.lightmapIndex/realtimeLightmapIndex to determine the value instead. I didn't use these options since it seemed too involved to experiment with in the time frame of the Dare; plus, it seemed like overkill for a game with a single light source.

Instead, I simply used a dot product, similar to what a diffuse shader does.

``` float InDayLightDot() { //https://docs.unity3d.com/ScriptReference/Vector3.Dot.html //For normalized vectors Dot returns 1 if they point in exactly the same direction, -1 if they point in completely opposite directions and zero if the vectors are perpendicular.

    //Forward vector of panel faces the earth, hence, a positive dot value == in sunlight
    return Vector3.Dot(this.transform.forward, Sun.lightDirection);
}

```

The method worked tremendously well; it was quick, elegant and simple solution! I didn't have to worry about walls, distance, or location, just if the sun was pointing at the object's side of the planet, which made it less involved then the other methods. Since the planet has no tilt, both poles are shaded in darkness longer then the rest of the planet, the dot product check didn't account for this, so I added a manual height check and gave a little bit of bias (dot >= .2 //instead of 0), which was a quick and easy hack.

If I ever expand the game, this system might need to be tweaked/replaced, but it was a great little trick for the dare.

To finish up the building portion, I simply used camera.ScreenPointToRay, and spawned an instance of the selected building from where the mouse clicked, facing the hit's normal. I included a layer mask to filter out everything but the planet's collision sphere in the cast. For ocean detection, I used a separate collision mesh consisting of just the sea portion of the planet instead of fiddling with material detection.

To generate money or bunnies, I simply used Coroutines to call the generate function every x seconds on each instance. Since most object are placed at different intervals, it's actually pretty cheap (for performance) since most buildings will call the routine on different frames, meaning no massive hits.

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End of Day One, Beginning of Anew

Towards the end of day one, I had a pretty game, but no actual game-play. I realized how long implementing the ecosystem would be; including more animals, events, and interactions wasn't feasible in a single day. Even if I managed adding cramming those required features in, I'd need time to tweak and play-test to actually make it fun, balanced and compelling.

So, I started thinking of ways to cheat bunny overpopulation into being a negative characteristic, and figured a hard cap would work. After x number of bunnies, a UFO would come down and destroy the planet. The wolf population would help control the bunnies, but would swap from a population to control to a building object you would place instead (wolves were eventually scrapped due to time).

After giving it more thought, I figured "why not turn it into UFO defense game instead?" At this point, I had the planet, controls, placing buildings, and bunny AI somewhat working, I just had to finish up the building code and implement the game-play features. So when I awoke, I cleaned up the building placement, implemented the building code, repurposed what didn't make sense anymore, and got to work on the UFO portion of the game.

As stated before, I had the bunnies follow the cursor for debugging purposes, but it quickly seemed like a good game-play mechanic. One could control where they were on the screen and protect them from the UFOs. I also figured since the theme was "The more you have, the worse it is," they would block the player from building on-top of them, making it harder to build the more you had (which now that I think of it, was obviously problematic, but more on that later).

I figured each full rotation (each day) would be a good way to spawn events such as disasters, but since I morphed the game into a tower defense, I figured each day should spawn UFOs instead. To spawn them, I decided to just pick a random direction 32 meters away from the planet, and have them float towards it. At first, I started to implement my own function, but found out Unity had a built in Random.onUnitSphere property, which made this much easier. I simply multiplied the value gotten by 32, and Instantiate the UFO at that position and facing the earth, then send it hurling towards the bunny infested world. While the UFO descends, it casts a short ray towards the planet, and once it hits, the UFO stops moving towards it and the AI kicks in while also turning on the death ray.

At this point, watching the clock tick down, I decided to start going for quick fixes instead of clean code with the limited time available. I copy and pasted the solar panel class for the windmill, house, and carrot patches. For the UFO AI, I copy and pasted the bunny movement code with some slight tweaks to adjust for their raised nature. Although I cringe at the sloppy code, without copying, I wouldn't have submitted on time.

