LD 43 November 30–December 3, 2018

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

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

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

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

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

Congrats to all of the contestants!

ld.png

Nature is Harsh Results

NatureIsHarshResults.png

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

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

DeadClassic.gif

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

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

Ladder.gif

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

havana24

Documentia Results Are In !

banière.png

Hi everybody !

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

So we're glad that it resonated with people !

chromeem2019-01-02/em05-43-03.png

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

Click here to see the animated town center !​

The wheat field has always been there but it's still really satisfying​​

Come and grab the update and tell us what you think of all these new animations !

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

documentia_screen.png

Thank you for great ratings!

banner.png

Hey jammers!

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

scores.png

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

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

LDPostsResults.png

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

firefoxem2018-12-31/em17-43-35.png

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

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

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

kritaem2019-01-02/em12-49-36.png

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

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

2018-12-12 23H-01M-24S.jpg

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

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

Halftone.png

As an addendum from our team,

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

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

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

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

GODS ARE PLEASED

Making a RTS-like game for ludum dare was a big risk, but it turned out to be a truly amazing jam. Thanks to everyone who played and rated our game!

Here is a gameplay video:

http://youtu.be/JG6OZa0TRzY

LD43 Results.PNG

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

http://youtube.com/Nyck0s

http://twitter.com/NyckosTweet

A Year in Retrospect

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

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

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

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

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

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

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

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

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

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

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

ArtifactResults.PNG

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

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

Ludum Dare Scores.png

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

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

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

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

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

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

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

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

.

Cheers!

The Koala Squad

.

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

.

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

Discussion: A suggestion to change voting

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

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

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

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

Any other thoughts, suggestions, or opinions?

Rating heat map from 6 years of Ludum Dare

heatmap.png

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

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

Thoughts on Hellhole's Results

hellhole results.png

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

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

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

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

Hellhole God Large.gif

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

0ada4501bb13c7793b22be40c18a7667.png

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

Ending Church New.png

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

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

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

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

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

Blueberry Bounce Results (I'm shocked!)

Capture1.PNG

Capture2.PNG

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

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

Why was it fun?

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

Failure #1:

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

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

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

Failure #2:

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

Capture3.PNG

Success

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

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

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

Conclusion

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

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

See you all the next jam!

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

Momma is pleased with her results...

1d3e2~2.png

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

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

Screenshotem20190102-190808/emChrome.jpg

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

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

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

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

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

See y'all in the next one!

The Omicron Fleet will become a full game

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

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

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

final_anim1.gif

Thanks again for playing and rating my game!

Happy with the results! Thank you!

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

RESULTS.PNG

Break A Leg

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

breakalegtitle.jpg

My album of LD music

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

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

dare_album.png

How Difficult Is It To Make Something Difficult?

ratings.PNG

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

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

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

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

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

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

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

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

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

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

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

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

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

results43.jpg

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

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

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

You should learn already with some audio creating program.

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

More almonds

Thanks mAnimal

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

CROM is pleased with the results.

1ecb0.png

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

CROMResults.JPG

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

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

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

Documentia Results

banière.png

Hi everybody !

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

So we're glad that it resonated with people !

chromeem2019-01-02/em05-43-03.png

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

Click here to see the animated town center !​

The wheat field has always been there but it's still really satisfying​​

Come and grab the update and tell us what you think of all these new animations !

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

documentia_screen.png

Follow us on twitter

Now that I've had a good while of practice thanks to the Ludum Dare I've progressed enough that I'm happy to work on my own IP. I haven't named the first game yet but I will be putting a kickstarter out in a few months.

Anyone interested, I will be updating twitter daily whenever possible

https://twitter.com/WinterGlove

Archibald's Results!

My compo game Archibald's Snobbish journey was ranked 154th!

It was my very first game jam, so I'm quite happy with the results :D 154th might not be super amazing but I'm glad I managed to finish a playable game (:

LudumDare43Results.png

LongThumbnail.png

Thanks to everyone who gave feedback! The game had some important problems and with your help I'll be able to improve myself hopefully :D

You can still play here.

Happy 43rd Ludum Dare everyone!

An Update on my game

So here is my game's score: Not the best, but could not have ask for more since the game is very incomplete as it is now.

Screenshot_1.png

But I'm still proud of what I managed to acomplish in only 72 hours!

Anyway, I updated the game with some changes that were suggested by you guys. Thank you all for your comments and playthroughs!

Queuest-Update0.6.jpg

Play the new version here!: https://mateusboga.itch.io/queuest

Making another version of Just delete them!

I was really surprised with my ratings... Just delete them - results.jpg ... and how much they sucked!

As you can see the fun category wasn't that good. I know how much the game sucked, but guess what! I have made some puzzles finally! Just delete them gif_04.gif EDIT: I just realized that I didn't connect the cable to the door. Go me!

I'm not gonna release any new versions, until I won't finish the game. The ending is gonna be difrent from my ldjam releases, because I had a new idea. Just delete them gif_01.gif

The game will be very simple, till the level 10 that has "the end" that isn't the end of the game. After level 10 there will be new levels and graphics. https://www.youtube.com/watch?v=gPRk38sGu9I

You shouldn't play this game in it's current state, so I won't link it up. It's very hard to understand and boring.

Some Statistics

Hey everyone! I'm super happy with the last Ludum Dare event. I managed to deliver a decent game, without stressing too much. There was much to improve, but overall I'm pretty proud of myself :) My personal goal was to break the 100th position goal and achieving the 104th made me happy enough (especially looking at my previous 318th and 324th positions).

