LD 43 November 30–December 3, 2018

I managed to score lower than my lowest expectations. Well, it happens.

978th/1044th, I'm in the 10th lowest percentile.

I'll not complain about the ratings, even if I'm not a beginner in game dev it's my first LD so I may not have grasped the essence of what people like. The only thing that's bothering me is that almost all of the comments are very positive. This could have two meanings: either the rating system is flawed because if you leave a bad comment you're guaranteed to have bad ratings in return, or the people commenting were rating normally but all of the "ghosts" were destroying my game. I don't really care about the answer because the result is the same, my major regret is that I will never know what I screwed up. I can't judge the quality of my game, but I've made something with a beginning, an end, and almost 0 bug, while on the other side some of the submissions crippled with bugs and missing major components are better ranked (again, not judging the true game quality here).

Well, I think I'll juste have a break and take a step back. If someone has some time to lost, feel free to have a look at my (bad) game and drop your honest review.

https://ldjam.com/events/ludum-dare/43/reaching-the-sky

Congrats to all of the contestants!

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Nature is Harsh Results

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That's the result of my game Nature is Harsh, and I'm really happy that you guys liked it! :monkey_face:

Even if it's not my best placement in the overall spot, I definetly noticed an improvement in other categories, reaching for each one at least the top100.

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I will release an improved version of the game with more levels soon...

So if you want to keep in touch just follow me on twitter.

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See you soon for the next Ludum Dare! :smiley:

havana24

Documentia Results Are In !

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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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Thank you for great ratings!

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Hey jammers!

This Ludum Dare was really great for me, I was enjoying whole weekend and I'm really happy with the game I've submitted - Soul Traveller. And I'm super happy you enjoyed the game so much that it received those great ratings:

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Thanks a lot for playing and rating the game. If you didn't play it yet, try it: Soul Traveller

We've got results, and our 2019 road ain't dark!

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Results time! Ludum Dare 43 has come and gone, festivities are over, and it's time to consider just how did-we-doodly-do! Needless to say, our team at Whales And Games is once again very proud of the results that we have obtained from Super Sellout, our runner where you sacrifice your integrity for sponsor money. Making this the third time that we've have achieved a game in the 100-Overall, here are our results!

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Rumours say that when we saw the 5th place slapped on the rankings, a collective part of our team screamed on the inside right in the middle of new year celebrations. To get 5th with a 4.6 in Graphics is a really outstanding surprise and one that completely caught-us off left-field. Getting 39th in Audio and 44th in Humor is also heart-warming and validating for each correspondent team member.

However, not all is perfect, and clearly aware that there were both Innovation and Fun problems on our game as we released it, and the feedback and ratings we have received definitely tell us that there’s still stuff we got to tweak and polish further.

Like last time, we’re glad that we were able to experience so many new games and everyone’s creative vision. Although last time we only sneaked in @sebastianscaini’s game into a fanart of ours but this time around we not only snuck theirs from Dark Roads, but also tagged in Dog Dog Dungeon by @bubblewandgames, Please Player by @noa-calice and Sacrificio Inc. by @reality-blind, as well as ourselves into a single four-seat car!

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This is not to say that there weren’t more fantastic entries, much per contrary as proven by the likes of Serial Dater from @coleslaughter and company, Master Key from @jeremy-ryan, Medic! by @eryph and Rogues Like Beer by @nickzangus between many others! Unfortunately, they didn’t fit into the car this time, but who knows in the future?

Like always, this wouldn’t be possible without the effort of all of our team. If you’ve read our post-mortem, you might already know that the goal we set out for this jam was to test our synergy as a team. While we will be having to adapt a better labour structure in the future and will have to tone down on desk fisting, we’d still like to thank our team, and, completely agnostic to who was chosen to make this post, thank @moski for his incredible work with the graphics that gave him the so deserved rank, @zachary-blystone for joining us again handling the game’s on-the-spot audio, @kroltan for his patience and programming expertise, @jorgegamedev for wrapping together the project into a fantastic amalgamate, and last-but-not-least @ponchoguy for his support at always being available to take up a task if it needed to be done. And of course, @robinhoodpt which unfortunately was unable to join us this time around, but still asked if there was any way he could help around.

