LD 43November 30–December 3, 2018

Nuvogen game

Hi guys! It’s my first game for LudumDare- NUVOGEN (is a fast-paced Sci-Fi shooter)

You are the captain of a large cargo spaceship. But space pirates was attacked your ship and you have to fight them to save part of the team. Only you have a weapon on this cargo ship. This weapon is a powerful energy gun with unique function of charging. But for gun-charging you must sacrifice cargo or part of team… Choice is yours.

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

Did you played Consilium ?

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If you didn't 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

Attention all Raters of The Grassland Kings!

Many have complained of difficulty, and I have a solution for you! While playing on gamepad, there's a dev command that was left in that resets your light level when pressing the right button. While this isn't a permanent fix, it may allow some of you to experience the second boss without grueling over the first one for hours!

Here's a link if you don't have it anymore: https://ldjam.com/events/ludum-dare/43/ludum-dare-43-entry

Break a Leg

Come Play and Coment, Enjoy ! 😄
https://ldjam.com/events/ludum-dare/43/break-a-leg

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Soundtrack of my entry

I posted the soundtrack of my entry on soundcloud

https://soundcloud.com/nicso/sacrifice

(yay no support of soundcloud player) y0PsfSqCXb.png The game is playable here : https://ldjam.com/events/ludum-dare/43/$134662

LD Games Browser Updated (DTBB)

I was unable to really participate this time around due to a cold that hit right in the weekend so I forgot about this so far, but I just now updated my

  • instantly searchable
  • instantly filterable

games browser has been updated with the latest round of games. Looking for something specific like an author or just for some keywords, find it immediately. In addition, it has a full archive of LD games going back to LD 15.

DTBB Games Browser

Find More LD Games to Play!

RIP Boris

I am sorry Boris, we really, really liked you, but so do the wolves... TrojkaemGameplay/emtiny.gif

Play it here:
https://ldjam.com/events/ludum-dare/43/trojka

Play our game

Thanks to all who have played our game so far and gave us some feedback!

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Ratings and feedback would be much apprechiated!

Play here: https://www.dropbox.com/s/o0z9nt4ipci4ioy/Save%20the%20Sheep.zip?dl=0

Suicidal Knight

Will you sacrifice everything during enemy waves? Even your own armor?

Let's see if you can beat the boss while running in the dungeon naked :laughing:

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:arrow_right: Play it!

:arrow_right: Ludum Dare page

Not Today Satan, try it now!

*Just wanted to show you our game, play, rate, leave a comment. *

we like to hear what you have to say about the game.

https://ldjam.com/events/ludum-dare/43/not-today-satan

THE GAME

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  • FIND BAPHOMET TO ADVANCE TO THE NEXT STAGE 2018-12-03_23-04-07.gif

https://ldjam.com/events/ludum-dare/43/not-today-satan

Our successful third Ludum Dare, 300 downloads on itch and first anniversary

We are Reality Blind, three friends who make 100% handmade video games since the end of 2017. We submitted Dragluttony one year ago for the LD 40 then Last Girl On Earth for the LD 41. Our submission for this one is SACRIFICIO Inc., a level-based puzzle game during the Mayan era.

Dragluttony-intro-4.gif Dragluttony: https://realityblind.itch.io/dragluttony

header-itch.gif Last Girl On Earth: https://realityblind.itch.io/last-girl-on-earth

Compo-animations-16-9.gif Sacrificio Inc.: https://ldjam.com/events/ludum-dare/43/sacrificial-inc


If you want to see more you can discover all our games with this short video (0:56)

https://youtu.be/CYfF_P5sHWg


Play and rate our submission here: https://ldjam.com/events/ludum-dare/43/sacrificial-inc


Or play it on Android for better controls ! 📱

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Golden Lord: After the Jam

In the time since the end of Ludum Dare 43, I've been working on upgrading and refining the code. The game still plays exactly the same (go check it out, if you haven't!) but coming back with a fresh mind and more time to think about coding style has been nice.

screenshot

I had a basic prefab system in place already where you could write out the properties of a Sprite object as a simple object literal. This is still around and it still works, and for simple objects (for example, the coin or sword sprites in Golden Lord) it's a great way to do it because it minimizes the amount of boilerplate you have to write since there's no interactive property editor like you would have in an environment like Unity3D.

Simplified version of Golden Lord's "sword" object: return { animateHitboxes: false, hitboxes: [new Hitbox(-.25, 0, .25, -.5, 0x1)], animations: { down: new AnimationSequence([ new AnimationFrame(assets.images.sprites, 96, 96, 16, 16), new AnimationFrame(assets.images.sprites, 96, 112, 16, 16), ], 100.0), up: new AnimationSequence([ new AnimationFrame(assets.images.sprites, 112, 96, 16, 16), new AnimationFrame(assets.images.sprites, 112, 112, 16, 16), ], 100.0), left: new AnimationSequence([ new AnimationFrame(assets.images.sprites, 128, 96, 16, 16), new AnimationFrame(assets.images.sprites, 128, 112, 16, 16), ], 100.0), right: new AnimationSequence([ new AnimationFrame(assets.images.sprites, 144, 96, 16, 16), new AnimationFrame(assets.images.sprites, 144, 112, 16, 16), ], 100.0), }, };

You can also define code for lifecycle methods like start, update, render (if you need something custom beyond just sprite sequences), and collision events inside this block.

But any experienced developer knows that sometimes the simple way of doing things isn't good enough. Since these objects only allow you to define the properties available on the Sprite class itself, it doesn't provide a lot of room for more in-depth behaviors. It can be made to work, with some effort -- in Golden Lord, I copied additional properties and methods onto the object from within the start method -- but this is obviously neither intuitive nor clean.

The nature of coding for a game jam also resulted in some awkward organization. In the jam version of the code, the hero, the worshipers, and the monsters are all implemented with separate code, but they use common utility functions to share behaviors. This is, of course, how such a thing SHOULD be written, but the common functions then included conditionals that changed the behavior based on which type of character was calling the function.

I also had hard-coded a lot of things in the HTML page for expediency's sake, and while I did at least have the presence of mind to move all of the game initialization scripting into a .js file instead of embedding it directly into the page, it was still sort of a mess, with different parts of things being scattered all over the place and a huge reliance on global variables. Again, this is fine for a jam game, but it's an obvious point of improvement for post-jam cleanup.

So with these issues in mind, I set out to refactoring. In my next blog post, I'll describe the changes I made to the html52d engine to accommodate a nicer way of organizing the code.

Like Rotating Pipes?

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Like some classic pipe rotating gameplay combined with some crafting and pet raising?

https://ldjam.com/events/ludum-dare/43/slime-laboratory

Super Sellout's Art Asset Sweatshop

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Hey there, fellow whippersnappers. It’s a Whales and Games tradition to share our game development perspective. And, as I’ve done a few times in the past, I’ll be giving y’all some good old insight about the artwork done for our Ludum Dare 43 game. This time, for our not-really-endless and very-slightly-on-theme superhero runner Super Sellout!

Almost every single pixel you see on the screen that’s not text was made with Krita, which is a free open-source digital painting program. If you want to get into asset making, even if it’s pixel art, I recommend it. Just download it, get a $40-$80 tablet, read a few tutorials, and you’re ready to go.

So, with Krita and a tablet, I was able to make spritesheets for pretty much everything. The main character, the people in need, the background, UI, and even the logo. Almost everything starts with a sketch, then lining up, coloring, adding details, arranging, and saving as a backgroundless PNG, to be imported in Unity.

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Did I do anything special this time around? Other than trying a different style, not really. Our previous projects, like Petty Puny Planet, Jazzy Beats and Wizsnooks, had a very similar workflow. It all starts with some sketches, then making their respective lineart, coloring, shading, and adding final touches.

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Granted, actually making in-depth animations could have taken too long, so we took a lot of shortcuts. I'd like to talk some other day about the design and looks, but long story short, we opted for some paper-cut-out style so that we could justify having so few frames, and thus, allow me to make more content in other places. That's why we've got so many people to rescue, different buildings, menus and what not. In a way, you could say I sacrificed some things in one area to add to others.

Krita, the digital painting program, excels at that, painting, but doesn't mean that it can't be used for gamedev assets. Heck, I used it for pixel art for Ludum Dare 36 and 37, and I'm pretty sure that people more talented than me could even make vectors or some impressive stuff. At least on my level, it works to create PNG files that can be easily used in Unity by the rest of the team. That includes the characters, UI elements and even the logo.

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Gamejams are a very hectic experience, and it's extremely hard to juggle between designing, programming, making art, music, playtesting, polishing and delivering. If I was able to make artwork that's easily recognizable, it's only because the Whales and Games team were hard at work with the rest of the elements. They do what I cannot do, and I do what they can't do. They're the best. If you'd like to come hang out with the team at some point, you're more than welcome into our Discord server. Come in and we'll talk about ~~Warframe, Smash bros, the dankest of memes, and cute anime girls~~ high end videogame development.

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Here's hoping you're having a fantastic rating season. We're still playing games around, and some have been among the best ones I've seen in gamejams to date. Y'all are faaaantastic! Anyhow, I believe I've overstayed my welcome. If you'd like to have some more insights from my previous art works, do take a look at the following links. And if you'd rather read about scripting instead of art, my little buddy @JorgeGameDev got you covered. with an in-depth take about the innards of the game. Keep your chins up and have a fantastic weekend, friendorinos! :whale:

Posts about art from previous jams: - LD41: About making assets and bad guys - LD41: My role as the artist of Wizsnooks - LD40: 2 days of drawing characters for Jazzy Beats - LD38: Krita - The free art program I used for 3 jams

The battle is going well..

..I think.

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Soon the post-jam version will be out, and I won't be embarrassed to advertise my entry anymore. Also I'll have more time to play and rate other games.

Apologies to the pretty post below, for pushing it down with this crap.