Overall: 104th (3.733 average from 47 ratings) Fun: 150th (3.522 average from 47 ratings) Innovation: 191st (3.333 average from 47 ratings) Theme: 25th (4.222 average from 47 ratings) Graphics: 89th (3.878 average from 47 ratings) Audio: 76th (3.625 average from 46 ratings) Humor: 351st (2.202 average from 44 ratings) Mood: 120th (3.533 average from 47 ratings)

Since I like statistics, here's a graph summarising my LD participations: My LD Evaluation.png

What I like: The overall score is improving, slowly but steadily.

I should also add more humour to my games :)

PostJam Version + Results!

Okay, so here are the results for Fallen Girl: Screenshotem2019-01-06/em23-41-03.png

Not bad! I'm actually surprised with some of these scores. I feel almost guilty for the 4.1 in graphics considering how little I actually spent working on them. And the fun score, which is usually where I'm the worst at, is actually pretty decent, nice!

So, what to do with all this data? Well, I guess make a postjam game! I've gathered all the precious feedback you sent me, and put it all together in a small game.

Fallen Girl postjam version is reality!

The feedback I've received so far for it has been really amazing, and I want to thank everyone that partecipated and played my game.

Here is a short trailer for the game and a gif to see if it is for your taste:

https://www.youtube.com/watch?v=-tVb5VbO2QA

rec-gameplay3-min.gif

Basically it's a platformer where you have to sacrifice yourself to progress, making it harder the more you go on.

Here is a link if you feel like giving it a try: Fallen Girl

Easy Ludum Dare Statistics With ldstats.info

Hello, if you are looking for some nice Ludum Dare stats graphs, check out https://ldstats.info.

ldstats43.PNG

Check it out at https://ldstats.info/

It is not by me, but I just submitted a pull request to make it support Ludum Dare 43 and users who only have accounts on the new site (before you needed an account on the old site as well).

Machine Godz - New Version !

gif14Resized.gif

Hello there !

firefoxem2019-01-07/em01-12-02.png

First, we want to thank everyone who tried, rated and gave feedback on our game. We did not expect to get such positive comments, even if we completely failed to teach properly the Sacrifice mechanic (Which lowered our Theme score a lot because many players didn't understand how it worked at all).

For sure, going full diegetic with signs and feedbacks in a jam game is a very tough challenge. We learned a lot from this and will keep improving.

It was our very first LDJam entry, and we had a lot of fun creating Machine Godz ! We had so much fun that we decided to improve the game a lot during the last few weeks, but there are still a ton of missing content that might not get added soon due to various reasons.

gif9r.gif

We reworked the entire level Design to give the player a way better learning curve, and to smooth a bit the difficulty during the three new levels. Sadly, with the failed attempt to implement the sniper enemy, a few nasty bugs sneaked inside the game. So don't be surprised if a beetle teleports on you : it's not a feature !

Some of the valuable feedback we received managed to get implemented, but we didn't forget the others ! We'll keep working on this project for a while, so stay tuned !

In case you haven't played Machine Godz already, or want to try the new additions : https://ldjam.com/events/ludum-dare/43/machine-godz

See you soon !

LD44 come at me bro!!

Really happy with the result of my first compo. As I split the two days into gameplay and polish the results are telling of where I succeeded and where I need to improve. I feel comfortable with graphics and audio, but I'll definitely spend more time om getting the gameplay right the next time before moving on to polish. Thank you for all your wonderful feedback, it's been educational.

Screenshot 2019-01-07 at 10.07.29.png

Have a play if you haven't at https://ldjam.com/events/ludum-dare/43/santas-list

1c508.png

‍ stuntcat early release. What's next?

🐱‍🏍 stuntcat is a pygame community game, and was done as part of Ludum Dare 43.

gameplay.gif

We are using the game as a way to drive pygame 2 development. For more info on how it went and what is next see the stuncat news post on the pygame website.

I've made a newsletter for my game Just delete them

Just made a newsletter for my game. I would like to continue working on it and maybe release it on steam. If you wan't to know about the proggress with it, you can subscribe here: https://tinyletter.com/DockFrankenstein Just delete them gif/em04.gif (Yes, I know. The button isn't connected to the door).

Late but glad about this first jam !

Hello !

Ace-ced and Haneton here !

First of all, we were really excited about joining the jam. It was a thrilling experience for us. It was our first game jam and we are more than happy about the results :

ld43.png

We’ve both reach a point in our student’s life where we’re getting into game making and wondering about going further on this path. Seeing how Go Gobelins was received makes us glad and hopeful for the next step we have to do in our game dev’s journey. We are very thankful to all the people who took some time to rate, comment and give us feedbacks on our work. It helped us improve Go Gobelins and we have already made and planned some changes for Go Gobelins. Go Gobelins may become a mobile game later. However this will take us some time.

gifemfin/emgogoblin.gif

Anyway, it was a very good experience for us and we’ll definitely be there for other jams ^^

If you’d like to try out the game : https://haneton.itch.io/go-gobelins

F.O.U.R. | Dialogue tree system

Hello! During the voting period I posted part one, part two and part three of a series about technical aspects of my LD43 entry. I said in the third entry that it would be the last one, but I'd forgotten to write about something quite substantial, so here goes..! 😨

This is a screenshot of the game, F.O.U.R., and if you still want to play it post ratings, here it is~

ld43-kopi.png


Dialogue system

Whew!! I'd written so much about graphical solutions that I'd completely forgotten that I spent a bunch of time on my dialogue system, including a custom Unity editor to create the conversations. Surely that ought to be interesting too. Perhaps even more so!

