LD 43 November 30–December 3, 2018

Need web-playable games to rate! Ratings appreciated on my game as well.

Hello all,

I hope to start playing and rating web games soon. I am collecting a list to go through, and anyone who plays and leaves a comment on my game gets added to the list of course.

If you would like to try my game, which is a very simple board game proof of concept with an optional "AI" opponent, it is here: https://ldjam.com/events/ludum-dare/43/monastico-ld43-entry

My game is not anything prize-winning, but I am primarily interested if there is any potential in the concept that I might want to pursue. Any input is appreciated!

What would Molydeux?

A sort of anti-Populous, where you gain mana from your followers sacrifice rather than their growth.

https://ldjam.com/events/ludum-dare/43/the-m-o-n-k

https://www.youtube.com/watch?v=37CjGNxjfRE

Delete files

In "Just delete them" you delete files that make the assets disappear. Fun right!?

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You can also create certain thing, but there is a limit of things that can be in one level. If something you can always delete a soul.

https://ldjam.com/events/ludum-dare/43/just-delete-them

Send me links to your games! (Small Youtuber)

Hey, folks! I would really like to play some of the games you've made, record them, and give you a rating! If you're interested in that, please reply to this post with a link to your game!

https://www.youtube.com/channel/UCd5cx6Iok3BQYrGwdYbVqWA

And please check out and rate the game I worked on this jam, The Orion Trail here: https://ldjam.com/events/ludum-dare/43/the-orion-trail

Nature is Harsh

Want to know if Nature is really harsh? Well, try my puzzle-platformer entry Nature is Harsh. :monkey_face:

* Here is the link: https://ldjam.com/events/ludum-dare/43/nature-is-harsh *

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Mama Monkey seems to have no problem sacrificing her own babies!

* Even squishing them and using them as a ladder. * WUT. 😨

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Please, don't call the PETA. 🙈

havana24

BAM BAM BAM

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Don't these little stomping men deserve a good fate? You can help them you know. logo.png https://ldjam.com/events/ludum-dare/43/duskhearth

Maze

Please look at my game at https://ldjam.com/events/ludum-dare/43/maze

Up for the challenge?

Can you break into the Vault and steal the Golden Mullet? Come and find out!

https://ldjam.com/events/ludum-dare/43/absalom

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Montezuma's Revenge - An Artists Retrospective

Phew! This was my first Ludum Dare and what an enjoyable experience it was!

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https://ldjam.com/events/ludum-dare/43/montezumas-revenge

Outside of work I only have little time left to do the art I really want. The timeframe, stress and my dedicated teammates @blacklambert and @theforceluke created exactly the environment I needed to create some assets I really wanted to do and try a new artstyle. Normally I work in 3D and only do 2D stuff primarily to draw up concepts for my next planned model and only tried pixel art once or twice before, but while liking it, I never tried to do more with it, until this jam.

After a few hours of brainstorming, talking through concepts and basic drawings of possible level layouts we had our game. Our 2 player sacrifice competetition: Montezumas Revenge!

The spare time I had on the first day was probably not used optimally. I dedicated almost the whole rest of thefirst day to only finding a character I liked, but I had a lot of fun drawing the various concepts. The decision to only draw in greyscale was mostly because I only wanted to explore different silhouettes, but while drawing the black and greys grew on me and we decided to keep the characters that way.

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At the evening of the first day I also wanted to start animating my character. I did some 2d Animation with Anima2D before and wanted to try Unitys new 2DAnimation package, and oh boy, it is bad! Trying to work with that package was so clumsy. Because I wanted to use Unitys own Sprite Atlas for packaging, I had split my character in parts. This however meant that every time I wanted to add a bone I had to jump between the different sprites in Unitys sprite editor and between the sprite editors submenus, which save after every menu change, and every step took far too many clicks and even more time. At this point I was honestly already quite heated. The final straw was trying to build a sensical rig with this abomination of loose bones. Under the stress of the jam and the awful state of the 2DAnimation package at the moment I quit early that night. I really hope that the package improves in the future, but for now its only purpose was to teach me a lesson: Don't try to learn new stuff in a jam! Next time I will stick to methods I know better. Experimentation is fine, but trying a whole new tool which is still in development was too much for me.

The second day went smoothly. I created all off the animations for our little sacrifices and the animator. I am also somewhat unfamiliar with the animator and it shows. It is an abomination of connections going all over the place, crossing each other and being impossible to follow. But while it may not be pretty, the setup went smoothly and we had fully animated characters on the evening of the second day.

What I did between that evening and the deadline is kinda a blur. On Monday I had to work which took some time, but I still managed to create two cutscenes of our sacrifices paying with their limbs for their failure of sacrifing enough to the gods. I am quite pleased how they turned out. The header gif is a little teaser. If you want to see the whole thing you will have to play our game ;)

If you want to test our game, you can find it here: https://ldjam.com/events/ludum-dare/43/montezumas-revenge

All in all this was a great experience and I want to thank my teammates @blacklambert and @theforceluke again. Without them I would have never participated and would have missed this experience.