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Thank you for this great end-of-the-year final and for playing Super Sellout. We look forward to seeing more from everyone in the future! If you’d like to come to chat and discuss your results or ratings, we’ve got a Discord server open 24/7, and, of course, if you’d like to keep up with us for future editions, we also have a Twitter and Facebook pages you can follow!

2019 will be our waggy-iest year yet, and we got a whole sea of fun planned in advance! Cheers! :fireworks::whale:

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As an addendum from our team,

While we are happy with the results we have obtained, we have seen a lot of people in the front-page who are feeling down with the results they have gained from their games, at which point we have to intervene and say don't feel down because of numbers.

At the end of the day, you have a game that you've made yourselves, and while you might be feeling a bit down because you think it's not as good as others, it is not completely true. Art is subjective, and what some might enjoy, others might pass to the side. Take that opportunity and take into consideration what you can do better, and don’t let it demotivate you.

It's clearer than the sun on the sky that the current rating system is definitely borked in a variety of ways that we hope to write up in the future (most notably how games with no feedback given even qualify when they shouldn’t and somehow get seven awards), and that you should always take your results with a grain of salt, even if they're great.

Don’t demotivate, don’t feel down, take a moment to step-back and think about how you can take the world by storm next.

GODS ARE PLEASED

Making a RTS-like game for ludum dare was a big risk, but it turned out to be a truly 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

A Year in Retrospect

It seems only fitting that the results for Ludum Dare 43 come in on new year’s eve. It's already a time for looking back on the last year and looking forward to the new year, so it’s a perfect time to compare this year's Ludum Dare results.

I am ecstatic with Cook’s results! This is the best Ludum Dare entry I've made yet, and the results stand to support it! Here's how that stacks up: Cook Results.PNG

First, a little SPOILER WARNING. I will be wanting to talk about the spoiler for the game as I summarize the results, so please go play the post-jam version before continuing. I'd really appreciate it!

Fun received a very low score, which I really expected. The game wasn't intended to be fun, whether for action or even for jumpscare adrenaline. I intended for the entry to remain un-fun, to really drive home the mood.

I'm really happy with that innovation score! This genre of game isn't typically made in Ludum Dare, so I see where this is coming from, and I'm flattered!

Oh wow, the theme score! I know that this is possibly the least important category, but this is great! Thank you!

The graphics having a low score doesn't surprise me that much. The flat, low-key style does come across as rather ugly, so naturally, they don't stand up against many of the games on display in this competition. Still, they served the purpose of the game, and while I did have time to improve the start menu drastically in the post-jam (seriously go check it out it won't take long do it right now ok bye), it doesn't look that hot in the jam version.

Audio was a bit of a surprise for me. The game relies, for the most part, on silence, as it fits the mood better, so this really impressed me! Thank you so much!

Humor, of course, was not destined for greatness. I was hoping to score a little higher, but I can't complain.

Oh, WOW! The mood scored so well! I was, of course, focusing almost entirely on the mood throughout the game's creation, but this still is a major achievement. Thank you!

Now, a little bit on how this entry stacks up against my others. This next screenshot is my very first entry, made exactly one year ago, named artifact.

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Almost immediately, you can see that Cook fared much better than Artifact. Oddly enough, Artifact was not only my first Ludum Dare entry, but also my first video game playable from start to finish that wasn't based on a tutorial or course. Naturally, it didn't do so well because of this. But aside from excuses, I am really happy with how I've halved my placement in only a year! I really hope that this trend continues! Of course, some categories had ups and downs (fun got wrecked in Cook, but Cook's mood nailed it), but overall, the improvement is phenominal!

