LD 40 December 1–4, 2017

Post jam?

Should i do a post jam version of my game?

Unofficial 'Classic-Style' Result Lists

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Some of us had become attached to the 'old' manner in which the results where displayed, despite the (increasing) awesomeness of the new site :slight_smile:

I've tried to put the 'small' overview in this blog post, but the way this version of Markdown displays tables, is --let's say-- rather spacious, which is probably totally fine if you do something different with it than what I was to attempt.

So, therefore, instead of taking up approximately a bazillion screens of real-estate here, some links to another site: - overview of all 'podium places' - all top-20s Compo-edition - all top-20s Jam-edition - top-100 Overall Compo-edition - top-100 Overall Jam-editon - coolness: 'feedback hearts'

All mistakes herein are extremely my own and do not reflect upon the site-devs!

Shout-out to @joror, whose idea this originally was, but has been moving today! Also shout-out to @jod who was totally in the chat-room as well :yum:

My best jam yet! Wired network results!

I managed to be in top 50% in most categories and scored whopping (at least for me) 88th place in Graphics! Thank you for all of your ratings and I hope you scored as high as you desired!

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Sanguinite Postmortem

I feel kind of silly doing a postemortem as if my game warranted one, but I find others quite interesting, so what the heck. It's also quite cathartic.

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This is my 3rd Ludum Dare, and I think it's safe to say that I have been steadily improving. I am quite happy with how my game turned out and very happy with the ranking results. My workflow has improved dramatically. However, there is still room for a lot of improvement, and there are several key things that could have gone better.


Initial Design and the Theme

Although I've been able to manage scope reasonably well, most of my entries so far have not exactly nailed the theme as squarely as I would have liked. I think the problem is two fold:

Firstly, I have a lot of game ideas in my head that I want to use, and there's the temptation to shoehorn the theme into an already existing idea.

Secondly, I tend to get experimental with my game design which can cause the design to veer away from a central theme.

Although my designs haven't disastrously missed the mark so far, I'd like to focus more on the theme in the future and use it as a launchpad instead of an inconvenience.


Procedural Levels

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I really enjoy learning about and implementing procedural generation. I also haven't dabbled a lot in manual level design, and I find it tedious. As a result, I tend to try to find a way to offload level design to procedural generation. This is good in some cases, but ends up being more work with a lower quality result in a lot of other cases.

I had already made a few prototypes beforehand for a similar cave-structure procedural level design, and so using that code as reference I was able to build a decent level generator during the jam. However it still took a huge chunk of my time and had me messing with all sorts of weird corner cases later on. There's no way I could have done this without previous experience. The whole story on the headaches of the procedural algorithms could warrant a postmortem all to itself.

While it is cool that the levels are procedural, the quality was just hit-or-miss (with odd stuff happening sometimes like items spawning right on the landing zone).

Most importantly, most players didn't seem to notice it was procedural.

Hand-crafted levels would have fit better with this project, at least for the game jam.


Game Balance

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This goes hand-in-hand with procedural level generation. I got incredibly mixed feedback on game balance. Some people praised how the difficulty ramped up and how it always "felt fair". Others complained that either the whole game was too easy or that they hit a difficulty spike.

The simple explanation is that enemy spawning was semi-randomized, designed to get more intense as the danger level increased, but still unpredictable. The problem is that some levels just happened to have more difficult layouts than others due to the procedural level generator, and sometimes harder enemies spawned multiple times or enemies spawned faster just out of bad luck. On top of all that, the upgrades were all random and even the number of upgrades in each level wasn't consistent (and not all the upgrades were created equal).

Because of all of this layered randomness, players would have drastically different experiences with the game. And like I said before, I'm not sure that many of the players realized the levels were procedural at all, so they saw all of this wonkiness as hand-crafted.

Lesson learned: don't leave your game balance up to chance (unless you are designing something sadistic like NetHack). Use random elements wisely and keep control over your game.


Music

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All three of my entries so far have had original composed music, but this was the first time I used Bosca Ceoil and tried to make a rich score (eh, as rich as it could be in the allotted time). I have a strong belief that audio is mandatory for all games because it adds so much to the experience.

I wanted to get a working feature-complete prototype done by Saturday night so that I could compose music and make sound effects on Sunday. That plan actually worked out pretty well, and I was pretty happy with the results.

I had issues finding the right voices in Bosca Ceoil and just using the application in general. The chiptune percussion was especially weird, and the cymbal crashes sounded very messed up over twitch which was unfortunate. Next time I'd like to have done more poking around with importing better voices to use in Bosca Ceoil, and I'd definitely like to be able to do some warm-up before the next game jam.


Audio/Visual Feedback

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I got some feedback on this and it's definitely something I need to address in most of my games. I need to work on making my games more "gamey". The noise and visuals that occur when you land a hit on an enemy were too subtle.

I thought it would look cool and somewhat "realistic" if particles flew away from an enemy when it got struck by a bullet as if bits of it were getting blasted off. While it does look neat, it gets lost in the chaos when there's a lot going on in the game. The audio for a bullet hit was not very impactful as well.

Some people suggested that the enemies should flash a solid color or flicker. Those were good suggestions and I will try to take them to heart next time.


Story

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I got really mixed feedback for the story. Some people loved that the story even existed, others complained it wasn't complex enough or that the ending felt bad. I can understand the complaints; the story feels like it's going in an interesting direction but then cuts off before much of a payoff.

Honestly the story was written as I built the game, and not a lot of forethought was put into it. I didn't think people would pay much attention to it, so I didn't put a ton of effort into it.

Lesson learned: people like stories. Next time I'm hoping to set time aside for story design and integrate it more into the gameplay.


The Results

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Like I said earlier, I'm extremely happy with the results. I never thought I'd place so high, I couldn't have asked for more.

I was not surprised by two of my weaker categories, graphics and theme. I have never been much of an artist and usually go with the NES look to sort of mask it, and not everyone likes that look. And as I said earlier, I didn't nail the theme down as much as I could have.

I am a bit surprised at the low innovation score. I thought my game was off the beaten path and dabbled in new ideas. That being said, though, even my low scores were higher than I expected, so I'm not complaining!

I'd like to thank everyone that played my game and gave feedback. I had so much fun with this project and experiencing so much creativity while playing other games. Until next time!

Results from Space Defender

Here are the results from our first LD game. Thanks for playing and giving feedback.

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https://ldjam.com/events/ludum-dare/40/space-defender

https://timco.itch.io/space-defender

We started with some brainstorming for a good game concept which match this ludum dare topic. It was hard for us to find something what we can create in the given time (we are 2 guys). We also haven't much experience to create a game in such a short time so it ended in some time problems on day 3 :) We focused on Android and got some issues with building apk so we decided to create a web player version too.

But it was a really good experience for us. It motivates us to watch your progress and play your games. We will definitly take part on the next ludum dare and hopefully improve ourselfes.

Meanwhile we will implement some ideas from your feedback and from our storyboard. Follow us on twitter https://twitter.com/TimcoApp if you want to see the progress.

Results :D

Overall: 675th (2.033 average from 32 ratings)

Fun: 675th (1.817 average from 32 ratings)

Innovation: 675th (1.7 average from 32 ratings)

Theme: 673rd (2.052 average from 31 ratings)

Graphics: 642nd (2.133 average from 32 ratings)

Humor: 522nd (1.917 average from 32 ratings)

Thank YOU!

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Top 100 again

Third LD submission, third top 100 overall finish. Hell yes! Thank you all for the kind reviews and excellent feedback!

Lacking an artist, we're especially happy this time to be in the top 30 of graphics.

You should play RE-SANTA while still in the holiday season and some Christmas feelings remain: https://ldjam.com/events/ludum-dare/40/re-santa

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So 258th.

As a programmer I would be happy to be 256th. NEVERMIND : ) I'm still polishing the game created for LD entry and you can check out progress by far : LINK

I highly appreciate any feedback and suggestions about the game! I've ended up making it with beat em up elements and removed mouse/aiming mechanics. Thanks everyone who voted, created awesome games and see ya in the new year : )

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First Game Jam afterthoughts...

Hello and thanks to everyone who rated and commented on my entry!

Impressions from my first Ludum Dare experience:

  • Great to see many like-minded people going thru the same processes
  • There are way too many entries! I played almost 50 games and missed almost all the top games. Where do you find the time to play?
  • Some entries are so polished and with such well thought-out levels, it's hard to believe they were made in such a short time

BTW my results are decidedly average and I have mixed feelings about that. I really want to improve my creativity and development skills to a much higher level, but there's still some ways to go...

My final takeaway is:

Congrats to everyone who completed, no matter how well/badly you got rated. Ranking is not as important as getting honest feedback to become better at your craft! Keep making games and enjoy! ^^

Development on my game continues as does my learning process:

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Samurai Shaver - First Place Overall!!!

Wow! Thank you so much to everyone who played and rated our two games, Samurai Shaver and Goodnight Sheep! We managed to take 1st place in the jam division, in Overall, Fun, and Audio!

Here were our final results:


samurai-shaver.gif Samurai Shaver:
Overall: 1st (4.545 average from 68 ratings)
Fun: 1st (4.538 average from 68 ratings)
Innovation: 47th (4.038 average from 67 ratings)
Theme: 377th (3.659 average from 68 ratings)
Graphics: 24th (4.652 average from 68 ratings)
Audio: 1st (4.817 average from 65 ratings)
Humor: 6th (4.438 average from 67 ratings)
Mood: 9th (4.476 average from 65 ratings)


goodnight-sheep.gif Goodnight Sheep:
Overall: 79th (4 average from 57 ratings)
Fun: 534th (3.361 average from 56 ratings)
Innovation: 106th (3.868 average from 55 ratings)
Theme: 89th (4.136 average from 57 ratings)
Graphics: 152nd (4.227 average from 57 ratings)
Audio: 5th (4.426 average from 56 ratings)
Mood: 5th (4.546 average from 56 ratings)


I really didn't expect that we would take 1st place overall in the jam, especially because we split our efforts between TWO different games this time (both were fully made in the 72 hour timeframe). This was my 17th time participating in Ludum Dare and it was an absolute blast...I really couldn't have asked for more.

I'm also really happy to see that Goodnight Sheep was so well-received, despite being an unorthodox/atypical game experience. It made us really happy seeing that people really understood what we were trying to portray and related to the experience personally as well. It seems that video playthroughs of Samurai Shaver are starting to pop up too! It's been really fun watching people do their best at being a flawless samurai barber (sometimes failing hilariously in the process).

Huge thanks to @xellaya, the other half of Cocoa Moss, as well as @littlecloudflower who joined us this time around and handled the narrative and design for Goodnight Sheep.

