LD 43 November 30–December 3, 2018

Extreme Sad :(

The combination of my laptop dying and my desktop computer being put away temporarily means that playing other people's games is limited dramatically at best and impossible at worst.

I hope the best for everyone and I'm glad to have participated this month, even if I can't leave feedback this time around 🤘

Sheeps are waiting for the Hero!

Are you the One to save sheeps empire? All burdens of the World lies on the shoulders of the beloved black-sheep leader! Every soul will give his/her life with ease for Him!

Try here: https://ldjam.com/events/ludum-dare/43/sheeps-empire

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Maze

Please check out my game at https://ldjam.com/events/ludum-dare/43/maze Capture.PNG

Play Documentia

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If you ever wanted to play a strange game where you interact with a world through a folder in your computer, you can do so now !

Imagine a world living inside your computer files… So fragile and pure that any contact from the outside could wreck it beyond recognition…

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

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

But remember : everything that you do, everything that you delete will have an impact.

The game features 5 endings and can vary wildly with every run. Feel free to tell us what ending you got in the comments but please keep the spoilers to a minimum.

Will you get the true ending without sacrificing everyone ?

Berrytales - Update

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With a new balancing upgrade, Berrytales - Fracture Flight has never been as much fun! In fact, now it plays like we envisioned our LD game in the first place! Try it now! :)

https://ldjam.com/events/ludum-dare/43/berrytales-fracture-flight

Will still work on it

Sorry, that I didn't post anything after the start of the Play+Rate phase. I've been quite busy, but I will still work on my game. I can't say when right now and how long it will take, I have to look much up and figure stuff out so that everything works, plus I want to put way more in, in gameplay and art stuff ^^

Thank you all for the kind words, wasn't expecting this much <3

I'm Swamped!

And not just because my game has a swampy area!

I've been really busy lately and I haven't rated any games so far. I've got a list of about 20 that I'm going to go through starting tomorrow and leave some good feedback for you guys :wink:

That said I've noticed a few people who have left comments without giving a rating, and some who have left generic comments. I know this is not news for some, but I'm going to take this as an opportunity to tell you how I handle this: I will not rate the games of those who don't mention something specific about my game in their comment, or who did not leave a rating. It's a bad practice and isn't in tune with the spirit of Ludum Dare.

You've probably heard all this before (it comes up almost every jam), but it's an important point that sadly a good amount of people seem to miss. Also, don't forget to reward the people who do leave good feedback by clicking the :heart:, it improves their game's smart ranking and makes them feel good on the inside :smile:

And of course, if you want to play my game, I'll be sure to rate yours back: We Were 5

PLAY

https://www.kongregate.com/games/renaan89/space-win

A few awesome games from this Ludum Dare

I really like the playing and rating period of Ludum Dare. It's great to see what other people come up with and it's really inspiring to see so many great games that were done in such a short time. Also, I just really like playing games, and many of the entries for the jam/compo are the best kind of games - short and sweet, make their point quickly and do not overstay their welcome.

Anyway, I thought it would be nice to share some of the great games I saw this time. I wanted to keep this short so I semi-randomly selected 7 games of the ones I really liked this time. There are tons of other games I really liked but are missing from here. In any case, I'm sure there are also tons of awesome games I haven't played yet, so please share more recommendations in the comments :)

Compo Games

Aetherspirit

@gwinnell
https://ldjam.com/events/ludum-dare/43/aetherspirit
Really cool puzzle platformer, with really nice level design. I like the use of animations to make the simple graphics come alive and feel super polished.

Sacrifice Knight

@balgorode
https://ldjam.com/events/ludum-dare/43/sacrifice-knight
Another fun platformer, where you gradually upgrade your skills after each death to be able to explore more of the dungeon.

Sacrifices Must be Made

@danman9914
https://ldjam.com/events/ludum-dare/43/sacrifices-must-be-made-2
I couldn't stop thinking about this game after finishing it. It is just amazing. The atmosphere, the game mechanic, the subtle creepy story. Everything about this is great.

Jam Games

Colors of Your World

@xellaya, @ddrkirbyisq
https://ldjam.com/events/ludum-dare/43/colors-of-your-world
Short platformer. Beautiful and fun game.

Metamorphosis

@silkworm-sweatshop
https://ldjam.com/events/ludum-dare/43/metamorphosis
Great interpretation of the theme, another short puzzle platformer with a nice story.

Hire Power

@yoni
https://ldjam.com/events/ludum-dare/43/hire-power
Really cool puzzle game, with some very tricky levels, funny cut-scenes, and awesome music.

Sacrificial Sam

@naali, @solifuge, @hitchh1k3r
https://ldjam.com/events/ludum-dare/43/super-awesome-game
Another awesome puzzle game, where you control several characters with different skills.

Gameplay full of struggle

There's nothing better than seeing someone playing your game. Thanks to @icxon for this amazing gameplay! (Contains spoilers).

https://www.youtube.com/watch?v=t3k3mHRDG_k

If you want to play and rate my game 👉 https://ldjam.com/events/ludum-dare/43/twist-of-souls

Someone made a video of my game, but I don't even understand it lol

Someone made a video of the game i made for the ludumdare, I love it! but it is in German, i don't understand shit in there lol.

If you know German go check it out, if you don't, go check it out too, why not, also, now that you're at it, how about rating my game, you can sacrifice carrots, did you know that? also there's confetti

https://ldjam.com/events/ludum-dare/43/the-lord-of-possessions-1

If you rate it I will love you forever <3

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

PD: if you understand German please let me know what's happening on the vid lol

Anyone up for some web gaming? ;)

I haven't had much time to rate other games yet.. just founded a company days before the jam started, but still wanted to participate.. and now i dont have time to play & rate some games.. will do this maybe over the holidays! :) Bildschirmfoto 2018-12-19 um 10.59.24.png Until then.. feel free to play mine and comment yours! https://ldjam.com/events/ludum-dare/43/alien-jam

Weird Ratings

Is anyone else getting really uneven ratings for some weird reason. I have 20 in all my categories except for graphics, which for some reason has 21. I don't know why someone decided to only rate graphics but I was wondering if anyone else has had a similar thing?

Can we hit 50 votes ?

Come and try to survive in our arena. How long will you last ?

Do not forget to rate our game and do not hesitate to post a comment ! ;)

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It's time to play games!

Hey, I finally got some time to play your games!

So if you want me to play, just leave them in the comments!

And, of course, you can play my game as well here: https://ldjam.com/events/ludum-dare/43/game-jam-simulator

Time to play! Time to Spacebrawl!

Disassemble useless parts of the ship into matter to shoot enemy spaceships and restore gaps in hull of the spacecraft. Turrets have limited range! If you can’t hit an enemy try another turret!

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

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I NEED RATINGS!!!

Please rate. https://ldjam.com/events/ludum-dare/43/fuel-duel

Alpha Complex needs you!

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Hello Citizen! Alpha Complex needs your help.

Traitors, saboteurs, and [REDACTED] have been detected within the walls of Alpha Complex. Help your friend The Computer weed out these troublemakers so that your fellow Alpha Complex Citizens can sleep safely in their beds at night. Those loyal to The Computer will be rewarded with higher clearance levels, giving them access to all of the best that Alpha Complex has to offer. Can you work your way up to Ultraviolet clearance?

