Can we have a nice silent moment for all the dogs that are gonna die?
When dogs get close to fireworks they get really scare. Some die in a car accident and some die of a hard attack. If you have dogs, don't go with them outside today.
When dogs get close to fireworks they get really scare. Some die in a car accident and some die of a hard attack. If you have dogs, don't go with them outside today.
Hi everyone! We'd appreciate a lot if you give us some feedback and rate our game! Only three hours to go!
https://ldjam.com/events/ludum-dare/43/not-so-arigato-mr-roboto

I have just finished update for my LD43 game (https://ldjam.com/events/ludum-dare/43/cross-the-hell) so if you want to try you can play here: https://oxygenium.itch.io/cross-the-hell-full-version :)
Some changes / updates: - 9 levels, - Added boxes and triggers for some puzzle mechanics, - Added enemies, - Player now can attack with dagger (3x "combo"), - Added some additional visual effects, - Level with "mini" boss, - Level with boss - Necromancer (don't jump on his head :D), - Added main menu, - You can now pause game when you press the "Escape" button, - You can restart or skip the level, - The second dimension now is shrinking faster, - Added some new sounds, - If you will stuck in wall then after while you will explode, - Mini cutscene after last level.

I'm a bit short from 20 ratings and would appropriate if you would check out my little game :v:
https://ldjam.com/events/ludum-dare/43/mutajelly

Thanks for playing, and i hope your new year is full of joy and games! :fireworks:
Hello! The Play+Rate time is nearing its emd and I could really use some help if you have a few minutes to spare. My LD 43 entry is very close to having enough ratings to get a score at the end. Could you perhaps concider trying it out?
You can find it here: https://ldjam.com/events/ludum-dare/43/colony
Thank you so much! :heart:
I'm going through some of the danger zone games and have a question to people who are trying to gather up 20 ratings in the last day AND with less than 20 ratings given:
Why did it happen? Was it that you were not aware about the rating system? Hoped to slip? Never got enough time? Couldn't force yourself play and rate 20-25 games? I don't want to offend anybody, just sincerely interested.
https://ldjam.com/events/ludum-dare/43/graveyard-gladiator
https://ldjam.com/events/ludum-dare/43/graveyard-gladiator
Just working on some extra-difficult levels for the new "challenge" difficulty, which will be introduced in the next update of Colors of Your World.


I had hoped to get all of these done before the rating period ended, but it looks like that's not going to happen. Oh well!
Are you all excited for results? Remember to take all of your scores with a grain of salt, because your finished game is your prize!
Two weeks ago, our team met and discussed what went good and where we need to improve. I finally managed to edit the remaining footage we had left and talked about the lessons we learned. I hope you enjoy it :)
https://www.youtube.com/watch?v=bIGiFxCt5-M

Ludum Dare 43 is about to wrap up, along with year! Get cosy, comfy and cuddled up. And while the clock’s a-ticking, take a chance to rate some of the games in the danger zone. A few votes can make the whole difference and get people pumped up to receive the new year.
As we leave the year behind and as the jam ends, as per tradition, we’ve got our largest piece of insight with the post-mortem of our very own superhero themed runner Super Sellout! Sit back and relax, as we take you through our journey to sacrifice integrity for the sake of profit!


Super Sellout is a high-score based runner game where, at the start of the game, the player gets to select as many sponsors as they want. While in game, the playable character has to jump from building to building, as to avoid falling in any gaps in-between, all-in-all while interacting with people who need rescuing as to get a higher score and extra time as to continue saving people and ranking sponsor money.
Each sponsor selected at the beginning of a game affects the playthrough in a variety of ways, such as by adding obstacles, slowing down the player or distorting the screen. Sponsors, however, also add score multipliers, forcing the player to sacrifice mobility for a chance at a higher score. Or, as we like to call it, sacrificing integrity for profit!
As a variation to our previous team structures, one of the goals for this edition of the game jam was to perform an exercise with as many team members of the Whales And Games group as possible. Instead of relying on our old tested formula of only having three team members, all with different roles, we instead wanted to brute-test our synergy as a full team and understand how having more than one person in the same role would affect our workflow.
That being said, our formation ended up involving five out of the six members of the Whales And Games team, being structured as following:

Super Sellout, in similarity to its predecessors, was also created and developed with the field-tested trusty tools and programs that the Whales And Games team uses in day-to-day development. Some of these programs, in case of the engine and programming side, also utilize plugins in order to smooth-out rough corners in development. The list is quite extensive and is as following:
In addition to these existing tools, we also experimented on using our internal Whales And Games toolset, Shipyard, during the development of the jam. These include a variety of different utilities that aid us with mostly the deployment of the game, such as being able to build and upload multiple game versions directly to itch.io directly from the Unity editor, as well as pre-setup site-locking systems for the web versions (which were re-hosted on unauthorized sites almost immediately after the game went up). We are planning to release this toolchain as an open-source package at a later date.

