LD 43 November 30–December 3, 2018

The Ol' Seven-Entry Comparison

I assume everyone shooting fireworks into the sky last night was out celebrating that AS OF YET UNNAMED ended up getting the best results we have gotten so far. :fireworks::champagne_glass:

Following up on the comparison chart trend, I figured compare the scores of our last seven entries since LD37. @DaanVanyperen had already taken part a bunch of times before in LD26 through to LD30 and LD33 (Oh my, that makes this 14 LDs in total. He's a grizzled veteran!), but I figured it makes most sense to only compare our collaborative efforts, and my first Ludum Dare was LD36 which didn't have ratings.

The Results

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The Comparison

results_comparison.png Direct link here.

As you can see, AS OF YET UNNAMED scored well in all categories. Innovation and Mood scored better in LD38/LD41 and LD39 respectively, but the numbers for this jam are putting a big smile on my face.

Not visible in this chart is how our average score for LD43 is a 4.247. Previously, our best average was a 3.976 for LD37's I CLEAN TOILET, so breaking through the 4-star barrier there definitely feels good.

Learn Anything?

Since we performed well across the board, I figure AS OF YET UNNAMED feels like a strong package overall, which may have elevated individual scores. We took a pretty obvious direction for the theme by having to protect the president, which is probably why Innovation is the lowest score this time, but I expected the rating there to actually be be lower. I think the over-the-top patriotism with red-white-and-blue confetti, balloons and balds eagles affected how our Innovation category was rated.

So I suppose the conclusion there is to make sure you shape all things in your game around the central theme as best as you can. We didn't opt for random arcade game music, but got an American-sounding marching tune. We implemented red-and-white striped transitions between rounds. If you have character customization in a game about sorcery, make sure your hat options are wizard's and witches' hats, you don't need baseball caps.

Next April I will definitely make sure to ask myself if the things I am adding onto our spritesheet reflect the core theme of the game. See you then!

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Results and reflections.

Okay, so results are here. :smile:

And to be hones I am a bit surprised. Some scores scores ended up being lower than I expected, but some (if only marginally) better than my previous result even though I expected them to tank. So I will try to do some reflection on each individual score.

Overall 3.11 (vs 3.0 in LD42). This is the one result I expected to decrease, but it ended up improving. It's not like I though that the game was bad, but I got quite a handful of comments of people who got confused and didn't figure out how to play the game, and I didn't expect to get high overall scores. Also there were some things that I didn't finish, which would have made the game more playable - like an arrow being drawn when you select an attack and select target. Or a UI counter to show your current number of mana available as stacks of tokens were not always easy to read.

Fun 2.88 (vs 2.77 in LD39). Again - an unexpected increase, as a lot of people ended up not having fun, unfortunatelly. But I am still glad it is here. Most likely this and Overall encrease is due to some polish - like particle effects, and animations (which were simply lerping, but looked great).

Innovation 3.27 (same as LD39). At a glance I felt like this score was low, but apparently it was about the same as my best score so far. So it was Ok, i guess. Still the Innovation (and theme) are my Target scores, so I was hoping for more. :rolling_eyes:

Theme 3.5 (vs 4.08 in LD42) Again - I was hoping for a better score here. And in fact put of last 5 entries this score would be second to lowest, but on the other hand the score is also the highest of all categories so... I don't know. Guess this is just an indication that my games are becoming more consistent across the board, so this one aspect no longer stands out that much. So I will count it as a good sign.

Graphics 2.85 (vs 3.26 in LD42) This score is my most disappointing one. I put quite a lot of effort into making visuals for the game, but got the result way worse than last time. Then again while I have developed some pretty nice things, some aspects were missing (like the floor under the table). And the card design was not pretty. But at least I have learned some pretty important things while working on those graphics and next time I will likely do even better.

Audio 1.71 (vs 1.42 in LD42) Well, it looks like I managed to pull off a better quality of lack of sounds this time :sweat_smile: But yeah, there were no sounds created for the game and the only reason I didn't opt out of this category is to let people get more "coolness"points for their games by giving me a rating here. Even if it's just 1.