And always remember The Computer is your friend.

https://ldjam.com/events/ludum-dare/43/101-ways-to-die-in-alpha-complex

Money Run WEB version now available on itch.io

We have added web version of our game to itch.io Feel free to try it out.

https://amiendor.itch.io/moneyrun

https://ldjam.com/events/ludum-dare/43/money-run

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Trailer: https://www.youtube.com/watch?v=V6M-wG5JGBk

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

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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 3: Conclusions

The Good

Looking back, I am quite happy with how everything turned out. My initial idea for the graphics was based on Broforce, but I pretty quickly managed to move away from just copying a style when I made the initial bobblehead characters. And I feel we managed to visually capture the over-the-top patriotism we wanted to achieve.

I had hoped we'd come up with a concept where I could do a bunch of pixelart animation again, like I had done previously with Artax for Ludum Dare 39, and this certainly fit that specific bill. I try to not think ahead before the theme is known too much, but the itch to animate was definitely there.

The Bad (And The Ugly)

Contrast! Particularly the missiles can be hard to see against the background. The time-slow mechanic does make the background art slightly transparent so the foreground stands out more, but when there are multiple missiles on screen it's hard to keep track of everything. I added something of an outline as it was even worse before, but there's a lot of room for improvement. We had thought to add a particle smoke trail to the missiles, but time ran out for that.

Comparing this title to Artax again, the main culprit for having these contrast issues is the bright background. Artax had a similar style of pixelart with no outlines, but it had much darker backgrounds. In all honesty, it didn't really register in my mind that this would be an issue until all the backgrounds were done already. Looking back, perhaps an outlined style similar to our Mini Ludum Dare 50 entry Naturally Selected 2D would have been a better choice.

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The Cutting Room Floor

Various assets are on my tile sheet that unfortunately did not make it into the game. I had completed a helicopter, but the next day our fresh eyes revealed how its oval shape did not suit the otherwise square and diagonal aesthetic of the game. Now this is not really a cutting room floor victim, as I iterated on its look and came up with a more suitable version of it, but it does represent time spent that doesn't directly end up in a used asset.

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We had considered a pickup for bodyguards to collect that adds an extra bodyguard to your squad, so I made a shiny secret service badge for that purpose. A lack of time combined with automated additions of guards meant it had no use.

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We had wanted spectators to dress up the background art from the start, as this was meant to be a parade of sorts, but time also prevented them from attending. In the end, however, it's probably a good thing as more characters on screen would probably make for some visual overload.

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I think that about wraps up everything I wanted to say. Thank you for reading, and if you have any questions feel free to contact me!

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1 texture to rule them all

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In our jam game Duskhearth we used 1 texture to color all our 3D assets. You're looking at the Cult-house!

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

Looking for GNU/Linux games to rate

The search function is still "coming soon", and the third-party games browsers have not been updated for LD43.

So if your game has a native Linux build, or is a cross-platfrom game made with Java, Python (2.7/3.6/3.7), or Lua/Löve2D, comment here and I'll play/rate it. Or comment to tell me how to sort by platform, in case that feature has been implemented and I just could not find it ;-)

LAST Play&Rate-Stream starts N-O-W!!

Our last P&R will start in a few minutes. Did you already submit your game? Last chance! Spoiler: We will likely not be able to play every game. Devs who are in the chat are preferred and will be played first.

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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

My Little Daily Sacrifice

Hey everyone! Go try out our game, My Little Daily Sacrifice, description says it all :)

https://ldjam.com/events/ludum-dare/43/my-little-daily-sacrifice

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Battle of the occultists

Hope you like card games and you have some feedback or good idea for me! https://ldjam.com/events/ludum-dare/43/battle-of-the-occultists!

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About my game: It's card game where you build your creatures to defeat yur enemy. At first battle you have only piece of creature like +1 hp or +1 atk. When you win battle you come to shop, where you can buy new pieces or new ability for your creature.

Maze

Please rate and play my game at https://ldjam.com/events/ludum-dare/43/maze Capture.PNG

A Whole New Sellout of Hero

In a world, where crime thrives at the top of buildings… where grandmas get stuck in trees in rooftops… and where guerilla marketing has reached new moral lows… A hero will rise, and so will the profits of his sponsors.

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Coming this winter… a hero will sacrifice everything to save the people around him and to satisfy his sponsoring overseers. His dignity, his integrity, and his laundry budget. Because being an invincible superhero doesn’t pay the bills.

You won’t see the adventures of Monetization Man in the silver screen anytime soon, but you can always play Super Sellout, our Ludum Dare 43 entry, and hopefully have a laugh. It’s no blue furry man-legs, but it’ll suffice.

Here’s hoping you enjoyed this quick goof. If you want, you can always come chat and share your own Ludum Dare games at our Discord server! And of course, we’re also looking for Ludum Dare participants to follow through our Twitter account!

You progress through levels by deleting files

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

The Gods Are Angry - The Techy Stuff

I'm still playing catch-up in terms of rating other people's games, but I'd like to take some time to write up a breakdown of some of the techniques and design works that went into developing The Gods Are Angry. I've seen a few other people do this, and I thought it might be an interesting read for fellow PICO-8 devs, or people who like 8-bit-style games.

The Camera

The Gods Are Angry uses an "offset" value to determine how far into the current level you are. In a later post-jam update, I'll use this to render the smallest possible chunk of level, but current, the game draws the whole level at once, with "offset" used as the X co-ordinate of the left-hand side of the level. So if you're 300 pixels into the level, "offset" will equal -300.

If you change direction, the camera doesn't move immediately: there's an eight-pixel window within which the camera will stay still. This wasn't really necessary, since you only have to move left about twice in the whole game, but I hope to make a more complex PICO-8 platformer at some point next year, so having this feature already baked into the engine will come in handy for that.

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The Graphics

For those not familiar with PICO-8, it has a strict set of graphical limitations: up to 256 8x8 sprites or tiles, a maximum map size of 128x64 tiles, and a fixed 16-colour palette. I've always found it to be perfect for Ludum Dare as its limitations force you to think small.

To fit with the game's sombre tone, I went for a quite dark, subdued look to the graphics. The way the terrain fades away into blackness was actually inspired by Shovel Knight's graphics, and not only did it fit the tone, it reduced the number of tiles I needed to place when making levels, saving me time.

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The background is drawn in three parts: a repeating 8x8 gradient at the top, a repeating 32x8 mountain range silhouette, and a solid rectangle in between. The rectangle is static, but the repeating parts at the top and bottom are scrolled at different speeds relative to the offset, resulting in a simple parallax effect.

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The lightning effect is one I'm particularly proud of, but it's actually quite simple. The game generates a random number between 240 and 360, then counts down for that number of frames. When it reaches 5, a thunderclap SFX is played, a lightning bolt is drawn at a random spot in the sky, and a series of palette-swaps brighten up the level. When the counter reaches 0, the bolt disappears, and I use PICO-8's pal() command to reset the palette back to normal.

Oh, and did you know the lightning also flashes if you linger on the title screen?

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Collision Detection

Since The Gods Are Angry doesn't have any moving obstacles apart from the geysers, its collision detection system is pretty simple. That's one part of the engine I'll have to rewrite if I use it in any future games.

Vertical collision detection runs every frame. If you're moving upwards (i.e. jumping), it checks for obstacles above you, and if you hit one, your vertical momentum is reversed so you sort of ricochet back down again. If you're not moving upwards, it checks for obstacles below you, and if you hit one, your vertical momentum becomes zero.

Horizontal collision detection only occurs while you're moving left or right, and just stops you walking through walls or off the left-hand edge of the level. It also initiates the next cutscene if you walk off the right-hand edge. It's glitchy while you're in mid-air, which is another thing I need to sort out.

That's all!

Thank you for your time, and apologies for having played so few games so far. I only have two more days of work and then hopefully, even with Christmas going on, I'll have time for some more. Please feel free to check out The Gods Are Angry if you haven't already, though!