Now, let's see all of my LD entries this year. I managed to enter every single Ludum Dare (Heck yeah!), so I can compare all of the year's results. Here we go!

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Humor, as a category, is mostly moot, as all my games either score poorly on or opt out of it. It's just... there.

Obviously, fun wasn't in its best year this time around, but that's more due to the game’s nature and genre than lack of improvement. It was intentional, a sacrifice (pun intended) to achieve a better mood score.

Graphics are receiving just about the same score as always (aside from Artifact, where I had to opt out of the category because (shocker) I didn't make any of the art in the game. I don't focus on art, although I can do better than programmer art. Thus, I haven't improved much.

The audio didn't fare so well either. It's an improvement compared to the beginning, but I didn't have my musicians helping me this time, so it didn't score nearly as well.

Innovation and theme are all over the place, and I wouldn't necessarily take an increased score in either category as a sign of improvement.

Mood is, of course, through the roof compared to previous games, and I'm ecstatic about that!

The overall score is the best score I've had, but only marginally. I am happy that I've improved over the very first game by so much!

And that's how Cook panned out. I hope you've all improved too, and I really hope that this improvement will only continue in 2019. Here's to the new year!

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Cheers!

The Koala Squad

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PS: Thank you to all of the wonderful people who provided feedback and provided the fantastic reviews! I couldn’t have done it without @peet-cooper, @mrpiedpiper, @kenn50games, @firebug, @smuhlaci, @dwam, @selkkie, @peterfonts, @megalink, @taikuri, @lucidus, and all 10 other people that rated Cook!

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PSS: I made a post-jam version with improvements, so if you haven’t played it yet, or you’re interested in comparing the two versions, go and check it out the game here: https://ldjam.com/events/ludum-dare/43/cook. If you’re on time constraints, don’t worry. It only takes about 5-10 minutes to get through.

Discussion: A suggestion to change voting

I'm gonna make this quick, but this is something I've given a lot of thought to over the past month. This doesn't reflect how I feel about how I did; I think I earned my rankings, considering the amount of work I put into my game.

I feel like many people fall victim to receiving garbage votes, or people who mull through the list of games and give completely random ratings to other games just to increase their standings on the Smart filter without having even played the games or giving them feedback. There was a point during the voting process where I had gotten maybe 5 or 6 ratings during a period of time and no feedback at all. As a developer, this is really demoralizing. How am I supposed to know what to do better next time? Why even participate if I have no clue how a large piece of my audience feels about my game?

I believe this shouldn't be allowed. While karma for feedback given seems to have more weight than sheer ratings themselves (I don't actually know this for sure, so if I'm wrong then feel free to correct me), it's still a lot easier to leave garbage votes on a game than to actually take the time to critique it and give it written feedback.

I think this can be prevented in a couple ways. One way could be to weight each vote left on a game. Ratings given by those who leave high-karma feedback would have more weight than votes cast by people who didn't write anything. There could be a way to not even count votes if the LD website recognizes the voter didn't even click on a download/play link. Another solution could be to require those who vote on games to leave feedback. Even if they just write some gibberish to get their vote to count, votes of this nature could easily be reported and taken down.

Any other thoughts, suggestions, or opinions?

Rating heat map from 6 years of Ludum Dare

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10 Compo entries, 7 Jam entries. Never managed to make something worth playing for more than half a minute, but loved every single second of creating it.

Huge thanks to @pov and the Ludum Dare community. Stay awesome and see you all in April!

Thoughts on Hellhole's Results

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Well! Certainly a welcome surprise for the first game jam I really participated in (I'm credited with another, but nothing of mine was actually used in that one), and a fantastic entrance to the New Year for all of us in the team (@Fusionnist, @Essence, @Distorter). The first day of the jam was slow, and we only had time to come up with ideas. All but myself are from a European timezone, so Fusion, Essence, and Distort were in bed nearly as soon as they began thinking up ideas. I was, actually, on a date that night, and so the brainstorming was left to them. Essence made a great little mockup for a game about sacrificing people at a bridge and sending missions of adventurers to scout and loot from the surroundings before heading off to sleep. Fusion and Distorter laid the frameworks for the game's code. I tried to sleep with a guy but couldn't handle the scent of an aftershave that had an aroma of sour cream.