As a team of five, we wanted to approach brainstorming in a way where everyone could pitch in, discuss their ideas, and then opt for the best ones to implement into a game. When the theme of Sacrifice was announced, we made a document - visible to all of us - and started writing our ideas on different pages. After all of us felt we had a decent dosage of ideas down, we started to discuss them pretty much one by one.
Oddly enough, we ended up going with a Superhero theme despite it not having been originally suggested or written by anyone in the brainstorming document. There were some ideas of the likes of “save someone over another one” (including one where it’d involve Animal Crossing-esque animals), but we also expected a lot of the entries to be serious and outright macabre. As such we opted for a more light-hearted setting, with vibrant colours and funny characters.
When we settled with the superhero setting, we spent some-time testing implementations, attempting to create a cohesive design. We needed to think of how gameplay, art direction and audio would all tie together. Some of the early aspects of the game involved a hero with an extremely big chin, rescuing grandmas from a tree on a park and jumping over fences, as well as the overall idea of “sacrificing mobility for more rewards”.
After going back and forth with more ideas, we ended up with a similar yet practically different concept. A timed runner that took place over rooftops, where the player would be incentivized to make the game harder for themselves in exchange for the chance at a higher score.

As part of an ongoing effort to improve the quality of our games and making sure we tackle the most important issues of their design, a few months prior to the jam, we set up a community programme seeking for community playtesters to join us and give us feedback about certain points we could improve on our projects to ensure they feel tighter and more rewarding.
One of the aspects we always found lacking in our previous jams was the lack of practical feedback during the development of the game that we could immediately sort out and improve on the moment. While feedback during the judging phase is helpful to figure out aspects that we could improve in the game at a later point, feedback from playtesters during the jam allow us to improve situations and work on issues that would certainly be deteriorating for first impressions of the game during its judging phase, where the game is exposed to the majority of players that will play it during its lifetime.
Thanks to our playtesters, we were able to iron out several aspects of Super Sellout that needed refinement. Some of these tweaks, obtained through their feedback, included communicating what the different sponsors do during the sponsor selection screen, improving the overall readability of menus, and making the impact of certain hazards and sound cues more clear and noticeable to the player.
We also need to take this occasion to thank our existing community playtesters for all the feedback and helping us making the game better!
Since Ludum Dare is an event with very limited time, it’s necessary to find ways to save it during the actual event and during the game’s development. While the actual labour division was not exactly perfect, the preparation of the team and the way we’ve got our tools sorted out prior to the jam allowed each team member to quickly jump into development and catch-up at any time.
Previous methods of project collaboration involved each of the roles sending their files back and forth, working separately and leaving the task to the programmer to combine all of the files alone. While this may have worked in the past with smaller projects and teams, it was not efficient.
Starting with Jazzy Beats last year and carrying it on to future editions, the non-technical team members have been practicing working on Unity, while at the same time getting the hang of committing, pushing and pulling their own project updates, allowing every individual team member to work in almost real-time on the project. Through enough coordination, the process of making and receiving files, giving feedback and tweaking on the go has speed up significantly, and each member has been learning more and more about how to bridge their work with the others.
In addition to standard Git management, there’s also other workflows that we’ve already long embedded into our team, including using Discord to voice chat during the jam and using the aforementioned Google Office Suite for sharing brainstorming and design documents. Finally, there’s also the previously mentioned Shipyard toolchain that has been in-development in parallel with another project of ours that we’re developing an update for, and which proved to be a crucial helper during the game’s deployment.

