LD 43 November 30–December 3, 2018

Stand on dignity

standondignity.png

Here is a small drawing of the end of our game. If you want to see what happens next go here!.

Play Sacrificium!

A short adventure / platformer where you must retrieve an old ritual book in the woods... Screenshot1.png https://ldjam.com/events/ludum-dare/43/sacrificium-2

I wanted to paint something about our entry #3

Here is the third postjam “artwork” about Lastcrifices. The end of this LD43 is near... And actually I would like to thank all the people for their ratings, their nice and construcive comments.

So this is the last artwork and this is also a thank you.

5.png

vaisseau framebasebas.png and for those who would be tempted, you can give a try at: https://ldjam.com/events/ludum-dare/43/lastcrifices vaisseau framebasehaut.png

Do you like difficult games with lots of cool mechanics to learn and master?

Well then you should give my game a try! In my game you play as a character named Magnibus (name derived from “magnas manibus” meaning big hands), a man with huge fists, as you punch, throw, and destroy the waves of robots trying to kill you.

combodunk.gif

But how does this use the theme you ask? After each cleared area, the game requires a sacrifice of one if your max hp points before you can progress to the next level, allowing for fewer mistakes in later areas down to eventually 1hp in the final area. This provides the game with a good difficulty curve as well as a great challenge towards the end.

And of course, heres the link: https://ldjam.com/events/ludum-dare/43/magnibus

Goobli needs your help!

https://www.youtube.com/watch?v=lksosW7Brew

Goobli is the last slime of the slime islands, it wants to go back home but it is going to have to sacrifice bits of itself to rebuild the long lost slime bridges, while growing healthy by eating tasty veggies, in this charming little puzzle-adventure game, featuring dynamic palettes and music, all created originally for this very jam.

Goobli was our first game as a team, and our first game ever for some of the members of the group. We have poured our hearts on this little game, so we hope you enjoy it!

Some gifs from my ldjam 43 recordings

Let's begin with my reaction. When at 3:01 am I found that the theme that I hated the most was picked. Webp.net-gifmaker (4).gif

Now when I was thinking about the theme. output_PccJWG.gif

When I made the animation. Webp.net-gifmaker (5).gif

When I finally finished it. Webp.net-gifmaker (7).gif

Check this game out: https://ldjam.com/events/ludum-dare/43/just-delete-them https://www.youtube.com/watch?v=gPRk38sGu9I

My fave games of this LD

I wanted to do this way sooner, but work and other stuff got in the way, so here we go, at last.
Anyway, here we go:

Alpaca's Redemption by @oceanosaurus
A puzzle platformer with a great take on the 'give up your powers' and solid level level design

Merciless gods by @raindrinker
This one just nails the theme IMO. It's also the game that made me feel bad about the sacrifises. It actually still needs some votes, so do give it a bash (first read the desscription on Itch, though).

Welcome to the North Pole! by @catie-jo and @fre
Cuteness overload

The Cave God by @pranjalbisht
I loved the writing in this one - I just giggled a whole lot.

Colors of Your World by @xellaya and @ddrkirbyisq
Solid, Celeste-inspired platformer with amazing music

I seem to like platformers :laughing:

Our game works on mobile! (probably*)

Use this QR code:

qr.png

Or click here to play and rate.

gif.gif

* Should work on mobile Chrome and Safari, but haven't had much luck with audio on iOS devices... :slight_frown: Let us know if it works for you!

You know what's terrifying?

Running out of zest before escaping into space.

LD43 Game Day 2.1 - The HUD went by very quickly..png

 Screenshot taken before completion of devving, second day of work.

This is Terrifying Rocket Zest. It's my first Compo submission, and my first real victory in a game jam. It took me 7.5 hours as of the very start of the jam just to get a functioning, fully designed rocket on the stage - and a lot of that time includes the uneasy hours when I didn't know what I was going to do with the theme and was just making a whole lot of infrastructure.

I think I made a very good choice when I decided in what way I'd interpret the theme, and given the time period I had and what kind of un-patronizing, un-broken game I came out with, I was quite proud.

But I still haven't succeeded at my mission yet - it doesn't have enough ratings to get a score! I am, in fact, quite close. It won't take many before I can say life worked out, and I promise that playing my game is not a nightmare. It's not slow, boring, confusing, or so badly coded that you get stuck inside tiles (I used a physics library anyway) - although it is my hardest game yet. I am not in need of any further reviews, but man I can't wait to see the score on this thing. I'll be very grateful if I do.

Depending on how well this plays out, I don't know, I told myself I'd take a break and skip the 44th, but I won't if I end up so happy with the way this ended that taking a break feels like a missed op. I just feel like I really exerted myself with the last three game jams and if wise, would rather put myself under less stress next year. Well, I dunno, maybe the pressure won't be as big now that I don't have to worry about the one that is First.

TL;DR = waha, real proud-like. Gotta playrate that game if I am to score - it cool and playable.

This is not a test

This is a test of the posting system. Warning this is only a test. Do not be concerned. You have been warned.

Here's a typical story... with a twist!