While working on the UFOs, I also started working on the guns (What's a defense game without guns, after all?) which simply targeted the first thing in range until it has left or died. I also added the main menu, UI, and other tidbits, barley finishing before the compo ended. With no time to play test, I figured being too easy was better then too hard (a problem my other entries all have), so I lowered the UFO speed, and put the cash rates at pretty generous levels, and submitted.

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Lessons Learned

As one has read, it was a fairly tumultuous two days of development, with features being created on a whim, and the design changing fairly radically. Under the circumstances, it came out fairly well. I'm glad I took risks and tried things I haven't before. It could have went either way in the dare, lucky I was able to re-purpose so many elements, so I'm happy I ended in a finished entry!

I was surprised how well my WebGL build runs (especially compared to my previous entries)! I'm assuming it's partly due to improvements made by Unity, and partially due to me gaining more experience and knowledge limiting draw calls. As stated previously, I made sure the rabbits and buildings where GPU Instanced, and I tried to limit the amount of materials in general, reusing materials when I could. Since I went with the low poly look (quick to create appealing looking assets, great for a dare!), I used solid colored materials which can be reused on different models with the same color. But, if the model had two or more colors I took the time to create a UV map and used a texture instead to avoid the very costly expense of having a model with multiple materials. Hence, I balanced speed of creating an asset (important for a compo) with the speed of drawing it (important for performance). Although, I did cheat and use multiple materials for the globe, as I didn't want to go back to an early asset to optimize.

For my next dare, I'll be sure to leave enough time for play testing during the development, go with a simpler idea, and actually write out a small design doc instead of molding the game while developing it. I'd also try and go for a more polished and finished product, instead of a rougher prototype style my games have been, as they seem to do better and get more exposure, although, I've said all this before! I tend to enjoy trying new things and ideas, and I get carried away, forgetting my aforementioned rules. So we'll see!

Thanks to everyone who played, rated, and or commented on my entry so far! Here's some feedback to those comments.

Complaints

Most of the complaints derive from a lack of play testing. I wasn't even able to play the game until after I submitted it! The game wasn't in a playable state until the final hour of the compo, so I was quite happy one could play from start to finish without a crash or bug, yet, some of the problems could have been easily addressed with some testing.

Some found the game to get a tad bit stale, which I can agree. Once you place enough defenses there's not much else to the game other then waiting twenty-eight days till the finish. With proper play-testing, I would have tweaked the values to make the game more challenging, added a cost each time a gun fires a bullet (or a limit), and allowed the UFOs to destroy buildings.

The decision to block buildings being created on-top of bunnies seemed to confuse people. Some didn't understand what was going on, and figured placing buildings randomly wouldn't work. I should have made it more obvious, but really, having something that follows your cursor blocking the cursor's main function might not have been the best feature. I should have a toggle to force the bunnies to follow/unfollow you instead. Although, that might have ruined the chaos from managing them. (Fun fact, the carrot patch at one point was going to lure bunnies to it, but, ran out of time!)

I also found out people don't read help menus! Which should have been quite obvious, as people usually try and move from game to game. A quick in-game tutorial would have been a better option (and would have made the game-play easier to understand), but also more time consuming to create, and tutorials bring their own set of issues.

The game didn't have any audio either! I created a small UFO sound effect (it's still in the source code) but I didn't have time to implement it, or create other sound effects. If only I had an extra hour! The UI was also rushed, so I didn't have time to properly test it at differing resolutions, or pretty it up. So I allowed people at lower resolutions to hide the buy menu, but the menu was too small at super high resolutions! Using non default font (I used a Futura style called Fax Sans was a good choice, since it gets rid of the cookie cutter look of default Unity menus, while being simple to implement.

bunnyandwolf.png

Complements

People seemed to really enjoy the visual style! I detailed how I accomplished it already, but I'm glad people seemed to really like it.

Some found the game innovative, which I'm proud of. I tend to use dares as a motivation to actually build and finish something, and use bending the theme as a good exercise in creative thinking. The globe was a unique aspect, not only visually, but game-play wise as well. The feeling of being attacked on a wide scale, and defending the entire planet also helps. Looking after a populous instead of a straight line also differentiates itself from tower defense games. I'm glad it came together in the end, and people found it fun.