Like with all of our previous jam entries, our team was divided into the usual roles of programmers, artists and audio composers. While that was all great in theory, the actual practice made it clear that the lines of what each had to do ended up being blurrier than what they originally seemed to be. The programmers had their own styles and methods to approach situations which sometimes lead to stun-locks at times where another programmer was unable to continue their task as it depended on another programmer’s tasks. On the other hand, there were some ideas about design and art were sometimes not properly communicated or discussed beforehand.
One situation where we ended up feeling this the most was during the early phases of brainstorming, where we spent several hours throwing several ideas and concepts attempting to find an idea that everyone was comfortable to begin development with. Unfortunately, because this was a larger team, this led to an never-ending loop of conversation trying to figure out where we were headed. In the end, we went with an idea that was not in the list of anyone, but rather, was made on the spot.
However, even with an established idea, we were too quick to judge it, and with some programmers starting their day earlier than others, it became apparent that the tasks and mechanics that need to be added in weren’t properly made clear between team members, with several gaps of the original idea not filled in with clear mechanics.
One way to improve this aspect in a future edition of the jam would be to clearly elect one or more team members to hold the role of game designers and making sure the whole systematic design of the game is done in advance, or, alternatively, to only allow each team member to pitch-in a limited set of ideas and then refine those until proper systems are achieved.
Not having proper mechanics written down also lead to initiative-related problems, where a team member, unknowing of the tasks that needed to be achieved next, would experiment with different implementations, leading to some conflicts in terms of coding and even overlapping tasks.
Although we might have been able to make the game seem like it features a multitude of sponsors due to the different modifiers that provide similar situations, one point that several jammers have featured in their feedback was the how the sponsor selection felt lacking in regard to the different modifiers that can be equipped.
In our original game design ideas for the game, there were several concepts for sponsors that weren’t able to make the cut into the game, including sponsors that would invert the player’s controls, add more overlays on top of the game, between many others that unfortunately met the cutting room floor, as described in an earlier development insight.
While it has certainly became an internal joke given that all of our post-mortems mention this one issue in our games, it is one that is likely bound to repeat itself every time we experiment with a different genre or try a different team setup. Trying a new genre whilst trying to achieve the same polish that the team always aims for has proven to be a tough challenge, and normally results in the actual juice of the game to feel underwhelming as we try to figure out what makes those games enjoyable.
However, experimenting with different genres isn’t really a passable excuse. Instead, getting the scope and mechanics right is something that we will keep training as we continue to develop games (and update them, given the chance). In this jam, we have underestimated the time that it’d take to develop the different systems for the different mechanics, both due the given work stack, as well as a result of labour structure issues mentioned in the previous points.
Given the status of our previous entries that got updated or refined designs, it's possible that all our entries will only really meet their full potential when given a second look, when more feedback has been taken into consideration, and when the development of the systems has reached a point where we are comfortable and fast in iterating them. We hope to get the chance in a future jam to tackle a simpler design we can get more mechanics into.

Despite the fact that Super Sellout had a rocky development at time, it was still very well received by both the Ludum Dare and Whales And Games communities. However, for us internally as a team, it taught us several lessons that we must take attention too when developing our next projects, most notably, when it comes to team management and working with larger teams.
Like previous team exercises, there are several takeaways and lessons we can make from our overall experience during the jam, that we’ll be taking into consideration not only on future editions, but that we hope are also useful and for the benefit of other jammers:
Beyond the actual lessons of development, we have also received several cues of feedback about how we could improve the game if we were to pick on it again and iterate on it. Some of the things we could think off to improve include the following:

While we still don’t have any specific plans to develop or create a new content update for the game as it is, we are planning to start an internal programme next year focused on revisiting and updating some of our older games, namely Ludum Dare entries that haven’t really gotten much attention outside of the time-frame they were developed at. Given that we will be deciding which entries to update based on public voting, there’s a likelihood that Super Sellout will be revisited sooner than we expected!
We also want to start working towards longer-term projects with the turn of the year focusing on delivering games that can easily be iterated on with regular content and meant for expansion over time. We are planning to work on one of these projects starting early next year and we think that it's going to be a doozy!


And that pretty much wraps everything up, doesn’t it? Super Sellout, Ludum Dare 43 and even the freakin’ year, comrades. 2018 surely went fast, and the next year seems oh so very bright. If you want to sail with us on 2019, you’re welcome to board our Discord Server or if you prefer somewhere more quiet, on Twitter! And hang tight, because as you’ve read earlier, we’re planning on going places!
Get the kazoos, heat the chocolate, wear your best suit, and toast! For a new and bigger year for game development! :whale: :confetti_ball:
https://ldjam.com/events/ludum-dare/43/documentia

Hey everyone ! When we made Documentia for LD43 we wanted the game to have a real breathing world inside. But due to time constraints we couldn't manage to animate all the different characters. Today, a few hours before the ratings are over, Documentia gets an update !
Click here to see the animated town center !
The wheat field has always been there but it's still really satisfying
Come and grab the update and tell us what you think of all these new animations !
https://ldjam.com/events/ludum-dare/43/documentia
Can I get a little more feedback before the end?
Play and review: https://ldjam.com/events/ludum-dare/43/friends-or-food


Please play Just delete them. By deleting files you make the assets disappear. https://www.youtube.com/watch?v=gPRk38sGu9I
Check it out: https://ldjam.com/events/ludum-dare/43/just-delete-them

Good news! My game is specifically engineered for this purpose. 5 minute playtime, rate, move on. All categories rateable. Get your game to the frontpage to-hour by rating Sacrus.
https://ldjam.com/events/ludum-dare/43/sacrus
Also the music is REALLY good.


It's your last chance to play Journey of Sacrifice! Manage your resources and crew to get your ship to it's destination without it sinking, also watch out for giant squid that will try to attack your ship!

Hey! Please rate my game I'm so goddamn close >.< https://ldjam.com/events/ludum-dare/43/you-warlock
4 hours and 2 minutes away...
You know the drill
Game : https://ldjam.com/events/ludum-dare/43/2305-new-generation

Less than 4 hours to play games before knowing the results.

You can cook healthy food in our game and also make a game on Ludum Dare.
https://ldjam.com/events/ludum-dare/43/how-to-ruin-your-life-in-48-hours