Level Design for Dodos

T-minus 2 hours to the jam deadline and we still had to build the level for our platformer Way of the Dodo.

We had the mechanics and assets all done, now we just an experience that would show them off.

Level design - how hard could it be?

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What's in a Level?

The platformer is a mature genre with conventions well established. Nevertheless it can be difficult to understand which conventions give rise to which experiences. As big adventure fans we wanted our sacrificial dodo simulator to have a similar feel to its inspiration Yoshi's Island. How does that game create the feeling of a wild journey in a living breathing world while the Mario games before it felt more like obstacle courses?

Our Lens

Let's examine a couple of famous levels through the lens of objectives. We'll be looking for three aspects:

  • Main Line - this is the player's most direct route to the end of the level (we can think of it as the 'main objective')
  • Secondary Objective - this is any objective just off the main line that provides the player with a reward
  • Secret Area - this is an area that is hidden off-screen and provides an entirely optional and supplementary gameplay sequence. Its existence must be hinted at.

Although secondary objectives help give players a sense of ownership, it is the secret areas that are the true heart of exploration. They are the players' own discovery and so are the experiences those players will hold as their own.

Mario in Review

In these classic first levels from the Mario canon

  • the main line will be shown with a red line
  • secondary areas will be highlighted with a pink box
  • secret areas will be highlighted with a yellow box.
Super Mario Bros.

mario_bros.png ➚Source

The original Super Mario Bros contains many secondary objectives. If you were to count every question block as one it'd have many many more than are displayed here. The level even contains an area with two equally valid paths just before its centre. It only contains one secret area (which serves the purpose of speeding up progress for seasoned players) but provokes exploration via hidden question blocks. The main line is straight and there are only three 'levels' to the course, all of which are visible at all times on the screen. Others stages in the game will provide secrets (warp zone and vines to the clouds as examples) but these are exceptions rather than the rule.

Yoshi's Island

yoshis_island.png ➚Source

In stark contrast the first level of Yoshi's Island has four whole secret areas. The main line also changes direction twice during the level, and undulates at lot throughout the rest of the course. Furthermore many areas are off-screen and hinted at via various visual cues and pattern repetitions. The first secret, heavily signposted, informs the player that this is game where going right is not always the only path. This idea is repeated in the fourth secret area, where having climbed the beanstalk the player can go the opposite direction as the signpost to find a Smiley Flower and hidden question cloud in the crevice below. You can really tell that this was designed to be a different experience, something mirrored in the slower pace and expanded move-set of the game.

If you've played these games this makes a lot of sense. The earlier Mario games feel 'more hardcore' akin to later masochistic platformers like Super Meat Boy, N++ or Oco, while later games like Yoshi's Island and the 3D platformers feel more like grand, accessible adventures.

Way of the Dodo

As we wanted Dodo to feel less like an obstacle course and more like an adventure, we wanted to ape this latter style, and so...

  • We needed a main line that changes direction
  • We needed a consistent flow secondary objectives (present in both styles of platformers)
  • We needed many secret areas

Level Designers' Toolkit

So we know what aspects we need in our level, but how we can create them? The original Super Mario Bros. uses coins, lives, power-ups and shortcuts to act as goals for their secondary objectives. Yoshi's Island additionally uses red coins, sunflowers and health, all of which unlock additional content for the game. The greater the rarity of a collectable however, the more restrictive their placement becomes. With this in mind, let's look at the most common of collectables, the 'coin'.

The Purpose of Coins

Coins (in our game, bolts) are so versatile they have become a fixture of the platform genre. When I first started laying out the level, I was placed them all along the floor like breadcrumbs. It wasn't engaging. Why not? Why is it that in most 2D platformers coins are very rarely placed directly on the 'main line'?

Because when they're on the main line they add nothing but a juicy particled dopamine hit on collision. Their placement needs purpose and fortunately for coins they can have several. This can sometimes lead to their placement appearing haphazard, but knowing why a coin is somewhere firms up the visual language of the level, making it easier for the player to parse.

Here are three reasons behind coin placement.

Posing Optional Objectives

This is the bread and butter of coin systems both in 2D and 3D; they provide a low-effort secondary objective just off the main path. Players can decide whether to engage and collect them (they are, of course, rewarded with coins) or ignore the objective altogether. This may not be as explicit as a secondary objective in an RPG or other, but the player nevertheless has the same choice, and can organically move in and out of the objective without much effort. As a trivial example, think of coins placed just above the main line, forcing the player to jump. It's short, simple and entirely optional.

Providing the Player Hints

As secrets are often hidden off-screen, it is important for a level designer to give the player opportunity to discover them. This can be achieved through object placement, set dressing, or even coins. Here for instance, we used a bolt at the top of the screen to indicate the presence of a secret area above.

dodo_bolt.png

Leading the Player Forward

This is closest to bread-crumbing and can easily be overused, but sometimes the player might need an extra incentive to drive them forward. This might be because of a convention being broken (i.e. moving left instead of right) or a challenging hurdle (yes, you can make this jump!).

The Purpose of Better-Than-Coins

collectables.png ➚Our collectables: bolts and eggs

One issue you may have noticed in the original Super Mario Bros. is a secondary objective or secret area's payoff can sometimes be out-of-proportion to its buildup. A secret pipe only leads to an small increase in coins, a trip to the clouds perhaps a few more. Beyond extra lives (and the rare but mind-blowing warp-zone) there is little the level designer has to dangle in front of the player. It's no wonder then that each subsequent game added more and more rewards to complement coins.

As we wanted to give the player a big(-ger) payoff for discovering secrets we made a second, rarer currency in the form of eggs.


How'd We Do?

Here's a look at how the level turned out.

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As you can see the main line is anything but straight forward, going up, left, right and down in different places. We used bolts to create secondary objectives that allowed players to practice new mechanics, hint at new areas and provide forward momentum. We also created four secret areas, three of which feature an egg as a reward.

We also tried to teach the player the mechanics in an intuitive and pressure-free way, but that didn't go quite as planned!

So ends this non-exhaustive review of our approach to level design. If you have any thoughts or criticisms on the topic we'd love to hear from you, and if you'd like to read about our inspiration for the game my partner-in-jam @pilchard did a great write up here: https://ldjam.com/events/ludum-dare/43/way-of-the-dodo/way-of-the-dodo.

And if you'd like to give it a spin you can play the game here: https://ldjam.com/events/ludum-dare/43/$133195

Thanks for reading!

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!

Blót World Record beaten twice today

This is turning out to be so much more fun and rewarding than I ever expected.

* Inspiration*

A few weeks ago I watched a video analyzing Super Mario world record run Super Mario World Record Explained and I was amazed at the level of hardcore frame timing and how important it was to leverage bugs and glitches in the game to achieve fast runs. That video game me an idea. When I created my LD43 platformer Blót, I knew it would contain some bugs - which Ludum Dare game does not? =)

Inspired by the Mario World Record runs I made one level in Blót but I broke it up into 6 stages (you could call it 6 mini-levels). Since most play+rate period game playing probably lasts in the region of 2-10 minutes (my own uneducated guess) I aimed towards a playtime of around 5-10 minutes to complete the game. I figured that I can add more levels and content post jam if the game seems to generate some interest.

* Hosting my own Speedrun Competition *

A couple of weeks following the LD weekend when the dust started to settle, I decided to host a speedrun competition for Blót. When I play-tested before release, I completed the game in about 5 minutes. Before posting the official launch of the competition I recorded my own speedrun as a demo and the time I achieved was 3:28:279.