Get reviews for your game, I'm streaming and rating your game

Hey! I got a lot of ratings on my game so I need to give some back and while I'm at it I'll stream your game. Join me here: https://www.twitch.tv/casualgames_nu and add your game to the queue with the !submit command.

Starting in 5 min.

TVGS is Live-streaming & Judging Ludum Dare 43 Games in 2 hours!

Once again, Tech Valley Game Space will be live-streaming tonight 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. Otherwise, come join us when the stream starts!

The Pink One

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The Pink One secretly belonged to the Cult of the Allseeing Eye. Its whole life it wished for nothing else than to be deemed worthy to be gazed upon by its idol. Now that it is finally seen, it noticed it can't stand to be in the spotlight all the time. It's new goal is to close the Allseeing Eye again. It will use all the dark powers at its disposal to achieve this goal. Those are a lot of powers. But what are they compared to 10000 Eyeballs?

The Pink One is quite heavy and while it looks like bubblegum, it is in fact quite disgusting. How do I know? I've been told by... Err... Well I certainly haven't tried myself!

Go and play Berrytales! :)

TVGS is Live-streaming & Judging Ludum Dare 43 Games now!

That's right, Tech Valley Game Space is livestreaming from 8:30 to 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. Otherwise, come join us when the stream starts!

LowPoly Blender Character Tutorial

Hi everyone,

I am making some more enemies for my game Blót and this time around I thought I'd create a tutorial since I am not under the normal Ludum Dare time pressure =)

If you want to follow along, I am making the episodes very detailed to describe every step so it'll be about 20 episodes to create, color, create armature, weight paint, and animate this character. The first two episodes are available on YouTube and I'll be uploading one every day until the entire series is up:

LowPolySaxon_TitleWalk.gif

* Part 1 *

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

* Part 2 *

https://www.youtube.com/watch?v=YVl4tPGOzK0

Apotheosis 1.1: this time with less bugs!

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I just released a bug fix for my compo entry, Apotheosis

What's new: - Bindings now correct for QWERTY keyboard ✔ - Enemies that fly out of the rooms actually die ✔ - No more getting locked in Aphrodite's room because she refuses to heal you ✔ - If you happen to encounter another annoying bug, you can restart your ascent whenever you want using F5 ✔

Come and try it!


the powers

The powers say : a boy name Inzuki Spell ( izuki spell ) want to save the world ! let help him.

AS OF YET UNNAMED Narrated Pixelart Timelapse

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It took a little while, but I just completed and uploaded the pixelart timelapse video for AS OF YET UNNAMED to my YouTube channel. It's not quite a complete post-mortem, but it shares some traits. I did my best to describe the goings-on in the video in any case. :smile: I hope it's informative.

https://www.youtube.com/watch?v=wLT3pYCr42g

Issues with the embedded video? Direct link here.

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Wenk! The timelapse

Finally took the time to clean the 2TB of raw videos to make a timeline. We only have my point of view so be prepared for a LOT of alt tabbing and crappy code/art (i have no idea what i'm doing): https://www.youtube.com/watch?v=qogZP9Os_2A

WARNING: This video contains flashing images, so maybe don't open it if you have epilepsy (sorry i don't know much about the subject, but please take care).

PS: WENK! 🐧

Healer Bear

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Healer Bear did not anticipate the world would end so soon. They knew the prognosis was not good, but thought its condition was stable at the moment. But there is no time to grieve when so many other patients need treatment. That dragon suffering from malnutrition and minor stab wounds, for example.

Try your hand at Berrytales! :)

Some badasses beat it, but theres room for more! (you!)

Hi, previously made a post about my game challenging people to clear my game!

(I didn't set out for my game to be the dark souls of card games, but after the initial reception I embraced it)

It was well received and I've had a bunch of people try it with 2 champions (at least according to comments) managing! One with proof and it really surprised me because it was a very murderous route.(I recommend, emphasis on possession)

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Its not the kind of game you need to beat to enjoy, Honnestly I think its more fun to just see how you improve. See your forces dwindle, yet be better the next time using your new knowledge.

Here are some hints ( i keep on adding to it) - You can possess multiple units at the same time!! - Goat has the ability to increase its spirit value. - Sacrifice & Possession > Fighting. By a lot actually, you can almost not fight at all. - I personally made it to round 23/25 without killing anything, it a puzzle, and you actually have to use some abilities at optimal time, but it should give an idea that, possesions are very effective. - The campaign is 25 levels and they are always the same: Yes you can "Learn from playthroughs" to optimize approach. - You can split 1 high level units for many lower level units, The stars must match, but dont be afraid to downgrade.

I'm seeing a lot of post-mortem, it makes me want to try more game, but also make one of my own. But before that any more feedback and impression would be appreciated, so Hey! Round 2! Can you beat the game?!

Demon Queen's Possessions LD page

Streamer/videos welcomed, I saw one playthrough and it was really nice!(lemme know)

What Level Ideas do you have ?

After the Jam is before the Development of the game :)

I decided to make a full game out of it and i am thinking about what kind of levels could be in a skateboard platformer game.

So you have some Ideas or what do you want to see there ?

If you haven't played the game you can play it here https://ldjam.com/events/ludum-dare/43/hyper-skater . Level3_2.PNG

The process of making "Icy Golems"! (compo)

Hello everyone!

I am Jeroen and this was the first time I participated in the compo. It was lots of fun!! :smile:

Writing on a software product is my job and I really love it, but I definitely also love making games... which is why I am here!

So...

Some people have been asking how I did everything for the game in 48 hours. Well, this is how it went...

This time I made a puzzle game... ForgottenLevel.PNG Fun fact: I forgot to include this level. I made the level during the compo and then forgot to add it to the level list... :dizzy_face:

A game I want to make...

What kind of games do I like to make?

Hmmm... I like to create games that feel "innocent" with preferably very little UI. I also like "atmospheric" games...

"sacrifices must be made" + "innocent" + "no UI" + "atmospheric" = I don't know?

I actually found it quite a challenge to think of a game I would find interesting that fits the theme. I did decide at some point that it would be interesting to have to sacrifice some kind of living things though (but how to keep that innocent? :smile:). After racking my brain for a while I thought: "Well, if I have to make a game where you sacrifice someone, I want to at least make it sometimes feel more like "Oh oops! no! no! no! don't do that! well... that just happened" or maybe not even feel like a sacrifice at all even though it is actually a living thing." Hmmm... :thinking:

Anyway, I feel the game I made ticks all the boxes "atmospheric", "innocent", "sacrifices must be made" so I am quite happy about it.

But you don't have to take my word for it, decide for yourself here: Icy Golems. :wink:

The making of Icy Golems

So, after I had some idea of where I wanted to go I started with the main character. I looked up multiple references on the internet, opened up Blender and quickly modeled some character. The character did not have to be very detailed since you would probably see it from a distance (I was not sure yet at the time). Unwrapped it and created a texture. I started from some flat color and after that I added some dirt by using multiple texture brushes. After day 1 the main character looked like the one below...

If you are thinking, Huh? That is not how it looks in the game... You are right, it does not... :smile: (see second day)

ProgressAt2PM_Blender.PNG

More assets...

I needed a lot more assets, I had a list. For the puzzle game I wanted to limit the tiles people could put instructions on and I wanted to make this clear in some way. I also wanted to indicate the grid so I needed a texture for that. Next to that I needed some puzzle elements, some arrows, a bubble...

Fun fact: The tile where users would be able to place the instructions ended up being used for something completely different... A compo has limited time so whatever works... :smile:

TileSmall.PNG

Tiles.PNG

For the grid I made some very simple texture in Krita + Gimp. The bubble is completely made in Gimp.

ProgressAt2PMemGimp/emCropped2.PNG

Day 1

6 hours of work...

Since I was still sleeping the 5 first hours of the compo :sleeping: at this moment actually 11 of the 48 hours had passed... ProgressAt2PM.PNG

11 hours of work...

Five hours later it started looking more like the final result...

Nothing was moving yet though... :smiley:

ProgressAt5em30PM/em2.PNG

Day 2

At the start of day 2 you could click a tile and move the camera but that was it. Fun fact: I had actually already rewritten the camera controls twice at this time. :slight_smile:

While I knew I should really start programming some gameplay, instead I changed the grid a bit to have it a bit more "wavy" since it was bothering me. :sweat_smile:

Fun fact: the "wavy" grid is actually happening in code. I wrote some code to apply some random displacement to the vertices in the grid (so, I am actually modifying the mesh).

Tiled!

I could easily change the ground mesh because I actually generated the whole level in Unity with code. The walls are just some prefab I spawn all over the place, the ground is a mesh generated by some code.

For the Level Editor I use Tiled.

Below you can see the last level in Tiled and Unity (recorded after the compo). LevelEditor2.gif

Xml for Levels, a good decision.

I think making the levels this way was a very good decision. That way the code that generated the meshes actually also had a complete representation of the level. The code reads all the walls and other things from the xml and puts them in some arrays... This allowed me to handle all the moving logic in one place with just some simple for loops. That code really had a concept of grid and knew how high each tile was.

Golems need to stop before cliffs? No problem! If two golems try to go to the same grid position stop them? No problem!

Yes, I had to write the code to read the level xml and generate the level (spawing some prefabs + making the ground mesh), but I just googled how to read xml in C# and had this code quite quickly.

Next to having a complete representation of the level in a single class the approach had even more advantages... For example, I never had to move walls in Unity by hand. They just appeared when I reran the level reading code. That saved me quite some time...

Making levels in Tiled also allowed me to focus on making interesting puzzles without any distractions. :sunglasses:

Rigging and Animations!

On the second day I also did a second iteration of the main character. I changed the proportions after I got some feedback on the first day that it looked weird (it does, doesn't it?). Anyway, I always planned to do a second iteration to do the rigging and animation. The only effect of changing the character this late still was that the texture got messed up a bit (hard line where the "dirty part" ends) but you cannot really see the texture in the game anyway. :smile: WalkCycleEncoder1.gif

As part of the second iteration I also redrew the emit texture (the orange spots).

golemtextures.png

15 hours before the deadline... let's start programming some actual gameplay...