Here's what the dialogue system looks like in action:

itchgif3.gif

As you can see it offers multiple choices sometimes. I did end up discovering a bug near the end that I didn't have time to fix that limited me to quite shallow dialogue trees, but luckily I didn't need more for this game. Would certainly have fixed it if I'd had more time, tho!


Basic design

Might seem weird, but the first thing I did was to find a font I liked, since I knew for a game of this scope and time limit I'd have to make sure manually that the text would fit in each box rather than program a system that would spread dialogues over multiple boxes automatically, so I wanted the font face and text size in place right from the get-go in order not to have to fix anything later in case a different font than the one I started with would take up more space in the boxes.

I ended up going for the (100% free—that's important!) font Caviar Dreams by Lauren Thompson, since it had this overall elegance to it, while still mixing it up a bit with the funky lowercase e, as you can see in the screenshots above~


Programmatic design

In the end the dialogue system ended up a bit hacky and messy since I didn't have too much time to do it properly and only did what was necessary to fit the game. By coding up a custom inspector/editor in Unity for the conversations (which were implemented as serialisable objects) I was able to hide any unnecessary implementation details and prevent myself from making any mistakes.

To give you an overall idea, here is the default Unity inspector of the type on the left versus the custom one on the right:

editor75.png

I spent almost an entire day of the jam on this altogether, but in the end I think it was worth it, since apart from the aforementioned bug, I was then able to add new conversations very easily where necessary.

As you perhaps can see, the structure is recursive and allows for nested multiple choice branches, altho I never did end up doing much with that since the narrative didn't end up demanding it, in part because I just didn't have time for anything so advanced—I was running out of time as it was! ⏰


Simplification

Originally I tried to design the system so that it was possible for dialogues to branch back out to where they came from at the end of a subtree and continue from there, implementing this complex system of conversations as a stack that had to be pushed and popped to. In the end I got rid of this and made all conversations just recurse deeper and deeper and end at the final node instead, which saved me a lot of headaches and did the job just fine!


That's it?

I don't know. I didn't exactly go deep here. You probably didn't learn anything, haha. But just to give you a basic idea (perhaps of what not to do, at least!) in case you're thinking about doing something similar for your next jam. 😗

Thanks for peeking!

Thank you for giving my game ratings.

Thank you for your interest in my first jam game. Next time, I will make a more interesting game. Thank you for liking my graphics and humor.결과.jpg

Cake Hunters - WebGL build

Finally, it's online.
https://bbaf.itch.io/cake-hunters
I had to optimize it a bit, reduce sprites size, remove some debug code, add UI for the main menu, etc.

Screenshotem19.jpg Screenshot (1204)-fx.png Screenshot/em3.jpg

Screenshot (1195).png

Enjoy!

Trolley Troubles - a post-mortem

score.PNG

Thanks for the great score! I'm still over the moon, and I still can't believe how I placed highest in Humor, a category that was challenging for me to get right in the past.

When the theme landed, I was absolutely stumped. I didn't want to retread some familiar and obvious ground, so I eventually landed on the trolley problem. Thought to myself that it's probably a unique enough idea - until I saw the numerous LD entries about the trolley problem that eventually spawned from the theme. Oh well. I still hate the theme!

At least there's a twist to the game that's not apparent: The game was inspired by the Good Place: Trolley Problem episode. Not spoiling too much of the episode, but I wanted to introduce a new wrinkle into the good old trolley problem.

By making death as graphical, juicy and visceral as possible. And making it actually possible to kill everyone.

eUXGubq.jpg

Moral choice in most story based games are usually pretty cut and dried. Choose the good or evil route.

With the premise of the trolley problem, where the "evil option" isn't usually entertained, I wanted to entice players to consider alternatives though: do you do the usual expected utilitarian outcome, if the consequences are vague - or do you explore and play around in a game's space, and what happens when you somehow chance upon "evil"? If you do a max kill, all you get is a scolding from the game, which notices you doing something different. There's also a "hidden ending" if you get max kills for all levels.

The fixed camera was intentional as well, as in later levels you didn't have the luxury of seeing where you were headed and you'd have to make snap decisions which might cause regret later on. Sort of mirroring how moral decisions are made in real life where you don't have complete foresight of the situation. This made for some unintentionally hilarious moments - loved it when a twitch player accidentally steered the trolley into a maximum kill.

The chickens were kind of an afterthought. I've always had the idea that if you wanted to score easy points in a Ludum Dare entry, add a good dose of chickens. They're kooky, lightened the mood, yet introducing another conundrum: which would you place more weight on - a person or a chicken? And in the morally ambiguous space of the game, where there's a clear counter on the number of deaths that goes up regardless of pax or fowl, discovering whats really at stake is part of the "fun".

Putting aside the pretentious philosophical waxing, in terms of the jam, it didn't go as smooth as I hoped though. I spent the first day re-learning Blender, and playing around with the ragdoll physics. On the second day, I spent too much time implementing the rails and the movement of the trolley - not the most optimal solution, but I'm able to put together a level pretty easily.

Finally, the audio was put together in a mad rush at the end. Managed to squeeze in some bad voice acting for sound effects, which worked well and is encouraging for future LD entries. I'm particularly proud with how the BGM ended up fitting the tone that I desired, given the comedic yet sinister nature of the gameplay (was listening to Bonetrousle from Undertale for inspiration)

If there's one thing I didn't like about this - it was too short with just 3 levels, and I would have liked more time to fully develop the puzzles and explore more ethical conundrums. As it is though, I'm pretty satisfied, got to polish my pretty rusty 3D modelling skills and didn't lose much sleep over a entry that was scoped pretty tightly.