Humour 2.29 (vs 2.34 in LD39) Considering the only entry that beat my current score was the only one I actually did put effort into adding "funniness"into in form of pop-culture references, this score wasn't bad at all. Still the only reason I kept it on was same as Audio. So moving on.

Mood 2.44 (vs 2.58 in LD42) Again this is a perry low score compared with other game, but that was to be expected as I didn't go for any specific mood. Except for being confused by game not being obvious to jump into apparently. :smile:

So all in all - I am content with the results. For about half of the categories I got the best result to date. So this is definitely a sign of improvement, but still there are way to improve. A lot.

Anyway - I hope to see you all next LD, and make an even better game then. :smiley:

A look back on my first Ludum Dare

(My entry: https://ldjam.com/events/ludum-dare/43/protect-him)

For my first Ludum Dare, I'm pretty happy with the results. Most of the ratings are about what I expected, but 35th for fun was way higher than I thought I'd get for anything. I'm glad It's my highest though, I put the most effort into gameplay, and not a lot into graphics or presentation (my lowest rank).

Next time I'd like to try to balance things out more. Making good graphics has never been one of my strengths, so working more on that might be a good idea.

And ofc, there were a lot of really amazing entries. I'll put my favorites here, they deserve more attention: https://ldjam.com/events/ludum-dare/43/blueberry-bounce https://ldjam.com/events/ludum-dare/43/impatient-patients https://ldjam.com/events/ludum-dare/43/glow-it-alone https://ldjam.com/events/ludum-dare/43/reactor-overdrive

Thank you :)

For my first LD game the votes are very positive! Thank you for playing, rating and great feedback! :muscle: Przechwytywanie.PNG

Sacrifices Were Made

So. Ring of Sacrifice didn't do too well, but that was... somewhat expected seeing how it was both my first Jam and also based on my final product there. It could've been better, I could've spent more time on it. But, after all, sacrifices must be made. And unfortunately, time for polish had to be sacrificed.

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There was a growing love interest in my life. And as much as I tried to say "Hey, I need this time with no distractions.", I ended being the one pulling myself away from working to talk to them. Sacrifices were made, and it was well worth it. Because during the rating process, I ended up in a relationship with said person, and I couldn't be happier. :two_hearts:

But now that things are stable... Hey, I just might be ready for a round two!

Ethical Smoothies results

Overall: 343rd (3.622 average from 43 ratings)

Fun: 311th (3.524 average from 43 ratings)

Innovation: 319th (3.415 average from 43 ratings)

Theme: 194th (3.963 average from 42 ratings)

Graphics: 676th (3.195 average from 43 ratings)

Humor: 86th (3.89 average from 43 ratings)

Mood: 287th (3.61 average from 43 ratings)

I am honestly pretty happy with my results from my first Ludum Dare and am motivated to participate in the next one! Thank you to everyone who played and rated Ethical Smoothies Co!

First compo, great results!

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This was the first time I participated in the compo. I joined some jams before with a team but somehow this was a completely different experience! By joining the compo I interacted a lot more with the community. I loved it. Thanks everyone! I got some good feedback and I loved reading the post-mortems!

I learned a lot in past jams and games I worked on. This one was no different. At the beginning of this compo I was not even sure if I would be able to even finish the game in 48 hours but once it started I went all in! It went really well and I managed to polish the game quite a bit. It seems all the polishing paid off and I am really happy with the scores! These are really great!

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22nd overall, 14th on graphics, 40th on fun. Even the innovation, mood and theme scores are really good. I should probably have opted out of "Humor" though, meh... Thanks everyone for voting!

Some great games out there...

Looking at the ranking, the games above me and also the ones that ended up below me in the ranking are really really really good and I think I will try and play some of those still. :thumbsup: It is always good to get some inspiration. :smiley:

Next time...

Beating these scores next time will be a serious challenge, but I am up for it! Happy New Year everyone and see you next Ludum Dare! :smile:

Negative feedback collection

Hi everyone!
We got our results!
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Nevertheless, it is a good result, it is one of the worst rated games by us (usually we are around 100 or somewhere near). At the same time, all the commentaries are pretty positive...
It would be great if you can show us our mistakes, so the next time we will make our next game much better. So don't be shy, write as much negative stuff as you can! Here is the link:
https://ldjam.com/events/ludum-dare/43/hamster-druma

Confusing results for LD43

I got my results back, and they were a little disheartening. I thought my game this year was at least as good as in past years, and a really good fit for the theme, but my ratings were way, way lower than usual, especially in the "Overall" category. In my previous six entries, I've always been between 76th and 95th percentile in Overall, and this time I was 58th, despite the comments on the entry nearly all being more positive than in past years and the game being (I thought) better. Compounding that, I did significantly better than my average on the categories I'm usually worst in, i.e. graphics and sound.