I also got a few commenters who enjoyed the story I wrote for it. As you can tell, I enjoy writing (I wrote way more then I was expecting for this postmortem) so it means a lot that people found it humorous and liked it. The story is small addition to the game, but I feel it adds value to be given a background to the world. Writing in second person is an interesting style that works well for games, as it engages the player, putting them in the game's universe.

What's Next?

If I decide to continue development, the first thing I'd do is rewrite the game from the ground up, with a proper plan this time. I'd also add more simulation aspects to the game, bunnies would be selected and used to construct and control the various buildings (maybe like in Banished or an RTS?), and you'd have to micro manage them. Another sim addition might be tech-trees for additional building unlocks as well. I'd also like to add multiple planets you could explore / control, and possibly even terrain forming and terraforming features. Although, I'm not sure if each planet (or group of planets) should be separated by levels, or if it'll become a continuous game where you'd need to build rockets to find new worlds to conquer.

For now, these are just ideas. I don't have a solid plan to continue development, but if I the game gathers interest for some reason, or does well in the ratings, I may consider it.

Conclusion

Whew! I wrote more then I expected too!

I hope you found the postmortem an interesting read! I learned a lot from making this entry, and I'm glad I was able to share my thoughts and findings. If you have any question or remarks, feel free to leave a comment on the post, and I'll try my best to answer. If you'll like to try the game, you can play it here.

Thanks for taking the time to read the postmortem, and for checking out Perigee!

  • Zee

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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Streaming LDjam40 games! Any below 20 votes!

I will be streaming a 6:00 pm Central time. Feel free link your game here, or on stream. I'll try to get to as many as I can! https://www.twitch.tv/creamybacon ldjam 40.jpg 200_s.gif

Now you can get all the info about the games you've graded.

I know I posted some hours ago the first iteration of information about what games you have created. Now it's updated, just go to https://ldjam.com/events/ludum-dare/40/mygrades

Fake example (bubble-icon shows which you've commented on): ldGradedGamesV2.png

And of course this page is only visible to you. Let me know if anything is amiss or should be added.

Damn! Need 1 more review to reach 20

Please check it out if you get the time. :) Appreciate the existing feedback on the game.

https://ldjam.com/events/ludum-dare/40/infinity-racer

Refactoring my pico-8 game to enable improvements [Part 2]

Part 1

Where to start. In between getting ready for the holidays, crafting presents, visiting friends, and playing games, I’ve spent some time refactoring my LD40 game. Sadly, that work has been everything but fruitful for the most part. Let’s start with what has been done and where we started.

To begin, pico-8 reported that Happy Happy Marshmallow Factory was sitting at around 50% symbol utilization and 52% compressed build output utilization. For those that haven’t played with pico-8, these numbers are arbitrary restrictions that exist to create a limited development environment in an effort to simulate a “retro console.” The first number, symbol utilization, is actual programming symbols such as ‘(‘, ‘:’, or ‘function’ with each symbol in source code counting as one use. You are only given 8192 symbols maximum which is quite small when you consider that even an empty function declaration consumes 5 symbols. Compressed build size is much more nebulous with the lua output bytecode being compressed and measured against a maximum size.

While neither the symbol count nor the compressed size are yet hitting problematic levels, they are both measures that you need to keep track of when building a larger pico-8 game as they are hard maximums. Important too is the fact that many techniques for keeping these numbers down are the opposite of what we think of as good coding practices today: global variables, short names for members, etc. Between these two facts it becomes especially important to track these values since my goals with HHMF are to improve data isolation, code readability, and most importantly, make the progression system more tweakable. And all of those are not necessarily good for either number.