I've been hard at work this week putting in a bunch of new features for Samurai Shaver, including tighter audio sync, gamepad support, and even a mobile port! All of that will be coming soon in the next update, so look forward to that! And of course, I hope to add some more levels for those of you who thought that the first 4 levels weren't difficult enough! We'll also be releasing Goodnight Sheep for mobile too :)

I also hope to post a full post-mortem writeup of our LD experience and our two games, so stay tuned for that as well. (Let me know if there are any questions I should answer in that report)

And to the rest of you, congrats on your games and I hope to see you all back again in April!

Yay!

Overall: 420th (3.591 average from 68 ratings)

Fun: 738th (3.119 average from 69 ratings)

Innovation: 808th (2.903 average from 69 ratings)

Theme: 1000th (2.776 average from 69 ratings)

Graphics: 565th (3.522 average from 70 ratings)

Audio: 345th (3.405 average from 60 ratings)

Mood: 72nd (4.022 average from 69 ratings)

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hehe...

Opened the site up to this... counting the days!

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The Exploding Factory (A post-mortem)

I thought I would do a quick post-mortem on my game for LD 40 (The Exploding Factory).

The game concept was derived from an old classic, the "I Love Lucy" scene where they are trying to package chocolates coming down a factory line, and it ends up malfunctioning and spitting out a bunch of candies. And in order to combat this, they eat the chocolates to try and keep up. It felt like a pretty solid idea, and from the comments I was getting, sounds like I wasn't alone on that, as it fit the theme pretty well.

With my still somewhat limited visual and game design abilities, the execution was still somewhat lacking in quality, admittedly. The game play was very simple, where all you do is click on an item and click on the box to deposit it. This is fine at the start, but it quickly ramps up in difficulty to the point of where it becomes impossible to keep up. That was the source of most of the complaints in the comments, where the feeling was that the difficulty ramps up too quickly. I wanted to give the game a finish state, but it might have gotten there a bit too early. I think some more play-testing of the game play probably would have been better too.

Graphics-wise, I am still pretty weak at that. I did actually put in some animations this time around, which I haven't really done much of on my past entries, so I'm pretty happy about that. But I think that is probably where I need to work on things the most. I hope to work on a slightly larger scale project here to hopefully work on graphics a bit more, but we'll see.

The music and sound effects were more or less an after thought, but were serviceable... so nothing to write home about there.

The good news is that the actual mechanical execution (i.e. scripting) was still pretty solid and relatively bug free, so I think, if I were to say a strong suit, would be that. I just need to work on game design and graphics to help push me up higher in the quality department.

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The ranking I got was about average, mostly the same rankings I've gotten on every entry I have put out. I still wish that the ranking process was a little bit more, but I think I've gotten over that and can enjoy the game making process more so than the ranking. I guess with that said, I will probably be back for the next one, and hopefully with some improvements to my game design abilities!

Armed Descent results!

Thank you so much everybody for your feedback and criticisms of my game, Armed Descent! Considering this is my first Ludum Dare, I feel like I can't complain about how I did:

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Overall: 255th (3.762 average from 44 ratings)

Fun: 74th (3.976 average from 44 ratings)

Innovation: 698th (3.037 average from 43 ratings)

Theme: 664th (3.326 average from 45 ratings)

Graphics: 581st (3.488 average from 44 ratings)

Audio: 273rd (3.538 average from 41 ratings)

Mood: 395th (3.5 average from 42 ratings)

Congratulations everybody on your games! I may continue to develop this if I have time to; I'm already working on a level editor for it. If other people get interested then I may see this through and finish it! Once again, thank you all!

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Greedy Coco is doing great! eee boi

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I am very happy with the results of my game. - 52nd place overall - 30th place on humor and audio!

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If you want to play it - you can do it in browser (Believe me, your ears will love it) https://gamejolt.com/games/greedy_coco/301358

Leader's Guidance Post-Jam version

Before any activity on this site inevitably dies down, I guess it's time to publish a somewhat updated (and probably final) version of my Compo entry, Leader's Guidance. I tried to address most of the issues raised in all the invaluable feedback I got during the past few weeks.

New features include : - A title screen - New rules, for additional ways to express your deference to your Benevolent Leader - Quite a bit of tweaking, for a fairer (but somehow still more difficult) experience - More than one level - Sound effects (you asked for it !) - An actual ending, for the most dedicated workers

title.jpg https://exnihilo-ld.itch.io/leaders-guidance

Mandatory results overview :

  • Overall: 295th (3.456 average from 47 ratings)
  • Fun: 297th (3.378 average from 47 ratings)
  • Innovation: 180th (3.5 average from 46 ratings)
  • Theme: 186th (3.761 average from 46 ratings)
  • Graphics: 306th (3.389 average from 47 ratings)
  • Humor: 251st (2.989 average from 46 ratings)
  • Mood: 151st (3.466 average from 46 ratings)

Nothing to rave about, even for a first-timer, but overall this jam made for quite an enlightening experience. I'm definitely in awe of the level of polish so many of you were able to put in their games over such a short time period.

My deepest thanks to everyone who took the time to test and provide feedback on my game. See you in a few months for Ludum Dare 41 !

Quick thanks

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

Thanks for the votes, I really enjoyed it, and reading the feedback, playing your games and leaving feedback. See you all in LD41

Got to the Top 10!

Thank you for playing and rating my game! I still cannot believe that my second Ludum Dare submission managed to get into the top 10 in a category. The other ratings are good too, and I will definitely continue participating in Ludum Dare in the future.

DRUG RUNNER

  • Overall: 510th (3.5 average from 22 ratings)
  • Fun: 213th (3.7 average from 22 ratings)
  • Innovation: 682nd (3.05 average from 22 ratings)
  • Theme: 6th (4.45 average from 22 ratings)
  • Graphics: 250th (4.05 average from 22 ratings)
  • Audio: 289th (3.5 average from 21 ratings)
  • Humor: 257th (3.529 average from 19 ratings)
  • Mood: 374th (3.528 average from 20 ratings)

Clicker Village results and post mortem

Results.png Pretty good for my fourth entry! This is the best I've gotten in the overall category, so that has been a great improvement. For some reason humor was our highest rated, which is weird, because our game really wasn't humorous. I guess people just find clicker games funny? Anyway, I also wrote a post mortem if you want to check that out here. Thank you to all the people who rated our game, and good luck for the new year, and your next LD entry!

Samurai Shaver Updated to v1.06

Featuring a new level, a new level start sequence, gamepad/mouse support, and better audio sync!

I also adjusted the appearance timing and speed of the indicator line to give a lot more warning for the first slash, since a lot of people were having trouble with it.

Play the updated version here!