I have implemented a timer in the game so one can get an accurate score and the idea of the competition is that you have to record your screen to prove your run and post it to YouTube.

* What can you win, and why am I doing this? *

My main driver for this was to just do it for fun and maybe get some more eyes on the game. I thought I would add some motivation by offering some prizes to the winner ($50), runner up ($25), and third place ($10) in the shape of Amazon or Steam gift cards as a token of appreciation for taking the time to participate. I was a bit concerned if this would be considered unethical in terms of LD since it's all about having fun, training, sharing your game and code for free, and so forth - but at the same time, I figured that if people decided to possibly pour hours into playing the game for the competition there should be some type of reward so I made the decision to give it a try at least.

* Let the speedrunning begin *

The first day, nothing really happened. Then I got a notice that a Twitch streamer, Hagge (check out his stream: https://www.twitch.tv/ahagge). I noticed he was really trying to set a fast pace and he was starting to identify glitches in the game to exploit. For example, I had a keystroke in the game to test the ragdoll during the development which I forgot to remove before I released the game. That keystroke can be used when you reach a runestone to kill the character which saves you a couple of seconds for each runestone as the Viking would otherwise do a little celebration gesture. I also noticed that the resource count did not reduce if you quit to the menu and restarted the game, which means that you can save precious time by not chopping down trees as originally intended when designing the game.

* Today, two new world records were set *

One by Hagge with a time of 1:39:974:

https://www.youtube.com/watch?v=DlH9Jb5-zNg

And within the hour, a new one by HexaBit with a time of 1:33:882

https://www.youtube.com/watch?v=__Hj7unJ2h8

These are amazing times already. Only 3 days into the competition. And I see in the videos above that there is still plenty of time to shave off which makes me wonder what the final time will be when the competition ends on midnight of New Year's Eve!

* What's fun and what's rewarding? *

So, I started this post by mentioning that it is turning out to be more fun and rewarding than I expected.

The fun (and rewarding for that matter) part is seeing people playing the game. I do worry a bit that it will become a bit obsessive though. I noticed myself trying to set a score that adrenaline and nerves kick in and frustration sets in when you throw away what started as a good attempt.

The rewarding part is that the game is receiving extremely thorough play testing and I even get detailed glitch reports (such as this one Blót Glitch Explained how to reproduce bugs. When I make the post-LD version of Blót, I have very valuable information when it comes to reducing and eliminating bugs.

* It's not a bug... *

Finally, I am enjoying the glitches and the bugs. Even though I strive to eliminate them during the development process, it's funny to see them become tactics in the game when trying to set the fastest possible time to get from start to finish. I suppose, in this sense, I can really say "It's not a bug, it's a feature" and really mean it =)

* Want to play? *

If you want to participate, there is still plenty of time. Check out the announcement video with the rules and prizes here:

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

* Have a great Christmas! *

For now, I wish you all a nice Christmas holiday - take care and have fun making games!

Looking for a quick game to play in your browers?

If you're interested in playing an easy, fun game in your browser - then look no further than Penelope! It's a platformer where you must sacrifice yourself to become part of the level.

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

I missed it

https://youtu.be/DoDnb_WO6jM I didn't know it started until three days ago. There are only 11 days left. Anyway,I made it. It is my second game in ludumdare. Welcome to play. https://ldjam.com/events/ludum-dare/43/sinking-boat

Need a few more to 20

LDJam Cover.png

Hi there, you fancy being a reaper hunting for souls? Well you've come to the right place. In this game you'll be harvesting souls while on the lookout for soul guardians, they will rip the souls back from you.

Ya ain't got no souls? Well you're most likely very dead then :-)

https://ldjam.com/events/ludum-dare/43/soul-reaper

If you leave a comment with your game, I'll check out your game aswell and rate :-)

Just delete them - by deleting files you make the assets disappear

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

In space and pixels no one can hear you scream

Can you face the might of ennemies without ammo and find a path to reach alien mother ship and to crush his core with your sacrifice? You are the last hope of humanity...

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...and you are welcome at: https://ldjam.com/events/ludum-dare/43/lastcrifices

Break A Leg

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

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Playing and rating some games again :>

So everything important told in the title, Luckily here's a wide variety of small games. If you have a game that you want me to rate and give feedback for, feel free to link it :)

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Also if you want to play our entry (it's web-playable so no need for downloading) you can find it here; https://ldjam.com/events/ludum-dare/43/tims-christmas-nightmare

Post-Jam Version Out Now!

That's right! We've got a Post-Jam version, fresh out of the oven! Get it while it's hot! Here's some changes for anyone wanting to keep track:

  • Completely reworked introduction and tutorial, with massive improvements all around!
  • Changed ending to be much more interactive and engaging.
  • Multiresolution support! No more 512x512 forced window!
  • Improved speaking sound effect to make it less grating and irritating.
  • Tweaked timing for text to make it still readable but not boring.
  • Improved and revised text
  • This guy! Chef.png
  • Slightly more informational animations
  • BEAUTIFUL new music (No more hideous programmer music)!
  • More freedom and interesting interactions (Sorry about the uncontrollable policemen)!
  • Lots and lots of tiny little details that I can't even remember!

Go grab yourself a copy of the game and rate it now! We're only 3(.625) votes away from the minimum, and now is the perfect time to check it out and compare it to the new and improved edition!

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Christmas game jam 85 participant and a discord

almost 85 participants on the upcoming Christmas Game jam! A 48 hour Christmas spirit jam for those who don't want to wait for the Next Ludum Dare. I also want to remind to play our game Suicide Sanctum!

https://itch.io/jam/christmas-jam-2018 Christmas222.png

https://discord.gg/WG3G57j

https://ldjam.com/events/ludum-dare/43/suicide-sanctum https://ldjam.com/events/ludum-dare/43/suicide-sanctum https://ldjam.com/events/ludum-dare/43/suicide-sanctum

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Fun Time with Fun Facts of Super Sellout. For Fun!

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Hey you. Yes you. I see you browsing the Ludum Dare front page looking for treasure. We’ve got goods in the form of fun facts of our sponsored-fueled avarice marathon of a game, Super Sellout.

Stick around, for this ought to be interesting, and insight about how a team of five can somehow crunch a game in 72-hours while barely clinging to anything that loosely resembles a spec of sanity. Here we go!

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Chin-scratching inspirations

After our long back-and-forth brainstorming session we settled on a superhero theme. As such, we wanted a protagonist that looked heroic but somewhat goofy in line of our previous characters. Our inspirations, for an early concept, included Crimson Chin from Fairly Odd Parents and Captain Qwark from Ratchet & Clank.

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We didn’t truly like the cyan colored suit for the protagonist, so we kinda took Crimson Chin as an inspiration, making him red and black. However, we also gave it a logo of a white triangle on the chest. Since someone jokingly said he looked like a YouTube inspired hero, we ended up calling him Monetization Man, the hero who “demonetizes crime”.

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Grandmas? On trees? On my rooftop? More likely than you think

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Early in development, @Moski made grass assets for walking around, fire hydrants and an old lady stuck on a tree. However, since the programmers thought a runner-type game would benefit from jumping, the park got replaced for rooftops, inspired by another piece of trivia in this post. That’s how we got stuck with grandmas stuck on trees stuck on rooftops.

At that point, we threw common sense out of the window (like we normally do as a team) and added dogs, a bunny-suited bunny-girl and a lot of ice cream, beyond the added-in cosmetics that Monetization Man gets when different sponsors are equipped.

grandmaPost.png

Incredibly paper inspired

While we were discussing the superhero thematics and were starting to turn the game into a runner, one piece of oddware that was brought up as an inspiration was The Incredibles (yes, the animated picture) video game adaptation for the Gameboy Advance.