It's almost like I got somebody else's ratings. Anybody else see this going on? I'm wondering what's up. Below is a graph of my ratings for the seven compos I've done, LD43 in the thick brown line.

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Documentia Results

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Hi everybody !

We're really happy to have been placed 4th place overall. This game jam was really enjoyable for us. We felt like we expressed ourselves and made a game with a message; which was really important for us.

So we're glad that it resonated with people !

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To celebrate, we've released a graphical update with new animations and some quality changes !

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

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Out of ....?

Hi all, Just had a look at my ratings.. actually pleased seeing as my first goal was to actually deliver a game - second was to not finish last... and I don't think I did - but are there any way of telling out of how many 482nd is? And yes I know it's probably a horrible rank :smile:

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A bit confused

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As you can see there are two different sets of results above. The top one is my game, the bottom is someone else's. As you can see in most of the categories he got a lower average star rating them me yet he placed better in the rankings. Eg. Overall I got 3.144 average stars and he got 2.714 yet I placed 748th in that category and he placed 456th. Am I missing something here? How come he placed better than me? If you know why, please could you say something in the comments. I'd be very greatful :smile:

Okay, now this is epic

Finally reached top 10 for once. Too bad LD will now only be twice a year. :slight_frown:

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GODS ARE PLEASED

It has truly been an amazing jam, thanks to everyone who played and rated our game!

Here is a gameplay video:

http://youtu.be/JG6OZa0TRzY

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A making-of video will follow - subscribe to the youtube channel if that’s your kind of stuff!

http://youtube.com/Nyck0s

http://twitter.com/NyckosTweet

Happy new year and some thoughts!

Hey folks, how are you doing?

First of all, I would like to wish you a happy new year! I am pretty sure that we are going to have a very productive year, and I hope to see you on the next Ludum Dare(s ?)

Also, as always, I would like to give some short thoughts about my placement, and look a bit more coldly into I have created this Ludum Dare. So, for those of you who haven't seen my game, it is Raining Blood

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So, this time I decided to go for a super ambitious project, an attempt to create a minimalistic management game about religious devotion!

I was definitely not going to create another platform this time, so I took the risk of creating something that probably would not fit in 48 hours alone hehe!

After twelve times taking place in Ludum Dare, it would never occur to me that this time I would get nervous. Given my last classification, with the game Dunk Em Up, where I ended up at first place in Compo, I was extremely afraid of not getting a higher performance this time, as I always did in the previous events.

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I was not feeling confident enough and did not manage to play and more than a game this time. I also haven't posted about my game in the past three weeks. Which of course, lead me to get just a few ratings in my game. (of course, the low number of ranting may have distorted the results.)

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I ended up not classifying for an actual position this time, but I am thankful for the average score I've got! Those are even higher than the ones that classified me into first place!

I just feel sorry that I haven't played and rated enough games this time.

Besides all that, I also would like to share with you a timelapse video that I've made and unfortunately haven't shown yet:

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

It shows the entire development process of Raining Blood.

I hope you guys enjoy it! And thank you for another amazing year of great Ludum Dare competitions.

Love is Sacrifice - rating

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Thank you all for playing Love is Sacrifice. I will try to improve this title in next months. It was my first Ludum Dare game, so I think it's not that bad! :smiley:

I will surely participate in the next Ludum Dare jam! See you next time guys!

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Farm to Table: A postmortem

Prelude

You have 48 hours of adventuring time in a country you've never been to, and may never return. By random chance, There is a 48 hour game jam happening simultaneously. A sacrifice must be made: the game or the experience? Choose wisely.

...

Trick question! You can do both, poorly! Welcome to my Ludum Dare 43 entry for the theme "Sacrifices must be made". My game - Farm To Table - has you training your workers, breeding them to improve, and possibly grinding them up to make the tastiest burgers in the business!