Onward to the next LD!

Check out the game if you like

itchld43.gif

The Omicron Directive - Update

Making some progress with my LD follow-up game The Omicron Directive.

As a big surprise, @knightsunder contacted me about possible collaboration. He made an awesome mockup for potential graphics of the game. Looking great:

https://www.youtube.com/watch?v=MwyyVi2n6Pk

Post Mortem: What We Hold In Our Hearts

Thank you everyone for the feedback and ratings on my game, What We Hold In Our Hearts! Here's how my numbers tallied up this time:

LD43 Ratings

And using the nifty software over at ldstats.info, here's how I've fared over my past four Ludum Dare entries.

LD Historical Graph

I was happy to see my mood rating increase from previous contests, since that is where I spent most of my brainpower this time. Overall, I wish my ratings would have been higher. But, I learned a lot from the process and feedback by trying something new and different to me, which was my whole goal for submitting. Time for my development story and lessons learned.

Brainstorming

When the theme was announced, I brainstormed like everyone, trying to decide my particular angle on "sacrifice." My go-to game style is a puzzle game, I'm very familiar with how to code them up, but I'm pushing myself out of this box this year. Whereas in previous contests, the theme was wrapped up in mechanical twists, this time I wanted to make a game dripping with theme and mood and worry less about innovation and mechanics.

I finally settled on making a game where the player was trying to save themselves and their possessions following some unnamed disaster. I wanted to make the player feel like they were making a sacrifice themselves, in the vein of the Companion Cube from Portal, and not just playing a game about sacrifice. It felt too easy to set up a situation where the easy and expected thing to do to win the game was for the character to sacrifice something (people, money, items, etc.) with no consequence to the player.

Luckily, I found a list of items people most regret leaving behind in emergencies, and built my game around these ideas. I sketched out the following images to be my valuable possessions:

  • War Medals
  • Personal Diaries
  • Children's Stuffed Animal
  • Passport
  • Jewelry
  • Family Photographs

itemsholdAsset 13@3x.png

My thought was that somehow in the game, you would form a connection to these items, and then be forced to leave something behind, causing player devastation and inconsolable tears. Well, that was the plan, anyway.

Parallax

My game would involve running, lots of running. That in itself can be boring with just pressing a button to run, so I tried to add player interest in a few ways. First, the running would need to be rhythmic and need constant attention. I initially thought of having the player hit keys for the left and right foot of the character. I eventually simplified this to be repeated hitting of the "<" and ">" keys on the keyboard to go left and right.

Second, the scenery needed to be evocative of the theme. I'd taught my students about parallax backgrounds, using ideas from this excellent tutorial, but had never wrapped a game around the concept. This was the time!

tutorial

I started out by copying an old demo project, which as we'll see later, was not the best idea. It got me started with some initial code for the parallax, which I was able to swap out with some cold forest/swamp background images I made.

parallaxbackground.png

I was heavily inspired by the Forbidden Forest images in the first Harry Potter movie, as you can see here.

original.gif

Anima2D

Now, to make some characters that run. I'd just learned about the Anima2D package in Unity in October, as I developed a puzzle game called Bunny Kiss.

Wanting to see if I could transfer what I learned, I set about making a simple flat character in Illustrator and give it a skeleton for movement in Anima2D.

walkcycle.jpg

To make it move, I decided to implement a walk cycle based on an image from Lynda.com.

anima2dcharacter.png

And we have a running character! Hooray! Time to implement the actual game mechanics, or so I thought.

ezgif.com-resize(1).gif

Crash and Recovery

On Sunday afternoon, my bad decision earlier caught up with me. Because I'd copied a Unity 5 project to start, and was now using Unity 2018, weird things kept happening. In particular, the Invalid AABB errors (which no one really seems to know why they occur) were overwhelming my development process. My computer was losing battery power, and even when plugged in, there were huge lags in trying to get the game to run. And every so often, Unity would just close on me. Also, my hard drive was mysteriously filling up, I suspected with all of these errors being logged in cache somewhere. So, I followed the recommendations to wipe the Unity cache for the project.

TERRIBLE IDEA!

I got back some of my hard drive space, but somehow lost all of my prefabs, and animations, and skeletons, and AUGH! Nothing worked!

It was time to start over with a fresh Unity project. Sigh.

I still had all my graphic assets and code for the game, so by the evening, I was able to get back up to where I was before, with much cleaner setup, and no more mysterious AABB errors. My character animation was more like limping than running, but whatever, it needed to be finished.

Also, I haven't learned how to substitute out the images in Anima2D once the skeleton has been constructed, so for the other characters in the game, I changed their brightness to make them distinguishable. I was running out of time, and needed to focus on making an actual game instead of just a running character.

Timing and Tuning

I settled on having three characters in the game, you, your friend, and the unnamed enemies who are after you. Your friend runs up and says you have to go, then starts running, and the enemies are not too far behind. You needed to run after your friend, not too fast or you would start to drop your precious items, but not too slow, or you would get caught by the enemies. I found using very small exponential growth in the speeds of the characters was the right way to go, starting out the friend and enemies slower than you can go, but by the time the minute is up, the friend is about your speed but the enemies are much faster, as the following graph shows.

hearts-speeds.png

As for timing, I was able place the enemies just far enough behind the friend that it would take them about 45 seconds to reach the friend. Also, if you did nothing when the game started, the enemies would catch you in about 4 seconds.

hearts-distance.png

In my dialog manager script, the friend will signal that the next safehouse was found at 50 seconds, and the safehouse is entered about 5 seconds later. So if you just go slow and track your friends speed, you will both get caught too early! However, you get to slowly bump up your speed as you run, if you try to run again before the animation has finished. And in doing so, you can push a little on your friend in front of you and make their speed faster.