While the theming and actions you can perform in that game are vastly different from the ones you can perform in Super Sellout, the game did provide some inspiration as to how to tackle the gameplay perspective and ultimately, how we should design and implement the different rooftops.

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And of course, two looks at the game’s style, remove half of the halftone we put on top of everything and you can also see some direct inspirations for the comic-book art style not only from comic books themselves but also from the likes of Paper Mario, with the characters outline with the white outlines and soft shading.

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Overbearing Whales And Games references and internal jokes

If we were able to give teams human traits, then our team at Whales And Games would be guilty of not having any self-awareness at all. In similar fashion to our previous projects, we cramped our game full of internal jokes and references. Of course, we don’t think anyone will really be able to name them all, but we keep putting those jokes in for self-amusement. Guess we’re the true super sellouts in the end, eh? 🐳

As an example, Dapperfish is a recurrent character in our games and conversations. You can see a muggler with a Dapperfish mask, and he even appears in his own panel in the main menu. You can even click on him there for a goofy surprise. 😉

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Of course, the self-referential fun doesn’t end there either as there's plenty of other situations where we took the opportunity and cramped even more self-love into it! - On the main menu, beyond Dapperfish in his own tile, there’s also Whalechan, one of our main mascots, in the credits panel. - All of the billboards you can find when you activate the Whales And Games modifier, are as expected, mostly Whales And Games references, including three of them to previous Ludum Dare projects, Colossorama (namely how the 1.3 update has been in development for a while), Petty Puny Planet and Jazzy Beats. - Other billboards also have other miscellaneous references, with Maid Dragon parodies and Egg. - While you might think that Rob Boss is simply a direct reference to Bob Ross, they have actually appeared in Colossorama, as a playable character. We decided to throw in a reference to the character in Super Sellout as we thought it’d make for an interesting sponsor. - And last but not least, there’s also a sticker in reference of Wool Pit which despite not being a Whales And Games project, was @moski’s saving grace from whatever happened during Ludum Dare 42.

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A design as crazy as a goat

When the “Sacrifice” theme was announced, each member of the team brainstormed ideas for what to make the game about. And we brainstormed * a lot*. One of the most popular ideas among us was to make the game about a dating game show, where contestants would get sacrificed if they were not selected for a date.

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While that idea never came to be, one of the things that remained as a left over was having a sick goat with a sick goatee as the host, which we later wanted to repurpose to serve as a sort of tutorial for the players in Super Sellout](https://ldjam.com/events/ludum-dare/43/super-sellout/) and even interrupt the player based on some sponsors.

Unfortunately, wiring out text-systems into the game were quickly ruled as being too out of scope for the time we had in the jam, and instead we kept the goat as one of the rescuers as a callback to our original idea. Mayhaps the day will still come where he will actually get to be the host.

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And that’s your fun time fun facts trivia of today for Super Sellout! We always have a stupid amount of fun working on our games despite the occasional hiccup that happens here and there. In fact, we actually left our development text and voice channels for the game completely open for public-reading over at our at our team’s Discord server!. We’d love to see you (and your games) there!

If you haven’t tried Super Sellout yet, we’d love for you to give it a try and tell us what you think!. We’re still going around and playing as many as we can, and would love to check yours out! Make sure to share it with us, and we’ll get to them first opportunity! Cheers! 🐳

Got 10 minutes? me neither! how about 2

Two minutes of entertainment, in the comfort of your own web browser no less.... I wont bore you with details, as there aren't many, but you can pop in, have a look see, and then be off... I think its worth 2 minutes, you be the judge! https://ldjam.com/events/ludum-dare/43/shepherd-sacrifice ShepherdsSacrifice Screenshot2.png And as always, thanks for playing!

Sacrificio Inc. is now the 4th most rated game, thank you so much everyone!

Sacrificio Inc. is now the 4th most rated game on the Ludum Dare &quot;Grade&quot; page.


Sacrificio Inc. is hiring!

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...


Sacrificio Inc. gameplay


➡️ Download and rate here!


Thank you again everyone for your interest and kind feedbacks! This is one the best Christmas gift we could dream of 😊 You guys are amazing!

Some Cool Games

At some point @matank had a cool idea to just posted a list of random games they liked, mine was on it and it made me really proud of my game, so I wanted to to do the same for others and call out some games I thought were cool. So here we go!

Creepy-Crawlies

@kaunispoika

https://ldjam.com/events/ludum-dare/43/creepy-crawlies

Like creepy crawly bugs? Yeah me neither, but here's and rts about bugs anyway.

Battlecraft: Orcs and Famine

@sokette

https://ldjam.com/events/ludum-dare/43/battlecraft-orcs-and-famine

A fun, little game about managing your orc resources until something goes wrong and everyone dies horribly!

Dark Villagers

@praleks @mavne @skigfx @dimauknow @awix

https://ldjam.com/events/ludum-dare/43/dark-villagers

Manage a town of cultists and defend it as angry people come to kill you, the art in this game is really good.

Altitude Sickness

@antti-tiihonen

https://ldjam.com/events/ludum-dare/43/altitude-sickness

This one is hard to describe, you have to climb to the flag, but by using the frozen bodies of others to do so...

Astronaut's Journey

@radical-dog

https://ldjam.com/events/ludum-dare/43/astronauts-journey

Try and reach the moon on your rocket, I have a bit of a bias towards this one because it has an upgrade sytem like mine.♥

Feel free to suggest more in the comments!

Thanks for all your feedback!

It's time to say thank you for all the feedback on our simple platformer! We are working on a couch game collection as secondary project besides Maze Crusher and we will definitely put Platform43 with some slight modifications into the compilation!

Btw: I just explained a bit of how we realized the respawning when dieing in a comment if someone wants to have some insights :)

P43-Respawn.png

Check out my cute zombie shooter "Sacrificial Love"

Fight off zombies and protect your baby while keeping your stamina high. It also has a high-scores board. Can you make it all the way to the top?

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-Fight zombies at night, rest by day. -Don’t let baby noise get too loud, it attracts more zombies -Sleep to regain stamina. -Exchange points you earn for useful upgrades. -Have fun!

Play and rate it here: https://ldjam.com/events/ludum-dare/43/sacrificial-love

Still voting?

Hey everyone! Since the voting round is still going on, why don't take your chance to try Samurai's legacy? https://ldjam.com/events/ludum-dare/43/samurais-legacy

It was even featured on a youtube video ( https://www.youtube.com/watch?v=a-epgKaAyrI )... I'm feeling so important right now! ;)

Most Important Person - children fly faster when you throw them

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Game Idea

I am myself a member of GameDev Underground, a community of aspiring game developers. As a result, I experience my game jams in a community focused manner, hanging out in discord and watching community streams.

So it was Friday and I was watching one of those. When the theme dropped I was kind of glad, because it wasn't god-awful to work with. There are a lot of ways it can be interpreted. My first decent idea was a superhero theme. After all, a good superhero has to sacrifice himself at some point for the greater good. Then someone in the chat mentioned the trolley problem and I knew what I was gonna do :) The established consensus on the trolley problem is that you should sacrifice less people for more people. I personally despise that attitude of killing someone on their lucky day and I can't see sacrificing someone else as a commendable course of action. And there it is, my theme :)

And so I began work on a game about a superhero who heroically sacrifices other people.

Mechanics

The easiest way to adapt this was a platformer. I view platformers as the thing you make when you have no idea for a game, but its very versatile in what you can do with it.