Farm to Table

The gameplay centers around selecting the lil' workers from the queue and assigning them to different tasks: farming, cooking, breeding, and, well, getting crushed into mince meat.

Through careful breeding you can create better cooks and farmers. But here's the rub: Thanks to their superior breeding, the best workers are also the tastiest! Naturally, the people in charge - the "steakholders" - require profit$ (and therefore burger quality) to be continually on the rise. Your business must maintain its status as a viable investment target.

("Here's the rub" is a thing people say, right? Sounds weird.) Anyway, that was supposed to be the idea. A difficult-but-enjoyable balance of inputs, transformations, and outputs.

In practice I ran out of time for the vital "balancing of the systems" part. So you are able to transform the inputs, but the outputs have exactly zero impact on the next round of inputs when they feedback. You can't actually make better burgers. In fact, your profits-from-sales aren't even tracked at all. Oops.

Still, I was pretty happy with the result. In Ludum Dare there are thousands of games for the players to rate. I figured that as long as it was fun-ish for players to try and figure out the controls (and the rules of the game) then it would still be ok. And really, most people won't play long enough to realise that there is no goal anyway!

48 hours earlier...

...It was late Friday afternoon when I learned that LD would be commencing shortly. That was tempting - but there was no way I could justify wasting the entire weekend holed-up in my hotel room, instead of exploring my new surroundings in a beautiful new country... Could I?

Then the theme was announced. It was a good one. Plus, it was dark and cold outside. Certainly not a night for exploring. I'd just tinker on something for the evening, then start my outside-adventuring in the morning.

By the time morning rolled around I had yet to go to sleep. It seemed wise to put off adventuring - at least until the afternoon.

My Ludum Dare plan was to build a simple "economy game" because it's something I'd never done before. The thematic inspirations emerged from one of my favourite movies (Soylent Green), and one of my favourite Commodore 64 games (Mad Doctor).

Soylent Green, and Mad Doctor

The economy

Economy games need "sources", "syncs", and a way to transform them. In my economy, the sources are people and the syncs are the conveyor belts that create the burgers. You can transform the statistics of the inputs by breeding the best "outputs" to make even better "inputs".

To stop an uncontrolled positive feedback loop, it's required you sacrifice your best workers in order to create the tastiest burgers.

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Although it wasn't all implemented, the final product turned out pretty close to my back-of-the-napkin sketch: so I'd say that was an achievement earned!

Building it

The build process began with a rough mock-up of the playfield in Aesprite. This was just a horribly rushed effort that would be replaced with real graphics later (spoiler: in Ludum Dare there is no "later". The graphics remained unchanged).

I liked the Mad Doctor style, and I also liked that it wouldn't be Yet Another Grid-based Game like nearly all my past Ludum Dare entries.

The game library? Phaser 3

To turn the image into something playable I decided to go with Phaser3. Normally I like to use my own engine, or even start from scratch - but I'd been wanting to see what's new in Phaser and this seemed like a good way to find out.

Phaser takes a PHP-style kitchen-sink approach to API design: just add every feature you could possibly think of. Before you bother building something be sure to search the docs and see if it isn't already included out of the box. It might seem a bit in-elegant at times, but at 4am in the middle of the jam I was glad I didn't have to roll my own Phaser.GameObjects.RetroFont routine again.

Using unfamiliar tech in a Ludum Dare is usually asking for trouble, but in this case I kind of knew Phaser2 - and my game wasn't doing anything too crazy - so it turned out fine (frequent grumbling about documentation and mystery-meat factory methods aside).

Look ma, no build tools!

I also wanted to make this game using plain ol' JavaScript. Well, plain new JavaScript at least. No build tools, no compile step, no traspilation, no npm, no dot files... just some HTML, a bit of CSS, and a bunch of JavaScript files.