I still had lots of things to do with only 15 hours left. If I remember correctly at that time still nothing was moving yet but I knew I had most of it in place... Animations were ready, I had the complete representation of the level in memory, ... So: coding, testing, fixing, repeat... :smile:

More features

After I got the basics working, I wanted to add some more puzzle elements and some more polish...

Buttons, doors, exits, hills to change level, wait instructions, the ice cube (textures, model and code), "snowflake" instruction, "magic circle" (textures and particle systems), exit effect, idle animations for the golem, icy pose for the golem, restart button, next level button, around eight actual playable levels, choosing a font, end screen, exporting to WebGL, making screenshots, replaying all the levels a couple of times, fixing some last minute bugs, breaking another level... Aaaaaargh!!, not enough time...

Because of some strange Unity behavior around static batching and post processing volume I still adapted the level reading code to work in the Unity editor instead of only when the game starts and ended up having to actually rewrite some of it. Apparently Unity does not serialize 2D arrays, who knew? But since the in memory representation of the level uses those it is definitely a problem if they get lost if you exit edit mode...

Block of Ice

I actually really like how the block of ice turned out. The block of ice is made by combining a model with a transparent darkish blue color and adding an emit texture with details (see below) on top. That is it...

BlockOfIceSourceSmallResult2.PNG

Finished!

While I still had a lot of things to do in the last 15 hours, it somehow worked out in the end... :open_mouth:

The game was uploaded half an hour before the deadline and I am super happy with the end result!

Links...

In case you want to take a peek at the source code, you can find it here.

You can play the game here: Icy Golems.

Finally got a bit of time to play a few games and rate :-)

Comment your games below and I'll take a look and play & rate them :-) Please play & rate mine if you'd like https://ldjam.com/events/ludum-dare/43/soul-reaper Still need a few more ratings to get to 20 :-)

The reaper is waiting for ya LDJam Cover.png

Blót SpeedRun Competition Now Open

I'm happy to announce that the speedrun competition is now open!

Prizes include $50, $25 and $10 Gift Cards at Amazon or Steam.

Check out all the details here, including rules: https://www.youtube.com/watch?v=ShieefdTYqA

Livestreaming your attempts is always welcome too =)

Good luck everyone (and I hope I didn't miss out any important details =)

Overslept has couch co-op!

https://ldjam.com/events/ludum-dare/43/overslept Screenshot_01.jpg

Check out our Overcooked-style game now that we've added 2-player co-op and adjusted the balance to be less impossible-y!

Guaranteed to be fun or your money back :stuckouttonguewinkingeye: !

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

How we made Welcome to the North Pole (Part 2 - Building snowmen)

This is part 2 of a series of blog posts describing how we made Welcome to the North Pole.

If you've made a similar blog post, paste the link here so we can create an index of tips and tricks.

See also: * Part 1 - Platformer mechanics.

Accumulating snow

Snow accumulates as you move on the ground.

WTTNP_Grow.gif

The ground detector detects whether the snowball is touching the ground (see Part 1).

As long as we haven't reached maximum size, we grow by a fraction of the GrowthDistance defined for that snowball size. Along with other stats, GrowthDistance is stored in a ScriptableObject instance for each size of snowball:

WTTNP_ScriptableObjects.PNG

This is what the code looks like:

```csharp void Grow() { var position = transform.position; var delta = (position - lastPosition).magnitude; lastPosition = position;

if (controller.Grounded) {
  SizeProgress += delta / stats.GrowthDistance;
  SizeProgress = Mathf.Clamp01(SizeProgress);
  if (SizeProgress == 1) {
    if (statsTemplates.Count > SizeIndex + 1) {
      SizeProgress = 0;
      SizeIndex++;
    } else {
      Die();
    }
  }
}
stats = statsTemplates[SizeIndex];

} ```

Stacks

Using a snowball's four detectors (see Part 1), we compute the top, bottom, left and right stacks of connected snowballs as seen from that snowball. Each stack reports its total weight.

We use stack information for the following: * Crushing snowballs under too much weight (see below). * Controlling multi-tiered snowmen (see below). * Jumping over other active snowballs (only the last snowball in a horizontal stack jumps).

WTTNPemStacks/emannotated.png Snowball and stack weight, as seen by the center snowball

A small trick to avoid code redundancy was to use C# lambda expressions:

```csharp delegate CharacterGroundDetector GetNextDetector(CharacterController current);

[System.Serializable]
public struct StackResult {
    public int Depth;
    public int Size;
    public CharacterController End;
}

private void UpdateStacks() {
    BottomStack = LookupStackEnd(c => c.groundDetector);
    TopStack = LookupStackEnd(c => c.ceilingDetector);
    ForwardStack = LookupStackEnd(
        c => Direction > 0 ? c.rightDetector : Direction < 0 ? c.leftDetector : null);
    BackStack = LookupStackEnd(
        c => Direction > 0 ? c.leftDetector : Direction < 0 ? c.rightDetector : null);
}