The first changes I made was to start containing the data and methods that were only relevant to a specific state: menu, game, or credits. I did this by creating simple lua objects for the states that had their own ‘update’, ‘draw’, and ‘debug_draw’ methods as well as whatever local properties they need. This allowed the top-level update and draw methods to just call the current state’s method rather than determining the method based on a number which was done in multiple locations. It also allowed repeat variables between the states to use the same name (since they were now scoped to their object) such as the scroll factor used on both the menu and credit states. This change immediately improved isolation of about half the code though at this point only the menu and credit states have all their members isolated out of global state.

Overall, I felt that this change was worth it at the high level it was applied, and I would do it again in another pico-8 based game. The downsides of it is that symbol and compressed size numbers slipped about 5% each from the change. I believe the two big drivers of the slip are that any member variable or method accesses must now be prefixed with ‘self.’ (two symbols), and any member accesses are now string based dictionary lookups in the object since lua doesn’t have compiled types. Worse still is the fact that the conversion hasn’t been fully applied to the codebase and I believe the tax would be closer to 15-20% if completed.

To counter the issue there are two big tools at hand: continue to use globals for heavy use items, maintain functional programming discipline for as many functions as possible, and to create local copies in functions that repeatedly access the same value. The last one is a relatively micro-optimization since it is only a net positive change if there are at least three accesses in the case that there are no updates to the value. In the scenario that the value is being updated either in that function or another that it calls then it becomes more difficult to measure since additional code will be required to ensure synchronization between the original and local copies. Yuck.

At this point I weighed the initial state object conversion as a success and wanted to extend it to game objects. I did this in the same general form with a lua object having update and draw methods, as well as common elements such as position and animation data. This allowed me to create a generic draw method that could be shared rather than separate and repetitive implementations scattered throughout. To test the system I converted the robots to use it. Overall the number of lines of code didn’t change much with a 10% sloc decrease however the symbol and compression count degraded 6% from the conversion. That is a big slip considering the bot gameplay logic only represents about 7% of the codebase. I expect that continued conversion to the system will amortize some of the gameobject system’s overhead however it appears that the tax will be probably be consistent for conversions.

The refactoring is no longer looking so good. While only a small part of the code has actually been updated, the symbol count and compressed size are now both in the low 60% range. I expect that continued conversion will result in utilization hitting around 90% without any additions to the game such as new progression phases, map areas, and the like. This makes me really doubt this effort is worth it. Unfortunately, not refactoring the code leaves the game in a very difficult state for tuning and extending. I’m going to continue playing with it to see what I can achieve but this may be the last post for the game since fighting these limitations are less interesting to me. Meh.

Last days to be a Squid!

poulporigolo.gif

Give it a try, it makes use of all your fingers!

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

As a bonus, I thought I'd share the game's one and only concept "art"...

poulpoConcept.jpg

Temple Hunt needs your feedback

This game was my first ever finished one, i am quite proud of myself for doing that as I've spent a while making games and scrapping them.

At first Temple Hunt was far to dark so i have changed the brightness to it.

Please give it a go and let me know what you think, i will be catching up on rating other peoples games today as well.

Your feedback is appreciated.

https://ldjam.com/events/ludum-dare/40/temple-hunt

Kind regards,

Toccs

Playing a custom level in Hungry Dino

logobc.png Do you try the Level Editor of Hungry Dino? It's a WIP, but still works! was my first attemp making an editor.

The dev @jebouin sent us a custom level! Thank you really much Jebouin!! It was a hard level, and very clever.

Here's the video! After beat it(yeah! I won!) I show you a bit of Alien Crab in the Rotormaze ( https://ldjam.com/events/ludum-dare/40/alien-crab-in-the-rotormaze ), the superb compo entry of Jeboin, if you have not played it yet, go now!

https://youtu.be/bOpS1xJhqlQ

Thanks for all the rates and thanks again for the level :D

Thanks a lot!

Thanks a lot for the great feedback, comments, encouragements, ratings and critics that everyone contributed in. I know many asked for a post game jam version where I improve and correct major falls in the game but I apologize since I didn't have time to work on any of that but I will definitely do it. I will make sure to take all of your advices and critics by heart and forward that into getting better and improving this game and my future ones. I think the community is great and I love it.

Thanks a lot.