Assist a boy on his quest to save a mysterious girl, in this absurdly bizarre narrative…

| | | | | --- | --- | --- | |screen7.png|screen9.png|screen8.png|

Features:

  • NES-style graphics
  • Shrines which you must offer items to
  • Choices to make
  • Entertaining dialogue and events
  • 4 different ways to end the story

Full Page: https://ldjam.com/events/ludum-dare/43/the-shrining

Friendly reminder to browse inside the "Danger" rescue filter and rate something

That's the search category of Ludum Dare 43 games that still don't have enough ratings to achieve a score after being built. Only two and a half days are left, and there are probably a hundred of 'em! So please, whichever ones you tend to or don't, try to get some games rated that are still in the rescue filter. The thought of 23 enthusiastically, sweatfully produced games narrowly avoiding judgement is very depressing.

Please let me Rate Games

TL;DR let anyone rate games who has submitted a game in the past

I want to propse a change to the rating system. This LD I had no good idea for a game so I did not upload one. Still I was excited about the other games I had been watching grow over the weekend and like always, I saved their links for later (by the way, the list of people I follow seems to be ordered very randomly so simply following someone and looking up their games later does not work for me, room for improvement there as well).

After the weekend I started looking at the games on my list and I played two of them and wrote a long and detailed comment, which to me is the most important part. Then I wanted to give my star ratings but it said that only people who submitted a game were able to do so.

I understand that not everybody who creates an account should be able to rate a game, this would allow very easy cheating on the rating system. But how about this: you can always rate games if you have submitted one in the past?

As I said, to me the comments are the most important thing so this is no deal breaker. Still I would have loved to also rate the games, I was disappointed that I could not contribute to their 20 ratings limit because I know that this is a hurdle for many games. This took the wind out of my sails a little bit and I would have probably played more games if I could have rated them.

My proposed solution is to let all users who have ever submitted a game in the past rate games in the future. I feel that once you know how tough it is to make a game, you will take rating serioulsy and not abuse the system in any way, like people could if they just needed to create a new account to rate a game. A slight variation of this would be to only allow people to rate who not only submitted a game but also got their game rated with >= 20 ratings.

The Lords Shepherd

Ever feel like a humble farmer being ruled over by a tyrannical God? Well now you can!Screenshot_1.png

pls play

https://ldjam.com/events/ludum-dare/43/switched-on

pls play

https://ldjam.com/events/ludum-dare/43/switched-on

3 more ratings to go!

deathsrewards.PNG

Our game Death's Rewards still needs 3 more ratings. If you're a fan of moody puzzle games, feel free to go check it out!

https://ldjam.com/events/ludum-dare/43/deaths-reward

Tenoch's Turmoil: Finding Frame Rate Flaws

Ludum Dare 43 is just about wrapped up, and we had a great time making Tenoch's Turmoil. While we've already implemented a plethora of updates and fixes in our currently unreleased post-jam version, we've only pushed a single bugfix to our jam submission, and I wanted to take the time to share what I've learned from it.

Unexpected feedback

If you've played Tenoch's Turmoil, you'll likely have noticed that Tenoch moves rather briskly - unfortunately a little too briskly for some players. But one person left a comment saying they thought Tenoch moved too slowly. What?! This was the absolute last complaint we expected to hear! So I set out to investigate what was going on.

What's your game's frame rate?

If you're like me, you might have assumed that Unity games always ran at 60fps, and the frame rate would change only when it dropped under heavy load, so it wasn't worth considering for a jam game. But as it turns out, this is not the case at all. By default, Unity will try to match the frame rate of the game to the refresh rate of the player's monitor. For most of you, that will probably be 60Hz, so games will run at 60fps. But there are quite a number of people out there with 144Hz monitors, and I found my TV had options to run as low as 24Hz, so you really can't afford to make any assumptions.

Confirming the problem

I don't have a 144Hz monitor, but by plugging my laptop into my 24Hz TV I was able to observe the opposite effect - Tenoch was now well and truly too fast, covering the entire length of the play area in one second flat - more than double the speed he was supposed to be running.

At this point the bug was confirumed, but to be thorough I found the setting to force Unity to run at 144fps, and saw what the player would have been seeing. Tenoch was running at less than half his intended speed, and the game was miserable. No wonder the player was upset!

What went wrong?

When you press left or right, Tenoch's velocity is set to a fixed value. At some point, we added code to multiply this by Time.deltaTime in order to smooth it. But the problem is that this kind of smoothing is only necessary for displacement, not velocity (displacement over time), and multiplying by the length of the frame had more or less the opposite effect: Tenoch's movement speed was inversely proportional to frame rate. At 24fps he was running at 60/24 = 2.5x normal speed, and at 144fps he was running at 60/144 ~= 0.4x normal speed. The fix was simple - remove the Time.deltaTime and multiply his speed by 1/60, and all was well again.

Bugs happen, but what could we have done differently?

I've taken the script from here and added some editor-only hotkeys to cycle through some different frame rate options. Being able to easily play the game at different frame rates (both faster and slower!) makes some bugs easier to see, and others impossible to miss.

If you want to do this yourself (and I recommend you do!), the code you'll need is:

QualitySettings.vSyncCount = 0; Application.targetFrameRate = targetFrameRate;

Using this, I've already spotted and fixed a ton of other bugs like this one, plus some other single-frame glitches that become glaringly obvious at lower frame rates. I hope this helps you too!

Thanks!

Overall I had a great time this jam, learned some new things, and ended up with a submission that I and the team are all proud of. I'm grateful for everyone who has taken the time to play, rate and comment on our submission, and everyone else who submitted a game and helped make this jam what it was. Thanks!