But if you bump up your speed too much, then you get clumsy and start dropping items. You stay clumsy until you pick up items you dropped. And your speed is reset each time you stop moving back to your default speed, so you need to be going faster at the end of the game or you are caught. I wanted to make it a very narrow balance for the player to walk, and with some good tweaking of the numbers, I think it works well. Ultimately, I wanted to make it even tighter, in that you would have to make at least one sacrifice of an item to make it to the end, but I let that go just to get the game working.

One other thing I thought was essential, was that I would never outright tell the player the right rhythm for tapping or the speeds of the characters, they would need to figure it all out through playing and losing the game. I did add one indicator, a repeated clip of labored breathing to let you know you were starting to go too fast and become clumsy. I did test it after the deadline of adding in a clumsy meter for you to know your exact level, but it made the game too easy to play, it was much better to have it all work by intuition.

Finally, I added in the GUI elements and dialog, set up the selection of the initial items, and it was time to submit!

diaryArtboard 1.png

Feedback

This was my first time making a platformer game with dialog and narrative, and I learned a lot. Most players felt the game was too short, and would be a great setup for a longer game with more variety in the missions to get from safehouse to safehouse. I agree. While I could usually churn out enough levels of a puzzle game to make a good demo prototype, this proved very hard to do in the limited jam window, especially with my reboot on Sunday, and the messy get-it-done code that resulted. I've since cleaned up the structure to allow for future extensions, making a class that specifically manages the dialog state and timing, hopefully I'll have time to revisit this game soon. I now feel like I have enough experience to guide better platformer projects by my students and a nice working tutorial game to demonstrate the concepts in class next time I teach my game design course.

streamers.png

Watching ElysiaGriffin and YourBr0ther and a few others play my game on their Twitch streams was amazing! Their play followed the narrative arc I was hoping players would experience, (get trampled, go too fast, learn to pick things up, then try to work out the right speed) and I got to see first-hand how someone would navigate the system with my minimal explanations. You should definitely try to get your game playtested in this way, Twitch streamers for Ludum Dare games are awesome!

Here's a link to the post jam version, and check out the Github repo to see more details of how it was made.

Thanks for reading and all the feedback, see you next LDJAM!

Makes very first Ludum Dare game ever, gets into Top 30 in Fun

Capture7.PNG

My mind is utterly blown. I am in the Top 30 in the Fun category and Top 40-50 in others. I am actually proud, happy, and excited for future Ludum Dares. I hope to join you all in April! But for now, thank you all for playing and rating the game.

PEACE!

My Results!

I spent way too long getting this out, so here we are.

Screenshot 2019-01-02 at 08.45.26.png

They're obviously not great scores, but I can definitely understand why.

Overall: A pretty low score, though a serviceable point average. (I, as most people should, use my point averages as my general basis on whether or not it's a good category.) Many people complained of absurdly high difficulty, though it was good otherwise. I completely agree. A post jam version is just about done with better balancing of the light loss and a ranged weapon.

Fun: Only slightly lower than Overall, in both score and point average. Again, people enjoyed it, but found it frustrating and thus didn't have as good of a time.

Innovation: A ~~score~~ point average I'm actually pretty proud of. My idea seemed pretty common, but apparently it hasn't been used very often. I'm glad it worked out, it's one I'm not sure I can top any time soon.

Theme: My highest score and point average. I like that I didn't have to tell people the theme connection, even people who didn't even read my page knew how I implemented the theme. This is a feeling I really want to duplicate in my future entries.

Graphics: One that I'm not particularly proud of. The graphics definitely needed some work, though the fact that you couldn't see the graphics most of the time probably didn't help.

Audio: Another lower point average. My 2nd highest score, however, probably because most people don't do any audio. It could've been better, some minor volume tweaks would've gone a long way.

Mood: A pretty solid point average. If you look at my post-mortem (which I'm not going to link because if you care you can search for it), you'll see that I felt like the music really helps convey the spooky nature of the low visibility. While I still agree with that statement, I also feel that the darker colors and general low saturation helped as well.

All things considered, a pretty solid entry, and I look forward to the next one already.

Anstorm in Steam

6-1.jpg Just wanted to write that my game with ludum dare 42 was released in Steam. https://store.steampowered.com/app/966010/Anstorm/

Fire Swept - LD43

Hey all! After LD43 ended, we decided that we will continue working on Fire Swept. So to start off, I redesigned the whole world and wrote a whole bunch of new code. And Ryan has composed some new music! The new game is still a while off but I thought I would show you a video I made of the new Fire Swept!

This video was created using in-game footage with Cinemachine.

https://www.youtube.com/watch?v=SOOm6c25Ods

If you want to check out the old Fire Swept submitted to LD43, it's here. Play Fire Swept from LD43

Will you test our project?

thumbnail.png

We have to create a game for a school project and just uploaded our first, very early demo project on itch. We would appreciate all the feedback we could get, so you can test the game here: https://jiri-one.itch.io/pieters-epic

InGame_X0xuZ5XqPD.png

I thought hat this was a save community.