Files

This isn't as stupid as it sounds anymore, now that JavaScript Native Modules are supported nearly everywhere (even iOS and Android browsers). My only issue was that I only had Phaser3 as an old-school script file that would normally be included via a script tag, and be available as window.Phaser. To make it a bit nicer in my project I exported the object from another file:

import "./phaser.min.js"; export default window.Phaser;

Which allowed me to use it in my project like a regular import:

import Phaser from "./lib/phaser.js"

There's something I really like about the simplicity of a "plain-old-project". I love knowing that I will be able to run (and tinker with) this project in 10, 20 years time (like my first ever browser game, Some Adventure Guy, from 14 1/2 years ago!) - without having to try and resurrect some long-dead build tools and dependencies.

Day/Night II

Thanks to an extended nap on Saturday (coupled with the crazy-early setting of a northern-hemisphere winter sun) I missed out on any real-life day-time adventuring. I did, however, get a system working for clicking and dragging my lil' peeps to the various sections of the world. I decided to write off Saturday as a no-tourist day - I'd get outside tomorrow. For sure.

In the mean time, I had a passable version of "conveyor belts" working... this was achieved by assigning a conveyor-belt-ish animation to a sprite after it was created. There's absolutely no logic - just an animation that moves it to its correct spot if nothing else is removed. So multiple items will often overlap and look bad. This bug was then placed on the "fix later" pile (spoiler: never fixed).

Hotel Foley Artistry!

After adding the meat-grinder mechanic (and successfully pushing out a few cooked burgers) I decided to take a break from coding and do 15 minutes of sound effects. This turned out to be my favourite part of my LD entry.

Normally I make the sound effects and music on my home studio setup: some midi gear, Ableton Live, and all of my plugins. Being on the road I had none of my usual sound-making arsenal, so some improvisation was necessary!

https://www.youtube.com/watch?v=YsIcRauR3ZM

A hotel shower, an apple, and a good old-fashion mouth-pop resulted in the horrifically-perfect and unsettling sound effect. The rest of the audio: music and sound effects - were done under extreme time pressure, moments before I submitted - and were crap. But the bone-crushing grinder sound effect was perfect!

The final countdown

By Sunday I'd all but given up on sight-seeing and had gone all-in on Ludum Dare. But there was an issue: less than 6 hours remaining and the project was in a bad state. The controls were completely un-learnable, the burger-making progression system was overly complex and opaque, there were no instructions, and everything was absolutely confusing to anybody who wasn't me.

Sensing the train-wreck ahead, it was time for a sharp detour.

I would sacrifice the entire point of the game in order to have something that might possibly be "confusing-but-in-a-good-way" for new players. As long as it was kind of fun to figure out the controls - the player would feel a bit clever, and hopefully not notice there was no actual game. That was the new plan.

Ruthlessly I ripped out the mechanic that defined the game: being able to manually adjust a worker's stats using XP points you earned by cooking tastier burgers. By doing this, I could greatly simplify the control system. Now "hover" would display stats and single-left-click'n'drag would move workers. That was it.

I asked a stranger at the hotel cafe if they would kindly test a game where you mince up people into meat patties. They were surprisingly happy to help out, and they fairly quickly figured out they needed to drag and drop the little people around. The simplification had worked, and I had something passable!

And there was still two hours remaining in the competition. Plenty of time to re-balance the game by tweaking the breeding system, and reworking the burger-ranking system I tore out earlier. I could see exactly what I needed to do to make the game playable!

But sacrifices must be made.

Although it pained me to stop so close to the finish line, I made a tough executive decision. I would use the last two hours of weekend daylight - sacrificing the last two hours of Ludum Dare #43 - to traverse a breathtaking suspension bridge, that crossed a giant ravine, leading into the heart of a wonderland rain-forest. I'd be tourist.

I submitted the game, pushed my code to GitHub, and jumped in cab...

In conclusion

The final product was not really a game, it wasn't very polished, it didn't have good music, it wasn't particularly fun to play... but it was one of my favourite Ludum Dare entries so far.

I loved the weird graphical style, the hand-made sound effects, and the general "oddness" of it. I had an idea of what I wanted it to be, and it turned out pretty close to what was in my head. In the end it was the gamedev equivalent of jazz music: I had more fun creating it than others will have consuming it. I'm fine with that.

So, was my sacrifice (giving up a once-in-a-lifetime weekend of adventuring) worth the stress and panic of trying to make a bad game vaguely playable at the zero-hour? Who can say... but see you for Ludum Dare #44!