I quickly made associations in my head between superhero -> monsters, superhero + sacrificing other people + monsters -> feeding peolpe to monsters -> throwing peolpe at monsters -> children fly faster etc. But I also needed an incentive to throw them. Which means the monsters had to follow you around. Which means I had to make a full platforming pathfinding algorithm. I was a bit of a pain.

For the algorithm I chose Godot's AStar, which worked pretty well. After getting my platforming mechanics down, I built a bunch of platforms to test the capabilities. Then I wrote an algorithm which constructed navigation grid based on the platform tilemap layout. The algorithm was pretty simple, as I was using tilemaps exclusively for the platforms.

  1. For every tile that is not passable (which means a platform piece is placed there):
    1. If the tile above is passable:
      1. If the tile to the left is not passable:
        1. If the tile above the tile to the left is passable:
          1. Add a connection between the tile above and the tile above the tile to the left. There. That's it for navigation information on continuos flat platforms.
      2. Otherwise, the tile to the left is passable. If the tile above the left is passable:
        1. For every tile within your horizontal jump range to the left (It was like 3 for me IIRC):
          1. For every tile NOT ABOVE the tile to the left in the column from the highest to the lowest:
            1. If the tile is not passable:
              1. Add a connection from the tile above (above the starting tile, ALWAYS) to the tile above this tile (you know its passable because of the break)
              2. If the tile is within jump reach (this will vary depending on horizontal distance, right)
                1. Make the connection bidirectional
              3. Break.
        2. For every tile within your horizontal jump range to the right:
          1. Basically repeat 1.1.2.1.1. with the with the change that the tile has to be UNDER, not NOT ABOVE. To avoid duplicates.

There. That's all the map information your AI needs to jump and drop from platforms. It's really satisfying to see it go :) The path following algorithm has its own quirks, but its pretty straightforward conceptually. I will upload my source files for completeness.

Throwing is very easy. Its just a normal projectile with gravity, right? You have 3 ammo types: children, adults and fatmen, and the all fly differently and take different amount of time to digest each: 1, 2, 4 seconds respectively. Throw in a proper flight path prediction and you're set.

Ammo restock is more interesting. Finite ammo would be depleted way too fast, so I had to make it infinite. Localized spawn points would work very well, but I was lazy so the people just rain from the sky. The willingly follow you around and if you don't have anyone in your hand they will come to you on their own. No need to pick them up, it happens automatically if they are close enough. There are level design problems with this but more on that later.

Monsters are about 70% slower than you. All AI characters have randomized speed for visual variety. The big problem with my platforming AI is that during a jump the AI has to be as fast as you are, because they need to be able to get wherever you can. This makes vertical sections surprisingly more tricky. I could probably just make them jump in slowmo, but that would look silly. Monsters will enter eating state on contact with any of your dudes. They will remain for an amount of time determined by innocent type and they will go back to normal. When they are hit with an innocent when they are eating, they will die. It's a very simple and effective concept.

Level Design

I didn't have a lot of time to like refine my levels or anything. I made a bunch of arenas to see how they would turn out with the platforming AI. It turns out that the 'go-anywhere-from-anywhere' style of arena is tricky in that the AI has no problem to surround you because its just so good at pathfinding. Using some sort of move restrictions gives player more tactical evasion options.

Having learnt my lesson, I implemented a simple checkpoint system. Its so much better with it.

All roofs have holes in them for the innocents, so that they may fall from the sky to you and drop down the rest of the way. Simple and effective, but it has one problem. I separate the arenas with doors. Doors respawn when you restart from checkpoint. Now thats problematic. If an innocent drops on the wrong side of the door, it will be stuck there forever, limiting your ammo. The solution to that could be localized arena spawn points, or replacing doors with one way passages (just a 4 tile drop). I've made one of those before the first arena and then I just forgot about them for the rest of the game. Oh well.

Art

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So I decided to just learn Inkscape now. I used it a little bit for some simple palceholder art like triangles with gradients, so I was a little familiar. I learned an awful lot more this LD though. The graphics are nice and crisp as a result :)

Because of the sacrifice theme I immediately though of Cthulhu, so I decided on a Cthulhu theme. The background is slightly animated. Not much else to see here.

Sound

I bought the RPG Game Dev Bundle lately and I decided I'd try it out this LD. All sounds and music come from the bundle, particularly from the pro sound collection. Its so great and versatile, its awesome! I'm super glad I bought it. Worth every penny.

There is one outstanding issue with the sound and that's the child sounds. When I found the child scream file in the bundle, I sank my face into my hands for good 10 minutes, contemplating whether I was going to use it, because I felt i was crossing a line. I decided to use it anyway because of limited reach of the game. Hopefully it won't bite me in the ass later.

Summary

I learned a lot of useful stuff this LD and hopefully I will see that reflected in my score :D I placed in the lower 25%, 20% and 15%, so If I don't change the tendency i will go negative during LD46

The game and source code are available at https://ldjam.com/events/ludum-dare/43/most-important-person Enjoy! I can play and rate some other games too.

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Merry Christmas everyone!

QUELTRIS Post-Mortem

To celebrate our 20 ratings, I've written about the inspirations and design decisions that went into our game QUELTRIS.

QUELTRIS

How we came up with the idea, how the initial idea wasn’t fun at all, and how we turned that around to find something that was worth playing. Read the rest here.

Play the game!

Making of "NoooooMan" (Part I)

Hi people! I’m Pedro Fuentes game designer, and with Sergio Martinez (programmer) and Daniel Gomez (artist) we made the game “NoooooMan”. NMLASTa.gif

The Idea

The idea is inspired by the popular action scenes in movies in which one person sacrifices himself, saying NOOOOOOOOOoooooo and stops a projectile (perfect for the theme “Sacrifices must be made”). TMzn.gif SimplisticFakeGelada-size_restricted.gif

With these scenes, we have a clear overview about the game, the camera position, the character (in front of the camera), the guns, and the civils (innocents), pretty similar to penalty kicks in games. NomanIdeaLow.jpg NomanIdeaLow1.jpg

Concepts and mockups about the game

The evolution of the game

It is important to focus on the core game and the main mechanics at the beginning, and later, iterate step by step, here you can see the evolution of the game: 02.gif

First Prototype (focus on the core game: character movement and the time behaviour -bullet time-)

04.gif

Prototype v3 (focus on bullets and guns behaviour)

05.gif

Early version of the game (focus on the innocents behaviour and win/game over condition).

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Actual version of the game

The next days we will explain in another posts the visuals, the tools and another details that we use in the game.

If you’re interested, check it out here (the game is available for web browser, Windows and MacOSX. Enjoy! I can play and rate some other games too.) https://ldjam.com/events/ludum-dare/43/noooooman

Thanks for playing! And Merry Christmas everyone!

Just delete them - by deleting files you delete game assets

In just delete them you don’t only interact with the game, but also game files. By deleting games assets you delete stuff in the game! Fun right?

I now had a time to create this gif: Just delete them gif_01.gif

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

Turtleboi

Turtleboi.gif

Turtleboi's main strength is acceptace. He can accept mostly anything. He accepted when he lost his job. He accepted Turtlegurl leaving him because of that. He even accepts that some people put up toilet paper the wrong way round. The concept of an end of the world however is the first thing he doesn't want to blindly accept. That's one step to far. The floating eyeballs themselves are okay. Even your dragon seems more accepting towards them as long as Turtleboi is around. But that the world as source of anything acceptable itself will stop... Unacceptable!

Save Turtleboi and other dudes in Berrytales - Fracture Flight!