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link to the game: https://ldjam.com/events/ludum-dare/40/apparently-im-a-detective

-

-

Word Clouds! (Am I a bit late?)

We have a better idea for word clouds -- you can use them as assets in your game. Why not? :smiley:

I just tried to replace our cute aliens with some key words.

XenoNanny

Sorry JavaScript, I never loved you anyway...

XenoNanny

And the HYPE goes UP つ ◕_◕ ༽つ:

Volcanic Giraffe

XenoNanny (JAM) - Submission Page

Dipsomaniac

rate our game :beer:

DRLmXfAXUAAGNJE.jpg

Drinking actual alcohol while playing the game is strongly advised. :beers: To make it more immersive of course. Not to distract you from possible flaws in the writing and the game itself. Please drink responsibly and respect the legal drinking age in your country.

Screenshot from 2017-12-05 22-03-55.png

Dipsomaniac” is sidescroller about bar crawling and getting completely and utterly wasted in the process. The story includes deep themes of escapism, alcoholism (not really though) and very badly implemented pop-culture references. As the player you interact with countless barkeepers with the sole intention of getting drunk and not having to attend the birthday of another wrinkly relative that tends to poke your cheeks a bit too harshly every time she sees you (yes even now that you are an adult. Terrible, am I right?). The more alcohol you drink the worse it gets (see what I did there?) and controlling your character becomes harder progressively. Who knows? You may even begin to hallucinate. Some drinks will make you drunk faster than others. Just apply some common sense to figure out what drink has more alcohol than the other one (or if common sense doesn’t help because you don’t know how much you drink of each individual beverage, you can browse the game files to find the exact amount of alc-points… if that’s what you are into).

Screenshot from 2017-12-05 22-00-51.png

pls rate our game (I bet with my teammate that we get 60 ratings)

Still need a few more ratings

Reroute Reboot is getting close to the magic 20 ratings but it still needs a few more. Also I'll be playing/rating some html5/webGL games tonight so if you want me to give your game a look leave a comment below

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Thanks.

Big thanks and my conclusion

:cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone::cyclone:

History and possible development of this game.

I created this game because such strange idea came to my mind. The other reason is that I was tired of zombies, killing enemies etc... and I'm happy that I changed genre a little bit :smile:

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Further development

The game could be finished, and the full version would include: - different stages: feeding children, leading off them to school (watch out for them), lulling, cleaning, swaddling them and so on! - difficulty levels: for example, advanced levels of feeding would include refilling the bottle, keeping the milk warm... not only more children! - *maybe budget, and you get funds from the government (for each child, so you want to have more of them, but not too much to manage them, etc!) - hmm... the thing is that crying sound is too annoying for many people.. too annoying to keep them alive!

Is there sense in finishing and releasing it? Even if I would finish the game, I'd have to decide: release it on Steam or Android?

I don't really know what platform would be a better target for such a game...Is a game for young people, middle-aged, or old ones?

Disclaimer: I didn't wanted to discourage players from having children!

What do yout think? Let me know! Would you play it on smartphone rather than PC, or not?

Comment, play, and if you haven't rated 'PS' - rate and give me some feedback plz!

You can play and rate here --> https://ldjam.com/events/ludum-dare/40/parent-simulator

This was a great game jam, they are really pushing me forward. I learn a lot and it's relaxing to make something different than usual ie. every day.

Thanks!

http://www.arputikos.com

https://twitter.com/Arputikos

:babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::babybottle::baby_bottle:

Playing some more LD40 games

Here's the final part of my Ludum Dare #40 Let's Plays. Enjoy your holidays, jammers. You did good. https://www.youtube.com/watch?v=YoYb4Qywy04

Beer Fight! State of development and ratings

Hi fine folks loving games!

I made this game during the LD40 in 72H: https://ldjam.com/events/ludum-dare/40/beerfight

beerfight_06.gif

In this post I'll talk about 2 things: - I still didn't reach the 20 ratings needed to have a score - The preview of the 1st content update I'm working on

I. RATINGS

Those last days I didn't had much spare time and preferred to spent it on working on the next update of the game.