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Complete list of changes:

``` v1.06 - Speed up fadeout/fadein at game startup a bit - Allow pressing enter to exit the tutorial

v1.05 - NEW LEVEL! Level 5: "As the Cherry Blossom Falls" - Added level number and song title on a dropdown sign at the beginning of each level - Adjusted animation speed of conveyor belt to match tempo of song - Fixed missing nipples for one of the people sprites (oops)

v1.04 - Adjusted hair positioning and make indicator line appear sooner, to give more advance warning for the first slice - More accurate audio sync, and smoother scrolling for the indicator line - Added gamepad and mouse support - Fixed a visual glitch when showing the loading screen before the doors fully finished opening ```

A Poll, A Graph and a lot of Gratitude

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I had hoped to 'break 100' in one of the categories, but ... breaking 100 in 6 of them? Scores > 4.0 in half of the categories? Wow! :smile: Overall 35th :dizzyface: _See the bottom of this post for more gratitude!

I'm ... not sure what to do with all of this, though. My game is a neat little package, and I can do only so much to expand it (without changing the simplicity that's part of what makes it fun in its current incarnation).

Therefore: A poll! What should I do vis-a-vis Post-Jam shenanigans?


Graphs! Courtesy of Ludum Dare Stats, a great time-waster if you --like me-- like looking at colourful lines displayed over a grid with numbers :smile:

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Reading back through the feedback after receiving these great scores has finally made me realize that feedback really is the core of this game-jam. What does a number say in comparison to someone writing that they lost track of their surroundings. (In one case even almost to the detriment of a pet!)

Perhaps I should be proud, but, more than that I should be thankful to the people who took the time to actually write something down. Though I'm also very grateful if you 'just' rated! :wink:

* :heart: DEPLOY MEGA GRATITUDE :heart: *

Mad props to everyone who commented:
@zambini @wwwhizz @vasco-rodrigues @timon @theaioliguy @tex-killer @syrapt0r @swagdorf @svarttand @space-man @siarhei-rakuts @shipshape-detour @schizoid2k @rngsilvercraft @priweejt @phillserrazina @pcmxms @orcifried @noble-robot @nnnikki @newton @navot @mosesg @larkinia @kurupapuru @kolbjorn @kkneville @joror @jk5000 @furiouswitch @dragonzlay @dj-depressive @cubeeo @chyme @blinry @banan @ale @aeveis

I hope this thank-you-bomb doesn't annoy too many people (mentioned here or otherwise), but I think it's a good way to show I care? :slight_smile:

Movie Game Jam (February 2-12)

Hey LD jammers! Congrats on finishing LD40 and Happy New Year!

I know some of you are keen for a post-LD game jam, so I'm hosting the Movie Game Jam from February 2-12, 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!

There is also a follow-up game jam in March called Meta Game Jam ->

some room twitching

https://www.twitch.tv/zm5j

Results, New Year and Questions!

RESULTS

DANGIT!! I couldn't publish this before 2018 started, well anyways, my game didn't do very well: Horrendous at least.jpg

But this IS my first Ludum Dare, I definitely didn't think my game would do well, but I ALSO didn't know that it would've been THIS bad! And, interestingly, the Audio category has the 'highest' score, even though it was my LEAST favorite part of the game.

I've now finally gotten to watching @philstrahl and @jupiter-hadley play my Ludum Dare 40 entry Shape Invasion. I REALLY enjoyed watching them play the game and learn how things work i.e. Bombs. Also, I've had the idea of making a sequel to Shape Invasion, and if I ever do that, I would CERTAINLY use the ideas Phil proposed in his video.

Here's the links to their videos if you wanna see them:

https://www.youtube.com/watch?v=YoYb4Qywy04

https://www.youtube.com/watch?v=CFjCDu50TQs

CUSTOM EMOJIS AND HOPES FOR 2018

I've made some uh, 'emojis' of my Ronan Rorry character seen in my profile picture! Here's one right here:

Ron1.png I'll call these "eRojis" X)

2017 has been a good (and bad!) year, MUCH better than 2016 but still not the best. Hopefully 2018 will be better than 2017, and the years beyond being better than the ones prior. Even if not every year is SUBSTANTIALLY better than the previous one (the same thing can technically be said for Ludum Dare events as well).

I want to probably have some kind of 'question' at the end of these posts to really INTERACT with people more. Heck! Maybe even YOU could ask some question to me (as long as it relates to the post or me)! If you think I should make this a thing in my posts, heart it, otherwise, don't.

Yeah, I guess I'm technically begging for hearts at this point, but hey, I don't want the comments section to be filled with comments saying 'Yeah!' or 'heck no!'. And IF people like this totally original 'idea' (sarcasm), if I don't respond to your question, don't freak out! I won't always be on this website checking for questions.

In the end, 2017 wasn't the best, Ludum Dare 40 wasn't the best, my game (and it's ratings) isn't the best, but I enjoyed making my game and watching Phil and Jupi play it! I'm so happy I decided to make an account on this site. As I've now been able to SHARE stuff with people, and give Ronan new life even if he isn't that old, instead of all of them being COMPLETELY unknown.

So, my question is: What do you all think of my Ronan Rorry character? Please be polite in your response, regardless if it's positive or negative.

Ron2.png

Goodnight Sheep Updated to v1.08

A bunch of readability improvements, and a whole new sheep flocking mode:

swirly-sheep.gif

This is probably our final update to Goodnight Sheep, and also our first mobile-ready release! I've been really busy getting both Goodnight Sheep and Samurai Shaver out on mobile devices -- we're getting close!

Play the updated version here!

Changes: v1.08 - First mobile release! - Added new swirly sheep flocking for nights 3 and 4 - Add sheep spread effect to make text more readable - Text also now scales up a bit after clicking and lingers a bit longer - Text is now prerendered for better performance and quality - Added "Cocoa Moss Presents" intro screen, and fix initial fadein - Added more treble to the spawn sfx so they're audible on smaller speakers - Lots of mobile-specific work, including letterboxing, app icons, etc. - Make title screen button click areas a bit larger

"The Adequate Shepherd" Post Mortem, but no Post-Jam Version, also Wyst

Happy New Year!

The Adequate Shepherd was not very good, but not for interesting reasons. I just got stuck finding a stupid bug in collision detection caused by a stupid off-by-one error. Then I ran out of time, decided to add on another day, and added a rudimentary goal system to the bare bones mechanics on Monday evening, and uploaded what I had as a jam entry.

I am quite happy with my pixel art though.

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The Adequate Shepherd has finnicky controls, stubborn sheep, and no interesting gameplay loops on top of the core mechanic with bad game feel. Sheep have constant speed and a randomly shifting direction angle. Sheep don't have good flocking or herd behaviour. There is some herd behaviour, but it is backwards: Sheep push but don't pull each other. The hitboxes on the dogs are too big. Dog path finding does not work. You can only select one dog at a time. I knew all of this when I submitted the game, but your comments really hammered the point home.

I could go back and fix the game, but I might as well start from scratch. In the best case, a fixed version could be a poor man's Stardew Valley, except with only sheep and nothing else. So I won't.


Instead, I decided to make a post-jam version of my LD35 game Shiftromino with better controls and more levels. Shiftromino could really benefit from more content.

This level will be the next version: level5.png

Maybe you will be able to rotate the tetrominos after all!


I wanted to write a post-mortem about our old game Wyst for some time. It's one of our games that deserves a post-mortem most. Based on LD32 and LD30, I have written about things that can go wrong in games in general on tumblr, and I have written a post-mortem on Mead Boy: design, drunk game feel, level design, what went wrong.

My post on Team Work for Game Jams and the third section of my post Puzzle Game Design pretty much describe our approach to Wyst team work and riddle/puzzle design. We avoided all kinds of mistakes we made in LD31 (too ambitious, too incoherent), LD32 (neat idea, more of a prototype than a game), and LD33 (main mechanic is too simple).

But instead of a post-mortem of Wyst two years later, I have decided to make this: Bildschirmfoto von »2017-12-31 23-03-49«.png

A developer commentary system! Click play and you hear something about this part of the game! Now I just need to get @gnihad, @fastpath, @fantasieleben, Fabian, Sven and Jonas to record something, and we could have something much cooler than a post-mortem. The exploration in Wyst is great for developer commentary, because you can stay a while and listen, without having to worry about running out of beer, wolves eating your sheep, or a marine biologist downgrading you from supernatural cryptid monster to mere aquatic animal.

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Stay tuned!

Phaeria's Mine final result, thanks, and an invitation!

I would like to express my gratitude to all you guys for playing Phaeria's Mine. The game ended up ranked 16th in the Jam Overall category! :smile:

LD40_Results.png

We were blown away by this result, it truly exceeded our expectation!

I personally believe there's still much potential for the game though, and after some discussion we all agreed that the game deserve a better version. We've started development on the game with the intention to release Phaeria's Mine as a full game on PC.

=====

There's so many possibilities for the game, so we'd love to have more feedback & ideas from our fellow gamedevs. This post is an official invitation for those interested: join us in Phaeria's Mine discussion group!

If you're interested in joining, simply drop a message here and we'll invite you into our Facebook/Discord group :heart:

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Thanks again for playing, and I'm taking the liberty to massively tagging people who have rated the game below :wink:

@maximebou @lugdumdare-team @erlatronics @fusionnist @scriptorum @shivur @poshdan @kyle-pham @gruhh @king-kujito @louspirit @darkfire92 @turbulentwinds @svr-audio @law5guy @lars-dk @vfabien21 @rongo-matane @artur-hawkwing @ted @deathray @ddrkirbyisq

Ratings given (not received for once!)

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Only had time to review 50 entries this time. Still the averages seem to indicate that my rating system worked out.

The system is nothing too fancy, just labelled each grade to make sure I always used the most fitting one:

* 5.0 (Amazing)
4.5 (Great)
4.0 (Good)
3.5 (Above average)
3.0 (Average)
2.5 (Below average)
2.0 (Bad)
1.5 (Lousy)
1.0 (Terrible/Non-existent)
*

I also used public ratings this time, like so:

Overall: Average (3.0)
Fun: Terrible (1.0)
Innovation: Average (3.0)
Theme: Bad (2.0)
Graphics: Amazing (5.0)
Audio: Good (4.0)
Humor: Above average (3.5)
Mood: Average (3.0)

Do you have a different way for rating entries? How about a different looking graph? Do share you method to the madness! (You can find the graph in the Results: Ludum Dare 40/My Grades section)

Thanks for the spazzy and snazzy time!

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And so, the LD40 is finally over, and we're all going around checking final statements, results and whatnot. Incredible games and fun rides all over the place! Even if I have to say so myself, Jazzy Beats, our entry, did quite well! Working on it was a blast, and we're so eager to start other projects! (Sure, we still have a lot pending, but that's besides the point. The job of gamedevs never end).

Here are our results, which are comparable with those of previous entries. On our own averages, we're doing better in art and audio, but we could still do with more understandable themes and innovative games. But learning is part of what makes LD so great! Just keep on improving!

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Of course, I'm proud on the graphical department since I'm the artist, but I actually want to congratulate @robinhoodpt for scoring so high on the audio section as well, and @jorgegamedev, whom without, this wouldn't be as polished and unique, which certainly were overall factors. Congrats, fam!

But surely, none of this would have been possible without you, people. We couldn't have gotten the Jam's 4th place in number of ratings if it weren't for your constant support. The last few jams we felt we hadn't given enough proper feedback back and we're a bit disappointed by it. This time around we focused on giving feedback more than ever, and we're quite amazed that we're somewhat featured on the category! Awesome!