This website amazed me. There aren't any people that want you to get a cancer(at least I think so) and there aren't any bots but I found this comment under my post 4.jpg

There was a guy named karen888 that leaved this weird comment. I checked his account and he didn't have any games, any posts and he also didn't have a description. 1.jpg

2.jpg

3.jpg

I checked that website in a incognito page and I was shocked and I was laughing. 5.jpg

He was promoting a Indonesian gambling website. He posted comments like that on other posts. He wasn't a bot, because messages were different from each other. You will never know what weird stuff is gonna happen in life...

The Omicron Directive Weekly Update

We made some progress behind the scenes, but there's also some new stuff to see:

https://www.youtube.com/watch?v=HwpZJ4i3OyE

Read the whole update here: https://the-omicron-directive.manakeep.com/news/articles/core-ideas-are-taking-shape

Detailed postmortem dev blog post for Ludum Dare #43!

unicorn-rescue-screenshots.png

Now that the ratings have been revealed for Ludum Dare #43, I've written up a detailed postmortem dev blog post about how it all went! It includes the exciting story of how I came to make a game full of unicorns and rainbows for the theme "sacrifices must be made," along with other topics such as:

  • How I split up the development process into "phases" to maximize chances of finishing
  • Analysis of the feedback received, and a look at the final scores
  • A comparison with my previous ratings from Ludum Dare #42
  • What went really well, what went sort of okay, and what could’ve gone better
  • Plans for what's next!

This was my second Ludum Dare, and once again I had a blast participating. Congrats to everyone else who finished and submitted a game, and I'm already looking forward to the next one!

Caen released

After a poor performance in LD40 I decided to learn how to design better levels. Caen is the fruit of this effort. A short (~30mins) puzzle game with increasingly hard levels and a small story.

You can play it for free here

https://seancode.itch.io/caen

caen-main.png

5th Alakajam! scheduled for February 22-24th

With almost two months passed since the last LD, some of you might miss jamming already... Well, good news, the 5nd edition of the Alakajam! starts soon!

If you're free on February 22-24th, you might be interested in joining our community for a week-end of jamming:

  • The two weeks prior to the jam are dedicated to an original 2-step voting system (Week 1 = submission/voting, Week 2 = shortlist ranking)
  • The jam itself lasts 48 hours, both for solo & team entrants, with start/end times suited to Europeans (7pm UTC). An official Twitch stream is animated by DanaePlays for the launch :eyes:
  • Two weeks of community voting then take place until the winners are crowned

Our last jam back in December was quite competitive, ending with 79 entries! We hope to see you there :smiley:

solo.png team.png

Lamparina [GGJ2019]

Hey folks! I would like to share with you today Lamparina, the game I created for the Global Game Jam 2019 ;)

LOG_LAM.png

Everything within the range of light, gains life. Everything else, turns to stone.

GIF2.gif

Lamparina is a top-down puzzle game, where you open magic doors by adjusting the projection of light and solving enigmatic challenges!

GIF3.gif

And you can play it right here! :D https://lukbebalduke.itch.io/lamparina

Sent a message to an old Game Creator

I don't know if you all remember, but YoYo Games, the creators of GameMaker, used to have a website called sandbox.yoyogames.com. It's dead, of course, but I remembered an old game I really liked.

It was called In A Dungeon. I recently went looked for it and found it on Gamejolt. The game had inspired me through those days and kinda kept me going through making these games. So I left a message for him on there.

Comment.PNG

I don't know if he'll ever see it, but I hope he knows that he had at least one fan. Please consider playing this game show your support for him :)

https://gamejolt.com/games/in-a-dungeon/1044

Post-mortem: 8 hour game jam | Theme: 8 hours, 8 colors.

A game under 8 hours!

Made a quick post-mortem about my 8 hour long game jam.

The theme was "8 hours, 8 colours", and in the end, it was heavily inspired by Robinett's Adventure.

Hope you enjoy :smiley:

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

If you liked it, check out my LD42 and LD41 post-mortems as well, thanks :slight_smile:

Post-mortem playlist: https://www.youtube.com/playlist?list=PL-QHc6VUZXPd5HnkWb0oyNI5ZL9dgG12z

DISCORD JAM #1(From the LD Discord)

DJAM Flyer.png

We(ieyfo#3416 & Dr Zachary Smith#9260) host the Ludum Dare discord with over 2100 members and growing lots of great people and a wonderful community. Theme voting and suggestions will be handled through the Ludum Dare server.

The discord was made back in LD36 about 2 years ago. This event was created to fill the gap between Ludum dare's given they have switch to 2 times a year. So we will host 2 a year also to supplement this. You can find more info on the Discord as well as entering by submitting a theme.

Its a 48 hour event and the theme suggestion/voting will go on this month.

Discord Invite: https://discord.gg/ghPFMna Itch.io Event Page: https://itch.io/jam/discord-jam1

At long last, my postmortem post for LD43

I originally wanted to wait until after the contest was over before making my postmortem post, to fully capture the experience. The rest of the delay was purely procrastination and focusing on other priorities.

Anyway, I hope you enjoy the read! It was a very emotional experience making this game, and I wanted to share that journey with you all.

http://joshanthony.info/2019/02/06/post-mortem-ludum-dare-43/

My first jam

Hey @everyone, I just hosted a jam: https://itch.io/jam/delthor-game-jam

Colors of Your World v2.01 and Post-Mortem

After a long wait, I'm proud to announce the fully featured post-jam edition of Colors of Your World!

colors-of-your-world-new.gif

Colors of Your World is a short 2D platformer where you make sacrifices to gain abilities and progress. The gameplay is quite reminiscent of Celeste in some aspects -- if you like platformers, this is the game for you!