Cheers to all the other participants! We all created some great stuff last weekend!

  • Anze

Would you sacrifice these cute baby chicks?

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I very much enjoyed working with @BrainoidGames and @ElysiaGriffin on our LD43 entry, and would love to get more feedback on how you liked the game. Of course ratings are appreciated, but we would really value some written comments as they helps us know which areas we can improve on, and which aspects of the game were enjoyable.

The game has variety of levels and puzzles to solve, is rich in dialogue and a will present you with a series of decisions that will impact the way the game pans out. You can play it here: https://ldjam.com/events/ludum-dare/43/vincents-sacrifice.

⚙ Sacrificio Inc. is now available for and . New bug fix too!

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🔧 Fixes :

  • Press "F" to toggle fullscreen on / off
  • Tutorial will only play once per launch now
  • New game icon

📝 Quick recap on what will change in a future version :

  • More levels with different grid sizes
  • More tiles with new mechanics
  • The timer will change to a move counter
  • Losing will not restart the whole room
  • Mouse controls will be totally reworked
  • Cloud feedbacks for the blocks when they move (and more feedbacks in general)

🍻 Our friendly team

  • 🎧 Alexandre Meunier : Development, music, sound design, voices
  • 🎨 Emilie Defernez (Frigolite) : Character designer, animator, main beer supplier
  • 🖌️ Quentin Cloos : Graphic designer, commnunity manager and GIF master

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Thanks everyone for your interest and feedbacks !

📲 Download and rate here :

https://ldjam.com/events/ludum-dare/43/sacrificial-inc

Wordclouds incoming

Hello everyone!

Just wanted to say THANK YOU for all of your awesome feedback. I really appreciate it. I saw some wordclouds flying around in here so I made one myself :smile:

If you want to check out my game: https://ldjam.com/events/ludum-dare/43/hell

Feel free to leave a comment with your own game so I can check it out and rate it :v:

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Give Demon Queen's Possessions a try! beat me!

Demon Queen's Possessions

Its a game about blowing through waves of dangerous (and not so dangerous bystanders) foes. You can use your units to attack your foes, or sacrifice your units to possess your foes.

From peasant to Hero, passing by Goblin, nothing will be spared. Use your cleverness to Create spirit value from "nothing". (You'll see, it seems like you can't "grow" your army, but you can! It's tricky though)

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Just got quite an optimal(Least kill possible) playthrough so I thought I'd challenge any competitive people to beat it.

My Best!

My best (got to wave 23/25 before being forced to kill... So CLOSE!!!)

The Art of sacrifice & possession is a puzzle in itself, but here are some hints! - Goat has the ability to increase its spirit value. - Sacrifice & Possession > Fighting. By a lot actually, you can almost not fight at all. - The campaign is 25 levels and they are always the same: Yes you can "Learn from playthroughs" to optimize approach. - You can split 1 high level units for many lower level units, The stars must match, but dont be afraid to downgrade.

I'll be playing some more games today, but in the meantime, I hope a bunch of you get to try this one, It's a nice challenge! Feedback would be appreciated!

Demon Queen's Possessions LD page

Have fun and a good day!

Lewdem Bug Fix

We just uploaded our final Ludum bugfix build. We have fixed the Bank Heist card so you no longer stop drawing cards after getting it. With that the last of the progression stopping bugs should be out. Summon Greater Demon now properly reads that it costs a relic.

Now we're going to start adding some demons we designed but did not have time to put into the game. We will upload those in a separate post Ludum build. There's also some UI improvements that people have suggested we are hoping to implement.

Our Page: https://ldjam.com/events/ludum-dare/43/horny-demons

Download: https://team-infernus.itch.io/horny-demons

Here's a teaser of one of the demons you can summon. You can see this one and more uncensored in game. baphomet.png

I have time for another round of Web Games

I have some more time for another round of Web Games (I made it through the entire list from the last post), anyone need some ratings? Let me know so I can get some more play time in!

If you feel like playing a Web/Interactive story feel free to try my game (short, weird, dark), but reciprocation is not required, just looking to play some more games.

https://ldjam.com/events/ludum-dare/43/aberth-simple-text-based-choose-your-own-adventure

Would you like to help me on my snobbish journey?

Hey there! Let me introduce myself: I'm Archibald, at your service. Do you wanna fly with me on this hot-air balloon?

Oh, nice! I'm glad to know you're gonna be travelling by my side. I brought some of my personal belongings here. If it's too heavy, then the hot-air balloon will fly down, then sacrifices will be needed.

Are you ready for our journey?

Help me!