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The team will be celebrating by sleeping off our different sicknesses and hoping to feel better soon. Maybe some hot chocolate, if we can stand up long enough to prepare it. But while we're seating, you could come chat with us on our Discord channel or even follow us around on Twitter.

For Jazzy Beats we tried to post some dev-logs in regards to the games development. If you have the time, check the post about building the character logic. There's also one about making the music and one about making the art.
There's one about coverage Appreciation for videos and links, and a Happy Holidays post as well. And finally, just assorted Fun Facts. Stay tuned, as @jorgegamedev still wants to post a timelapse, and we're working on the post mortem. Jazzy Beats won't end!

Once again, in behalf of the team, congratulations to all the LD participants, and we hope to have further chances to develop games along you in the future. Happy holidays, and have a magnificent, whalesome 2018! :whale:

Godly Corp - hiring soon!

Hey everybody! I'm continuing to work on my game from LD 38 and soon enough i will be releasing it! Take a look at comparison image

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Watch the trailer if you are hungry for more: https://www.youtube.com/watch?v=5IjQTL-coN0

No Mini LD?

I see the count down for LD #41 but I cannot find any info on the next Mini LD…
Did I miss something or this event isn't planned yet ? Worse… is it gone forever ? :scream:

Thanks!

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Thank you very much for your evaluations.

I am very happy with the results, I hope to improve many things for the next LUDUM.

I'm working on this game to improve it and make a more playable product.

Greetings, Oscar.

Final results:

Resultados.PNG

Thanks to everyone

Hello everyone !

I wanted to thank everyone who took the time to test and rate my game! I am very happy to have been able to participate in the LudumDare adventure,i hope i could participate again in a near future ^^. And Happy new year of course !

Overall: 632nd (2.671 average from 37 ratings)

Fun: 652nd (2.338 average from 36 ratings)

Innovation: 423rd (2.97 average from 35 ratings)

Theme: 623rd (2.632 average from 36 ratings)

Graphics: 355th (3.243 average from 37 ratings)

Audio: 405th (2.691 average from 36 ratings)

Humor: 240th (3.016 average from 33 ratings)

Mood: 493rd (2.726 average from 33 ratings)

Thanks for the reviews!

For my first LD Jam, I would say I did pretty good! Thanks to everyone who voted on our game.

Final Stats for Lantern: Overall: 778th (3.214 average from 23 ratings)
Fun: 1078th (2.5 average from 23 ratings) Innovation: 1051st (2.476 average from 23 ratings) Theme: 1044th (2.667 average from 23 ratings) Graphics: 209th (4.119 average from 23 ratings) Audio: 93rd (3.929 average from 23 ratings) Mood: 140th (3.881 average from 23 ratings)

Goodnight Sheep out on iOS and Android!

You can now download and play Goodnight Sheep on your phone or tablet!

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iOS: https://itunes.apple.com/us/app/goodnight-sheep/id1323278966

Android: https://play.google.com/store/apps/details?id=com.cocoamoss.goodnightsheep

Samurai Shaver will be getting a mobile port too :)!

#5 for humor!

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We're pretty excited about Don't Be Rash making fifth place in humor, even though our overall score jumped down a few places from LD39. @rosypenguin is working on an interactive chart for exploring stats on all our past 10 jam entries; stay tuned!

If you need to scratch that itch, be sure to check out Don't Be Rash here: https://ldjam.com/events/ludum-dare/40/dont-be-rash DontBeRashSm.gif

My first LD

My first ever LD and second ever game jam has come to a conclusion, I am so glad that so many people gave my game a rating, I have NEVER had this many people play a game I made ever. I learned SO MUCH about game jams, game development, and most importantly time management!

Screenshot (36).png

My best category is overall with an average score of around 3.5/5 and I placed 510th out of 1,852 games!

But more importantly is all the amazing feedback I got! Please if you got a score you didn't like, just look at all the people who gave you feedback! Feedback is 100X better than a score!

I tried to get as many of you in the pic as possible <3 Screenshot (37).png

Thank you everyone!

Play the 7th Worst Rated Overall Jam Game!

If you haven't had the opportunity yet, 'Theme - The Game' is still a fully web playable game (and for those that are wondering, yes, there's actually a small game hidden within it). I assure you, it'll be fun, trust me - it was only the 13th worst rated in the fun category. :smile:

These stats are accurate and have been fully verified:

Overall: 1152nd (2.149 average from 113 ratings) out of 1158 rated jam entries

Fun: 1146th (2.072 average from 113 ratings) out of 1158 rated jam entries

https://ldjam.com/events/ludum-dare/40/theme-the-game

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P.S. I AM proud of my entry.

And to all the players with their wonderful comments, thanks: @chubby-stick, @compufreak, @be3n2, @nikchernyakov, @cameronjsamuels, @mc-crash, @shaolin-dave, @cklidify, @kolbjorn, @eldogg, @rolle, @nekoballs, @neecko, @porcus-pie, @justking144, @nikorasuchan, @juancarlosgdm, @safrmo, @refinedsalt, @fdr, @ratbird, @edmond00, @sayomgwtf, @jebouin, @tulipekoni, @ethan-kennerly, @gris, @petr-belohlavek, @jk5000, @shinyogre, @red-fan-games, @broccoli, @blubberquark, @casper, @ronanrorry, @kromeboy, @pvtroswold, @ddrkirbyisq, @sgadrat.
Thank you all for taking the time and effort to try my game and provide feedback - it was all informative. I appreciate it and it has proven to be more useful than any numbers.

An LD Postmortem

I haven't really done one of these before I thought it could be a useful learning exercise, so here it is. https://isaacjw.wordpress.com/2018/01/04/ld40-postmortem/
Let me know what you think! Thanks for an awesome jam and looking forward to many more.:sunglasses:

Rating system "improvement" (?)

Following this thread I have suggested an improvement to a rating system to fix an "issue" with different people using different criteria during rating which results in some people strongly leaning towards giving many 5-starts left and right.

The proposed solution to this subjectivity of ratings was to add an extra step after the ratings are given, but before the scores for the games are calculated, to adjust all participants ratings so that they average at 3, and them use those adjusted scores at game level to compute average scores.

This way if a person was handing out 5-stars left and right those high ratings will actually not be that more valuable than 3-s. Similarly if a grumpy Grinch was 1-starring everything for no reason, those ratings would also not be harming the big picture.

As I mentioned, I suggested this "solution" mostly as a joke in answer to a person complaining about those "generous" raters, but it looks like the other participants of the thread (all 3 of them) actually liked the idea, so I am bringing it here for a broader discussion.

One thing that was pointed out by @huvaakoodia is that the system should not be set up as a black box. Meaning people should be fully aware of the existence of the system, and how it would affect the ratings they have given. And I fully agree, because there are drawbacks to this system.

The obvious drawback of this system is that is some "happy" rater 5-starred a game that actually deserved it - this well-earned 5 star rating will also be degraded down to about 3.

Second drawback is - more calculations required to put this system into place. Though it is actually no that many calculations. I didn't describe the math in the previous thread, but here I will. Feel free to ignore this bit if you aren't interested.

So, first of all, just to get this out of the way, what I am about to write is not the only way to "fix" the ratings to force them to average to 3. Actually there is an infinite number of ways to modify the ratings. For example we can just treat every rating as 3 and this will do the trick. A bunch of 3s will always average to 3. This is not a reasonable way to do the trick, but it is a way. :) But let's not use it.

Instead we take the exitsing ratings and compute their average. Let's call this existing average as X. Now we can multiply each value by 3 / X, and this will actually do the trick. But it might give us ratings that are out of bounds. For example if a rater was generous and the average is more than 3, then the rare 1 she might have given will turn into something less than 1. And if a game accumulates enough of such degraded 1s it might drag it's final score below 1 which will be... really discouraging to it's creator - scoring less than minimal score...

So how do we avoid this? Easy. Before we compute the average of existing ratings we substract 1 from each score (treat 1 as 0, 2 as 1, and so on up to treating 5 as 4). Then we use the step like previous - multiplying each of those ratings by 2/X and ((Notice that since we subtracted 1 from everywhere we want to force the average to be 2 rather than 3) and then we add 1 back to each value. This way we get come values for scores that are all no smaller than 1, and all average to 3! Yay! No?

Actually no. We are not yet done. Notice how we only checked the situation how a 1-star ratings from a generous rater were degraded below 1 and fixed it? But there is a possibility of an opposite scenario, when a rater was grumpy, gave a lot of bad marks, and so the correction is supposed to increase it's values - including pushing occasional 5-stars beyond 5. And once again - this introduces a possibility of a game scoring more than maximal rating, which, while not discouraging to the creator might have a bad effect on everyone else. So we don't want this to happen as well.

So how do we fix it? Actually the same way we fixed the problem with 1s! We just modify the rating before the multiplication turning 5 into 0 so it can't be modified by multiplying. Previously we subtracted 1 from each rating to do the trick. And now we need to subtract each value from 5.

But that leaves us with two possible modifications. Which one do we use? This question is pretty simple to answer if we know the average of original scores. This X we defined originally. If X is greater than 3 than we need to push the ratings down, so we are worried about preserving 1s and use the first modification. If X is less than 3 then we want to push scores up and are worried about preserving 5s.

So to sum it up, here is a step-by-step algorithm: 1. Compute X as average of existing scores given by 1 person. 2. if X > 3 then Vm = 1 + ( (V - 1) * 2 / ( X - 1) ) 3. if X < 3 then Vm = 5 - ( (5 - V) * 2 / ( 5 - X) )

Here Vm is a modified value of rating and V is corresponding original value of 1 to 5.

Additionally to make the system even less intrusive we might set up a margin within which we just let the rating be. For example we might be fine if the original ratings average is between 2,5 and 3,5 and we don't want to modify such ratings. And furthermore - for people whose averages are outside this margin we might want to push their average only to the edge of this acceptable range. To do this let's define this margin as m (for the 2,5 to 3,5 being acceptable m is 0.5). This will modify the algorithm a bit:

  1. Compute X as average.
  2. if X > 3 + m then Vm = 1 + ( (V - 1) * ( 2 - m ) / (X - 1) )
  3. if X < 3 - m then Vm = 5 - ( (5 - V) * ( 2 -- m ) / (5 - X) )
  4. Othervise Vm = V

Please not that in the second we still subtract m from 2. This is because we are inverting the scores by subtracting them from 5...

Phew...

The math class is now over.

So what do you think about this system? Do we need it? Will it do more harm than good? Is it too complex to implement?

If you ask me, I think the best way to test this system would be to run it along some existing data and see what effect it has on the final scores. And I can even volunteer to write a set of DB queries computing those modified averages if I get access to a table with ratings given. I don't even need to have the people/game names for it (I would require some unique IDs to replace them though - to be able to tell which ratings were given by the same person... but I guess there are such id already in place...)

Cool Things...

I'm actually pretty surprised by how close to 3 all my averages were. xD 01-05-2018-10-50-28.png

You can see a fairly clear bell curve in my ratings given. I tend to save my 5 and 1 stars for the best of the best and the worst of the worst games. I've been criticized a bit in the IRC for my "questionable" voting methods, but I think this is proof that I still rate games fairly. ^-^