Since our 27th place ranking, we've been putting a ton of work into improvements and fixes for the game, including an all-new challenge mode (unlocked after your first playthrough) which features an entirely new set of difficult levels to test your skills:

colors-of-your-world-challenge.gif

Other notable changes include:

  • New tilesets and background particle effects for each world
  • Reworked physics to make certain maneuvers easier and to fix some unintended situations
  • Alternative key bindings and gamepad support
  • An option to show a game timer, for speedrun enthusiasts
  • A new pause menu and title screen

...and much more!

Well, what are you waiting for? Play the updated version of Colors of Your World: https://ldjam.com/events/ludum-dare/43/colors-of-your-world/colors-of-your-world

I've also put up another post-mortem writeup for this game on my site. I included some thoughts on level design as well as platformer physics. You can read the post-mortem here: https://ddrkirby.com/games/colors-of-your-world/post-mortem.html

Happy Valentine's Day!

To celebrate, the updated version of my Ludum Dare 41 game is finally on Newgrounds! Love Is A Battlefield DX takes into account all the feedback I received from people here, and features:

  • Multiple difficulty levels
  • Improved graphics and sound effects
  • A couple of added features
  • Numerous bug fixes

Give it a try!

UPDATE: Love Is A Battlefield DX ended up achieving Daily 4th Place! Not bad!

liab-dx-logo.png

Tiima's Sacrifice: Post LD Version

I just released my post LD version of my game "Tiima's Sacrifice"! I worked more then two months on this after the first release for the latest Ludum Dare competition. Just check it out, there are a lot of new features, I changed stuff that you guys mentioned in your feedback (thanks again for that) and now it feels like a completed project for me.

Play it here: https://bastilo.itch.io/tiimas-sacrifice (playable in your browser (HTML5), on Windows, macOS and Linux)

Have fun! :)

Delthor Game Jam #2 is coming

Hey guys, I'll be hosting a new jam starting the 2nd of March, this time with better planning. You can suggest themes via this form: https://goo.gl/forms/rBfezFwM874n5mBe2 You can also join the jam in advance here: https://itch.io/jam/delthor-jam-2

Colors of Your World Speedrun

Finally got a nice run of my game, Colors of Your World with only some very minor mistakes:

https://www.youtube.com/watch?v=BoaadgJ5HvE

This is the current world record, but there's room for optimization of course! Think you can do better? :)

Programmers interested?

A game where your lifebar is your tool and weapon.Life/embar.2. 3d.PNG

I am looking for a programmer that has time to make a prototype(students perhaps)in one of the engines(Unity,Unreal,Godot)I only know some Unity.cat+bear+fly.gif

We made a Steam version of our Ludum Dare game !

Hello !

We participated to the LD41 and made a game called Rhythm Overdrive !

It's a shooter game where the ennemies are moving to the beat, and you have to make the best score possible ! (The LD41 theme was "Combine 2 incompatible genres" so we chose musical game and shooter.)

GifemRO/em02.gif

(Here is the link of the LD page)

The game was really appreciated and we had great scores overall ! At the end of the event, our final ranking was 57th (and 15th for the graphics, woo !)

We also had a lot of positive feedback, and we realized it would be great to make a full, brand new version of this game, so here it is ! Watch the trailer :

https://www.youtube.com/watch?v=4oxc8jmVvHo

We had the chance to make a collab with awesome artists, which include Waterflame, Elektronomia, DJ Striden, and DJ Harmonics !

Here is our Steam page link :

Rhythm Overdrive on Steam

It was such a great adventure for us ! And even if it took some time to make (a few of us cannot work full time on the project), we learned a lot from this; and I'm so happy to share it with you !

Oh, and I'll soon release a video reel about the making of all the VFX/shaders/graphics of the game !

Thank you all for reading, and I hope that if you play our game, you'll enjoy it !

Sacrificio Inc. is now updated and on Google Play!

Sacrificio Inc., our LD43 submission, is back in a brand new version with completely reworked levels, the long-awaited move counter, and more!

➡️ Android: http://bit.ly/sacrificio_inc

➡️ Windows, Mac, Linux: http://realityblind.com/sacrificio_inc

Have fun! :smile:

https://www.youtube.com/watch?v=GdU9h4W02LY

Steam version of HYPERFIGHT available now!

HYPERFIGHT Max Battle is finally released!

This is an updated version of my Ludum Dare 43 submission. I love fighting games, and wanted to create one of my own even if it was simple and silly. Well, turns out I liked the idea so much that I couldn't help but expand on it! There's plenty of new content to enjoy, so let's take a look...

New features:

3 new characters!

Yo-Yona is a schoolgirl wielding a yo-yo. She can lock her yo-yo in place and use it like a grappling hook, giving you lots of movement options! yoyo.gif

Dr. Kero is a genius frog scientist. He uses kicks as his normal attack, but his spitballs have unique physical properties. You can even kick the balls towards your opponent! kero.gif

Don McRon is the fashionable CEO of DonCorp, managing fast food chains all over the world. His attacks are - you guessed it - fast food items! His super doesn't win the game, but it lets you stop time for a moment. time.gif

Each character comes with their own new stage and stage music as well!

New singleplayer modes are also available. You can unlock colors and a character from the original game by playing through Arcade Mode, and learn the game's basic mechanics in Tutorial. Additionally, rebindable controls, window settings, and additional options are available for you to tweak.

Best of all, the game is still available for free!

Play it on Steam!

This game marks the first time I've programmed, designed, and composed all the content, and it's been a blast to develop. I've even had a few friends help with voice acting! Hopefully you all enjoy playing the game with friends as much as I did making it.

-joh

Headache is out!