Condom Please

You feel terrible as a mother/father?

You think you are bad at managing your money?

You believe that your life is a failure?

Nonono... I think you should play Condom Please to get back hope and pride.

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I'd like to invite you to play GAME JAM SIMULATOR!

Game Jam Simulator Title 1.png

Do you want to know what really requires a lot of sacrifice? Make a game in 72 hours for a game jam!

In Game Jam Simulator you control a game developer and have to help them to find the pieces required to finish the game during the jam period, sacrificing all the distractions and, maybe, some features (pieces) of the original game idea.

Play the Game Here!

Time is running out!

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https://ldjam.com/events/ludum-dare/43/transit-terror

Been super busy with work and haven't had much time to play as many entries as I'd like. I'd really appreciate if you could take the time to play my game about hard choices and sacrifice, Transit Terror. A game about keeping your bus full of passengers alive by fighting off bandits, canibalising each other and slaying zombies. :) Screenie4.PNG

https://ldjam.com/events/ludum-dare/43/transit-terror

Not my best work but I'd still like to get a rating if I can. :)

NEED MORE VOTES

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A TURN-BASE STRATEGY GAME ABOUT TAKING DOWN INNOCENT PEOPLE"S HOMES

PLAY IT HERE: https://ldjam.com/events/ludum-dare/43/breach-squad

Come and play our game!

https://www.youtube.com/watch?v=TD9z5l8r6cY

https://ldjam.com/events/ludum-dare/43/evil-ship

Character Art Timelapse - Sacrificial Sam

Characters.png

For our Ludum Dare 43 game "Sacrificial Sam" I did the art and programming (not just programming as usual)... most of the art is bland an uninspired, but I am pretty happy with how the characters came out, here is a timelapse of me drawing them:

https://www.youtube.com/watch?v=2bGanzAxQmw

You can try the game here!

Can you beat this game?

Nobody has reached the city of Omsk yet, probably because the road to Omsk is full of terrors....can you get to Omsk?testemrender2/emnopost.jpg Play the game here: https://ldjam.com/events/ludum-dare/43/Trojka

Making a documentary

I am currently in a process of making a ldjam documentary. I am now writing a plan for the script. This video is gonna be released on my channel.

Screenshot from 2018-12-22 12-37-35.png

You can check my game out if you want.

AMA on my entry -H E R D-

# :sheep::sheep::sheep:

Please ask me some or many questions about my LD43 entry -H E R D- or anything related to LD, gamedev or artistic work.

You can do so in my Google form.


If you haven't played/rated -H E R D- yet, I'd like to request doing that first.

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Rate my game, I'll rate yours :)

I need about five more ratings for my game (https://ldjam.com/events/ludum-dare/43/protect-him), but rather than just beg for them I thought I'd offer something in return.

If you leave a review, I'll check out your game and give it a review as well.

Be honest, I'm thinking of improving and expanding on the game in the future, so any suggestions or ideas are welcome.

Play: Pew! Pew!

Happy weekend everyone! If a shmup where the main mechanic is to sacrifice your powerups to get through tough segments sounds appealing, check out my LD entry: Pew! Pew! I'll also happily rate your game too~~

pewempew/em4.png

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

That's not phallus, that's spaceship

:eggplant: We were pointed out that the sprites were phallic... :eggplant:

001377y1.jpg

BUT Appearances are deceptives. Look closely at this technic schema! it's a rocketeer, not something else...

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On the side of these sprites give me that there is no ambiguity:

ennemies.png

Nevertheless I admit...hey, nooooo! it's an alien turret! Look closely at this schema too:

tourelleexplication.png

Our apologies if we offended someone. Truly there is no hidden meaning in our entry.

Just finished the workflow of creating destructible voxel models!

After finishing my exams and my Ludum Dare post mortem, I had finally time to work on "Siege Game".

I managed to create a workflow which lets me *transform any voxel model into destructible Unity3D prefabs under 30 seconds. * And I'm a bit happy about it, so I thought I should share my joy :smile:

(And it's pretty useful because the player's build system is nearly completed :wink: )

https://www.youtube.com/watch?v=5Mk2JRpiY-E

I'd gladly answer any questions and feedback is appreciated!

Top down rogue like action game

If you like games then you'll love this one. It's as simple as that! https://ldjam.com/events/ludum-dare/43/superesse-sum-sacrificium

HTML is available.

In this game you play as a warrior fighting to protect an altar. Waves of enemies are attacking and you need to kill them all. After a while the amounts of enemies are too many and you will have to sacrifice your on life and stamina to the gods in order to hold them back longer.

How many waves can you survive? Enjoy!

RATE THE TOTEMINIS

totemini is an orienteeering game abount building a totem. go play it and rate it, ill rate back k k k k k kk| ! ! 1\ 11 1 happy birthay

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

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Gorth

Just saying, Gorth didn't have slaves in a long time! he is gonna starve to death!

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

Playing and Rating Games Live on Twitch

EDIT This stream is now over, but I'll be doing it again tomorrow at 3:30 PM EST!

I'll be livestreaming LD43 again today, but I need more games to play! Visit https://twitch.tv/cyberlightgames to drop your game in the queue. You can either use our Google form, linked in the cards, or use the command !submit in Twitch chat.

Don't forget to follow the channel or just hang around so you're there when we play your game! Next stream starts at 2:30 PM EST!

Break a Leg

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

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Santa needs *points towards screen* YOU!

Hey y'all!

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Santa is running low in gifts and time is running out, he needs you to help him replenish his stock before tomorrow!

Come help him! (and check out our game at the same time :p)

Zoe vs The World!

LD 43 represents my third entry participating in Ludum Dare. The first one (Combine incompatible genres) was rough. We had a rough time with the theme, and it was my first time using Unity, not to mention my first time coding anything larger than a small script in over a decade. Our second entry (Running out of space) felt really good, our concept was fun, my workflow was a lot smoother, and we did extremely well, breaking into the top 10% in multiple categories.

Enter LD 43.

1d970.png This time, I though a lot of entries would have a similar idea and execution to ours, but much to my surprise, I haven't seen many that went the same direction as us, either sacrificing to historic gods or point and click adventures. Developing this game felt very different this time as well. By day 1, I had finished the inventory system and the point and click game system, so days 2 and 3 were mostly creating items, click-boxes in the world, the majority of the scripting left to do was the "special" code, such as the combo box or the altar and wheel. We overloaded our artist a bit this time with the sheer volume of assets (5 rooms, ~35 inventory items, title screen, 3 ending screens, 20 images of 10 gods, 1 character with 5 different animations), but they really pulled through and gave us beautiful visuals!

Dev SS.jpg (Development screenshot, 26 hours in)

After developing our final version, last week we saw a huge spike in our itch.io page, with over 3000 views coming in. A google search for "Zoe and the Polypantheon" showed 2 video playthroughs of the game, and pages in English, German, Russian, Chinese, French, Polish, and more, hosting or linking to our game. This LD has truly been an awesome experience. Last year, the thought of making a video game seemed like a pipe dream, I never would have dreamed of being part of a team to make a game I could be so proud of.

final.png Thank you everyone who has played and rated our game, we appreciate your support. We will do our best to try the games of everyone who comments. I look forward to making more games with you in 2019!

How about D&D?