Also, I don't think I ever posted my results. 12-28-2017-20-25-11.png

I was aiming for mood and graphics this time. I'm planning on going for fun next time. I'll be practicing my music skills until the next LD though.

Mah Game: https://ldjam.com/events/ludum-dare/40/the-crushed-sky

Full-HD! The Flash Season 5 Episode 1 | S05E01 Online – Nora

Full-HD! The Flash Season 5 Episode 1 | S05E01 Online – Nora. Here we go then fans for sure as we are ready to watch for it, The Flash season 5 episode 1: Nora. After an unexpected guest from the future appears at their home, Barry and Iris must figure out how to get her back to the future without disrupting the timeline.

The Flash (season 5) is amazing for you all to watch, The fifth season of the American television series The Flash, which is based on the DC Comics character Barry Allen / Flash, is set to debut on The CW on October 9, 2018 and will consist of 22 episodes.

Working Here:
https://bit.ly/2zYzhgp
https://bit.ly/2NzTTPW

The season follows Barry, a crime scene investigator with superhuman speed who fights criminals, including others who have also gained superhuman abilities, as he deals with the consequences of his future daughter’s time traveling.

It is set in the Arrowverse, sharing continuity with the other television series of the universe, and is a spin-off of Arrow. The season is produced by Berlanti Productions, Warner Bros. Television, and DC Entertainment, with Todd Helbing serving as showrunner.

The season was ordered in April 2018, and production began that July. Grant Gustin stars as Barry, with principal cast members Candice Patton, Danielle Panabaker, Carlos Valdes, Tom Cavanagh, and Jesse L. Martin also returning from previous seasons, while Danielle Nicolet, Hartley Sawyer, and Jessica Parker Kennedy were promoted to series regulars from their status as recurring characters in season four. They are joined by Chris Klein, who will portray the season’s main antagonist, Cicada.

What are you waiting for? Let’s make it happen to watch for The Flash season 5 episode 1. At the Television Critics Association winter press tour in January 2018, The CW president Mark Pedowitz said he was “optimistic” and “confident” about The Flash and the other Arrowverse shows returning next season, but added that it was too soon to announce anything just yet. On April 2, The CW gave the series an early renewal for its fifth season. Todd Helbing will serve as the season’s showrunner.

Tags: The Flash "Nora" Full Episode, The Flash 5x01 Full Series, The Flash Nora 5x1 Full Video, The Flash S05E01, The Flash S5E1, The Flash Season 5 Episode 1 Online, The Flash Season 5 Episodes Online, The Flash Season 5 HD Online: Episode 1, The Flash Video season 5 episode 1, The Flash Watch S5E1 Online, Watch The Flash Nora Full Video, Watch The Flash S05E01, watch The Flash Season 5 Episode 1, Watch The Flash Season 5 Episode 1 Online

Hi guys! Background music?

It’s been a while since I posted here. So, here’s a short chill/lofi soundtrack I did with my brother.

Feel free to download and use it in your projects. But, leave me somewhere in the credits 😉

Enjoy!

Twitter: @NeilMarkCorre

Soundcloud: https://soundcloud.com/neil-mark-corre

 

Tags: background, chill, lofi, music, soundtrack

Comments

maseraty2015
10. Jan 2018 · 13:26 UTC
hihihi
maseraty2015
10. Jan 2018 · 13:27 UTC
nice job!!

Get In Shape Post-Compo

I sacrificed one more day to balance the game a little & I published a Web build (Finally, heh?).

PLAY IN WEB: https://prostone.itch.io/get-in-shape

GetInShape.png

SOME RANT

Should have probably published a Web-build sooner to get more ratings, but anyhow since this was my first Ludum Dare I had a blast and I am pretty happy with the results (So close to cracking Top 100 in a few categories).

Thanks to everyone who rated and commented with a critical feedback!

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Explore LD Games without pressure

Now that voting is over and things have slowed down again, take a moment and quickly find any LD game released since 2009!

Try my LD games browser to find old games you loved or to get some inspiration for your current project.

Type any word and the search results will filter immediately. Also filter by platform and by type (compo, jam or both.)

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Explore LD Games!

Don't get drunk

Okay, Android version is finally published! Ios version will be available hopefully this week. Feel free to download it :)

->> https://play.google.com/store/apps/details?id=com.sakont.dontgetdrunk <<--

dontgetdrunkbanner.png

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-

Join Unreal Engine 4 Jam

RULES

  • create a game using Unreal Engine 4
  • use only engine content and engine tools (no starter content)
  • can't use other programs like 3d editors, audio editors, anyThingElsE editors or plugins

https://itch.io/jam/ue-jam

Submission open from January 19th to March 4th 2018

Let's have fun!

promoScreen.jpg

Kids found me

For Ludum Dare 39 I tried to hide away in my sound effect recording room over the weekend so I could test one LD with full focus. Only a few hours in to the event my kids found me and that was the end of that :) They found it even more exciting to run in and out of there compared to where I normally sit so needless to say I'm not bothering to set up my gear in that room for any more LD events =)

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Samurai Shaver + Goodnight Sheep Post-mortem

Hey all!

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I've just finished writing a massive post-mortem writeup for both Samurai Shaver and Goodnight Sheep...so massive in fact that it won't fit on this site!

You can view the full post-mortem writeup on my own personal website here:

http://ddrkirby.com/games/samurai-shaver/post-mortem.html

It also includes a fun set of animated gifs that show the progression of each of our games in their various states! Games really change a lot in short time when you're jamming for LD...just look at these comparisons:

Goodnight Sheep

Before:

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After:

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Samurai Shaver

Before:

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After:

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Again, you can view the full post-mortem writeup here.

Start your day right ;)

Hi guys! Here’s another one. Whether you just woke up or you’re on your way to your bed, don’t forget to have that little dose of relaxation. 😉

Have a great day or night ahead! 😀

 

Feel free to download and use it in your projects. But, leave me somewhere in the credits 😉

Twitter: @NeilMarkCorre

Soundcloud: https://soundcloud.com/neil-mark-corre

Tags: background, chill, lofi, music, soundtrack

Triage Towers - Devlog / Postmoretem / Thing

For LD40, I recorded a ton of video about my dev process. Like a whole bunch. Like way more than anyone would think is reasonable. I've finally cleaned up and uploaded the potentially interesting bits to youtube. So if you want to watch entirely too much video about creating a Ludum Dare game, then I have you covered!

If you didn't play it during the rating period, Triage Towers is the game I'm talking about. If you want to spend an hour playing a simulation game about building a hospital, I've uploaded a more complete post-compo version with a lot of new features and things to build.

(I'm having trouble not embedding videos via youtube links - sorry for making you copy and paste URLs :disappointed: )

  • Day 0 - Initial ideas and brainstorming: https://youtu.be/DsghbC89b-M
  • Day 1 - Making progress, challenges along the way: https://youtu.be/HbFClGAHFzA
  • Day 2 - Deadlines, madness, and exhaustion: https://youtu.be/AP0PnJUb68g
  • Post-Weekend** - Post compo review: the good, the bad, and the other: https://youtu.be/i24rvy3elnw
  • Post-compo Update - Game updates and final thoughts: https://youtu.be/WYSr7R8Ipws

** - While not in chronological order, the post compo one is probably the best place to start and maybe the most interesting, as I give an overview of the game:

https://youtu.be/i24rvy3elnw

Movie Game Jam starts in just over 2 weeks (with ~200 signups)!

Hey LD jammers!

I know some of you are keen for a post-LD game jam, so I'm hosting the Movie Game Jam from February 2-12, 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 28 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!

There is also a follow-up game jam in March called Meta Game Jam ->

LD 40 - Post Mortem

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I had already participated in another game jam before (Global Game Jam) but The Weight of Greed was my first Ludum Dare game.

The concept

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In my timezone, the theme was released at 3:00 AM but frankly, I was not motivated enough to begin working during the night, so I started thinking about it the following morning.

Basically there's this Mega Drive/Genesis Japanese RPG game called Super Hydlide which featured a "weight" system that makes your character move slower as he carries more stuff, and that includes items, food and money. "Le Joueur du Grenier", a French YouTuber who reviewed the game, joked about the idea of getting penalized for carrying too much money, and remembering this gave me the idea of the game.

I paid tribute to my country's culture by naming the main character Harpagon, from Molière's famous play The Miser. In fact, posterity had it that "harpagon" became a word in French for "cheapskate".

The technology

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I wanted to make a 2D platformer, lightweight, in-browser game, so my choice went to the open-source engine HaxeFlixel which I had tried before for an earlier project. I thought HaxeFlixel would do the job because of its HTML5 export capability and its many routines for easier game development. It turned out to have some drawbacks due to its cross-platform nature (which I didn't need here) such as routines that were not fully implemented for HTML5, or the Haxe language itself being more difficult to work with than I expected. Moreover, HaxeFlixel is originally adapted from Flixel, which is a Flash game engine, and it still shows a bit.

In retrospect, if I were to make another 2D HTML5 game, I would rather look into Unity (although I find it far from lightweight) or Phaser which seems more suited for the job.

The sprites were made with GIMP because this is what I'm most comfortable with, although I might look into a pixel art-oriented editor in the future.

For level edition I used Tiled, another tool I'm familiar with, it's compatible with HaxeFlixel and I find it quite solid and simple to use.

The few sound effects were done at the last minute with FamiTracker, a chiptune-making software. I first tried SFXR because it's a popular tool, but I was quite new with the software and I couldn't figure out how to generate a satisfying coin sound. I didn't have much time left, so I went to FamiTracker instead because it's a software I already knew, and I thought it gave me more fine-tuned control for sound generation. It was mostly because of the emergency of the situation though, I wouldn't advise others to do the same because this software is not really meant for that. Maybe look into other tools such as SFXR or BFXR.

The execution

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Frankly, it was the end of a long week and I had learned to value my health, so I wouldn't say I really "jammed" during that weekend... what I mean is that I didn't work full-time, and I put my priorities on keeping a proper sleep schedule, to make up for the rest of the week.

I also thought the Compo jam would be from Friday to Sunday instead of Saturday to Monday (at least in my timezone) so I didn't think of taking a work day off on Monday, effectively taking almost 1 jam day away from me because I just wasn't going to develop my game at the workplace.

In a time-limited project like this, it is obvious that the most important thing is to keep your project on a strict schedule. I have noticed that when I start making a game, I usually spend a looooot of time polishing the graphics and sounds instead of actually working on the game mechanics and level design. Yes, I like making nice graphics. This time, I tried to go easy on the bikeshedding and made some basic placeholder sprites so I could focus on the programming.

At first it was quite easy to set up a basic project, but later I stumbled into the aforementioned programming issues. When these were fixed, I made a first level which I was quite satisfied with, with a "negative learning" mechanic, as one commenter put it. Basically you can't just take all coins, instead you have to make a choice about which coins you get and in what order. That's the kind of puzzle I wanted for my game.

I wanted to implement other puzzles about the fact that the coins also slow you down, but I was running out of time. Furthermore, I was having some sort of "writer's block" when it came to designing new levels, so I began making proper graphics instead.

The next day was the last day, and coming back from work I had to rush designing and testing the remaining levels, with a fixed goal of having at least 5 playable levels in the end. Those levels are less complex, and I am not too satisfied with them, but I'm still glad I could reach my goal.

Conclusion

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Here's what went well: - Finding a concept that goes with the theme - Making a functional game in time - Presenting enough content to players - The graphics - Getting enough ratings to get a score :smile:

What needs improvement is the time management. I think taking breaks is very healthy, but sometimes I would just go over and do something completely different instead of developing the game. In retrospect I think I could have spent more time working on the project.

In the end I'm quite glad with how the game idea turned out. Of course there's still room left for improvement, which I'm planning to implement in the future. So, keep an eye on the project... In the mean time, the Global Game Jam is coming soon and I'll probably participate in that as well.

I hope you found this post-mortem interesting, happy jamming and see you next time! :smile:

Do you dare?

Hey fellow darers!

Who else already madly anticipates the next LD in April?

In the meantime, do you dare to play my short but disturbing LD37 game about one room that does not change, but time does.. :scream:

no moore.gif

Play the Android version

Play the Web version

Oh and here's the soundtrack: https://youtu.be/k1211S-qUOw

Sweet dreams everyone :grin: :grin:

Postmortem of Blinding Light

This video generally describes how I feel about Blinding Light's production, but I would like to thank everyone in Ludum Dare for this awesome experience, and especially those who were able to play my game. So here it is, my postmortem of Ludum Dare 40 and Blinding Light!

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

ask/postmortem

Hey ld guys! 

We are developers of the game - Moses truck

https://ldjam.com/events/ludum-dare/40/moses-truck

First of all thanks all players, who played our game and leaves feedback. Every feedback is really written to help us to develop our concept in the interesting game. After few days of LD40 finished, we got qualification 20 marks to get the final rating. Here they are:

Overall: 932nd (3.042 average from 62 ratings) Fun: 1066th (2.559 average from 61 ratings) Innovation: 803rd (2.905 average from 60 ratings) Theme: 951st (2.871 average from 60 ratings) Graphics: 238th (4.074 average from 63 ratings) Humor: 716th (2.619 average from 23 ratings)

Our best category rated is graphics, with average score 4 and placed 238th of all games. That's nice! All models was made without market assets or something like that. They are hand crafted by @oleg-kuzyk in Blender. Humor category has only 23 reviews, cause it is was disabled from the voting start.

Honestly, Moses truck is not the funniest game in the last ludum dare. The game is simple like others in the jam, without any deep meta layers of gameplay. We are stuck now. Our final result is 932th place. If we will continue working on the game - will it be better for players? Any advices for future ludum?

Don’t Give Up.

For those struggling with something, always remember, there is always a way. Don’t give up.

Have a great day ahead! 😀

Yes, that’s my voice in the beginning 😉

Tags: background, lofi, music, soundtrack

Still Alive, Thoughts on My Entry and Other Stuff

I'M ALIVE!! Ron2.png

Oh, sorry everyone, anyways...

I am making a new post after 2 gosh darn weeks. There are 2 reasons for this:

  1. I couldn't come up with a good thing to post that is Ludum Dare related.
  2. I caught a cold that lasted 4-5 days and it sucked.

I know it's VERY late to do this, but I'll give my opinion on Shape Invasion and how it turned out in the end. sigh this will be a VERY long post..

THE BEGINNING

I was deciding if I should make an account or not. This sounds stupid (and it is) but before Ludum Dare 40, I made games "Under The Theme" of jams, keep in mind that these weren't Ludum Dares and that term I created actually means I 'pretended' to participate, as in, I would make a game - but I wouldn't submit it. Yeah, makes no sense now.

Now, I lack decisiveness, so I basically wait until the last moment to make a decision. I made an account JUST as the theme was announced, I was too late.. I wanted to do it with spare time to vote but I couldn't.

I didn't have much experience with GameMaker: Studio (still don't, really) and I could BARELY use Unity, and that's being nice! So I used what I was familiar with: Clickteam Fusion 2.5! I still feel guilty using it as it is one of those 'no coding' programs. Now I know I shouldn't feel guilty using what I know best, but visual programming and it's users are scoffed at, other people seeing them as 'lazy' and 'stupid'.

DEVELOPMENT

I actually made a few video clips showing the game from beginning to end. Please excuse the Bandicam watermark, I didn't have the full version of Bandicam, I recorded the last bit of footage today which is why the watermark is (thankfully) gone. Here's the video (Also excuse the poor quality)

I didn't make a timelapse as I thought it would take up too much memory, and I didn't have appropriate software to make one. Yes, I know Bandicam counts as a timelapse program, but THAT took up too much space in a few images!

As you can see in the first clip, I started with a simple rectangle (which became the hitbox for the player) some simple sprites and a test level. FYI, the shape is colored white as that allows me to change the color of it without it looking strange.

https://drive.google.com/file/d/1RAIFPELokNfeP4fWWLtv2VIVSMxISBJO/view?usp=sharing

In the second clip, I've made a slightly more 'complex' level, shape spawning, color differences (even in the chunk objects belonging to a shape) and a camera that moves to let players see ahead.

The third clip details a more complex (without the quotes) environment. Now including the player and gun/cannon sprites (the player character didn't have jumping and falling animations yet), a background with parallax scrolling, different background colors each time and score UI.

The fourth clip shows the final level design, albeit a different foreground color (I wasn't able to change the foreground color so I kept it as the color seen in the final game), flashing when shapes are destroyed and bomb UI (I don't know if there were actual bombs in the game or just the UI)

The final clip is the final game. Specifically footage of version 1.1 as that has less intense flashing, less particles and no music.

While making the chunk's colors match the correct shape, I kept using incorrect methods involving custom R, G, B values. Until I made the stupid realization that the correct approach was quite simple in the end.

Also, during the beginning of development, I was getting allergies and kept sneezing. This thankfully didn't persist. What did, eventually was hunger. I'm not sure if it was stress from the jam or actual hunger, but I felt it, it wasn't good, as expected, I tried to fend it off with a plate of spaghetti, but it persisted. Two fiji apples later, it still was there, kind of. The only other thing I ate during the jam was Pop-Tarts (Sour Apple Jolly Rancher flavor, specifically).

For sleep, I only slept around 14 hours for the jam. I usually worked on the game until around 5:00 AM CT, then go to bed. I got some VERY uneasy sleep as thought kept flying through my head as to what can happen today. I'm used to waking up at 12:00 PM, which I know is bad for a game jam and anything in particular, but hey, this is my first Ludum Dare after all, I'm not yet sure when the consequences of this will make themselves known.

I got REALLY stressful as well, even when the jam STARTED. Because I created the entry (but didn't submit it yet) and I panicked as I thought I HAD submitted the game. One night, I had a 'sort of' nightmare, which I'll call a 'mini-nightmare' as it didn't scare me that much. It pretty much detailed the deadline being 17 minutes after I woke up, meaning I would have a VERY unfinished game to submit.

My description might be a little more intense than it actually was to experience.

FINAL THOUGHTS

I submitted my game a little less than 6 hours before the submission hour. I wish I hadn't done that, I wish I made more levels, of which there could've been potential for tricks like bouncing a projectile on a wall, making it hit a shape that way.

The music, good lord the music. I hate it, I hate it SO MUCH!! It sounds awful to me, I bet it could be used as a form of torture, forcing victims to listen to my god-forbidden music. That would be more effective that forcing them to listen to Justin Bieber's Baby, or Rebecca Black's Friday (no offense towards anyone who likes those two, I apologize if you do). Still baffles me how Audio was the highest rated category, considering how much I HATE my music, even IF it's only the second composition I've ever made.

Yeah, I am not fond of my first entry, oh well, I'll try to develop a better view of my next entry.

And, the game was basically a watered-down version of a game I made previously, called A Very Normal Road Trip. They both have hazards spawning randomly and they both have projectile weapons, among other things. But the main difference is, AVNRD was actually fun to play. Then again, I made that in a WEEK, instead of two days.

MAN! I'm harsh upon myself, c'mon myself, stop hating me so much, what did I do to YOU to make this happen!? You really need to develop a better view upon yourself and your creations, myself.

Oh also, @philstrahl, Jake (the player character) has something to tell you, so I'll allow him to write it here:

JAKE HAS JOINED THE SERVER

Jake: So, I've seen you play the game I'm in, and while I said that shapes appear 'out of thin air' and that I 'honestly believe that is just a bunch of baloney!'. I noticed something about your playthrough of the game

I Should Get That!.jpg

Jake: You appeared to have assumed that the gun/cannon ALSO popped out of thin air, and mocking me in the process!

Jake: So..

Jake: You know what?

Nameless.jpg

Jake: That gun didn't appear out of nowhere, see, there is an opening that I jumped into to get there, that gun just CONVENIENTLY fell through the opening. Didn't see that, did ya!

Uh, Jake?

Jake: What!

Um, you seem to be a little more rude than you usually are.

Jake: Well how 'bout YOU get mocked like that, 'cause ya sure won't like it!

Uh.. okay, I think that enough for now, can I take over now please?

Jake: HECK NO!

Jake, I will force you out here if you refuse again.

Jake: HECK NO!

Okay

JAKE WAS KICKED FROM SERVER

Sorry about that, anyways, .. What? He wouldn't leave, also, he seemed VERY ticked off at something so trivial.

(Also, This part was just a joke, don't take it seriously, I REALLY love Phil's content, ESPECIALLY his post mortems. They just never stop being awesome!)

Moving on, I want to make the eRo- sigh Ronan Emoji file downloadable, I actually made a file in GIMP which is basically a mix and match file for Ronan Emojis. Here's a download link, just in case:

https://drive.google.com/file/d/1xsIZVXgoILGeTWQemZLQ0roc73aFySob/view?usp=sharing

WARNING

By default the resolution is 869x1140, but the pictures I show are 381x500. As I scale down the image beforehand, or else it looks like this: Ron111.png

Yeah, that is FAR too big.

But now, it is time for the QUESTION OF THE DAY!:

If you participated, I want to know what YOUR least favorite part of development of your game, and the final game, was?

Don't be afraid to ask any questions of your own! Just be aware that I won't ALWAYS be around to answer them.

Anyways, I'm going to read my HTML and CSS book by Jon Duckett (not sponsored, of course). RonBook.png Also, sorry for such a long post.

Samurai Shaver for iOS and Android, with new levels!

Our first place game, Samurai Shaver, is now available for iOS and Android!

I've also added FOUR new songs since the jam version, for a total of 8!

samuraiemshaver/emicon.png

iOS: https://itunes.apple.com/us/app/samurai-shaver/id1330290097

Android: https://play.google.com/store/apps/details?id=com.cocoamoss.samuraishaver

The web version has also been updated to v1.07, with the new songs and some other features as well.

You can download the new songs for free in volume 2 of the soundtrack:

Soundtrack download (Volume 1): https://ddrkirbyisq.bandcamp.com/album/samurai-shaver-original-soundtrack Soundtrack download (Volume 2): https://ddrkirbyisq.bandcamp.com/album/samurai-shaver-original-soundtrack-volume-2

Also check out this all levels perfect clear demo video that I made!

https://www.youtube.com/watch?v=yEiWZ1NQZ2E

How can I change my name?

Hello, I'd like to change my profile's name, how can I do it? Thanks

Hey there!

Hey guys!

I'm working on the last weeks on game development community, something never has been!! I'm searching for people who want to be the first members there! At this community you can discuss, ask and answer questions about game engines, libraries, and game assests! Also there is a buy and sell assets forum whick you can make money there or get assets for your game!

For more information, contact me on Discord: KeshetBehanan#6796 :smile:

LD40 Notes

LD40 was a lot of fun but it didn't go well from the point of view of actually finishing a game. I attempted to make an RTS from scratch called Mine Op 40. Got some basic mechanics down, but it all amounts to a small tech demo more so than a game.

Thing is, I knew this would happen because I planned the work down to the hour with HacknPlan. Despite actually under-estimating the time each task would take, I would have had to pull off perfectly productive 14-hour days to finish on time.

Still got some good work done that weekend though, like pathfinding code that I'll reuse in other games I'm working on. I now also know that my game engine needs some serious mouse support improvements - I had to hack something quick just for this game, but it feels clumsy and I need to design a proper solution.

By the way, I wrote a longer LD40 devlog last month, with more notes and screenshots for those interested :-)

mineop40-RldUP1.gif

Congrats to everyone who participated! See you all in April!

Post Jam Edition of DROP is happening :D

Can't tell you a date yet, but Post Jam Edition is coming. If you want to keep up with development, I most frequently post updates on Twitter at https://twitter.com/Syrapt0r. ezgif.com-optimize.gif

Mr Postman VR!

Long time LD'er,

first time GGJ'er,

made a VR game,

was a lot of fun,

beat our highscore!

Download: https://globalgamejam.org/2018/games/mr-postman-vr

MrPostman_gif3.gif

https://www.youtube.com/watch?v=Q1UFzXk9Bck

Maze Crawler 0.5 published

https://static.jam.vg/raw/8e3/2/z/edfc.png

I have finally finished overhauling the rules of my LD40 entry

The game now features a character model. Which even has some ~~(still crappy)~~ animations.

Also in an attempt to make player better experience that the maze changes as the keys are collected, the player now can only carry one key at a time and it needs to be delivered to corresponding lock (presented as a circle of ghostly images of this key) before new one can be picked up.

Also the blockages will now activate only as player approaches.

Please have look and tell me if that is a step in the right direction.

The link to download is on the game page. There is currently only Windows (32) version available of the post LD version. If this is a dealbreaker for you - please let me know in the comments and I can provide alternative builds.

Post-Jam version of Starbage Man is out!

It took us a little while, since we were often busy with other projects, but the post-jam version of Starbage Man is out!

There are a lot of features that we'd love to add, but we didn't want to do too much expanding without cleaning up the code a lot, which is not what we want to focus on at the moment. We fixed a bunch of the main playability problems, including the flight controls for the starship. I think it's more obvious what is going on while you're flying, since we added flames coming out of the back of the ship while you are propelling yourself. We also fixed some bugs, like the issue with not recognizing letting go of a key when the boss appears.

We added a couple more pieces of Boss Dialogue to make it clearer what is going on, such as the fact that you died. And we fixed a few issues with the order of the tutorial.

We accidentally overwrote the jam version, which we'll try to get back up soon. Check it out: https://ldjam.com/events/ludum-dare/40/starbage-man

TitleScreen.png

Also, if you want to hear us talking about the jam and lots of other topics (mostly about video games) you can check out our podcast Side Quests! You can find it on iTunes, Google Play Music, Stitcher, Tune In, and Sound Cloud. Here's a link to the one about Ludum Dare, but you should listen to them all!

https://soundcloud.com/user-433639808/episode-006-ludum-dare

SideQuestsLogo.jpg

Post Mortem

Heya,

I'm pretty new to game development, and i was wondering, what does Post Mortem mean?

One Matter / Post-jam update

onematter.jpg

Hi all! I did some more work on my LD40 submission (One Matter):

v1.1 https://toboggan.itch.io/one-matter

  • Progress is now saved
  • Added very basic controller support
  • Minor level adjustments
  • UI changes (added a toggle for sound, added a controls display screen, other minor edits)
  • Endgame now shows your current time along with your best time

Movement control remains awkward. I might work on it more eventually but for now I'd rather move on to a new project.

In other shameless self-promo news, my first commercial game, Pipe Push Paradise, is now available on my itch page as well as Steam. It's a cute and relaxing but also hard and serious puzzle game. :)

36 Hours! The Good Doctor Season 2 Episode 3 Full Series

36 Hours! The Good Doctor Season 2 Episode 3 Full Series. This is very promising to watch anyway, The Good Doctor season 2 episode 3: 36 Hours. A young married couple must choose between saving the wife’s life or their future ability to start a family; when Dr. Lim must take care of some personal business, she asks Dr. Murphy and Dr. Reznick to oversee the emergency room.

After previously from “Middle Ground” Shaun and Claire assist Dr. Melendez in treating Paul, a hospital janitor Shaun has diagnosed with pancreatic cancer and one year to live. Paul’s wife and adult children encourage him to have risky surgery; Paul agrees, telling Shaun he wants to please his family, and advising Shaun to lie when the truth is unhelpful.

Working Here:
https://bit.ly/2CxrEjJ
https://bit.ly/2y7tT9C

Paul dies from a complication and his family begins to squabble over having coerced Paul; Shaun tells them that Paul wanted the surgery. Dr. Lim treats Mara, a sixteen-year-old American girl with scarring from female genital mutilation, risking liability in willfully ignoring Mara’s fake ID. Mara experiences extreme pain, revealing live tissue; with her parents and Child Protective Services involved, Mara declines reconstruction in favor of clitoridectomy, but Lim performs the reconstruction without consent;

Mara is apparently pleased with the result and Lim’s discretion. Dr. Glassman delays picking a neurosurgeon, fearing he could survive but suffer permanent disability; at Dr. Blaize’s insistence, Glassman undergoes surgery. Shaun avoids Lea for days, telling Claire he doesn’t understand his own feelings. He tells Lea she hurt him, and he wants her to leave before she hurts him again. Are you ready? Do a fantastic watch for it after all fans, The Good Doctor season 2 episode 3 online.

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Finale! WATCH Better Call Saul Season 4, Episode 10 Winner Online

Finale! WATCH Better Call Saul Season 4, Episode 10 Winner Online. Look for this one fans, as we are ready to watch about it, Better Call Saul season 4 episode 10: Winner. Jimmy turns the page on his reputation; Lalo tracks a loose end in Gus’ operation; Mike is forced to make a difficult decision.

“Wiedersehen” reminder here, Jimmy and Kim surreptitiously replace approved plans for a Mesa Verde branch in Lubbock, Texas with plans for a bigger building. Jimmy answers the questions eloquently at his reinstatement hearing, but his application is denied.

Working Here:
https://bit.ly/2PtZTes
https://bit.ly/2OfGhhV

The chairman suggests Jimmy’s answers were insincere and when he recounts the details to Kim, she tells Jimmy he didn’t mention Chuck. Jimmy’s relationship with Chuck caused his suspension, but Jimmy claims there was no need to bring it up.

He accuses Kim of “slumming” with him whenever she needs something, while Kim says she’s always supportive and Jimmy caused his own problems. That night, Jimmy starts moving out, but Kim stops him and offers to help him win reinstatement. Lalo visits Hector and improves his communication ability with a concierge bell Lalo kept as a souvenir after Hector killed a hotelier and burned the building.

Lalo next thanks Gus for saving Hector’s life and paying for his treatment. Finally, he asks Nacho to show him where the Salamancas receive their drugs after Gus’ trucks bring them from Mexico. Werner’s crew blows up the rock preventing construction of the elevator and celebrate that their work is almost done, but Werner misses his wife and escapes. Start watching into the rest for it finally fans, Better Call Saul season 4 episode 10.

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1st LD Projects at the end of the year

Hey guys! I have some awesome new projects to share and some really exciting news! Today I released my newest EP and a track that I collaborated with D3ST1N to produce. Here is a update of some of what I’ve produced since Ludum Dare.

Psychosis

Psychosis is DEFFINATLY the best track I’ve produced yet, and it collabing with D3ST1N was just awesome. His style is so aggressive and fun, I had a blast collaborating. Combining our style was just beautiful. We both have similar aggressive dubstep styles, but yet our styles are so different. The combination was just amazing in my opinion. I really hope you enjoy listening to this track as I much as I enjoyed creating it.

Hey! We did this little thing for this weekend using Defold!

It’s my second time using Defold now, and I’m starting to like it more and more! It crashed a few times, but other than that it was a pleasant experience 😀

Anyway, the game idea is to build an automated recycle plant and uh, make a profit or something(?). We only managed to build conveyor belts and item splitters, but we wanted to make it a bit more sim city-esque where you would build different types of material processors / furnaces that converts materials into energy or sub-materials that is needed to run the facility, factory workers that would run the machines, paid contracts from the city that you could accept in order to generate cashflow etc. But for a ~24h game it’s pretty fun.

Web and keyboard controls:

Arrows – Move robot
Space – Grab trash
Z/X – Toggle build selection
Enter – Build selection
Shift – While moving, dashes robot forward
Desktop and gamepad controls:

Left stick – Move robot
Cross (PS4), A (Xbox) – Grab trash
Shoulder buttons – Toggle build selection
Square (PS4), X (Xbox) – Build selection
Left trigger button – While moving, dashes robot forward

Comments

22. Mar 2018 · 16:33 UTC
Great

2nd Alakajam scheduled February 23-25th

With two months passed since the last LD, some of you might miss jamming already... Well, good news, the 2nd edition of the Alakajam! event starts soon!

If you're free on February 23-25th, you might be interested in joining our young community for a week-end of jamming:

  • The two weeks prior to the jam are dedicated to an original 2-step voting system (Week 1 = submission/voting, Week 2 = shortlist ranking)
  • The jam itself lasts 48 hours, both for solo & team entrants, with start/end times suited to Europeans (7pm GMT)
  • Two weeks of community voting then take place until the winners are announced!

Our first jam back in September was great fun, ending with 50 games and some really awesome entries! We hope to see you there :)

Clipboard02.jpg Clipboard03.jpg

Pilot! Charmed (2018) Season 1 Episode 1 WATCH: Online Free

Pilot! Charmed (2018) Season 1 Episode 1 WATCH: Online Free. Series overview, Set in the fictional college town of Hilltowne, Michigan, the series begins with sisters Mel (Melonie Diaz) and Maggie Vera (Sarah Jeffery) living with their mother Marisol (Valerie Cruz), who shortly afterward is attacked and killed by an unknown demonic force.

Working Here:
https://bit.ly/2A6MIeu
https://bit.ly/2CDMDBw

Three months later, Mel and Maggie discover that they have an older half-sister, Macy Vaughn (Madeleine Mantock), who was kept a secret by their mother for years but recently moved to Hilltowne to accept a new job at the local university. After the first time the sisters are under the same roof, they unexpectedly start exhibiting new magical abilities; the eldest Macy receives the power of telekinesis, middle sister Mel can freeze time, and the youngest Maggie can hear people’s thoughts.

Soon afterward, their whitelighter—an advisor who protects and guides witches—Harry Greenwood (Rupert Evans) gathers all three sisters together and reveals to them that they are witches, as was their mother. Marisol had bound her daughters’ powers when they were born so they could live normal lives and was in the process of unbinding those powers on the night she was murdered. The sisters ultimately accept their new destiny as The Charmed Ones, the most powerful trio of witches who protect innocents and vanquish supernatural demons.