As I write this I still miss only 3 ratings to get over the treshold to get a score, I'll need a little help for this time as I fear I won't have time to play enough games and give correct feedback on them.

I don't want to play games and just say "it's good lol!", each project deserves serious thoughts* to help find the parts to improve. I already have a backlog of LD40 games I'm gonna play in the next months and would happily add yours to the list if you don't mind getting a feedback in february ;p

II. NEXT CONTENT UPDATE

So I'm currently working on the 1st major update that I'll put online accompanied by the source code of the whole game after the end of ratings. (I'm working in Unity so it'll be the Assets & Project Settings folders)

It'll contain many improvements: sounds & music, camera shakes & kicks, a complete revamp of the level design and customers behavior, a bit of UI work, a first take on difficulty curve, ...

Level Design

At the moment I'm on the first pass of revamping the level design, I noticed 2 main points in feedbacks that can be adressed by this: 1. It isn't clear that you can reach customers by bouncing beers on walls 2. The mouse interaction doesn't receive enough attention

Here's a very very early draft of the direction I'm taking: vertical_resolution.png

To guide the player to use bouncing beers: - The walls are the edges of the screen, in the style of a pinball game - Chairs are placed in oblique and let an obvious open path to the wall - Side walls are left empty of any chairs to not discourage any tentative - The barman is slightly shifted to the right to accentuate shooting angles

The increase of possible angles by shifting the barman help also to reinforce the mouse aiming importance but might be at the disavantage of left-handed people (a setting to flip the level could solve this problem though).

By the way, I decided to design for 2:3 and 3:4 aspect ratios and I will add static panels on each side of screen to enforce those ratios. There are many reasons for this choice: 2:3 & 3:4 seems to be the most common ratios on smartphones / a vertical layout with the player on bottom gives a feeling of opposition between the player and the customers coming from top / it encourages bouncing beers on walls to reach customers on the other side / it fits well with touch & swipe controls.

In this talk , Rami Ismail underline something people tends to forget: screen resolution is a gameplay variable. It's not because most screens use a 16:9 ratio (1920x1080) that you have to make your game in it, you have the control over it.

https://www.youtube.com/watch?v=aNDWf-hBbns

Camera

I implemented a 2D shaking effect and an orthographic kick with the goal to be able to set them in the editor but also call them by code when needed.

Therefore I created them in their own class with simple methods (Play / Stop) relying on a coroutine for execution, the class keeps a reference to the coroutine as a member. The methods manage multiple calls by stopping the current coroutine and starting a new one without losing the original position / orthographic size of the camera.

The Play method takes a ScriptableObject holding the data for the kick or shake to execute and revert to a Default one loaded on constructor call if no SO is passed. This way the shake / kick parameters can easily be set inside editor.

shakekick_scriptables.PNG

I still need to use those effects inside the game logic and fine tune them but they're working neatly :D

Audio

I did a 1st pass to integrate an old audio layer I wrote just to have some system to play sounds and music that I can call from anywhere in code at any time. It's instantiated by a Director gameobject at the start of the game and is accessible via a static property using a simple interface on the Director class.

I need to find sounds for everything in the game and a decent music loop. I'm certainly gonna use Audacity to treat sounds and maybe make something with Bosca Ceoil for the music.

In the end

I have a lot of things to do before publishing this 1st content update but it'll be worth it I'm sure!

If you're interested to see what this game becomes I'll certainly twit updates on it on my account @tholSyppaH :)

(Don't forget to rate my game!)

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

Finally a Web Build!

Hey hey! We finally managed to upload a web build of A Hero's Burden. If you have not played our dark atmospheric adventure, now is easier than ever before :thumbsup:

bf24.png

The Darkest Light

Hey ! Come check our entry : The Darkest Light !

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

dakrest lit screen.png

Let us know if you manage to reach the end ;).

Zombeer: Web build is out!

Capture0.PNG

Finally! We know a lot of people aren't too keen on downloading games to test them, so we aimed to make a web build as soon as we could. Unfortunately, due to circumstances beyond our control, we couldn't work on the game for a good two weeks.