After staying up until 4am, I awoke the following morning (the first to do so, being in California), and took a look at what the team had come up with. The mockup and ideas that everyone had were solid, but weren't fleshed out, so when Fusion came on later that day, he had a text wall of my mechanic ideas to wade through - of these, we prioritized those which gave us a working, functioning game at the minimum. The mockup Essence had started us with was well-set, but needed an overhaul to get it to where I thought it could be, so I opened it up in Paint.NET, made a fresh layer, and sat to think.

https://twitter.com/DmitryDeceiver/status/1053843925696425984 Deceiver's work popped into my head immediately (he's one of my favorite artists and is a huge influence, of course). The small, grayed, stacking houses worked perfectly on the 2D cliffside, and I had a style locked down. Lucky color selection on the first few tries gave me a great palette and a wonderful mood to work with, which Fusion later supplemented with some efficient, thematic, and menacing Lovecraftian tunes. The second day nearly finished, I turned my thoughts to an ending we had discussed - a huge Eldritch God rising from the depths, and throwing the terrain to pieces. Thoroughly exhausted, and with a slim, single day remaining to wrap up the game, we slept well, determined.

Day of Reckoning - From the moment I woke, it was back to the drawing board. The previous night, I had blocked out the basic shape of a multi-armed God, but I still had to find a way to texture it, and find a way to show mass fear and destruction in an animation that I only had a single day to do. The first draft of the beast was a success and more than satisfied the needs (smooth first drafts were really the only way we managed to get everything done on time) of the God appearing. Essence worked diligently on a font, the title screen, and a few choice animations, the "hover" animation influenced by the Dark Souls Locational notifications, but rather, starting from the middle and growing out in a bright light.

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Fusion's coding was bug-free and solid, which blows my mind (I specialize, so anything that isn't pixels and colors scares me). However, multiple layers weren't possible in his iteration - how would we show the God being behind the mountains, if he wasn't there to begin with? No worries, just put the mountains on top of the mountains.

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We were almost there, and all I had to left to do was the endings - one for where the God wins and destroys everything, and one for where the Player destroys the God. Working quickly, I sketched out a decent chaos ending and animated it with dirt particles flying to and fro, and another where the God is eviscerated by a holy beam of light. Great!... But, what about the transition? We can't just have the animation play suddenly from one screen to the next. Well...

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Why not put the fade-to-black on the actual animation (lmao) ?

All said and done visually, we packed it up (my eyeballs tingling from 27 hours of staring at a screen), and sighed in relief.

"Do you think we need a tutorial?" "Nah, it's pretty straight forward." It wasn't that straight forward.

Thanks for reading all this, and thank you so much for 1st place in Graphics and 11th in Mood! I want to give respects to Lanternal, https://ldjam.com/events/ludum-dare/43/lanternal-a-mages-sacrifice , for being amazing (and if we had been more diligent in getting Ratings, probably would have beaten us!).

If you'd like to play our game, head on over to https://ldjam.com/events/ludum-dare/43/hellhole (but I highly recommend reading the tutorial on the page). Thanks everybody! <3

Blueberry Bounce Results (I'm shocked!)

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So uhh... What?! #1 in fun is crazy! I am very grateful to those who rated my game. Thank you!

So what went well? I think making physics driven games is really a good direction for gamejams. Physics have depth and a ton of fun built in, and turning on physics is just a toggle in most game engines.

Why was it fun?