Do a great watch of it finally fans, Charmed season 1 episode 1 online. Charmed is an upcoming American fantasy drama television series developed by Jessica O’Toole, Amy Rardin, and Jennie Snyder Urman. It is a reboot of The WB series of the same name, created by Constance M. Burge, which originally aired from 1998 to 2006. Charmed was ordered to pilot in January 2018 by The CW and received a series order in May 2018.

The series, which will premiere in the United States on October 14, 2018, follows the lives of three sisters—Macy (Madeleine Mantock), Mel (Melonie Diaz) and Maggie (Sarah Jeffery)—who, after the death of their mother, discover they are The Charmed Ones, the most powerful witches, and together they possess the “Power of Three”. Each sister has a magical power, which they use to help protect innocent lives from supernatural demons.

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Post-Jam version of WaiterMan

Hi! I released a post-jam version of my game on Itch.io

04.png

https://raydenn.itch.io/waiterman

CalligraTree Post Jam: From ludum dare to the app stores

We have just released a mobile version of our LD40 game for both Android and iOS in time for the Lunar New Year!

| Get it on Android | Get it on iOS |

Flyer-Promo-English.jpg

The Story

Ludum Dare

For ludum dare 40, we made a small little game about guiding branches to grow the most beautiful tree you can. You can see the entry here: CalligraTree JAM Entry. We were proud of our work, what we learned, and how we brought it together at the end. However to be honest, we didn't have high hopes for the entry. It had its limitations, and we knew it.

"There's not much of a challenge here"

"Is this even a game?"

"I don't think I'd call this a game"

"Where's the challenge"

"It gets quite boring"

These are the things we expected to hear. We were fine with that, as we knew we had made something a little bit unconventional for a ludum dare. As long as we scored pretty well (top 25% is good enough for me) in a couple of target categories (graphics and mood) we'd be happy.

The Results

Much to our surprise the feedback we started receiving was fantastic. We're still not exactly sure what it is about the game that people responded to, but they did. People were playing, commenting, and best of all, sharing their creations in the game with us (without any help from the game mind you, we didn't get that feature in). Maybe it was such a welcome pace from the fairly high stress level of LD40, maybe our short game loop helped us out, or maybe people just really like trees :deciduous_tree:. For whatever reason(s), it seemed we had stumbled on something people were finding they enjoyed.

Ending with our first "top 10" in a category (mood), and 4 total "top 100" ratings, we were ecstatic with the results, and it helped keep that JAM fire :fire: burning. We wanted to do a little more!

Post Jam

Several of those that provided feedback were asking for a mobile version for themselves, or their friends. That sounded like a good idea to us, and gave us a good reason to learn that process with Unity (which we have recently switched to for our non-jam projects as well). So from the time LD40 results came in, till early this week, we have been putting in some additional time to polish the game, as well as add a few features. I'd say we put another full 40 hour week total into the game over the course of this month and half. (We both have day jobs) This has resulted in what we feel is a solid app that keeps the spirit of CalligraTree in tact!

If you missed the links above, you can get it in the app stores here:

| Get it on Android | Get it on iOS |

feel free to try out our other games as well, while you're in the store!

Shout Outs

Finally, I'd like to give a big thanks to everyone who played our entry, and provided feedback/shared their trees with us. You all really made this happen, so shout out to:

@eric-lathrop @alex-bezuska @pareidolia @shinyogre @gumboot @technomancy-studios @moski @bartosz @papercookies @kromeboy @6smith @aviland @miltonnh25 @rosypenguin @jynspielt @joel-rochon @eri0o @blizary @lautregars @wheezy247 @roaring-cat-games @cubeeo @chronosv2 @mase @oniwaka @weeping-rupee @svenfrankson @siege @jason-kennedy @siepiau @rngsilvercraft @mcovert @prototype6 @andrew-brotherton @kerneltt @artcat @elodeon @iferit @fangzhangmnm @valkyrie @simonhutchinson @arron-fowler @gassasin @saramartins @jacklehamster @lexi @potti @secretpocketcat @peachtreeoath @badly-drawn-rod @megabrutal @randomhuman @goat-toaster-games @gerardb @forrest @sbarrio @ddrkirbyisq @jupiter-hadley @indie-gaming @giusex27 @naca @youbestrong @aurel @psychedelia @ludipe

Something New

Hmm, what could this mean? Jake's New Self.gif

From Ludum Dare to Steam

Hello fellow game jammers!

9 months ago we created game called Godly Corp and today it is on Steam Store! Bellow ↓ is comparison between LD version and current version.

◙▬▬▬▬▬▬▬▬▬▬ STEAM ▬▬▬▬▬▬▬▬▬▬◙

GodlyCorpLDComparision.png

Please add our game to Steam Wishlist and we promise you one of the most hectic games you will ever play!

We got ton of useful feedback from you guys and encouragement, without Ludum Dare community we wouldn't get Godly Corp on Steam.

The concept got expanded on A LOT. Every game in level has a different mechanics. Expect everything including chainsaw robots, bug infestation, space trips and more.

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Thank you very much, good luck with your projects and keep on making those cool games!

Super Quadrilateral Damage: Now on GameJolt!

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Originally from Ludum Dare 40, Quadrilateral Damage was an intense top-down shooter with a strange mechanic: The more bullets you have, the weaker they become (and vice versa). Now, 3 months later, Super Quadrilateral Damage is finished and available here: https://gamejolt.com/games/superquadrilateraldamage/306666

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The full imagining of the Ludum Dare entry brings a wealth of new features, from new enemy types and bosses to new characters, mechanics and modes. Enemies and bosses from the original release have been rebalanced to make the experience fresh, and graphics have been updated to improve the overall game feel!

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White Cactus Project

White-Cactus-Project_3-1024x419.jpg Originally conceived for Ludum Dare 38 (though not developed), White Cactus Project is my latest game. The website is finally live here, and the game is currently slated for a 2019 release. I'm currently rewriting the player code but once that's done, I'll be able to upload some videos... :smile:

White Cactus Project

Looking foward to LD 41! Meanwhile GGJ 2018 went on!

Hello fellow Jammers!

I'm looking foward to ludum dare 41 since LD40 was my first ludum ever and I loved it!

Meanwhile you guys know the GGJ Jam went by! A friend and I came out with a pretty cool concept with the "Transmission" theme :)

We're looking to push the idea further and decided to put a Demo build on GameJolt in hopes of getting some feedback on the game!

So with that said, if anyone feels up to it, I'm leaving the link here :) Any feedback, comments or ideas would be much appreciated! Here's my email : Raphaelhuot.mtl@gmail.com

ChromaTag: https://gamejolt.com/dashboard/games/319941! ChromaTagWOW+LOGO.png

Predetermined

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I recently released a new game called Predetermined, in which you use echoes of the player that repeat your movements in order to solve puzzles. If you enjoyed Permanence, or if you enjoy tile-based puzzle games in general, I would strongly recommend checking it out. It is available for download here:

https://steven-miller.itch.io/predetermined

Meta Game Jam (March 17-31) - create a game about games!

Hey LD jammers!

I'm hosting the Meta Game Jam from March 17-31, where you create a game about games (or a game that breaks the fourth wall)!

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There'll also be ~$100 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 Meta Game Jam ->

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

made a “Walking Simulator Starter Kit”

If you are on a gamejam with short time and you dont want to code basic stuff like a pick up system or even how doors work in UE4 then you can simply use this tool #FPEkit. I made some walking simulators in my time here but I used unity and didnt got into coding but with the easy to use Blueprints (visual scripting language) in UE4 I got into it. It may seem as a lot of work at first but this tool can cut some time with examples and plug and use codes. Everything to get you started with

First Person Exploration Kit is a starter package to create a First Person Environmental Exploration or “walking simulator”.
It is easy to use & cheap. It is build for the Unreal Engine 4.
https://kai20.itch.io/exploration-kit

If you want to see the tool you can download the demo or simply watch that video below

Comments

Guia Cidade Uruguaiana
22. Mar 2018 · 16:14 UTC
Good video, I had never used the UE4, but it seemed quite interesting, would you say that it is a very difficult tool to work with?

Shoebox Project

Hello everyone,

i think it is fair to say, that everyone reading this now (56 days to go til next ldjam) is a fairly active user. I want to make an offer:

  • I will not participate in the next ldjam, BUT i want to help you guys make even better games!

HERE IS MY OFFER: * I will build a tiny server litteraly inside a shoebox with a raspberry pi and want to give you guys access to it. * I will develop a API beforehand so that when the gamejam starts, you can use this server as a highscore-board, gamestats-cloud or whatever you want.

But i need to know what kind of API you want. I could develop a Unity-Example Project that lets you easily interact with the server but if no one wants to use it, whats the point, right? So tell me! In the comments or send me a mail at wujood@gmx.de or tweet me @vvujood

EDIT: Of course a common API will be made for every kind of development platform to use this service!

Hope you have a nice day!

A New Beginning! WATCH: The Walking Dead Season 9 Episode 1 Online for Free

A New Beginning! WATCH: The Walking Dead Season 9 Episode 1 Online for Free. Time is up, and everything looks perfect then fans as we are ready to watch about it, The Walking Dead season 9 episode 1: A New Beginning. Rick and his group make a risky run into Washington, D.C. to search for artifacts they will need to build the civilization he and Carl envisioned.

What to expect then? The Walking Dead is an American post-apocalyptic television series based on the comic book of the same name by Robert Kirkman, Tony Moore and Charlie Adlard, and developed for television by Frank Darabont.

Working Here:
https://bit.ly/2RuYeXP
https://bit.ly/2Rzrigx

It premiered on the cable network AMC on October 31, 2010. The series focuses on Rick Grimes, a sheriff’s deputy who slips into a coma after being shot. He awakens to find himself in a dangerous new world that has been overrun by “walkers”. He joins a group of survivors (including his wife and son) as they try to survive in a world among the undead.

As of April 15, 2018, 115 episodes of The Walking Dead have aired, concluding the eighth season. In January 2018, the series was renewed for a ninth season, which will premiere on October 7, 2018.

What are you waiting for? Do a perfect watch about it, The Walking Dead season 9 episode 1 online. In January 2018, the series was renewed for a 16-episode ninth season, which is set to premiere on October 7, 2018.

Series writer and executive producer Angela Kang took over the role of showrunner from Scott M. Gimple, who was promoted to chief content officer for The Walking Dead franchise.

The season will start with a timeskip of about a year and a half from Season 8, which coincides with the comic’s narrative after the “All Out War” arc. Season nine will be Andrew Lincoln’s and Lauren Cohan’s final season on the show.

Tags: The Walking Dead "A New Beginning" Full Video, The Walking Dead (2019) Season 9 Episode 1, The Walking Dead S9E1, TWD s09e01

Remember Snaketris? (Post jam release)

Hey, Ludum Dare! We updated our cooperative mix of old-school arcades.

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We got rid of the most of dirty LD code and started again from scratch (here's a devlog). Grab your friend and give a new version a try on our itch.io page.

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49 Days.

Dropping by to say hello. I usually peak at the sight everyday, thought I'd just say hi to everyone else that's active!

40 Hours Game Jam !

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Hello !

I would like to invite the Ludum Dare community to the first edition of the 40 Hours Game Jam this March 10th and 11th !

Info and registration here ▶️ https://itch.io/jam/40-hours

Official Discord Server ▶️ https://discord.gg/decPqE8

https://www.youtube.com/watch?v=2T7cJTpzfdE