But now, with 6-ish days remaining, it's here! Come drop by and give the game a whirl!

Also, since we're behind on ratings, please, PLEASE remember to comment on our game, so that we can return the favour and play your game as well!

Here's a sample of what you'll be getting yourself into! What are you waiting for? No more pesky downloads, no more hassle!

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Brick Racer!

Can you beat the current high score of 34.97 seconds?

Brick Racer is a single player racing game with a risk and reward system. The less health you have the faster you go. Play safe and get a slower time or play risky and compete for the #1 spot on the leaderboard! Good luck! :)

https://ldjam.com/events/ludum-dare/40/brick-racer

brick_racer-giffed.gif

Spin Attack

Hi Folks,

I made a walkthrough for my game.

https://www.youtube.com/watch?v=tLpwri6HeVE

Do not forget to play and rate (has a HTML Version): Game Page

Shall they up? - Post Jam version

There is still no sound, but I fixed some bugs, and added some little stuff on my entry, based on the kind feedback I received (and for wich I thanks a lot those who took the time to try it and comment).
If you didn't rated it yet, you can find it here.
HTML5 game, few minutes to play ;)

Just 10 to go! :D

LogoemFacebookCover1/emEN.png

On this LD, I didn't have enought time to play much games as I wanted (end of the year, I had a lot of things to do for my university and for my job), but I'm doing my best to play LD games on my free times. Anyway, this isn't being enought to reach the mininum 20 rates. So if you could help me, playing and giving a feedback, I'll appreciatte!

Thank you guys!!:D

Link: https://ldjam.com/events/ludum-dare/40/who-ate-my-pizza

Please play my game

Hey, I am so close to getting to the 20 rating threshold, but since I am away without a computer I cannot rate more games. Could you please help me out.

Thanks

https://ldjam.com/events/ludum-dare/40/slum-lord

Ratings given not showing?

Hi, on my game's page I can't see any ratings given. I rated several games and it still shows 0. Am I doing something wrong?

Looking for a multiplayer game to play with family for the holidays? Try ours!

Our game is built for 4 players and perfect for family gatherings over the holidays.

The game is guaranteed to be 99.9% more interesting than most family board games and traditional party games.

Key features include:

  • 4 Player Local Multiplayer.
  • Competitive gameplay.
  • Satanic rituals.
  • Teamwork centered gameplay mechanics.

So this holiday season, grab some friends and family, sit back, relax and enjoy some S͙͍̤̠̩̩͙̟̖̻̏̐͑̀̇̓̒̐̾̕ų̪̺̙̲̤͚͍̟͇͌̓̽͂͆̒̇̃͝͝m̡̡̛̹̙͙̠͚̯̟̓͑̑͐́͒͑̂͠ͅm̭̞̖̜͙̰̥͎͚͑̎͆͐́̒̋͊͑̕͜o̢͔̗̪̬̭͖̜̠̺͒͛̊͒̌͑̿̎̚͘n̛͙̩͚͈͔͈̣̯̪̉̐̆̈́̀̉́͒͌͜ị̡̟̤̟̞͙̰͚̮̾̏̀̈́͐̉̓̒̇͝ņ̢̨̯̼̩̦̝̘̰̎̑͋̓͂̅̈́̂͠͠g̢͖͎̝̦̟͕̮̬̻̔̈́̅͌̓͌̊̄̀̅ ̨̪̰͓͕̱͎͚̟͖̈́̑͌͗̓̊̐̈̊͒S̭͈̦͇̲͈̳͔̜͕̆̌͐̽́̓̾͝͝͝a̢̛̲̯̩͙̣̥̬̙̞̅̔͌̋́͑̀̿̀t̲̘̮̥͉̱̱̘͉̞̂̎̓̆͆̂̕̚͠͠ḁ͔͎̖̙͙͓͙̰̹̈͂͊̏̾̎̿̉͠͝n̨̧̥̤͙̜̹͚͔̈̍͗̀̂͌̽̈́̂͘ͅ.

https://ldjam.com/events/ludum-dare/40/cult-classic

[LDJAM SITE BUG] My rating stats isn't being updates?