private StackResult LookupStackEnd(GetNextDetector detectorLookup) {
    var result = new StackResult();
    result.Depth = 0;
    result.Size = 0;
    result.End = this;
    // Limit the max depth to prevent loops in rare cases where detectors point to each other.
    while (detectorLookup(result.End) && result.Depth < 20) {
        var next = detectorLookup(result.End).CharacterInContact;
        if (!next || next == result.End) return result;
        result.Depth++;
        result.Size += next.Size;
        result.End = next;
    }
    return result;
}

```

Crush weight

If a snowball lands on top of another, the bottom snowball becomes inert. If the weight of its top stack is too high, the bottom snowball gets crushed.

WTTNP_Crush.gif

Other than looking cool, this helps manage the number of snowballs in existence and prevents clogging up doorways and tunnels. We slightly increase the linear friction of inert snowballs to keep them from rolling around too much (deceleration for active snowballs is handled by the movement code).

The crush code looks like this:

csharp void FixedUpdate() { if (TopStack.Depth > 0) { if (TopStack.Size > Size * WeightLimitFactor) { Explode(); } else { Die(); } } }

Snowman magnet

To keep snowmen in balance, we apply an elastic force to the top snowball towards its ideal position on top of the bottom snowball. To help you climb, this force is also applied as you move against another snowball:

WTTNP_Magnet.gif

The force is applied by enabling a TargetJoint2D on the top snowball and adjusting its target position each frame:

WTTNP_TargetJoint2D.PNG

This is what the update code looks like:

csharp private void UpdateLink() { var other = groundDetector.CharacterInContact; if (!other && forwardDetector != null) { other = forwardDetector.CharacterInContact; } if (other && !Jumping && !input.JumpHold && !input.Down) { PullJoint.target = other.transform.position + Vector3.up * (other.Scale + Scale) * 0.5f; PullJoint.maxForce = status.stats.LinkForce; PullJoint.enabled = true; } else { PullJoint.enabled = false; } }

Snowman control

A snowman is controlled by its head:

WTTNP_SnowmanControl.gif

Instead of applying the sideways movement to the head (see Part 1), we apply it on the bottom-most snowball.

We add a slight multiplier to account for the added friction between snowballs:

csharp private void MoveStack() { var target = Jumping ? this : BottomStack.Target; var powerMultiplier = 1f; if (target != this) { powerMultiplier = target.stats.StackControlMultiplier; } MoveSideways(target, powerMultiplier); }

End of Part 2

Thanks for reading!

See also: * Part 1 - Platformer mechanics.

In the next parts we plan to describe: * Gameplay polish (camera logic, smoothing) * Art style and implementation * Music and sound effect design

Feel free to post other suggestions in this thread.

If you've made a similar blog post, paste the link here so we can create an index of tips and tricks.

@fre and @catie-jo

Can't Get No Sacrifaction: Post-Mortem

A big thank you to everybody who has played and rated Can't Get No Sacrifaction -- I really appreciate all of your feedback! I think there's a pretty solid consensus at this point on what worked and what didn't...

The Good

  • The sacrifice system. I spent a long time (too long) on the UI for this, and other game mechanics definitely suffered as a result. But the underlying system is solid, and deserves further exploration.
  • The opening cutscene. If I learnt one thing from my LD42 entry Shrinking Panes, it's that a few small textboxes can completely change a game -- and they saved me again this time. At the end of Day 2, Sacrifaction looked like this: screenshot-1.png ...the player was a circle shooting at squares for no reason whatsoever, and it didn't make any sense. Then I wrote "That's right -- Kurt Fasthold is THE SACRIFICER."; suddenly I had a character, a plot, an opening cutscene and a chance at scoring some Humor points. :laughing:
  • The music :musical_score:. As infuriating music loops go, I'm pretty proud of this one. Despite being only two bars long, it's easily my most complex score to date. Perhaps I'm kidding myself, but it even sounds (to me) like it's genre-appropriate!

The Bad

  • The physics. If I had a dollar for everybody who said "Why does the character slide around!?" I'd have about $20.
  • The resolution. My previous forays into 2D Unity games have all been plagued by strange artifacts arising from incorrect camera settings, poor sprite sizes, etc; I tried very hard this time to ensure that there were no strange visual bugs, but ended up having to lock things to 1024x768 to make it work. This is clearly an area where I need to practice, if I'm going to continue to aim for pixel-perfect games.
  • The difficulty. Since the player starts with all of their powers intact and the enemies are very stupid, it's easy to win simply by spamming the gun. The other powers (in particular the sword) are too difficult to use, and this makes choosing which power(s) to sacrifice at each step too obvious.

If you're still here, thanks for reading! And if you haven't played Can't Get No Sacrifaction yet, please do; I make a point of playing and rating the games of anybody that leaves good feedback, and I'm looking for more games to play!

Play my game, and I'll play yours.

The title says it all. If you want me to play, rate and leave feedback on yours, do the same for mine! If you leave better quality feedback on mine, then I'll be obliged to do a more in depth review of yours!

WebGL + Download: https://ldjam.com/events/ludum-dare/43/reactor-overdrive

You delete files to proggress

In just delete them you delete files to make the assets disappear. Fun right?! I am currently working on some puzzles, bug fixes and other things but in the meantime you can play it, or watch the trailer. https://www.youtube.com/watch?v=gPRk38sGu9I

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

We need you!

We are looking for a new major for our army. Maybe you… Our scouts have noticed a big army, which is heading towards us. Everyone will not survive, you will have to make some choices.

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

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6 more rating and we're in!

Help me, and help you :)

If you haven’t played and rated this game, come and get some fun!

I want more ratings and comments to let me know my game better! If you help me, I will also help you by rating and commenting on your game :) Let’s play some games, shall we?

PS: Windows version is recommended to play the game. You need headphone or earphone to play the game. (To hear the sound from different positions.)

Here’s my LD43 jam entry: Ordeals of Limbo. Escape to the exit with your hearing and memory!

Screenshot1.png

Screenshot2.png

It's your life, dude

So, try my game :v:

Screen2.png

you can find it here

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

it's a web game, so it's easy to test

and... please send me your opinion, even the bad one. I will treasure them

We are halfways of rating!

15 days left of playing+rating games! If you haven't tried my game, feel free to do so, i would appriciate it! Thank you!

Dtmd1l3W0AwcXCD.jpg

https://ldjam.com/events/ludum-dare/43/43-days-on-the-sacrifice-ranch

Please Play Land's Sacrifice!

I need more votes!

Screen Shot 2018-12-15 at 9.00.01 AM.png

Play it Here!

https://ldjam.com/events/ludum-dare/43/lands-sacrifice

Post Mortem: The Omicron Fleet

This is more of a development diary so please excuse the wall of text.

For a long time now, I wanted to make a narrated game, ideally in the style of Bastion or Little Big Planet where the narrator is in on the fact that we are in a video game. I have also been taking piano lessons for well over a year now and I wanted to make a more orchestral soundtrack using some of the knowledge I gained during that time.

As always I tried to keep distractions to a minimum so after my family agreed to go on a weekend trip, I was down for Ludum Dare and had the house to myself. Unfortunately I had came down with a cold two days prior, so I needed to take care of getting enough rest, especially since doing voice work with a stuffed nose was not going to happen.

I always try to pick one of the finalist themes a day before the jam and think about what kind of game I would like to make, just to get into the problem-solving mood. I chose Each Playthrough Builds on the Last and thought about making a game where the hero is constantly killed by a Bond villain's contraptions that explode in the process and change the environment for the next attempt which then lets the hero overcome the challenge.

Day 1

I woke up to the theme Sacrifices must be made and had to scrap the Bond villain idea. I'd have loved to act out the bad guy, but maybe another time.

Taking a shower usually helps me getting my creativity into gear and I came up with this idea of having a giant space fleet fighting against a powerful alien creature where you have to constantly sacrifice ships in order to protect your main vessels. The past weeks I had been listening a lot to Warhammer 40k audio books (Horus Heresy), and both the narrative force of the readers as well as the wording and the idea of sacrificing units in war without remorse was a bit of an inspiration here.

Since I planned on making an orchestral OST I fired up some epic music playlists on Youtube, which gave me a huge push in motivation right from the start.

9:00

In GameMaker, I loaded my boilerplate project with my usual settings (a few empty rooms, some basic input code). Since I wanted to have a hierarchy of ships, I decided on having one main flagship with a number of command ships, each of which would be swarmed by some fighter ships. The game would be turn-based strategy but I did not have a clear picture about what the actual challenge was supposed to be, hoping that it would fall into place eventually. So I played around with some fighter formations.

anim0.gif

11:30

Next up was the enemy attacks. I wanted to have a spread shot, a laser that could destroy all ships in its way, a swarm of rockets randomly hitting the sides of the fleet and a large missile attacking in a straight line from the top. I eventually got rid of the missile as it was too similar to the laser. The original idea had an energy bar for each ship but that was also scrapped pretty soon.

I wondered how the laser should pick its next target. I thought about going for the strongest/weakest command ship but eventually decided on picking the closest.

anim1.gif

13:00

I added the spread shot.

14:00

I added the spread shot a second time after Gamemaker deleted some of my code. It's a really weird behavior where you can compile and run your game but it actually does not save your sources. So at one point I clicked "no" when I closed a window and it asked me whether I wanted to save. In hindsight, I was very lucky that I did not lose more. After that I started doing regular check-ins.

anim2.gif

14:30

Added some limits on motion range to force the player to think ahead when placing their ships

anim3.gif

15:15

Lunch Break

16:00

Added the rocket swarm. I originally wanted the rockets to swoosh across the screen randomly but I started out with a simplified version where they just fly in from the sides. It turned out later that it was really hard to implement my original idea while making sure that the rocket behaviour was predictable enough so that the player would be able to plan their move properly, so in the end I kept it pretty much as it was at this point.

anim4.gif

18:00

I needed a break. Brain overload combined with the common cold is a bad combo.

19:15

Decided to limit the overall distance from the flagship to prevent drifting too far over consecutive rounds. Doing a proper "stay within two circles" routine was much tougher than it seemed initially.

anim5.gif

20:45

Defined a central function for level design and control. This allowed me to set up all parameters for each level in one single place (number of command ships, number of rounds per level, enemy attack patterns etc.)

22:00

End of day 1

Day 2

7:00

I hadn't slept as much as I'd wanted to, but at least my cold didn't get worse. My voice was still ok and I felt confident that I would be able to get my voice overs done. Still in bed, I took a notepad and wrote down level configurations. It turned out to be a great idea to do this offline on a piece of paper as it helps to stay focused on how things should look instead of getting too hung-up on the technical details.

7:30

Since the new levels demanded multiple flagships and multiple bosses, I had to revisit and refactor all of my code to accommodate for that fact. This would pose some additional challenges for the rocket swarms, as I wanted each boss to be able to fire rockets at each flagship.

9:00

Added some indicators for which ships would be hit by the next attack round. I decided to do a quick fix for the visual part by using image tinting, however this would lead to one of the visual problems in the final game. More on that later.

The indicators proved to become my biggest headache, since I wanted to be absolutely sure that whatever ship was indicated as being hit would actually be hit during the attack phase. The first implementation of checking intersection of the targeting rays and the ships was not precise enough, but worked for the time being.

anim8.gif

11:00

I implemented the levels I had thought out in the morning. The game was now playable from start to finish in a rough alpha

12:00

Next I tried to get my hit indicators for the spread shot more precise. I decided to simulate each shot along each targeting ray and checking for collision with each ship. The original implementation was super-inefficient, especially when there were multiple bosses involved but I pushed that back to the optimization phase. However it left a bad feeling in my gut because I did not have a clear solution in mind.

12:45

I played around with bezier curves for the rockets, which promised to look very cool but I had to scrap this idea in the end since I couldn't get the target indicators updated in real-time in a meaningful manner. It's always painful to let go of a really cool idea, but sometimes you have to cut your losses before they drag you down with them.

bezier.PNG

After skipping the Bezier curves it turned out to be for the best to forego the target indicators on the rockets completely and just give a general indication about where they would roughly hit. There is an important lesson here: If there is a concept that is complicated to implement, try to find a different concept that solves the same problem and is easier to implement. The player won't care how hard it was to implement as long as it works out in the end.

13:30

With the game mechanics complete I had to make a plan for assets. If I really wanted to go for recorded vocals, I would have to cut some corners for graphics, but since I'd wanted to do this for so long, I decided to go for it. So I went off the computer to write some narrative.

14:45

I really should have set up my recording equipment before the jam, there was a lot I'd forgotten since last I used Reaper, but in the end everything came together nicely. I think I botched some lines which I should have re-recorded a few more times, but I didn't want to push my luck on the remaining time so I rolled with what I had. Much later I realized that I actually misspoke in one of the lines, which turned sector 74-11 into sector 7-11 but I didn't have time to fix it and hoped that nobody would notice. Adding the recorded voices to the game was easy enough and gave me a lot of satisfaction.

17:00

Dinner break before the final push. Only 10 hours to go.

17:45

Music time! I realized quickly that I really couldn't apply a lot of my piano lessons when composing for orchestra and again, writing music was a struggle for me. I ended up with a somewhat simplistic composition using timpani, cymbals, cellos, trumpets and a bit of choir. Not exactly the quality I had in mind, especially since the lead lines were pretty boring and I didn't really make a lot of progress since previous LDs, but at least I got it done without wasting too much time.

20:45

As time was slowly ticking down I made the decision to only do a quick overhaul of my graphics to get the bare necessities improved. I'd stumbled upon the AAP-64 palette that I wanted to try out but quickly realized that the colors were much too vibrant for my shading skills so I abandoned that idea and went with custom shades. In hindsight, I should have spent more time fine-tuning the visuals which in the end for me turned out to be the weak point of the game and definitely a step back from my previous entries.

21:30

Now I started to panic. There was still this horrible runtime issue with the shot prediction and huge pile of things that were not finished. No title and ending screens, no background image, no sound effects, levels not balanced and a plethora of other minor points that were not much effort by themselves but which seemed like a mountain of work.

So I decided to tackle the big mountain of open points one by one, deciding to make most of the remaining time.

So I fiddled around with the slowdown issue and found a configuration that somewhat worked, but made the game look kind of crappy since the markers jumped around a lot. At least there was something I could ship even if it wasn't that great.

The game desperately needed some visual effects, but I didn't have enough time actually draw any, so I fell back to the good old trick of drawing explosions as white circles that flash up for a very short time. Instead of creating a convoluted solution with a lot of timers that would render the code unreadable, I had the idea of letting the explosions manage themselves. So the explosion object draws itself, counts down its lifetime and deletes itself when its time runs out. I was even able to cascade explosions by having an explosion object spawn other explosion objects. All I had to do was to create an instance of my object in a single line of code and never worry about it again. This concept is definitely a keeper for future games. Maybe with nicer graphics.

00:15

It was past midnight now and I wanted to focus on the important missing aspects. But since the recorded narration mentioned an asteroid field, I definitely had to have one for consistency. Turned out the background motion was very distracting to the game, so I decided to just play it once in the beginning of each level and let the player concentrate on the play field after that.

00:45

Time for some sound effects. This went fairly quickly since I only needed a handful, and Chiptone produces nice results really fast.

01:30

With 1.5 hours left on the clock there were a few more issues to resolve. I needed a visual indicator that if one flagship dies it's game over, even if the others survive. So I created a cascading explosion that would engulf all other ships. When revisiting a certain section of my code, I saw the instancegetnearest() function I had used there and had an epiphany. Could this be faster than manually checking for collisions in my hit prediction routine? I tried it out and it worked like a charm. Not only was it really fast now, it looked and felt way better than before. What a relief!

2:00

I spent the last hour doing some minor tweaks to the level definitions, adding a better title screen and gave the graphics some minor touch-ups.

3:00

Time to upload the game and finish this thing.

final_anim1.gif

Final Analysis

The Good

  • I set out to make a game with voice overs and I did.
  • I always found the idea of making a turn-based strategy game intimidating, but I made one.
  • I set out with a concrete idea and the end result got pretty close that.
  • Time-management went alright, and I even managed to drink enough water to battle my cold.
  • Besides the runtime issue I didn't have a single element that took up way more time than it should have. Efficiency get!
  • I'm quite happy with how the game mechanics and the level progress all came together in the end

The Less Good

  • Though it turned out alright in the end, it was too much of a close call for my tastes. The game only started to really come together as a coherent whole towards the last few hours of development and that felt like a lot of luck, which I don't like at all. It was ok in the end but next time, I would like to be in control more.
  • I really had to tone down my graphics effort and it shows. The hit indicators should have blinked a clear red, but the tinting threw everything out of whack when I changed the ships' graphics, so now it's orange versus darker orange. The background is very simplistic and could need a bit more contrast. There is only very basic shading and the boss's graphics need work. The rockets still have their placeholder graphics and the explosions are just white circles. Maybe I'm overly picky but I feel I could have done a lot better with a little more time.
  • The final push really wrecked my health. I had been able to push back the cold during the jam, but came down hard right after I handed in the results. Totally worth it though.

Final Verdict

Although not my prettiest game, it was one of my most ambitious that actually got done on time (looking at you, Snackleworth!). I'd love to revisit audio narration in the future, if it fits the genre, but should spend more time on polish here. Ultimately I am very happy that I can scratch a challenge off my list, maybe next time I can relax a little and not try to be overly ambitious.

Thanks for reading so far. If you want to give The Omicron Fleet a go, please be my guest:

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

Praise The Snek - trailer!

Hello! We finally managed to put together a small trailer for our game Praise the Snek :)

https://www.youtube.com/watch?v=A85XQHY80R4

If you haven't praised the Mighty Snek yet, here's your chance to do it now :D

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

We hope you'll like it! ~

TVGS is Live-streaming & Judging Ludum Dare 43 Games now!

Hey, all! Tech Valley Game Space is livestreaming from 3:00 to 6:00 PM EST on twitch.tv/techvalleygamespace! This will be our last stream for this year, too (you'll see us again on January 13th, 2019). 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. Otherwise, come join us!

Lets play each others games :)

What r u waiting for :d

I’ll be playing for like 30mins, prefer web gl games :D but i can download some.. (And I will also play tomorrow)

Our game:

https://ldjam.com/events/ludum-dare/43/fighting-souls

If anyone is interested!

I'm playing an rating some games today if anyone wants to do the same for me it would be greatly appreciated <3

https://ldjam.com/events/ludum-dare/43/compo-ld43-broken-people

Time lapse

I created a short time lapse about my development! For me, these kind of videos are satisfying me. Hope you guys like it https://youtu.be/jwzyNrlRHl4

Rain away

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Play it here!

Sound Effects - Don't Fear the Synthesizer

Sound design is perhaps the most underappreciated aspect of video games. Is that an overstatement? Possibly, but let's talk a little bit about it. Sound effects are rarely ever the focal point of a game. When they are bad, it is painful and people do notice. But when they are good, players usually don't even think about it because the in-game actions and sounds are working together to be convincing. I know I am not a great sound designer yet, but I am doing my best to learn and grow, so hopefully there is something in this blog post that is useful for everyone.

Our game, Roustabout, uses about 31 sound effects in total. Finding, creating, and mixing these sound effects took a lot of time and care. Most of the sound effects in this game started as raw sounds from online libraries, but sometimes it made more sense to create them from scratch using virtual instruments or synthesizers. I want to go over some of our virtual/synthesized sound effects today (made with FLStudio).

These sound effects are: - Clicking menu buttons - Rotating the game's puzzle pieces - A generic "this thing is now ruined" sound for when game pieces get infected by rats - Musical chords for animations in the post-game score screen

Menu Buttons

Buttons tend to feel best when they give you a bit of a "let's go!" feeling, so this time, I gave the menu button sound effect a pretty high starting note, then quickly jumped up from there and gave it some delay (an echoing effect). The pitch might be a little too shirll, but it still sounds pretty cool to me:

(The play button is at the top left of the linked page!)

Sound Effect: Menu Select

Rotating Cargo

Getting a good puzzle-piece-rotation sound to fit the game was a lot of trial and error. I ended up using a noise channel (think Atari sound effects from the 80's) and scaled the sound 2 full octives during the short audio clip. This sweeping motion felt like a decent fit. Clockwise got a sweep-up sound and counter clockwise got a sweep-down sound:

rotate.gif

Sound Effect: Rotate Piece Clockwise

Sound Effect: Rotate Piece Counterclockwise

Infected Cargo

In, Roustabout, when a rat touches its target, the cargo is ruined and you must toss it overboard. The goal of my sound here was to clearly let the player know that the item is now "bad". Slowly sliding a note down achieved this effect pretty easily:

infect.gif

Sound Effect: Cargo Infected

Score Screen Chords

After each level, the player can get a rating of 1-3 stars based on how much cargo made it on the ship. They also can get a special stamp if they kept the bonus cargo aboard too. Our score screen creator made a cool animation of the player's star count and bonus stamp tallying up on screen. There was some obvious room for cool sound effects here, so I put together some chords that built up to a perfect score. The player only hears the biggest chord when they achive the perfect level score (and they get a drum too!):

ezgif-5-9fbde01390b4.gif

Sound Effect: Perfect Score Tally

Closing Notes

Once the sound effects are created, there is still more work to do. Getting each sound effect to play at the right volume in-game is another important battle that takes time and effort. This becomes especially challenging when the music is playing alongside the sounds in the final game. To tweak and tune this delicate balance, I use FMOD Studio! It is a very dense audio integration that takes some time to learn, but I won't make a single game without it. It is that good.

Thanks for reading! I hope you found this interesting. If you want to hear the full game's sound effects and also hear them alongside the main theme song (written/composed by me!), go play Roustabout!

Terrifying Rocket Zest can now be played on Mac as well!

Sorry about that, it was Windows-only for a time! Now I think it's way more open for judging by a lot more people.

TRZ Post-Screenshot for LD Website.png

Page Link.

Don't worry about the "work in post" thing. The recent acts were entirely a port to Mac OSs - no changes were made to any of the game's code. There's no way I'd be a sneaky snitch and mess with the 48hour validity of my entry, I hate that idea.

I hope y'all Mac users play and rate this game, because it still needs rescuing and I think the game is pretty good. This wasn't on purpose, but it's my most difficult game yet. I think it's not too badly put-together for my first compo, and worth playing. It's kinda like a short roguelike with heaps of techniques you can choose from, and a last-ditch effort to save your crew's life in a race against time with genuinely action-packed segments.

I'll be making sure to judge games solely from the Rescue Filter for the next few days. Nullus ludus peritus.

Looking Back on LD43 and Fruit Flinger

FF Logo.jpg

With another Ludum Dare in the rear view mirror, I wanted to look back at working on our entry, Fruit Flinger.

Like most of our Ludum Dare entries, the graphics were not prioritized, and it shows. We wanted a game that was fun to play, solid with minimal bugs, and entertaining to listen to. The music came together smoothly (thanks to @floata-1), and the voice overs were fun to record (another in a long line of characters I've voiced in our games, from cows and squirrels, to a shady salesman, to a cranky foreman, among others).

Fruit Flinger 2018-12-02 22-09-51-50.jpg

I wish I'd taken more time to make the minions look better and animate with more detail, but the base mechanic they served - marching towards the player and dying upon impact with flying fruit - was still clear, so it worked out in the end.

The theme was one that took no time at all for us to come up with an idea for, even if that idea went through a few mutations along the way. From an initial idea of tossing people into a volcano to the Last (Fruit) Stand design we finished with, the base concept of using a catapult to hurl things was at the center of it all. The idea of throwing things across the map was just too appealing to pass up.

The controls were fairly easy to nail down, but we eventually went from only controlling the power of the launch to mid-air aftertouch control after finding it too hard to consistently hit our targets. We included a reset button (pressing the B key on the keyboard breaks the current fruit at any time, loading up a new one) to prevent downtime on a missed shot, but probably should have spelled that out better, given the number of people who didn't notice it.

If you haven't taken time to fend off flocks of freaky fellows with freshly flung fruit, now's as good time to do so as any.

:apple: Play and rate Fruit Flinger, and let fly the melons of war. :watermelon:

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Flying Slime Update!!

The game has been updated.

Updated win and defeat conditions.

It changed the sound and graphics of the game a little bit.

Difficulty and game speed changed a little.

Here Go!!!!

시작화면.jpg

퀘스트화면.jpg

게임화면.jpg

Here Go!!!!

Expendibots

title screen.png ezgif.com-optimize(2).gif

Hey ya'll! This is the last blog post about my entry. I wanted as many people to play it as possible! (obviously :v: )

I do want some unique feedback if possible. Right now we're at Ad Nauseam about camera controls.. I get it, they're terrible. Lol.

Again thanks everyone for checking it out, I'm going to continue playing games from the jam. :v:

I urge you to play it with a controller if you have one

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

Death Wish Soundtrack

I received some nice reviews regarding the soundtrack of my Ludum Dare 43 entry, Death Wish, so i found some time to compile them into full songs, which you can hear at:

https://soundcloud.com/derek-volker-413758721/sets/death-wish-soundtrack

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They are 5 original metal chiptune songs arranged and produced (somehow) within the compo 48h timeframe, along with the rest of coding, graphics and even narration i did for this game alone.

Thanks for everybody criticism and being an awesome community.

299 views

My game had almost 300 views, but no more than 200 ratings. Can you help me with that? https://ldjam.com/events/ludum-dare/43/alains-sacrifice

Only 3 :c

My game only have 3 ratings, could you help me? https://ldjam.com/events/ludum-dare/43/let-all-alone

You delete files to progress

In just delete them you delete files to make the assets disappear. Fun right?! I am currently working on some puzzles, bug fixes and other things but in the meantime you can play it, or watch the trailer. https://www.youtube.com/watch?v=gPRk38sGu9I

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

Reactor Overdrive Post-LD version is here!

Check that stuff. The game's even better now. It's got a tutorial and some other nice things that just can't be achieved in the compo deadline. Tell me what you think, and I'll check out, rate and leave feedback on your game!

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*Web + Download: *https://ldjam.com/events/ludum-dare/43/reactor-overdrive

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Drunken Devil

Check out my debut into game developing https://ldjam.com/events/ludum-dare/43/drunken-devil Screenshot_1.png

Two more weeks remain, Lambastard description updated!

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Man, it's been great seeing the ratings and feedback come in, as my first game jam ever I'd say it's been a success even if we don't end up reaching the magic number!

Going into this I didn't plan on making any blog posts, I was happy just to have finished a game within the time limit, and I don't think I would have been too crushed even if no one played it. But some of you have played it! And based on your comments, I figured this was a good time to make some improvements to the front page of the game so anyone who hasn't gotten to try it yet will know a bit more going in. After all, two weeks is plenty of time.

LAMBASTARD

Anybody still rating?

If you wouldn't mind giving my game a look, I'd be grateful for more feedback. Plus, you get to excrete some major quantities of cheese.

Compo page here.

Playable in browser here.

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I wanted to paint something about my entry #2

Here is a second postjam "artwork" about Lastcrifices artwork2.png

Actually this game speaks about: sacrifice (indeed…), last hope of humanity, ugly aliens, shmup (with a special rule) and pixels

vaisseau framebasebas.png you are welcome at : https://ldjam.com/events/ludum-dare/43/lastcrifices vaisseau framebasehaut.png

Break a Leg

Come Play and Coment, Enjoy ! 😄
https://ldjam.com/events/ludum-dare/43/break-a-leg

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3rd Play&Rate-Stream

In about half an hour our third LD43 Play&Rate-Stream will start.

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Submit your game NOW and be sure to be there!

Stream: https://www.twitch.tv/firesplashtv Submission: https://goo.gl/forms/j2lNHvqXuffUNPGT2

From Ludum Dare to Steam!

Hey guys!

Maybe it's not the best time, but I just wanted to share some news. Game that I made for Ludum Dare 38, finally made it to the Steam!

Before - After pic

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An intern in an intergalactic corporation managing the universe. Use your tentacle to perform unusual office tasks and try to not destroy all life on the planets you look after. Every day brings completely new challenges. Expect everything - chainsaw robots, bug infestation, space trips and more.

https://store.steampowered.com/app/799260/Godly_Corp/

And best of luck with this LD edition to everyone and all your projects!

Playing Some Games! Leave Your Jam Submission!

Hi Everyone!

Playing some games throughout the day. Ratings and blog posts have slowed down, so please leave your submission link in the comments!

If you'd like to play (and return the favor!) Please play & rate the game @grandtheftmarmot & I created for the jam!

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

https://youtu.be/CUTThEnC-XE

Colors of Your World

A bit late to the game, but I've been getting into rating and voting in earnest over the past couple of days!

If you're looking for a game to rate and play, I'd like to humbly suggest our entry, Colors of Your World:

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Colors of Your World is a short platforming adventure featuring multiple abilities and obstacles. Sacrifices of a different sort are necessary along the way to progress.

Play and rate here: https://ldjam.com/events/ludum-dare/43/colors-of-your-world

AS OF YET UNNAMED | Graphics Post-Mortem 1/3

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This post-mortem deals with the graphics of our entry for LD43, AS OF YET UNNAMED. This is a more in-depth follow-up on my Narrated Pixelart Timelapse video. There's a lot to say, so I separated it into three parts.

Part 1: The Process

In The Beginning...

The concept for the game is simple: you control bodyguards that run along the president's limousine, which is driving through the city, and the bodyguards must intercept incoming projectiles to keep the president safe. That basic concept determines the minimum requirements for the graphics. * Bodyguard * President * Limousine * Background art * Projectile

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We Must Go Deeper

Branching off from those minimum requirements comes everything that elevates those basics to improve the way the game looks (ooh, pretty), feels (what happens make sense) and plays (I understand what to do).

The bodyguard needs a walking animation as the background art will scroll by to indicate movement. They need a jump animation, and for that to feel snappy I want them to crouch before doing so. After missing a projectile, they could just land and resume their walk, but adding a sliding animation after which they get up improves that elusive gamefeel as it adds momentum to the jump.

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Here is an example in motion (animated, not in-game action). guardemall/emanim_4x.gif

I animate the president to add character. He might not be the Mario of the game, but he is our Princess Peach so I do not want him to be a static sprite. I separate the limousine from the president, in order to have the president get launched in the air when he is hit, and so that the projectile can be launched directly at him.

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The buildings in the background determine the setting, so I want a decent number of them, but since they are background I do not need a wealth of art here. The player will mostly focus on the foreground, so as long as there is sufficient variation it's fine. The road at the bottom of the screen is part of the building sprites, so we essentially have slices of background art that fill the screen vertically scrolling by.

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Our original test version has a round bullet, but we replace it with a missile that has a longer shape which indicates the direction it is moving in.

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I create some UI elements to indicate to the player that the bodyguard must be selected, and dragging the mouse (or your finger on a touch screen) back will launch them in the direction of the arrow. Putting this element at the start of the game means we do not need a separate tutorial stage, and will speed up a player's understanding of the controls. We do not want to frustrate the player for a minute before they get how the game works, as a portion of the audience will have given up by then.

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Polishing Your Entry Sounds Like A Euphemism

Polishing the game is not a separate act that happens after all the previously mentioned tasks are complete, and simply happens throughout the process. I realize some things I do early on are not necessary at that stage, but I'm aware of how much time I have left and fit in polishing where I see fit.

I duplicate the bodyguard sprites and make bandaged variations that have a chance of returning after they have sacrificed themselves. This adds nothing mechanically, but serves to entertain. It's definitely a this would be fun concept.

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We add a bomb as second projectile and a helicopter that launches its own projectiles. These are not necessary either, but the bomb sprite adds visual variation, and the helicopter adds depth to the gameplay, as bodyguards can hang from the helicopter in order to bring it down, which means you momentarily have less bodyguards to intercept projectiles. I animate the dangling bodyguards to breathe some more life into the process.

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I add three more animated president sprites, making it so you do not protect the same guy every time you play the game. This may leave a player to give the game a few more tries just to see who else is there, or should a player really dislike a certain head-of-state, give them the option to switch.

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I create a graphic for the scoreboard. It turns out to be a pretty iconic-looking asset that I feel we can use it for the game logo as well. It suits and sets the mood of the game pretty well.

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Next, I'll talk about the art that's not made to be in the game in Part 2: Out-Of-Game Graphics.

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Try Suzanne Awakens!

Hi everyone!

We need more reviews to get a score. Here's our game about sacrificing equipment in a hostile forest. Sword, cloak or even boots : what will you choose? We love read you so leave us a comment about what you think!

It was 15 years ago, when the darkness fell upon the Kingdom of Numelion, that Suzanne proved her courage by slaying the creature’s vicious heart. And this is how this loyal protector of Her Majesty became a legend.

Suzanne awaits you!

PLAY HERE:

⚔️ https://ldjam.com/events/ludum-dare/43/legends-of-numelion ⚔️

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Last few ratings are without comments...

Is that just what happens once there's a video-comment on your game?

Happy to play, rate and comment yours if you have Web builds!

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Tips for a nice jammin' (and general gamedev)

Hey! This is my 5th consecutive ldjam, first of all I want to thank @pov for continuing with this excellent jam, my first game "Jave and the Neural Networks" was horrible but with the help of people's feedback and time constraints (this really helps you to find solutions in less time and find alternative ways to create games more quickly) now I released a full game Unpacking and my last ld entry "Pecto" is getting tons of positive reviews. So I want to share some tips I learnt in order to make our games more professional and polished!

Release the tips:

Make games, not manuals:

In this play+rate I've found lot of games (less than 40%) that show you a manual larger than a rocket blueprint:

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I made that in my first entry:

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And I had a real bad time seeing JupiterHadley wasting more time reading all my junk text instead of enjoying the game

^ Conclusion:

  • I bet you one of those sun stones that you don't need more than 3 buttons (without counting wasd, mouse and space if needed)
  • And also I bet you some diamonds that you don't need so many mechanics to make a solid gameplay
  • Think about an ingenious way to develop a gameplay that explains it self (in buttons and mechanics), is what I've done with my last entry "Pecto", is just a dungeon-crawler card game where you move with wasd (or arrows if you prefer) pick cards/attack with 'E', this is explained each time you want to do it:

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You click on the card and see this menu:

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There is not need to open up again the entry page, and the info displayed on screen is just probability that you can just skip.

  • I dropped most of manual games because I am not native english speaker and I got tired of being all the day reading rules that I will forgot in 10 minutes in a language that makes me use more energy to understand
  • And also, as the next point is called:

Keep it simple

  • As I already said, make a simple mechanics that shows, not teach. Do not show lot of information on screen nor the page of the game.
  • Also you should think that there are more than 2,000 games out there (just in this jam) therefore your game should be enjoyable in the first minutes, you can introduce "arcade" mechanics to hook the players more time or decrease the overall duration. And probably you can see JupiterHadley finish your game!

Make it attractive

We eat from out eyes and making an attractive page/cover image is the first step to hook a player. + Put images/gifs/videos on your page and avoid text one more time. Again, I found some games with ton of info instead of showing their game and other ones not even adding a cover image. + Now once you got a player, it wants to download the game...

Make your game accessible

  • With incredible pages like itch.io, gamejolt, newgrounds (if you make HTML distribution) some people still host their games on mediafire, dropbox & stuff. Please, try to host it on itch.io if you can, it will give you visibility, accessibility, lot of people (me included) use itch.io desktop client to try the games quickly and accessibility to you, the developer to upload the multiple distributions more easily, in itch.io you have butler, a cmd tool that helps you to upload binary patches in your builds
  • As Skyrim, you should port your game to all things you can, most importantly: HTML5, sometimes is just a waste of time waiting to load and having x10 worst graphics than desktop version, but also sometimes this can give you a huge players base, Windows, MacOSX and Linux, yes, there are ton of gamers in linux and they would thank you if you let them try your game natively instead of using wine.
  • Ok, so now someone installed your game, probably it took a long time to find the "Download" button on dropbox or closed lot of ads in mediafire or just downloaded it from a decent game platform, now...

Make it attractive in-game

You've made it, someone got interested in your work and trust me, its an achievement! Now lets see some tips:

Feedback:

After years of gamedev I've found that the most important thing of a game is the feedback, you know: + Screen Shake (always in moderation) + Tween and Lerp, search a tweening library for your engine/language or whatever you are using (If you use Love2d rxi created flux, an awesome lib) and animate everything in your game, once I read an article called How to make your game look alive, I don't remember the article nor the writer but the name gave me lot of things to think about. + Sound please, please, please, add sound to your game, it adds 60% of the feedback you need and is easy as creating some sound with bfxr, freesounds, zapsplat + Actions should be addictive, with a good sound, animations and screen shake when needed. You will convert simple buttons like "Purchase Upgrade" or "Attack" into addictive Casino Slot Machines. I really enjoy pushing the upgrade purchase button. It forces me to push it more and therefore increase my playtime.

Just play 10 minutes of Broforce take note of everything that moves or make a sound, write in a notebook the effects you see when you jump/shoot/die/kill etc. And if you think you don't have time to do it, stop, you can do that and even more (Broforce started in Ludum Dare 23 (Tiny World) as "Rambros"), just try FTD: Fixin' to Die the animations are excessively professional but try to visualize it with red boxes, its still awesome.

And now...

Critics

  • Take note about the critics of people, after all that is the main goal of game jams.
  • Give feedback to other developer about details things you would in their games, I always write comments on games without visual/audio feedback.

And most important

  • Have fun making your games, and learning new stuff!

Thanks for reading this little guide. Now I don't have more tips on my notebook, but I will try to update this post as soon as I learn new things or idk, create something easier to consume like a video (if you have any, inquiries, tips, love or hate to give me feel free to send me a twitter dm @therodel77)

Wanna try a Clicker-Minesweeper-Pachinko-Dungeon ?

If you have 10 minutes to spare, I would love to get some more feedbacks on my game, as I'm still missing 4 votes ;_;
I will rate the games of everyone leaving a feedback !

It's an improbable mix of Clicker, Minesweeper and Pachinko mechanics, inside a big dungeon.
And a lot of adventurers will need to die...

https://ldjam.com/events/ludum-dare/43/dungeon-clicker

Thank you for your time, and good job everyone o/

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Geta Game Jam starts in just three weeks! Don't miss out!

Challenge yourself to make a game in three days!

Geta Game Jam will be occurring between January 5th and January 8th! * Make a game either individually or in a team * Share your progress with our Discord community * Use whatever engine / language you like * Vote for which theme you would like to win

Interested? Check out the jam page and remember to hit join jam!

Just one more review to the minimum

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Who will give Steampirates of Bermuda it's final praise/kick/review needed to break that magic number 20?

https://ldjam.com/events/ludum-dare/43/steampirates-of-bermuda

Archibald needs you!

If you're still playing games, why not checking out Archibald's Snobbish Journey? Embark on Archibald's hot-air balloon and throw away his belongings to stay alive!

Play & rate!

I'm actually quite proud of myself: I managed to create a tiny game for my first Ludum Dare! Would be awesome if you could check it out.

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Happy 43rd Ludum Dare everyone!

Integrating Tiled with Unity: Super Tiled2Unity

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Getting your tooling to cooperate is a huge part of being able to get work done during a jam. Our team stumbled upon a tool called Super Tiled2Unity that takes advantage of the recently-added Scripted Imports in Unity. It's fairly new, and I wrote up an article about our experience on our game's itch.io page that covers how we dealt with Tiled maps, collisions, object properties, and more.

I would have posted the original here, but the formatting on itch.io doesn't translate all that well.

Check it out on our devlog page

Atomic Lifetime - Update

I considered several feedbacks and updated the game.

Now with a level design more fun and adjustment in the controls.

Play and have fun =]

https://kaish.itch.io/atomic-lifetime-postld

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Sacrificio Inc. is close to be our most downloaded game! Thank you so much ❤

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SACRIFICIO Inc. is actively seeking for a sacrifice technician.

Skills required: You are able to fix and maintain an offering machine. The conveyor belts which compose it are a bit disordered. Your job is to put them back in place and send the future sacrificed straight to the death pit to satiate the blood thirst of the gods.

Be careful! One misstep and your offering will take to his heels!

Remuneration: To be discussed. But if the crops are bad, it’s on you...


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Play and rate our submission here: https://ldjam.com/events/ludum-dare/43/sacrificial-inc


Play it on Android for better controls! 📱

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Thanks everyone for your interest and feedbacks!

Ethereal - Update!

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Made an update to my little game Ethereal. I used the same loose framework of JavaScript code as my last Jams. I created a number of levels... but it just felt like I could make a few more!

So now, I've added some post jam content... six new levels, plus a couple of secrets. :) You can see more on the update to my game page:

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

Hope you all enjoyed it, I'm pretty proud of this one!

Would like ratings while my computer is broken.

So about a day before the Jam, my computer broke down. Luckily, I was able to use a friends computer for the contest. However, I've unfortunately been unable to play anyone else's games for the rating phase and get karma (besides one or two online games). I'm hoping to get my computer fixed within two weeks, so if anyone plays my game during that time then I'll play theirs after my Computer is fixed. If you don't want to, that's understandable.

Play my game, and I'll play yours!

In particular, I'm looking for a rare type of comment; critical feedback. With a new post-jam version, I would love to know everything done wrong in my game.

*My challenge to you, is to rip my game to shreds. *If you can do that, then I'll tear yours apart with some of the most critical of feedback. Pass me any form of feedback, and I'll drop some feedback on yours. The better your feedback, the better mine will be! :wink:

*Web + Download: *https://ldjam.com/events/ludum-dare/43/reactor-overdrive

Can't wait for the results

I feel like everybody has played my game and I've played every other game in the jam. Maybe they should make the voting period shorter, right? Anyway, if you haven't played my game yet, here is the link: https://ldjam.com/events/ludum-dare/43/alains-sacrifice

When you delete files you delete an assets in the game

In just delete them you delete files to make the assets disappear. Fun right?! I am currently working on some puzzles, bug fixes and other things but in the meantime you can play it, or watch the trailer. https://www.youtube.com/watch?v=gPRk38sGu9I

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

Some thoughts about difficulty progression in Labrats

Please note: this post contains some light “spoilers” for my game. If you have some free time, you can try playing my game without spoiling it at https://ldjam.com/events/ludum-dare/43/labrats

Last Ludum Dare, I decided to include several difficulty modes in my game. I wrote a detailed post about the experience. In short, the decision to include an easy mode came about after I had my wife play-test my game and realized it might be too difficult for many players. The decision to include a hard mode was there because I wanted the players to feel rewarded for finishing the game and the put on a challenge that would attract players to try several times until they manage to beat the normal difficulty.

This time, I did not have anyone to play-test the game. Also, since I really like narrative-driven games, I wanted my game to be longer this time, to have some time to develop a story, so I wanted instead of having different difficulty modes, to have the difficulty progress through-out the game.

Since the game I designed this time was a puzzle game with very simple mechanics, I was actually afraid it would be too easy. I really tried to create levels that would pose a bit of a challenge, but after finishing the game I still suspected people would breeze through the entire thing in a few minutes. So, after publishing it, I dreadfully waited to see some streamers play through it, and made a record of exactly how much time it took them to solve each level.

How much time does it take to "solve" each level in my game.

Here are the stats I collected from 22 streamers:

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To summarize the data:

  • Level 1: Takes around a minute. It is completely trivial to solve, but it takes a while to navigate the maze.
  • Level 2: Takes around a minute. It is small and completely trivial, but there is some dialog and story which takes most of the time.
  • Level 3: This one had a pretty high variance, with some streamers taking around a minute, and some taking more than 5 minutes. The average was around 2.8 minutes. Most players thought the progression to this level was good, but some complained that it was too complicated as a follow up to the previous trivial levels.
  • Level 4: This was the most surprising one for me. I wrote this level as a pure "story level" - it was supposed to show the story of how the rats manage to escape the maze, and to be a gentle introduction to the "sacrifice" mechanic. Apparently, I've made this level much more confusing then I thought. The variance is really high - one streamer finished this level in less than a minute, and two took more than 7 minutes. The average was 4.1 minutes for this level. I'm pretty sure this level would benefit from a few more hints given in the dialog, at least to clarify what the objective is. Especially in the context of a jam, I'm afraid I probably lost many players at this level because they assumed there's no solution and the level is buggy.
  • Level 5: This was supposed to be the first actual challenge after the sacrifice mechanic was introduced, but I wanted it to be a pretty light challenge, and in this I was pretty successful. Playtime was around 2 minutes on average, with very few outliers.
  • Level 6: Was supposed to be a bit trickier than the previous one. I think it is a bit trickier, but it is actually solved on average faster than level 5 - around 1.6 minutes. Watching streamers, I think it's mainly because levels 4 and 5 did a good job in teaching the players how the mechanics work, so I'm pretty happy with level 6 being easier.
  • Level 7: This was the most difficult level I designed for my game. As I said, I was afraid my game would be too easy, and really tried hard to make a level that would not be trivial, but that could be solved by reasoning and logical thinking, and not by random tinkering. I think in that aspect I was successful - the level is apparently pretty difficult (it took on average 9 minutes for streamers, with the longest being 20 minutes, and the shortest being 4.7 minutes). Watching streamers solve the levels, all of them eventually did it by reasoning through the level and the mechanic. However, most felt the spike in difficulty between level 6 and 7 was too high. I should probably have included another level or two in-between to get the players more used to the mechanic before introducing this challenge.
  • Level 8: I wanted to finish the game on a dramatic note, so wanted more of a fast paced level. The level is also a "trick" where most of the items in the level are actually not needed, and you eventually finish the level mostly with the power of sacrifice. I wanted this to reinforce the story - you need to sacrifice everyone in order to escape. I think given those goals I was successful - the level is much easier and takes around 1.7 minutes to solve. The response to this was mixed - some players liked the dramatic end and enjoyed the trick of the last level, while some were disappointed by how simple the solution was and wanted more of a challenge like level 7.

Conclusions

  • Obviously, the game would benefit from more levels. However, I was really stressed for time this jam, so I have no idea how I could find the time to build more levels. I guess the only way is to either team up instead of working individually, or just be more efficient in the rest of my work.

  • Given the time limitations, I'm actually pretty proud of what I accomplished. I managed to make a game that's pretty challenging. Difficulty progression is not perfect but it's not too bad. I also managed to integrate a little bit of a story into the game.

  • I started with a working prototype, using placeholder graphics and coding a very quick version of the game, so I already had the first level working on Friday night, and I had all 8 levels working by Saturday night. This worked great and allowed me to spend the last 1.5 days focusing on polishing the game. Here is how the prototype I had on Friday night looked:

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and here's the same level in the final build of the game:

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  • I should have implemented progress saving. It should have been trivial to implement, and would have prevented many players from dropping off my game. I even had two streamers who accidentally quit the game in the middle and had to give up because there was no progress saving.

  • Lesson learned from level 4 - I should be extra careful to make sure that the objective is always clear to the player. It's not fun to try to solve a puzzle if you don't know what your objective is. The level was apparently pretty challenging even when knowing that the objective is to escape the outer walls (I know this because many streamers still took some time to solve the level even after I've told them the objective), but at least then the players know what they're working towards.

  • I did not implement a level selection. I'm not sure if I should have - I sometimes feel a level selection screen really reduces the feeling that the player should work towards the challenge of completing the levels. I know for games that have a level selection I tend to be a bit too eager to skip levels, eventually missing out on the accomplishment of working through the challenge.

Would be interested to hear your thoughts about difficulty, in general in Ludum Dare games, or in my game specifically. If you want to try out my game, please do so (and I’d appreciate any comments or feedback) at: https://ldjam.com/events/ludum-dare/43/labrats

One last shout-out

Thank you to all the streamers who allowed me to watch them play my game! This has been invaluable for my learning experience. Here are the links to the twitch channels of all these streamers:

https://www.twitch.tv/muzzz29 https://www.twitch.tv/mikeinprinciple https://www.twitch.tv/erebuswolf https://www.twitch.tv/crefossus https://www.twitch.tv/morgstream https://www.twitch.tv/kindreddev https://www.twitch.tv/messinabrothers https://www.twitch.tv/anniehascoffee https://www.twitch.tv/ursagames https://www.twitch.tv/stovoy https://www.twitch.tv/mrjoshuamclean https://www.twitch.tv/yourbr0ther https://www.twitch.tv/syrapt0r https://www.twitch.tv/aggressivecombustion https://www.twitch.tv/bentglasstube https://www.twitch.tv/mknooihuisen https://www.twitch.tv/beanborg https://www.twitch.tv/saoigames https://www.twitch.tv/firesplashtv https://www.twitch.tv/casualgamesnu https://www.twitch.tv/miziziziz https://www.twitch.tv/tigerj

Thanks for playing!

I've not had much time to be on due to finals but thanks to everyone who played my infuriating little coaching simulator!! I have 33 votes now which is MUUUCH lower than my usual but enough to count :wink: SS_6.gif If you'd like to play still, you can here!

AS OF YET UNNAMED | Graphics Post-Mortem 2/3

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This post-mortem deals with the graphics of our entry for LD43, AS OF YET UNNAMED. This is a more in-depth follow-up on my Narrated Pixelart Timelapse video. There's a lot to say, so I separated it into three parts.

Part 2: Out-Of-Game Graphics

Cover Image

This is the first impression of the game. If a player finds your game through the Games section of the Ludum Dare website, this is what they see first. As you can see in my Narrated Pixelart Timelapse video, I make two versions of our cover image: one showing in-game sprites, and one with our entry's logo. I feel like neither option is a bad decision, which makes it harder to pick one, so I present both versions to @DaanVanYperen and together we decide to go for the version with the game's logo.

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I also use a screenshot of the Games page and cut out a random cover image as a template. The cover image has two overlays on that page: the orange overlay in the top-right that shows whether it's a Compo or Jam entry, and the slightly transparent grey overlays at the top and bottom of the image that show the entry's name and which Ludum Dare it was made for. The orange overlay stays overlaid. I do not want to put anything vital in that part of the image. The grey overlays disappear when you scroll over the image, so that's less of a no-no area, but I try to keep the main art within those bounds. Now these dimensions change depending on how many thumbnails you choose to see per row, but I base this on the default setting of four, assuming people stick to that (I have no data to back that up).

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Wait, Is My Ludum Dare Game Page Part Of Graphics Too?

There's definitely an element of design involved in how you present the game on your entry page. I do not claim to know for certain what works best here, but I find it's worth the time and effort to consider how to fill this page out. And the best thing? You can do this after the deadline.

Logo, Description And A Big Link

Since we have a strong landmark graphic with which to capture attention, I put the game logo at the top of the page. Then I add a brief description; a short text that humorously captures the idea of the game. Since the logo is pretty big, I use markdown to enlarge this text. I try and keep the description in a similar tone to the game. Don't promote your game about grief with a one-liner.

Underneath this, I add a big, hard-to-miss link to our game with the addition that it's a web client. The official link to the game is all the way at the bottom of the content we add here, so I do not want to make people scroll down past everything if they do not want to. And as people are more likely to try your game if they do not have to download it, the HTML5 tag is pretty vital.

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Illustration in Moderation

After that, a single animated gif of the game. Something that shows off the game sufficiently. I used to post multiple screenshots before, but that just makes for more required scrolling again.

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Control Yourself

Possibly the most important part of the game page is noting down the controls. Going into the game with some knowledge of how it is played is really important. A large part of the audience will only play the game for a few minutes. If they have to spend unnecessary effort learning controls that they could have just read at a glance, they might be more frustrated playing your entry. Our game can be played in two different ways depending on the platform, so I leave a simple instruction for both mouse controls and swiping.

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Credit Where It's Due

Including this time, I have taken part in eight Ludum Dares. @DaanVanYperen has even more titles under his belt. This means that some people may recognize your name, which might in turn make them try your new entry. I add links to social media or other platforms that each individual wants to profile themselves with.

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And To Complete The Hub

We usually make timelapse videos of our process, which I add to the game page so those who play our game and are interested can quickly access them. Finally, I do the same for the blogposts I have written, treating the game page as a landing page for everything we post in regard to our entry. These post-mortems, for example, will also end up in that list.

Next, I'll go over my conclusions in the cleverly titled Part 3: Conclusions.

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Looking For Feedback

I was reading through the comments on my game Sacrifice Knight, and I really enjoyed all the feedback and critiques, it's giving me lots of ideas on how to improve for next time. With that said I am looking for more people to play my game, and if you do, please leave a comment and critique it. I will try to get around and play your guy's games as well.

Check out the game page

https://ldjam.com/events/ludum-dare/43/sacrifice-knight

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Of Gods and Rain - Tips and advice

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The Ancient Ones are pleased by your sacrifices so they granted us the permission to give you some clues about your mission.

Just some tips for you to make some things clearer:

1) Gather items for hidden lore (notes and red bags) that appears in the lair. (check the wall too ;))

2) You can run past a confused NPC using SHIFT to hide quickly.

3) Steps while running make noises. Squeaky doors make noises. Use sounds wisely.

4) You can’t run past a triggered NPC, so if you bump into him you’ll lose. Stay calm, stay cold blooded, think about a strategy.

5) NPC will be looking for you if you are spotted. Hide and wait for a while.

6) To finish level you need to kidnap a prey, put him in the cart and run away.

7) We’re sorry, but we didn’t have a time to give you an opportunity to save your game. Play it now and play it until the end.

8) Speaking about the end, the 7th level WILL surprise you, so try your best to play it and beat it ;)

That’s all for now, we can’t tell you more. Embark, hide and kidnap the poor souls! Let the Ancient Ones be proud!

https://ldjam.com/events/ludum-dare/43/of-gods-and-rain

The Rain will last forever!

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P.S: Check out our trailer too!

https://www.youtube.com/watch?v=BpRulBnPH3s

Small drawing about the end of our game.

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This drawing is about the sacrifice of one man to the prince. See what happens next by playing to our game.

Have fun!