I think a willingness to break my "vision" helped a lot. Making the game was basically a series of design failures:

Failure #1:

Originally the game was inspired by "Lemmings" as you can see in this gif I tweeted after around 4 hours of coding:

https://twitter.com/kettlecorn/status/1068762210535534593

The idea was you would build stairs and things out of the blueberry people so the other blueberry people could navigate teh environment. Unfortunately I realized that getting their movement to feel fair and fun would just take too long to get right. So I thought about it for an hour or so (precious time!) thinking about how I could simplify it. I realized that blueberries are round, I didn't need to give them legs, I could just make them bounce around. Then I realized I could draw from pinball.

Failure #2:

My new idea was to have the player build a own pinball table with bouncy bumpers. Then once they had the solution they would hold spacebar and fire hundreds of blueberries through the level to the exit. Unfortunately due to the dimensions and mechanics of the platforms I just couldn't get it to feel quite right. Adjusting the platforms never felt fair. The realistic physics wouldn't bounce how you wanted, and the unrealistic physics felt too constrained. I never solved this problem.

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Success

So at this point I was frustrated because my core mechanic didn't work well (in my opinion) but I had spent a ton of time. So I just decided to ignore the "core" of my game, reduce the difficulty, and make the game more playful. I reduced the number of blueberries you needed to save on each level from 100 to 5, removing the "core" challenge of my game. By making this change I allowed players to "cheat" instead of finding an actual reliable solution to each level.

I removed a bug fix that prevented blueberries from colliding with platforms while you were moving the platform. It felt like you were breaking the game doing it (and you were!) but it was fun, and the game really needed fun.

At this point I designed the levels to feel more like playful physics sandboxes rather than the tricky physics puzzles I envisioned. The game was a lot easier and more about just playing around. This meant I had to be careful to not make any level too challenging. Each level had to have some slightly unique premise, and they had to be really easy so that people would experience enough of them before they got bored.

Conclusion

I am very happy with the results, but there's definitely a lot I'd like to improve for future jams. I really screwed up audio this time around and my "clever" level loading system completely failed in the final half hour when I tried to make a web build.

But I'm very glad people found the game so fun! After all of my design failures I was really unsure about if the game was fun at all, but it appears it is a lot more fun than I realized!

See you all the next jam!

Try Blueberry Bounce here: https://kettlecorn.itch.io/blueberrybounce

Momma is pleased with her results...

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"Well I'll be, shugga'! Looks like you found your honey-pie!"

We are all VERY pleased with our results for Serial Dater! After working our asses off and getting a late start, seeing numbers like this is super satisfying.

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We're happy to see the areas we worked the hardest on got a lot of love. We tried hard to think of a unique concept given the theme, intentionally dismissing our first ideas in order to get to a concept that we felt was truly original.

Unfortunately that ended up biting us in the ass as we spent an entire day just brainstorming and didn't get to work on the game until late Saturday. As a result, we didn't get the time we wanted to polish and explain the mechanics, which I personally think is responsible for the dip in the Fun and Theme ratings. If we just had a liiiiiiiiiiiittle bit more time!...

Regardless, we are especially happy with all of our Top-100 Ratings! We're glad that people enjoyed our ridiculous dialogue that was written in it's entirety at 4am on the due date, and we're especially pleased that everyone seemed to enjoy how much work our artists put into making all of the character sprites and 3d environment! As the team's only programmer with no artistic talent whatsoever, I have to thank @ruddgasm and @ruddiculous who were my absolute saviors.

With a 4.4 average taking 57th place, I can only imagine the Graphics category was S T A C K E D with heavy-hitting entries. Some of my personal favorites from this jam were @jorgegamedev and co's Super Sellout, @theonethatneverwas with their entry The Cold Remains of Warmer Days, and @kloscunha with their entry Haeresis. Y'all made some bonkers pretty games with some dynamite moods! I look forward to seeing what you guys do in the future.

We're still recovering from the weekend of madness, but we plan to hit the ground running this time in April to hopefully throw our hat in the LD Ring once again!

See y'all in the next one!

The Omicron Fleet will become a full game

After digesting the overwhelming success of The Omicron Fleet I decided to go further with it and develop it into a full indie game with a more involved, narrated story, professional graphics and extended gameplay.

I will be posting weekly updates here: https://the-omicron-directive.manakeep.com.

If you want to be kept in the loop, follow me on ldjam.com or on twitter.

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Thanks again for playing and rating my game!

Happy with the results! Thank you!

Very happy with the results, especially considering this was my first game jam and first finished game altogether. Thanks to everyone who played and rated, this was so fun! Definitely gonna participate in the future again whenever it's possible for me :)

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Break A Leg

Hello Hello everyone, come play and comment: Enjoy!
https://ldjam.com/events/ludum-dare/43/break-a-leg

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My album of LD music

For those that don't know, I put an album out on Bandcamp a while back with music from all my LD entries, and I add new tracks whenever another LD is finished. Please check it out:

https://parsecproductions.bandcamp.com/album/dare

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How Difficult Is It To Make Something Difficult?

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I'm glad a lot of people played our game, but our ratings suggest that it was not liked by any standard. Much less than any other game I've made. Thinking it was my best game jam game yet, I wanted to find out what the disconnect was between my friends/me and everybody else, learn more about gamers that are outside of my personal group of friends, and learn more about good game design. In a comment thread somewhere else, The Omicron Fleet creator @cerno-b gave us some very valuable feedback regarding our game's ratings, which I think I can summarize with one of the paragraphs he wrote. He asked me to make this new post to further discuss my game.

I think what happened is that people started your game, played around with it a bit, failed to make any progress and gave up. Since they did not experience the whole game, they left a lackluster comment and gave you a mediocre rating. This could also explain the low score in music. They simply did not play the game long enough to appreciate it. It is possible that the one single flaw of somewhat unpolished controls brought your whole game down, which is a pity since you nailed the theme, the graphics were very pleasing and I mentioned how much I liked your score.

I'm not good at games, physically. I have a neurological disorder and don't have any fine motor control in my hands. I'm very clumsy and don't like games that require any skill. But I have always liked what people consider REALLY DIFFICULT games. I love Cuphead, 1001 Spikes, and every brutal puzzle game I can get my hands on. I don't think those require skill, just thought. The act of stopping for a second before hitting restart. The thing that has fascinated me the most about games, since I was a kid, is a non-verbal narrative you can establish with a player, which can lead to them realizing that if you were able to establish this logic-based narrative with them, that they might also share that bond with the rest of society. That last part is the moving thing about games to me, not the explicit gameplay stories themselves. Jonathan Blow gave a really amazing talk about this at PAX East a few years ago where he actually mentions two of my favorite games (and his game The Witness is my official favorite game):

https://www.youtube.com/watch?v=UwBl7Rnkt78

That narrative can really only be established if you can't complete something thoughtlessly. If you can beat a level through physical prowess alone, you haven't been captured in conversation.

Now, all that being said, and explaining the type of games I'd like to make-- that doesn't by any means suggest that I succeeded. Even if for some reason my game is now more fun to somebody after explaining that, a game shouldn't require an explanation like this to achieve entertainment, or even validity. Those other games I mentioned have 90%+ ratings on Steam and don't require any explanations. Clearly, I'm missing some elements here.

Our entry for "Sacrifices Must Be Made" was a game where a trio of stuffed animals trapped in a lab must try to escape. Each animal controls differently. One is well rounded and perceptive, one is faster/agile/better at jumping, and one is slow and stable. But the characters need to lose weight in order to outpace evil robot sentinels. You have to make a decision to rip off either their legs (able to only jump), their arms (much worse balance), or tear out their eyes (obfuscated visuals.) I was hoping some fun would come from trying to figure out which combinations were the most effective, since the character qualities AND the effects of the sacrifices are listed in game during your choices (and feel like I'm beating somebody over the head with what decision to make), but I also wrote the strategy guide on the itch.io page, which explicitly tells you the easiest sacrifice to make.

https://www.youtube.com/watch?v=CUTThEnC-XE

Regardless of any combination, I did keep the controls as responsive as possible, with almost no ramp up time to full movement velocity, and very little ramp down time after releasing a movement key. The instability sacrifice does create small random movements and slightly randomizes the velocites of all movement, but this is attenuated enough by the one character's stability that it is the best sacrifice for that character. Ripping off the legs does significantly increase accuracy and handling with the jumping mechanics, and the visual obfuscation is much less intense on the thoughtful character. We didn't try to purposely make it difficult at any point-- you have infinite lives and can either restart a level by pressing Ctrl/Alt/Gamepad B, or choose a new sacrifice by pressing Y/PgDown. Without key presses, there's only about 2.5 seconds between making a lethal mistake and being back in the level. We just wanted it to be impossible to thoughtlessly plow through and actually require some consideration and analysis of the interactions between explicit character stats and explicit sacrifice nerfs. (I would have preferred for the player to think for themselves what effect tearing off legs or eyes might have, as I think guessing those correctly would provide a profound sense of achievement, but seeing as how most people were still choosing incorrect combinations, that's the furthest thing from possible I think.)

During the jam, I'd post builds on Facebook and a few friends were beating it with the harder combinations in just a few lives (on the more difficult jam level vs the level we put in our next day non-jam version after we started getting complaints on LD about the difficulty), but we generally only made it slightly easier here and there from then on. Like I said, I'm terrible at game controls, but the gameplay on our trailer is a single take where I beat the game in one life, and was the first take I tried recording. It doesn't strike me as a difficult game, but even if it was, I'm still baffled as to why we got such low scores in every category, especially since we provided cheat codes to play all the characters, and a trailer that showcases the entire content of the game. Is part of this because people who know me personally already know what types of games I like playing and making and then approach new games of mine differently? I don't want this to come across as somebody receiving criticism of an element of something they've made and then saying "well, I meant to do that", but hopefully I've explained what I wanted to succeed at doing and I want to get more input about how I missed the mark on that.

I'd like to take this opportunity of receiving a bad score to learn more about what else went wrong though too. I am incredibly grateful for the few people who put a lot of effort into their feedback, specifically @cerno-b and @birdwards. I know quite a few things that could use tweaking, but if difficulty is the element that caused a disaster, I'm very interested in learning more about how to make a game both fun AND impossible to beat without minimal strategizing.

Dear mAnimal, when you will be doing ludum dare next time you should ...

It was a fun, like really. And finally, your game is a proper joke. 22th in Humor category.

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You are glad for being able to create this kind if game. Economy games are pretty hard to ballance in this short of time of 48 hours so please, do not create another one for next game jam. You already did one.

Practise more your graphics skills. Until next time learn pixel-art more so you can spend more time not doing pixel-art.

2D pixelarted platformers are usualy easy to play, accessible fot a players and you are able to create good gifs from them to present the game after it is finished. Maybe you should next time try something like platformer.

You should learn already with some audio creating program.

You are mostly a programmer so focus on it, dont waste your time with stupid painting. Its even boring you. The first day you were realy like an animal. Second day was not so ok cos you were mostly not coding. So next time make it in case and count with yourself in this way.

More almonds

Thanks mAnimal

https://ldjam.com/events/ludum-dare/43/graveyard-manager

CROM is pleased with the results.

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CROM is happy now. It seems like a lot of people chose not to hurt CROM's doggo, while a few chose the easy way out. (But hey, let's be honest, the easy way out is the most fun after all ;) )

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We received what I consider to be excellent ratings (35th in the Graphics category !), and both me and Anstabo were happy to see them. From the bottom of our hearts, thank you !

(https://ldjam.com/events/ludum-dare/43/crom)

We also had a lot of fun playing other LDs games. Congratulations to everyone who participated !