I notices something weird: Today I spent A LOT of time playing and rating games, but my stats didn't consider ANY of the rates. My karma feedback and my ratings given still the same all day. I've waited 15, 30 minutos... 1 hour... nothing... What is going on? :/

Can I still get to 20 ratings?

My game did not get many ratings so far, so I was hoping that more people would see my game because of this post

If you have not played it please try it https://ldjam.com/events/ludum-dare/40/bits

Happy Holidays, fellow Jammers!

HolidayGreetings.png

@jorgegamedev, @robinhoodpt, the Whales and Games Collective and the discord channel, wish you all a happy holidays season and a superb new year! It's still somewhat early for that, but it's never too soon to wish you the best, is it?

I drew this banner to celebrate both the occassion and as a milestone of how far WAG has come since LD36 (and even before)! This drawing features:

Our holidays are as cheerful as they can be, with the comments we have kept getting on Jazzy Beats. Jorge-boy just replied to a bunch of comments that had piled up. The team is still continuing to play and rate games, and we're finding some real jewels! It's been a fantastic gamejam! (And yes, this is a very shoehorned pitch, but we do need to keep it relevant to LD40, right?)

JazzyemBeats/em2emCompression/emBoogalo.gif

Well, it's all been said and done now. Just a few more days until this whole thing wraps up, so I hope you are doing your best at commenting on other people's games. One good comment can really lighten somebody else's day. Happy holidays to y'all! May your new year resolutions become reality! Cheers! :christmas_tree: :whale:

GOALS

So what is everyones goal for Ratings Given?

I'll finally be on vacation starting tomorrow! But I'll still have to work double time to reach my 100 Ratings Given before time runs out (and more if possible).

Leave you're game in the comment and also how many Ratings Given and Rating Received you're aiming for!

I'm currently hoping to reach 50 Ratings on my submission, which you can check out here: https://ldjam.com/events/ludum-dare/40/cracks

Need Help Getting More Ratings for 'Gold Elixir'

Hey friends! I am still in need of more ratings for Gold Elixir, my entry for the latest Ludum Dare jam! If you would be so kind as to rate my game, please click on the link: https://ldjam.com/events/ludum-dare/40/gold-elixir .

TRY THIS

ezgif.com-video-to-gif.gif

https://ldjam.com/events/ludum-dare/40/yellow-beans

6 ratings away- can be played in browser!

Hello everyone. My game is only 6 ratings away from 20 ratings and only takes like 3 minutes to play in the browser. I would be very happy if a few people could check it out and give feedback. Also let me know your high score (mine is 137s). https://invixel.itch.io/debt-crisis Screenshot.png Also, i will make sure to rate 20 other games so the cricle of life can continue but i haven't gotten to it yet. Thanks!

Ignore Dashing Delivery in the "Danger" section

Something has gone awfully wrong. I've been in the danger section for a few days, because my "ratings received" seems to be stuck at 18.9. It's been that way ever since I reached that amount of ratings.

So now I keep getting ratings from people trying to help people in the danger zone, even though I'm not in the danger zone, and it's making me feel guilty. I've already gotten 5 more ratings than I've given, so there's no need to rate my game anymore. Give your ratings to the people who need them instead <3

I can't go on...

Gold Digger Rating and Suggesting

have you played Gold Digger yet! give it a try and lets us know what you think.

PLAY NOW!

we would love to hear what you like us to improve. 2017-12-04-f2zg8riv.png

I just want to write annoying thing

My comments: example comment 2.PNG example of comment 3.PNG example of comment.PNG

## Just there are few guys make comments on my game literally.There are more comments like "awesome game" on my game.And when i saw their game rating was over hundred.And I know they will be on top because of careless commenting in every entry.

my game

5 to go!

Help me to reach 20 rating! :D

https://ldjam.com/events/ludum-dare/40/who-ate-my-pizza