Hey there,

If anyone is interested in a serious turn-based Dungeons and Dragons like game, come and play One for Another image

We are really happy with our game :smiley:. Try it out if you have some time :wink:

h

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Aye, Pixel Art Cthulhu game ~

Main PROMO Large.png Howdy! We made a little game about attempting to upgrade a town and placate a bloodthirsty Eldritch God at the same time. This was my first Ludum Dare (I have another listed but was a non-factor on that team), as the main artist for our game. During the last day push we spent a lot of time trying to polish up the game a bit and keep it smooth, but forgot to add a decent tutorial, unfortunately. You'll find a brief overview of that below this nice little title card meant to entice you to play, and hopefully rate, our game :3 - https://ldjam.com/events/ludum-dare/43/hellhole

~ Welcome to mini-Tutorial ~ The goal of the game is to level up all your buildings to Level 5 (maximum), which gives the place enough strength to defeat the God (nice ending animation for this made by me). - To upgrade a building, you'll need enough Wood and Stone (which are created by the Quarry in the top left, and Lumber Mill in middle left (upgrading these will increase their production rates)). - Your total population (determined by level of the Town in the bottom right) will increase all buildings' production rates, BUT, having a lot of people requires a high-leveled Farm to keep them fed (bottom left).

If you hover over the ? in the top left, it will display your current resources, population, and your God Anger/Hunger levels. - God Hunger will increase by a scaling amount every turn, and can be reduced (to 0, if you so wish) by Sacrificing people at the Bridge (bottom middle) when they walk over it. Sacrificing will also raise the Madness Meter in the bottom left. Raising your Madness Meter to full will spawn the Tribal Pillars, which will automatically summon the God to destroy the town after a few days. - God Anger is the total God Hunger you have, plus the God Hunger you will acquire the next day. If it reaches 100, the God will briefly attack and de-level a building to 0 (and also adds 50 God Anger anyways). 5 God Attacks will cause the God to appear himself and end the game.

Good luck! And thanks for playing, you're so nice ;-;

Source Code to There Will Come Soft Rains is now available!

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Play now! (Web)

There Will Come Soft Rains is a game about the harsh realities of dealing with climate change as the leader of an important nation.

I didn't get around to cleaning up the source code, but I figured I would just throw it up anyway.

Check out the source code on Github or view the Ludum Dare page.

If you enjoyed the game I would love to hear your thoughts. :)

I've just started my personal game jam, called "8 Hours, 8 Colors"

I wanted to come up with a good idea, so I thought: why not just start a quick game jam?

The rules are simple: You have 8 hours to make a game with 8 colors.

*If it's fun with that many colors, it will be fun when it's polished as well. :wink: *

Anyone wants to participate as well?

(Fun fact: the theme was inspired by Adventure)

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Just delete them - linux jam version avalible

I fixed the Linux version and it works now. Sadly there isn't a post jam Linux version, because I can't build that version now and I didn't build it when I had the opportunity. https://www.youtube.com/watch?v=gPRk38sGu9I

check this game out: https://ldjam.com/events/ludum-dare/43/just-delete-them

Help me with my gram gram!

My grandma want me to become a doctor, but I wanna be a game dev! Help me defend my bunker from her clones here: https://ldjam.com/events/ludum-dare/43/the-relatives walking_grandma.gif

Rogue-Like Actiongame

How many waves with hordes of goblins warriors, assassins and berserkers can you hold back? Sacrifice your own health and stamina to the gods to help hold them back and survive longer! Play this game here! https://ldjam.com/events/ludum-dare/43/superesse-sum-sacrificium

Soulless

Come and check out our game!

We need a few more ratings so we can be rated,help us! Thanks in advanced! https://ldjam.com/events/ludum-dare/43/soulless

2305: My first Ludum Dare! [Updated]

screen7.png *Screenshot of the Last Scene we desperately wanted to include [Upgraded of course]

What a Jam! This was mine and my friend's first ever Jam and it was a tone of fun!!

I don't know.. I never really had the courage to join a jam thinking that I had to improve a lot more but this time , we just went for it.

  • The game we made was a type of game we have always wanted to make but never really found the right time or setting to make until LD43! I knew that we would not be able to fit everything we wanted into 72 hour Jam, that was 100% completely obvious from the start. We even had to sacrificed some animations and nicer sprites for it! However, for us ,and especially for me, Jams are exactly for that. I look at Jams as an opportunity to build a concept of something much larger, something that people can play and see the future potential. That's what I wanted us to do for this one.

  • There have been a number of people (not many but a hand full) that have seen this as a negative and I can definitely see why one would think so but not for me. I don't know if this makes sense to people and/or if people feel the same about how jams should be but to me it's a personal thing. Everyone should do it however they feel suits the game.

As for the game itself.. well kinda sad we didn't have time to get to the first combat sequence hahah. But it's all good! I'm honestly just happy that we even got something playable and that we enjoyed playing and making it haha. Hope you guys do too : Here it is :

https://ldjam.com/events/ludum-dare/43/2305-new-generation

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Created another gif

I was now implementing progress saving, but I decided to do this little gif. In just delete them by deleting files you delete assets in the game Fun right!? I'm really tired of saying that. Just delete them gif_02.gif

Check this game out!

Check out "The Dilemmnist" today!

Hey everyone! I'm really looking for feedback for my first solo entry and I'm just a few votes shy for getting placed. Could you help a dev out and check out my game? As soon as I get back home (tomorrow evening) I'll be happy to check out your game and leave feedback!

Play the game!

Ursa - out of this world emotional adventure

1f7a1.png If you haven't played Ursa yet, you should give it a try.

Why? It's an unique emotional adventure where you play as a little cub called Arcas whom is a personification of Ursa Minor constellation.

I'm not gonna tell you more, here's link

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

Enjoy!🙏🎆

My 8 hour personal game jam, "8 hours, 8 colors", is over!

After 2,5 hours of thinking and 5,5 hours of development, my 8 hour personal game jam is over. Sadly I got only time for the basic things so none of my puzzle ideas came to realisation.

But I learned a lot and I think I will continue this project. I love the art style :smile:

(Currently it looks like an Adventure rip-off.)

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The Grand Ant Cabaret Awaits !

Hey !! Come check out & rate our submission : COLLATERO !

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

It’s a thinking game with a retro cartoon style, with live jazz music ! I hope you’ll enjoy ~

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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

The destroyer of the galaxy

A very interesting game where you like Danos collect space debris that randomly adds or subtracts points of life, and also adds experience when colliding with meteorites Points of life are reduced, at the seventh level charged crystals (one crystal is equal to one level) when fully charged all the crystals you can use the power Danos and blow up the whole Universe (this is the essence of the game). There is also a feature Of the collected crystals: every second crystal as every second level adds to the player superpower (perks) such as slowing the time of the space Universe, character acceleration, Superpower, Space... is the Teleport(the Reality is the change in object space, that is, the meteorites turn into Space debris for the duration of the perk)...3.jpg

https://vk.com/doc-140217213_479229140?dl=fd8dc01f3b0242e7b2 [71.1 МБ] Windows version

When you mix historical game with casual gameplay

Kaiten

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Gameplay:

https://www.youtube.com/watch?v=p3cMoZGmwgM

Game was inspired by a history of suicide torpedoes https://en.wikipedia.org/wiki/Kaiten :

Kaiten (回天, literal translation: “Return to Heaven”, commonly rendered as “turn of the Heaven’s will”, “the heaven shaker”) were manned torpedoes and suicide craft, used by the Imperial Japanese Navy in the final stages of World War II

The Torpedo model was done as a replica of https://en.wikipedia.org/wiki/Kaiten#Type_1 kaiten-plan.gif

The Battleship model was done as a replica of https://en.wikipedia.org/wiki/HMS_Nelson_(28) HMSemNelson/em(1931)emprofile/emdrawing.png

PLAY IT HERE