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Postmortem: The Pursuit of Profit

This is a postmortem of my Ludum Dare 43 jam entry, The Pursuit of Profit.

Screenshot of game being played

Successes

The biggest success is that I created a complete (albeit simple) game in 72 hours, had a lot of fun doing it, and didn't sacrifice my health or sanity. I slept mostly normal hours, ate regular meals, walked the dog, and took care of other obligations. I did have a little trouble getting to sleep on the final night, but other than that the game jam was minimally disruptive.

As for the game itself, I think the illustration and overall atmosphere and mood turned out pretty good. The fog effect is very effective considering how simple it is (several parallax layers of the same texture with different tints and scales). The capitalist pig and baby artwork turned out well, and it was fun to brush off my illustration skills.

Using the Godot game engine was great. I have only used it before on one project, with a completely different style of game, so I was worried I would struggle with the tools. But, Godot turned out to be quite easy to use, with pretty good documentation and many tutorials on the internet, including how to make platformer games.

Also, as someone who enjoys puns, I'm pretty pleased with the title I came up with. :smirk:

Unsuccesses

There are two major, and interconnected, areas where the final game was not successful. Due to lack of time, the gameplay and the message of the game both had to be stripped down to their absolute bare minimums, and as a result both are much too simplistic and blunt.

The message was supposed to be about how a capitalistic economy (specifically the profit motive and competition) leads to an accelerating runaway process, forcing you to make morally compromising decisions to stay in business, and leading not only to the destruction of the environment and other people, but often to the ruination the capitalist himself.

The game mechanics were supposed to reinforce this message. In the original concept, the pace would start off leisurely, in a wilderness setting. You would pick up some trees or coal from the ground and throw it into the robot's mouth. The robot would pause for a moment, then spit out some coins, which you would run around to collect. But as the game progressed, the robot would move faster and faster, the scenery would shift from wilderness to rural to urban, and resources would get scarcer and scarcer. To stay alive, the player would be forced to sacrifice animals, then human workers, culminating in sacrificing orphans and babies. In an emergency, the player could also feed it a sack of money, sacrificing points to delay the robot.

This was, of course, a very ambitious vision for one person to accomplish in three days, and I knew going in that I would have to cut a lot of it. But I didn't realize how much I would have to cut basically all of it.

In fact, I wasn't even sure until the final day that I would be able to make the robot move, which was essential to the concept. Out of desperation, I ended up directly modifying the robot's position, which you are not supposed to do because it causes the physics engine to glitch. This is why the robot often flickers when it starts to walk, and the babies suddenly go flying away. But, it worked well enough for a game jam entry.

One concept that did make it through is that the more money you accumulate, the worse the ending you get. This was meant as a deliberate subversion of the assumption that you should accept the criteria for success that are presented to you. But, like the rest of it, it ended up being much too simplistic and blunt.

Final thoughts

If I could send a message back in time to myself, my main piece of advice would be to pick a simpler concept, even if it is not very interesting. I think the original concept would have been feasible for a team of three, or even two people with a lot of energy and experience. The biggest challenge doing a game jam solo is that you are forced to divide your attention and frequently switch contexts, from game design to programming to art to sound. Teams have a dual benefit: there are more people to divide up the work, and each person performs better because of reduced cognitive load and more opportunity to focus and stay in flow.

Otherwise, there were several time sinks I wish I had avoided:

  • I spent too much time tweaking and fine-tuning little details, like how wide the robot mouth opens, and the angle and speed you throw babies. Those details would be important to tune for a real game, but during a jam they are mostly a waste of time.
  • I ran into a bug in Godot where the player and babies would fall through one-way platforms. I spent a long time trying different workarounds, before giving up and making the platforms solid from every direction.
  • Generating the music with WolframTones is extremely hit-or-miss. It took me a long time to find a melody that wasn't terrible, then to tweak the instruments. I would not recommend using WolframTones unless you are not picky at all, or you actually want weird random songs.

I would also use a different approach for the robot physics, using only kinematic bodies instead of a rigid body and joints for the jaw. It would require additional up-front effort to program collision responses, but it would have been more stable. Unfortunately, when I started the jam I wasn't confident enough in my understanding of Godot's physics engine to attempt this.

What's next for the game? Probably nothing. It's too bad I didn't have time to realize my original concept, but I don't think it's really worth pursuing outside of a game jam. It's not a game I would normally choose to make, outside of a game jam with a specific theme and time pressure. There is a small chance I might try polishing it to practice my skills, or for the satisfaction of a job well done. But otherwise I think it's best to leave it and move on to other things.

Destroy spaceships or steal them

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Give hiJack a shot

Demolish other ships and get out of sticky situations by hijacking any of the available ships (and asteroids as well).
Be sure to mention your top score and if you take the time to leave some constructive feedback, I'll do the same for you.

A WebGL build is also available if that's your thing :wink: