LD 43November 30–December 3, 2018

What would you sacrifice to save your little baby?

I really had fun making Sacrificial Love A small game about sacrificing your rest time to defend your child from hordes of zombies attacking your house. How long can you last?

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Can you put your name as a top survivor?

Play, comment and rate here:

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

I hope you like it :)

TVGS is Live-streaming & Judging Ludum Dare 43 Games in 20 minutes!

Hey, everyone! Tech Valley Game Space will be live-streaming very soon at 8:30 - 11:00 PM EST on twitch.tv/techvalleygamespace! To have your game in consideration for playing and judging, you can sign up on the form below:

goo.gl/forms/zQAhArQG3Lfp2imS2

As the form already states, we do enforce a Code of Conduct in our live-streams. As such, we do reserve the right to cancel streaming and rating a game for any reason.

Clicking the Replay Button

After much success on Do It for Their Sake (cough cough https://ldjam.com/events/ludum-dare/43/do-it-for-their-sake cough), I've decided that Ludum Dare is something I'm going to try again. Not because I made a crap game, but because of the idea I came up with. Thank you Ludum Dare for helping make a finished product. :)

Quick Reminder: Set your Itch download settings correctly

Just a quick reminder for those hosting on Itch.io (strongly recommended anyway) to set their executables to Windows/Linux/whatever download.

People like me, who like to use the Itch client, will not be able to start your game if that flag is not set.

After you fixed your settings, play some Omicron Fleet, why don't you.

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https://ldjam.com/events/ludum-dare/43/the-omicron-fleet

I have some questions about Workflow.

I have a few doubts on how do you people manage large geoup workflows for a Game Jam. Do you guys n' girls use tools like Trello? do you use GIT? Any other tool that you think that is usefull for a game jam? What are your general group workflow? Is trello or git a waste of time? Share your thoughts!

Time lapse development video

The time-lapse video for my LD43 game, Stratospheric Aerosol Injection is now up

https://www.youtube.com/watch?v=SsXOb0WY7cc

Entry page - https://ldjam.com/events/ludum-dare/43/stratospheric-aerosol-injection

Absalom And The Golden Mullet

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

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

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Game-play example...

https://www.youtube.com/watch?v=AAQJ-HWYpZE

Play my shit

Hey hey hey, looking for something to waste your time on? how about checking out my game! It's unfinished and has a lot of balancing issues, go check it out and rate it, even if it's just 1 star

please.

i need 20, i'm only at 9, have mercy on this poor soul.

did i mention that you can sacrifice carrots to the gods? it even has conffetti, can you believe it? because i can't.

GO! Play it! use your time on something ffs. Love you all <3 <3 <3

HERE'S THE LINK: https://ldjam.com/events/ludum-dare/43/the-lord-of-possessions-1

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Blood Sweat and Taxes, Web Edition!

I just released a Web (HTML5) port of my LD43 submission "Blood Sweat and Taxes", check it out here: https://falseincarnate.itch.io/blood-sweat-and-taxes

Additionally, I want to make a special shout-out to all those noble players who take the time to report bugs and issues they encounter. Your selfless acts are definitely appreciated, and directly enabled me to release a bug-fixed version of my game that resolved some menu display issues and a potential crash! Sacrifices must be made, but you guys go above and beyond!

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If you haven't already, please check out my game, give it a play, and let me know what you think! https://ldjam.com/events/ludum-dare/43/blood-sweat-and-taxes

Fixed my Game, Poverty Farmer!

After a week of finals and no time to code, I've finally fixed the glitches of my game (all the known ones at least). It still doesn't work for Mac or Linux for some reason, but the game is fixed non-the-less! Here's a link to the updated version! And remember, please run the game in 1024x768!

https://mightymaster99.itch.io/poverty-farmer

And here's a link to the original Ludum Dare post: https://ldjam.com/events/ludum-dare/43/poverty-farmer

I hope you enjoy it! As always, I'm open to feedback, and I hope to keep working on this game! Please give the game a vote too! Thanks!

Check out my game!

You delete files and the game assets disappear. Fun right?!

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

Do you like space and pixels?

In the tradition of 2d shoot'em up we made a game with pixels and angry aliens.

--Nevertheless you can't fire any bullets-- So try to avoid the aliens assault and reach the core of their mothership to sacrifice your own ship.

Good luck space cowboys: ->https://ldjam.com/events/ludum-dare/43/lastcrifices

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Stop playing, time to rest

I was playing and playing games, I'm really excited with this :raised_hands: , I have seen a lot of awesome games!!! :smiley: But now it's time to go to sleep, I'm excited but also tired... It's time to rest. :sleeping:

Play my piece of crap

I made my first entry to ludum dare (or any game jam). I really need ratings! Here's a llama and plz play my game: Llamas_jpg9.jpg My game: http://bit.ly/2EkZZDh

Dev Jam Challenge !

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Will you meet the Challenge !?

https://ldjam.com/events/ludum-dare/43/dev-jam

Please don't call your work "crap"

I've seen some people making blog posts that equate to something like: "Hey, play my crappy game!" And I personally think one should refrain from writing about their work like that, for two reasons:

  • It's instinctively clear to the person reading that the game itself likely isn't completely crap, given that the creator is asking for it to be played. But it displays a lack of confidence in the project that will ultimately put people off from approaching it. You can acknowledge your project's weaknesses, but focus on the strengths! Entice people to play it, rather than offer an easy way out not to!
  • Effort and time into the project was put into it. Even if you genuinely believe it turned out horrific and can't find any strengths to speak of, the project isn't worthless. Simply ask for feedback, without putting yourself down. In addition to making the game more likeable to people, it's also a good way to look at things in general. It was a Jam game. It wasn't made to be a masterpiece.

Rocket Sheep

Finally, a game to fulfil your dreams of being a suicidal sheep. Might as well be sacrificed to the lord...

https://ldjam.com/events/ludum-dare/43/rocket-sheep Capture4.JPG

Just delete them

You delete files and the game assets disappear!

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

The Lord's Shepherd

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

Timelapse

I made a timelapse of the development of my entry! Check it out!

Please, come, play and rate Consilium !

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We are very pleased to present "Consilium - A history of life and choices" for this 43rd edition of Ludum Dare.

Here is the pitch:

In a world of limited resources, there can be no infinite growth. Will you promote innovation to the detriment of some or promote equality at the expense of progress? Use the elements to develop your different territories and forge your society in a limited time. Sacrifices must be made and decisions come back to you...

You can play here and rate there

Mini Post Mortem

This Ludum Dare I wanted to make something simple and have a lot of time for polishing. So I was thinking about making a platformer since I've made a platformer a few times before and even won the Jimjam with one recently (https://itch.io/jam/jimjam-2/results).

* Day 1 *

Since in my part of the world Ludum Dare starts at saturday at 3:00 AM, I didn't wait for the theme announcement and went to bed early. I woke up about 7:30 AM, 4.5 hours after start. LD webpage was already full of promissing progress. I started thinking and after about 30 minutes I got the idea. I decided to make a platformer where you are able to possess your enemies. I was implementing similar idea in one of mine unpublished games so this wasn't entirely new for me as well.

I about 11:30 AM I got prototype of basic movement and possessing functionality:

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After that I started with a music - at all my previous jams I made music few hours before deadline or I didn't make it at all. So I started with that early this time. Music set the atmosphere so I made some fitting graphic elements. Music is inspired by the Sin City theme which gave me direction for graphics.

4:00 AM - first version of character with animations, tiles and simple lighting effect.

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7:00 PM - playing with postprocessing effects (it's never too early for polishing;) and created background and a sawblade. It looked like I have Limbo mixed with the Super meat boy instead of Sin City :)

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I fixed light occluders, polished tiles and the character. So I had everything for making a tutorial level

https://youtu.be/dg_HXc4XpBY

It wasn't even midnight of the first day. I got an idea of flying bird which you could maybe possess as well if I got time for it.. And this is what I had about 1AM in sunday, 2 hours before the halftime of LD.

https://youtu.be/vecr0DU51Qk

I thought I'm just playing with stuff because I'm tired and not making important features (such as shooting!;) But later it turned out that possessing a bird is one of the most surprising and memorable moment in the game - just look at some twitch clips, it's priceless - Elysia Griffin https://clips.twitch.tv/SingleTangentialKumquatArsonNoSexy?ttcontent=chatcard&ttmedium=twitchchat , - Neilrankin1984 https://www.twitch.tv/neilrankin1984/clip/BitterSquareDragonfruitNomNom?filter=clips&range=7d&sort=time , - Tim Rusick https://clips.twitch.tv/AmorphousRudeThymeAMPEnergy

* Day 2 *

Next day I felt tired already but the coffee done it's job :) Nevertheless I was stuck in polishing frenzy and despite I had no real level I made reeealy pretty menuscreen :) And also decided that menu needs it's own music!

https://youtu.be/ayINtl1X4Jk

It was 2:30PM already! So after that I had no time for recording progress, it was too hectic.. bugfixing, polishing, bugfixing and oh a level design and polishing, bugfixing... oh I need a shooting mechanics.. you can imagine :) Long story short, I fixed the most bugs on the list (not all of them though), third level is a bit sloppy but I made it in time!

You can play the game here: https://ldjam.com/events/ludum-dare/43/soul-traveller

Enjoy!

Labrats: prototype to submitted version

This time, because my idea for the jam was a puzzle game, I had very little intuition for whether it would be fun. I was terrified that I'd end up working on the idea for a long time only to find out it's impossible to make challenging / fun levels with the mechanic. So, I decided I'd try to make up some levels as quickly as possible so I could scrap the idea quickly if it doesn't seem fun.

I started by drawing some schematics for levels on my ipad. Here's an example of a schematic I drew, trying to come up with a somewhat challenging level given the simple mechanic: schematics_cropped.png

It gave me some confidence to draw some levels, but it was still very hard for me to get the feel of how it would actually feel like to play these levels. Maybe the concept that seems challenging on paper will be too simple once you could actually play around with moving characters? So, my next idea, to avoid wasting a lot of time on coding, was to build a paper prototype. I cut little pieces of papers for the characters, keys, and locks, and played around with them. Here's the same level built from paper: paper_prototype.jpg

It was helpful in giving me some intuition, but eventually playing with pieces of paper became very cumbersome. So, I made the most scary decision - I will try to make an actual working game as fast as possible before the first day (Friday) ends, so on Saturday morning I could decide if I want to keep the idea or scrap it for a new one. Here is the prototype I had before I went to sleep on Friday (it's the same level as above): prototype_animated.gif

Eventually prototyping was an amazing experience, and really made me feel how powerful it is that you could basically build a working game mechanic with unity starting from an idea in less than 3 hours. I later spent Saturday designing all the levels and story/dialog for the game, and then Sunday-Monday on polishing to make it feel more like a real game (or at least like a better thought out prototype). Here's the same level using the final code and assets in my LD submission: final_animated.gif

I'd be really happy if anyone wants to try out the game, and would appreciate any feedback. Please check it out at: https://ldjam.com/events/ludum-dare/43/labrats It's available on web, windows, mac and linux.

Effigies - if you dare

Do you like puzzle games? Then try Effigies - a solid puzzle game for 1337 with a minimalist aesthetic. You could be the first one who finished all levels. Please rate it - don't forget to leave a comment and I will rate your project too. I wish you the best ++

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

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Try me

This is my ld43 game

https://ldjam.com/events/ludum-dare/43/its-yout-life-dude

any suggestion is welcome, even anonymous one :smiley:

thak you!

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:O

:)

The Vault

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

Medic !

*Hey ! *

Come try our game !

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If you play on web build, we highly recommend to play fullscreen. Embed unity player is weirdly stretching the screen causing UI bugs. Anyone with a solution for that?

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

hAaaLLoOOo!!

want to have some fun?

⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️

https://ldjam.com/events/ludum-dare/43/S9-project

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CROM doesn't like waiting.

CROM is waiting for you to play his game.

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

(In all seriousness, we hope you'll have fun ;) )

Weekend -> Enjoying LD entries!

Hi all! Hope you will have a relaxing weekend! :)

If you are looking for another entry to try please play our "game".

It's a peon scout simulator. You know from those in RTS games, early game. Just now you are not the commander, but the expandable one.

>> Play PeonCraft! <<

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Installer is now 80% smaller by fixing zip cooking issue

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https://ldjam.com/events/ludum-dare/43/wizard-malikens-spell-failed

There was a bug with zipping and choosing the needed files for the game. Now the zip archive is more than 80% smaller. A big thank you to the people pointing this out. If you want to try out a story driven game with good reviews, please try it :). The start is a bit hard, if you need a hint, there is a base64 encoded spoiler in the game description.

Actual Review:

It took me a while to figure out what to do with the first few items. [...] Immediately after that, though, the logic of how to progress became clear and I was able to solve the puzzles pretty nicely. I really like the world you’ve built here. The setting has a nice mood and the characters are a bit deeper than in the usual LD games. :) [...] Overall, a solid and enjoyable entry.

Platformer.txt the game where you manipulate files to go through levels

https://ldjam.com/events/ludum-dare/43/plateformer-txt 2018-12-04_04-33-21.gif Platformer.txt is a game where you manipulate files to influence the state of the game and your avatar in order to complete the different levels

you can subscribe to this newsletter to follow the developement of the game https://tinyletter.com/Platformertxt

Bee Game

If you are looking for a game to play, try ours.

It's a short game about little bees trying to defend their castle. Amass a giant swarm and defeat yolo jackets! ltbs_vs.png

Sun wave in The Sun Scene

Hello!

This is a "wave" that we did for The Sun Scene, our LD entry, which is actually an interactive experience more than it is a game. I felt like sharing a few frames of it since it's something that rushes off the screen pretty fast and it's only purpose is to spice things up a little more with abstract effects.

Since it comes out of the sun we wanted to give it a floral/plant motive, it is a way of saying that the sun gives life (similar to the deer god walking in "Mononoke Hime"), making a fire wave would have been easier but also less abstract and more "cool", a feeling we don't want to convey. The whole wave is made of 29 drawn frames (on doubles actually takes 58 from beginning to end) and it took me about 8 hours to be animated (but I'm just a noob, an expert would do it in no time I'm sure :P)

It begins like a seed seed.PNG

Then it sprouts sprout.PNG

And expands expands.PNG

Keeps expanding expands2.PNG

And keeps expanding expands3.PNG

At the end takes the shape of sea coral expands4.PNG

And some spiral shapes trying to convey that is something magic or mystical expands5.PNG

I've got an earlier post of all the frames together one on top of the other, but I don't want to add the pic here, this post is already too long -.-

To see the resulting animation you'll have to "play" our entry :P

https://ldjam.com/events/ludum-dare/43/the-sun-scene

You can see it when you summon a few birds and press the space bar to sacrifice them.

Need more ratings

Only have 10 on my game nourish nosferatu . Check it out and rate, it's a short cyberpunk vampire narrative game I did for the jam using unreal engine.

PeonCraft - itch.io WebGL edition added!

In older strategy games, basic workers/peons are cheap to spawn… and early in a match they are the only method of exploration of the opponent’s base. Do you ever wondered how these scout peons feel?

Well in our entry you can try, now in WebGL!

>> Play PeonCraft! <<

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Timelapse of the development of "The best Sacrifice"

Hi guys, I recorded a timelapse of the development of "The best Sacrifice". I hope you like!

And if you haven't played yet, take a chance here: https://ldjam.com/events/ludum-dare/43/the-best-sacrifice

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

I NEED MORE RATINGS ! :D

Have fun !!! :D

https://ldjam.com/events/ludum-dare/43/deep-in-hell

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I will play and rate your game if you do mine!

I always play and rate games of anyone who does mine, so if you leave a comment I will be sure to play yours soon after.

https://ldjam.com/events/ludum-dare/43/trailer-trashed

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Finally fixed my entry - Castle Siege

After I was finished creating my game, I had trouble exporting it. Now I've finally fixed it. Please give my game a try!

It's like tower defense, only reversed. You can buy units and upgrade them. Sometimes you have to sacrifice units in order to get through the level.

I made it in the Godot game engine.

https://ldjam.com/events/ludum-dare/43/castle-siege

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Pyrrhic Victory Update

Hey!

I finally had the time to work on a little update for my entry Pyrrhic Victory.

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What has changed:

  • Added Difficulty selection.
  • Added AI Behaviour selection. difficultySelection.png
  • Improved AI.
  • Tried to balance the game so you can really win in defense (but gosh! balancing is such a hard process)
  • Added a restart button that you can use in game and at the end.

I made a specific itch.io page for this updated version and also a specific Windows build. Also, rate the original game, I try to always rate back!

Price of Power Post Mortem

Price of Power is now officially over 20 votes in all relevant categories, so I guess it is time to sit back and reflect on how things gone this time around.

Pre-Jam As usual I started being hyped up by the incoming jam a month in advance. Though again I couldn't scrape enough time to go through the slaughtering process - lots of thing to do in day job. And then, out of the blue exactly on the day Jam starts I... lost the job. Which was (and still is) a huge thing, and definitely got to me, but I just decided to shove the gravity of this situation away and focus on the Jam as much as I can. And probably this allowed me to get through the worst part of this situation intact. So, thank you, LD for helping me keep myself together.

Theme Selection and initial Ideas I never worry too much about the theme selection, but this time it looks like we go a Theme most of people liked. And I wasn't disappointed with it as well. The two original ideas I had for the Theme were - remake of "NetStorm" and a card game with important and inevitable sacrifice mechanic. I have contemplated the first idea for a long time, but in the end I decided that it would definitely be over scoped for developing solo. The bridge-collapsing mechanic alone would raise quite a few questions I am not ready to answer. And I really didn't remember the mechanics of this game all that well, so while it would definitely have been a good idea to pay homage to an awesome game of the old, I couldn't pull it off. So Card sacrificing came it was from then on.

Process - Day1 After contemplating over the idea of a card game for a bit I drafted a set of rules that I envisioned as fun (in my warped perception of "fun" anyway...) and started... modelling in Blender. It is probably a good place to notice that the workstation I had available to me through most of the process was a 2010 macBook air... which had blender installed, but no 2D editors I would be familiar with. So I spent about 1,5 hour playing around with Blender sculpting mode and generated textures to get a picture I could use for card background. Which I basically ended up never using as cards are basically face up all the time, but at least I got what I wanted.

Making a table was a cakewalk after this, but the first time I made it I forgot to save the texture image and had to start it over again. Though this was probably a good thing as I liked the second iteration a bit more...

Then I added the model into Unity and started playing with adding contents to the card. And here working on a rather small screen played another prank on me, as I ended up adding quite a large info elements on the cards. All those circles and number could have been way smaller in reality, but when I saw them in my tiny editor windw I though that making them small would render them unreadable, and so the card ended up being a little too cluttered. Though it looks I managed to pull off normal conventions of card game layout and the meaning of all those numbers and colours were clear enough.

After I got one card done, I multiplied it a few times and started hacking on the script that would arrange several cards into a "Hand". The basic idea was to have 2 transforms, and a script that would trace a path from one transform to another using cubic spline and then arrange cards from the array into positions along this path.

This being done I decided to work on some subtle UI element - Highlighting. Basically when you mouse over a card a faint outline would appear around it. The way I though this should work is to have a secondary camera that would use a simple shader to render everything. Basically check if an object has a specific color attribute, and render only those where this color is not transparent, using this color to render all pixels. This camera outputs to a render texture which is then used by an after effect that checks if the helper texture is not transparent, then the main camera pixel is unchanged. If the helper texture is transparent on this pixel, it would modify the main camera pixel by a Gaussian-blurred helper texture color. So basically the highlighted object is displayed as is, but pixels around it get a halo of a sort.

The initial script was buggy as I basically messed up x and y offset amounts (this got fixed) and the halo ended up being too faint (which I didn't fixe eventually even though it is probably just a number I should multiply the blurred color by...) so it was a bit hard to tell the color of the highlight, but I was still pretty happy with how it turned out. All the shaders involved can be found in the source code, if you are interested.

And at that point day 1 basically ended. It wasn't really late, but I felt kind of tired and decided to call this a day.

Process - Day2 Day 2 started and I didn't have any game mechanics coded. So I started panicking a bit. But I got myself together and started working on... even more general stuff that wasn't actually related to the game rules I had drafted on paper. :) Namely I started working on the mechanic to pick a card from hand and drag it to the table. The idea to separate card graphic from the root game object is nothing new, and with Blender and Unity working in different Axis orientations, this is kind of a necessity, but here I got the idea that I don't have to keep them together. Basically the card graphic can be moved wherever I need, while the card object is still in hand (so I don't rearrange other cards until the card actually leaves hand by being played or sacrificed.

I have iterated on this idea for some time and the final pattern was... pretty trivial actually. Basically a card has a position and rotation used as an override for graphic position, and a flag to tell the script if the card graphic should move to override position or to main object position (and moving is done by lerping for smoother card movements on screen).

After this I started working on sacrificing mechanic. And here I got the idea of showing actual mana as tokens which would move across the table to give even more actual board game feel. And on the other hand I made the sacrificing area into something tat looks like fire to throw this feel out the window. :smile: By the way figuring out how to control the particle effects from script was pretty fun.

When the cards could be sacrificed and played, I started making enemies, using the same card texture (with added tint) as a base, removing some elements, and replacing other with something specific to how enemies should behave. Then I started working on the enemy target selection AI. To animate enemy attacks I created the projectiles with particle effects. Then player cards abilities, at which point I once again came to a point of exhaustion, but as I didn't need to go to work on Monday, I decided to call this a day again and went to bed.

Process - Day3 With most of mechanics done I finally could get something that could have been played with one hand and 2 enemy cards. I polished up the projectile effects to something I liked a bit more, then added burning effects to cards upon their death, and... remembered that the game was actually supposed to give you more cards when a new turn starts. And that excess mana is supposed to burn on turn ending. So I had my hands full with scripting again. I really like how my Deck class turned up. Basically it has 2 lists to store cards. One is Draw pile from which the cards would be picked, and the other is scrap pile to which cards that leave the game would be added. And a boolean flag that determines which of the lists serve which function at this moment. If a Draw call is made and there are no cards in current draw pile, the flag is flipped and all functions run as normal ((with an extra safety check to make sure that at least one card is available in new draw pile - former scrap pile)).

Having finished this I realised that player HP bar is now covering cards sacrifice values, so I had to reposition camera and hand to keep all the information visible. And it is at this point that a "right click to inspect card" mechanic was added to UI.

And now it was time to populate the deck with actual cards... at which point I realised that I have no idea how to assign values... After rushing to ideas for probably an hour I ended up with 4 basic archetypes for cards, and then each archetype having 9 variations with different health/damage types and costs (with costs staying mostly the same amounts but different color combinations) which were assigned basically at random. Yes, this was not the best thing in terms of game balance, but time was running short by now. Having figured player cards I started thinking up about enemy cards, and my original idea was to have a deck of enemy cards from which you have to draw some and fight them on the table. But I couldn't think of an interesting way to ensure that a challenging combination would appear, so I opted out to make one combination... which hilariously ended up not being all than challenging, unless you get really unlucky with card draws...

And thus I started the process of building the executables... for which purpose I moved to my Windows10 desktop workstation. I used this access to actual 2D editor I am familiar with to make some sprites (Shield, Cross and Arrowhead) used on cards, and started compiling, and suddenly... game started crashing on me.

At first I though that this might be a difference in Unity versions but updating to latest version didn't fix a thing. The game was still unstable crashing after about 30 seconds of play, and taking the graphic card drive down with it. This was a disaster... which I fortunately was able to fix. Turned out the culprit was the helper texture used for the highlighting. Or rather the script that was initialising it. Basically it was set up to reinitialise the texture with correct size if the screen size was changed. But it didn't save the previous size, so it was effectively reinitialising the texture every frame. And this was not healthy for the game. My old macBook was running a pretty low framerate so it wasn't an issue as it had time to clean up now unused instances of the textures. But a more powerful desktop ran itself out of memory pretty fast. Thankfully the but was fixed and I was able to rebuild all versions and upload them to itch.io with about 2 hours to spare before Jam ends.

Woot! That was a blast!

What went right - Creating assets. Even though I had some setbacks (like I forgot to save the texture, or I forgot to use the card with rounded corners...) I was pretty happy with my ability to create assets for the game. - Multiple experiments Usually I manage to only pull off one thing in a game that I don't immediately know how to do, and need to experiment and iterate. This time I managed to pull off quite a few of those, starting with highlight effects, to animations of particle effects and sequences where next action is only started once previous one is complete. - Scoping - I can't say I didn't have to drop features from the game... for example originally the draw mechanic was supposed to give you some cards face down, and let you pick as many as you need to have 6 in your hand, while seeing only the sacrifice values... but overall the game turned out basically as I imagined it initially. So Yay! - Animations - I really like how the animations of cards, tokens and attacks turned out to look. Those are not Hearthstone of course, but they were by far the most polished animations I had created in a game by now.

What wend wrong - Game balance - Or lack thereof. The game turned out to have some strategic depth, and takes some effort not to mess yourself up by getting excess mana and burning yourself to death, but once you figure out the basics the challenge is just not there. Another rules for enemy are required. Maybe I do need to have the enemy deck and let it draw more cards from this deck as play goes on, but reduce the timeouts for enemy card activations. - Card layout - As mentioned above it is too cluttered and has 3 blocks which are a set of 3 coloured circles with numbers... so I had to write a lengthy manual and I feel like it deterred some players from playing, and others who played the game without reading the manual ended up confused and enjoying the game less than they could have. - Tutorial - As a continuation from the previous item, a tutorial level within the game itself, to explain the basics of the game could really help. but there was none... - Sounds - as usual there were none. Though probably I could have added some pew-pew sounds on card attacks and Whooosh on cards burning, but I was a little tired by the time I got to desktop, so I skipped them.

Thank you for reading, and I hope to see you next jam!

PS: If you want me to play your game - add a comment an I will check it out!

Shameless Promotion

https://ldjam.com/events/ludum-dare/43/they-are-coming CoverImage43.PNG

How to create nice lighting effect in Godot engine

Lot of people say that they like a lighting effect in my game Soul Traveller.

So I'd like to show you, how it can be made in Godot engine. It's really easy.

1) Let's create a light sprite first:

light.gif

You can make a different shapes, for example you can draw a circular sector as a field of view for some stealth game etc...

2) To cast shadows, you need to have LightOccluder2D on everything which is not transparent. In case of my game I just added light occluder to a wall tile. Since I have only one wall tile it's pretty easy. Export the tileset and use it in the tilemap.

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3) And the last thing, you have to add node Light2D and set Texture to light sprite. Then turn on the shadows, which you can do by checking an attribute of Light2D. There are few more settings, but in my game it's just this. I've inserted Light2D as a child node of Camera2D which is child of the player, so the light moves with the current player.

godot_light.gif

And that's basically it! Really nice effect for a few minutes of work, isn't it?

If you never tried Godot engine, give it a chance. It's free and it's great (at least for 2D games - I never made any 3D game so I cannot judge this part).

Play and Rate Swap

One of our goals this time was to see if we could make a game that had more people interested, resulting in more plays. We are still a few short of our Ludum Dare 42 entry, so if anyone would be interested in playing and rating our little puzzle game, we will return the favour.

Our game - Long Live the King! is a multiple window puzzle game, where you have to get all the characters across the desktop into the window with the king (The red window, which can't be moved). Once all the grunts have jumped into the basket and winched the king to freedom, you have to help him to get to his castle. Its more difficult than it sounds.

Tip: Close windows you no longer require.

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Link: https://ldjam.com/events/ludum-dare/43/long-live-the-king

Web build!

Now you can play my game Rogues Like Beer directly on browser! Cheers! :beer::beer::beer:

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p.s. Play responsibly :wink:

Graphics Breakdown

Since there were a few questions on how we achieved the graphics for Deadline of the Dead, here's a brief breakdown of how everything is put together.

The level is actually made up of very few different components. The entire map is a maze of 1m high walls, which we quickly mapped out using ProBuilder in Unity. There's a single giant texture mapped over the entire level, and we just painted all of the floor texture and ambient shading on there.

dotdemtextures/emmap.jpg

We roughly sketched out as many different pieces of furniture as we could think of, with a few variations. In the editor, all the furniture is actually just these sprites on top of black boxes of varying heights: boxes are at .3m, desks at .5m, shelves at .9m, etc. We then furnished the entire office using the above sprites -- which could have been a lot of work, but luckily Unity now supportes nested prefabs!

dotdemtextures/emfurn.jpg

The colored boxes in the above image are AI hotspots. The zombie AI is fairly simple: Zombies spawn at the green hotspots (whenever they are not in view of the player) and will randomly pick any of the blue (work) hotspots, walk over there and stay there for a few seconds pretending to work. Whenever the player comes near them, they will follow and attack. That's all really.

We attached a dynamic point light to the player to create a dynamic shadow/line of sight effect. Plus some simple color grading and post processing on top to make everything look good. Here's a look at the editor view:

dotdemeditor/emview.jpg

The dynamic blood stains were a last minute idea as well. Originally Zombies had a blood spray particle effect, but would not leave any stains on the floor. We put a big dynamic RenderTexture on the floor, covering the entire level. There's also a static orthographic camera that sees the entire level, which renders only the blood particles. This camera renders its image into the rendertexture, but never clears the buffer. So the blood stains on the floor are not actually the points at which the blood hits the floor, but an accumulation of the blood particles flying through the air. It turned out to be a really cool effect that took only a few minutes to set up, and is very light on performance, no matter how bloody the level gets.

You can play the final result here:

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Play our LD43 game Deadline of the Dead

Follow us on Twitter on YouTube or on Facebook

I,Candle

We made a game in which you are a candle. During a blackout a human is trying to catch and lit you. But you escape from him by passing mazes. But in order to be able to see that mazes you have to lit yourself. If you want to check it here's the link to the ludum dare page(there is an HTML link in the page):

https://ldjam.com/events/ludum-dare/43/i-cantle Opening animation0123.png

Give Us Feedback and We’ll Give You Equally Comprehensive Feedback in Return

(Cause it wouldn’t be Ludum Dare without one self-hype blog post!)

Our game [Resist and Persist] (https://ldjam.com/events/ludum-dare/43/resist-and-persist) is a 2D retro-themed space shooter where you must fend off waves of aliens to let your civilians escape from their planets while making sure to sacrifice your own worlds when the aliens get too close. And it needs your feedback!

Well, not really. But we would like it.

So we’re making you a deal! If you give us feedback, we’ll give you equal feedback in return. Give us positive feedback? We’ll make sure to shower you with compliments! Give us vague feedback? You won’t even know what we’re talking about! Roast our game? We’ll roast yours back! (If we can.)

Need even more convincing? There's a playthrough video right here!

https://www.youtube.com/watch?v=61qWWjI5TY8

Plus, we have a web version! But please don’t play it. Honestly, I don’t even know why we have a web version.

So what are you waiting for? Play [Resist and Persist] (https://ldjam.com/events/ludum-dare/43/resist-and-persist) now!

My very simple mini game :D

hey guys im very new to coding with C# and would love your opinions and ratings on my LD43 entry <3 ClickerGameTHumb.png

https://ldjam.com/events/ludum-dare/43/get-out-of-bed

Can you defeat the Blood God?

ForgottenFourScreenshot.png

Do you think you have what it takes to battle the Blood God's minions?

What sacrifices will you choose to make on the way?

https://ldjam.com/events/ludum-dare/43/the-forgotten-four

Released another version

I've made a game that you have to delete games files to progress. Now there are two versions: - the LD jam 43 release, - the 1.0 version.

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

Try not to die by throwing your plunder out!

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You’re returning from an expedition to the jungle with your plane’s hold packed and quite pleased with your plunder. Who could forsee that someone like you would run out of luck?

The plane is plummeting, the engines are failing and your loot is slipping away.

You’ll have to get rid of some of your sweet spoils to save the remaining. Oh, right, and yourself too.

But will you be able to tell apart the useless junk you’ve hoarded from the valuable goods in the heat of the moment?

Remember: your reputation depends on your success!

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:airplane_small: Play here!

I MUST BELONG V2 IS UP!

We updated our game for the first time after 72h deadline -Updates are: -minor effect details -Story (in_game) -ui bugs interface -longer stages for getting more moody! CHECKOUT.png https://ldjam.com/events/ludum-dare/43/i-must-belong

Dont fotget to leave a comment or suggestion!

On the road to glory & Bug-fixed !!

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Hi everyone, I'm writing this to inform you that we released a new version of $Player Disconnected with a ton of bug-fixes. And also thanks to all players who tried the game and rated it, we have successfully reached the 20 ratings. Thanks a lot for your kind words !

Play & rate here : https://ldjam.com/events/ludum-dare/43/name-disconnected

Maze

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

Some post-ludum homework streaming :D

Here's my twitch, feel free to join — https://www.twitch.tv/skigfx I will do some animations for the most powerfull unit of our "Dark villagers" RTS.

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Now optimized for HIGH SCORES - How long can you survive?

Hey all!

Just pushed a round of optimizations to allow for longer rounds. Let us know the longest you can survive in the comments below.

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If you have a chance, drop us a rating and let us know what you think!

Entry: https://ldjam.com/events/ludum-dare/43/imminent-danger

Play: https://overtechstudios.itch.io/imminent-danger

A little new release bug

I've released another version of my game, that isn't a ld jam submission. It had a bug. The souls weren't registered correctly.

PROMOTION In my game you delete files to progress through levels. You can also summon certain objects, but there is a limit of them in one scene. You can always delete a soul, but it will never see the light again.

Capture.PNG Capture2.PNG

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

Please, come, play and rate Consilium !

ldjam-blogPost1.png

We are very pleased to present "Consilium - A history of life and choices" for this 43rd edition of Ludum Dare.

Here is the pitch:

In a world of limited resources, there can be no infinite growth. Will you promote innovation to the detriment of some or promote equality at the expense of progress? Use the elements to develop your different territories and forge your society in a limited time. Sacrifices must be made and decisions come back to you...

You can play here and rate there

Help

How do I delete this?!

Come Sacrifice Some Robots!

Have you tried Last Key of Robotica 3? Check out our top-down shooter and see how many Buddy Bots must be sacrificed to save humanity!

Screenshot2.png

https://ldjam.com/events/ludum-dare/43/last-key-of-robotica-3

Going live in 1 hour again!

I'll play and rate more games live in one hour. There's a queue in the stream but you can also comment your game here if you want to see it played and tested.

You can find my twitch here: https://www.twitch.tv/syrapt0r

hiJack - Zen mode

There's a hidden zen mode in the game. Some may call it a bug, but I say its a feature. Though, the main way to play the game would be to shoot other spaceships into oblivion and once you get frustrated by dying, then go for the zen mode.

Then, you could rate the game, share your top score and mainly provide good feedback, in which case I certainly shall return the favour.

Chill or cause mayhem in hiJack

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If you know KSP, you've got a leg up in SBZ

Space Battle Zero is mostly about strategic energy management, but if you know a thing or two about orbital mechanics you'll definitely have an advantage - fans of Kerbal Space Program will feel at home here! But for uninitiated, here's a quick tutorial on how to pull off an orbital transfer in SBZ.

Why are we doing this?

This game is all about assigning energy to systems and shooting down your opponent. Where does that energy come from? Orbits, of course! And the faster you orbit, the faster you gain energy.

Step 1

It's a little counterintuitive, but if we want to go faster, we first need to go slower. Start by dropping some energy in to the Move system (and maybe shields, we don't want to get shot down while we're distracted). Once those are charged, give one or two quick presses on the [- -] button, firing retro-rockets and losing some orbital velocity.

transfer01.png By the way, if you want this "overhead" view in-game, just press 2 on the keyboard.

Step 2

This puts us in a new, elliptical orbit with its high point (apoapsis) where we decelerated and low point (periapsis) on the opposite side of the planet.

transfer02.png

Step 3

Now we want to do the same maneuver as before, but this time waiting until we're near periapsis. Press [- -] just like in Step 1. This will circularize the orbit at our new, much lower and faster altitude. For the record, this kind of transfer is known as a Hohmann transfer.

transfer03.png

Step 4

Now we're skimming just off the surface, racking up energy points and maybe even dodging the enemy's attacks. We can stick around down here for the rest of the match, or perform the same maneuver in reverse to get back on a level playing field.

transfer04.png

Of course, this is just one possible strategy. Maybe we could boost ourselves to a higher orbit to get out of the enemy's missile range? Then, power up our Sensor so we can rain missiles down on them with impunity! So many possibilities.

And don't forget, this is all optional. If you just want to throw everything into lasers and shields, that's cool too!

Try it out for yourself in Space Battle Zero. Playable online right from your browser, and now available to download for PC or Mac.

Live now!

Playing and rating more games starts now!

Watch here: https://www.twitch.tv/syrapt0r

Alain's sacrifice

This was my first jam and my game is actually in the top 10 of the filtered by grade AND feedback games. Check it out here https://ldjam.com/events/ludum-dare/43/alains-sacrifice

It's always the red shirts

Exploring dark corridors? Red shirts will do it. Checking for the weird metal clanking noises? Red shirt job. [NOPE] horribly for the rest of the team? Red shirts!

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Want to get yourself some [NOPE] experience? here you go: https://ldjam.com/events/ludum-dare/43/nope

NUVOGEN

Gameplay video of my fast-paced Sci-Fi shooter NUVOGEN :) https://youtu.be/-sTX5GcpHAE

Play https://ldjam.com/events/ludum-dare/43/mission-complete-nuvogen-is-done

Did you play Suicide Sanctum

We would like some more feedback on our game suicide forrest sooooo maybe play it and help us get better? https://ldjam.com/events/ludum-dare/43/suicide-sanctum https://ldjam.com/events/ludum-dare/43/suicide-sanctum FDE4BC15-1447-4423-A397-2C07CD66B2C6.png

Ludum Dare To Play - Episode 1

This stream is now over, the VOD is available. The next stream is planned for Tuesday at 6PM EST

Just wanted to drop a note to say that we're streaming LD43 games live over at https://twitch.tv/cyberlightproductions Submit your game so we can play it on stream!

Procedural generated maps in ludum Dare

So we made a game that has procedurally generated levels for Ludum Dare.

Link - https://ldjam.com/events/ludum-dare/43/wild-heat-showdown

procgen maps edited cut.gif

It was kind of ambitious but we are pleased with the results. Please let us know what you think.

Also we need 6 more ratings to get to 20. So please rate our game and if you need ratings, we would be glad to rate your game as well!

Need a good laugh?

If you haven't checked out our game Impatient Patients you're really missing out. Although the gameplay can be tough at times, learning the game is part of the fun, and if you take the time to talk to the characters, accepting and rejecting them, you can find some pretty fun Easter eggs! Hope you enjoy!

https://ldjam.com/events/ludum-dare/43/impatient-patients Icon copy.png

Would you like to help me on my snobbish journey?

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

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

Are you ready for our journey?

Help me!

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Which villager you will use?

RiftPlugger.png https://ldjam.com/events/ludum-dare/43/rift-plugger

In our game you play as a hero who defend village from demons. Demons come from dimensional rifts and to save your friends you need to plug them. But how to plug the rifts? Maybe you will use one of this villagers? It is up to you what you will sacrifice to do it.

P.S. This is first LD for most of our team. And we really enjoyed to develop the game for this event. That was really fun!

Platformer.txt the game where you manipulate files to go through levels

https://ldjam.com/events/ludum-dare/43/plateformer-txt Platformer.txt is a game where you manipulate files to influence the state of the game and your avatar in order to complete the different levels 2018-12-04_04-33-21.gif you can subscribe to this newsletter to follow the developement of the game https://tinyletter.com/Platformertxt

Check out Graveyard Gladiator

We were a little disapointted in the result of the game. We aimed really high and didnt quite hit our target. We learned a lot during the process of making the game though and thats what its about.

Menu.PNG

Minotaur.PNG

the combat and animations dont have that polished feel like we wanted. If anyone has any tips to improve these I'd love to hear. This project was a big stretch for us but we had fun making it

SLASH RUSH - Sprites

Sprites_01.png I worked on the graphics of slash rush. I worked on an optimized sprite board because it's a game that needs to be optimized for mobile.

Test Slash Rush : https://ldjam.com/events/ludum-dare/43/slash-rush

Please Rate my Game BulletHealth!

For this Ludum Dare I created a shooter where you sacrifice health for bullets. I'd love if some of you guys would play it! https://ldjam.com/events/ludum-dare/43/bullethealth Screenshot (212).png

Post 'Lewdem' Build

We just uploaded a Post-Ludem build with some demons we had designed but did not have enough time to put into the game (and their corresponding lewd scenes), UI improvements, scenes for cards that you play, sound effects, and music.

We've left the original build on our itch page, but we'd love for you to tell us what you think of our new stuff!

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

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

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Linux version released for The King's Battle

If you use Linux only and don't want to use Wine on Windows games, now's your chance to play The King's Battle on Linux!

LD link: https://ldjam.com/events/ludum-dare/43/the-kings-battle

Win/Linux download page: https://hugonun.itch.io/the-kings-battle

Let me know if everything works fine on the Linux version and leave a comment when you play the game. Feedback is appreciated!