I took part in LD43 for the first time but unfortunately I don't think I'm in this time ): I'll try to be back for LD45 though.

But hey, I published my first game on Google Play! Hopefully, this adventure won't give you a headache...

Play now!

Image1024_500.png HeadacheQRCode.png

https://www.youtube.com/watch?v=p4GUDYrydRI

Storyline:

Remi's in trouble! He's been caught while trying to steal a treasure. Now, the keeper of the dungeon is angry... You have to save Remi!

Tap to pull up the rope Remi is hung with! Be careful: spikes, saws and laser were left on your way... Jump on springs, press buttons, throw rocks to reach the top of the dungeon! Hopefully, this adventure won't give you a headache...

My 2nd LD

suggestions.png

I'm Freaking STOKED!

With 2 babies I've had to sacrifice like a 9000% of my development time. I've arranged help with the kiddos several hours each day and am ALL IN!

BEST OF LUCK EVERYONE (AND MAY THE THEME NOT SUCK) :]

=========Tools==========

ENGINE: Unity

ART: PiskelApp, Pixlr, MSPaint

Audio: SoundForge, Audacity

Music: Beepbox, Bosca Ceoil

Streaming Your Games! LD44 "Dare to Play - Episode 1" is today!

Submit your games live on Twitch today at 2 PM EDT or add them to our google form anytime. Add your email and we'll email you with the link to the highlight for your game, in case you can't join us when we play it. This is likely another mini-series so feel free to give us a follow on Twitch as well!

Twitch: https://twitch.tv/cyberlightgames Submission Form: https://forms.gle/QJ1bTTGcJv5ReTL76

Let's avoid duplicates in theme slaughter!

Hey everyone! One thing I noticed during the last Theme slaughter was that there were a ton of duplicates or themes that are written differently but mean the same thing. So here are some things that could help solve this issue:

  • Avoid punctuation (unless necessary).
  • Try simplifying your themes to one or two words. You don't need to write a whole sentence to explain your theme!
  • Avoid fancy words. There are tons of synonyms in English so try to use the most common ones.
  • Check for typos!

Hopefully, this can make theme slaughter more enjoyable and make the themes more open to interpretation! Tell me what you think about this! I wish everyone a pleasant Ludum Dare and I'll leave you with some theme suggestions of my own! :) My suggestions.PNG

Working on dialogue UI now!

It's got that "pop art by someone who doesn't know anything about pop art" aesthetic, which is great because guess how much I know about pop art

dice.PNG

Game is coming along...

Just wanted to say "hello" because I haven't created one of those "I'm in" posts yet.

After scrapping my original idea, which was too abstract and complex to realize in one weekend, I settled for something more concrete which I might actually realize in the time window of the compo.

photoem2019-10-06/em13-34-11.jpg

The schedule is very tight, as I still have all those nasty sound assets as well as some art assets on my to-do list.

My theme submissions

I kept it to only 2, the best I could think of :) I chose quality over quantity here

Capture.PNG

Hello! Looking for teammates!

Hello everyone! I have participated in total in 4 jams, three of which can be seen in my profile - check it out! I am forming a team for Ludum Dare 46, I am myself a rather experienced programmer, and a rather OK artist too - but more programmers are welcomed to join, as it will make the jam more fun for everyone in the team! Also looking for artists, and people with experience in making sound effects. Comment if interested, even if those roles don't quite fit you, but you'd still be interested in joining!

Here we go !

Happy to be back in the game !

My last participation was in 2013 and I made my last game in 2015, so I will do my best. I'm happy with the selection, the final theme can only be inspiring.

Here is my toolset:

  • IDE : Cloud9 on a raspy3
  • Language : javascript (+ i tried to create my own HTML5 engine, just because)
  • Game design : some paper sheets and a pencil
  • Graphics : Photoshop (+ a color shifting tool i build this week to get a minimal palette)
  • Music will probably be non-existant or very minimal.

I will be streaming, often without mic or camera to stay focused, but you can join me at http://twitch.tv/UnexpectedCodingKiwi

But for now, let's grab 2/3 hours of sleep before the theme reveal. (:

Don't mind me

uhhhh...

Last day before results!

Today is the last day of the rating phase~! :dizzy_face:

img05.jpg

To everyone who took the time to play, rate and leave feedback for our game...

.

.

.

Thank you so much!!! :blush:

Your supportive comments and positive words are very special for us! :smile:

here is a walk-through video of Perish alive

https://youtu.be/KhPaPFf6U2s

Are you excited to see the results? :upside_down:

You are WOLFGUN - the angry gunslinging werewolf

WOLFGUN is a fast-paced and stylized isometric shoot-em-up where you play as an angry, gun-wielding werewolf with a serious rage problem.

screenshots.png

Bolt across a mix of haunted house and spooky studio back alleys as you blast through the never-ending waves of vicious zombie mutants. How long can you keep your bloodlust satiated until you’re made into mince-meat?

gif2.gif

Stay alive and cap enough zombie foes to purchase special upgrades from the alluring shopkeeper. Increase your firerate, grant yourself a bonus hitpoint, make everything explode on impact. You name it, she’s got it.

shopkeeper2.png

How itchy is your trigger finger? Check out WOLFGUN now > https://ldjam.com/events/ludum-dare/49/wolfgun

I'm using PICO-8 and streaming

https://www.twitch.tv/makscee

Gonna make whole game using PICO-8 and it's 128x128 screen. Coding has never been more fun (kill me)

I'm gonna be making sort of a tetris that rotates by 180 degrees every 10 seconds. It seems fun in my head and making tetrises is all I know