LD 41 April 20–23, 2018

Play games with less than 20 ratings

Hi guys, as usual there is a huge divide of ratings on games. I have seen some games with over 200 ratings already and some with none at all. I'm not telling you to play these games instead. I am asking that you do just because the games with 50+ ratings don't need any more and who knows, you might just find a hidden gem. Itch doesn't let you browse for the least played, so it's up to us to counteract it.

here are a few:

https://ldjam.com/events/ludum-dare/41/doesnt-add-up

https://ldjam.com/events/ludum-dare/41/furry-debugging

https://ldjam.com/events/ludum-dare/41/jump-n-shoot-man-ludum-dare-41

https://ldjam.com/events/ludum-dare/41/cook-em-up

https://ldjam.com/events/ludum-dare/41/unojo-temple

https://ldjam.com/events/ludum-dare/41/wartermelon/

https://ldjam.com/events/ludum-dare/41/ten1z1

there are a sh*t-ton more, these I just found on itch from the LD41 tag randomly.

If your game has less than 20 ratings (i.e. there is a hazard symbol beside the ratings received and both are orange), feel free to post the link in the comments. If your game has more than that, especially if it has received more than 50 ratings, please don't.

as always, sorry to be such a shill, but my game can be found here (it also needs ratings): https://ldjam.com/events/ludum-dare/41/zumaster

WAIT!

You are here to give 20 random rankins so you can boost up your coolness???Well look no more,you are at right place! Check our game Prison Farming play it.... or dont,trust me,its good https://ldjam.com/events/ludum-dare/41/prison-farming

Wolf and Ghost

Our shepherding game is a cross between Pikmin and Pac-Man. While I think the Pikmin influence is clear enough (moving a ton of sheep), I wanted to talk more about the Pac-Man influences. The ghosts in Pac-Man follow a few simple rules for seemingly complex behavior, which I tried to replicate with the wolves in Shepherd and Sheep. Some things worked well when I combined it with the real-time strategy genre, and other things not as much.

After 20 seconds, wolves will stop whatever doing and retreat for 5 seconds before resuming their attack.

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This was in the original Pac-Man too. Being constantly chased is stressful, so the 5 seconds of safety is to let the player breathe. I chose 20 seconds because that's what Pac-Man used in the first level, but now I think 20 seconds is too long for such a fast-paced game. Shorter but more frequent breaks probably would have felt better.

There are 7 wolf patrols in the game. Every wolf, when it has line of sight to a lone sheep, will stop its patrol and give chase in a straight line. Fences, rocks, the shepherd, the dog, and sheep in a group will block line of sight. If a wolf doesn't have a line of sight, it will resume its patrol.

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The first wolf, which I refer to as the alpha wolf, will just chase down a sheep, and is based off of "Blinky" the red ghost.

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The alpha wolf ended up being far too aggressive, and will break up the flock of sheep too easily, so the alpha wolf isn't present in most levels.

The second wolf is based on "Pinky" the, uh... pink ghost. This wolf will move in the direction a sheep is moving towards.

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Note that I use velocity to determine the direction a sheep is moving, so when the sheep stopped moving (velocity=0) the wolf started moving in. This is actually a problem because most levels are easier if you move your sheep slowly, but this caused this wolf to get too close. I used this wolf more than the alpha wolf, but still not as much. Because Pac-Man used tiles and not velocity, Pinky didn't have the same problem.

The third wolf is based on "Inky" the cyan ghost. Just like Inky, this wolf is a little more complex than the previous wolves, but basically it moves to the opposite side of the alpha wolf, such that the sheep is between it and the alpha wolf. In the following gif, the alpha wolf is on the left side. On the other side is the Inky wolf.

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Because I don't use the alpha wolf much, this wolf didn't see much use. However, I made two equivalent wolves that move to the opposite side of the shepherd and the dog using the same approach. I used these two quite a lot.

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I think these wolves were the most fun to navigate around, as they aren't too aggressive but still close by.

The sixth wolf just circles around the sheep. It's not explicitly based off any ghost, but this and the next wolf are similar to the final ghost I'll describe later.

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Like the previous two wolves, this wolf wasn't too aggressive and was used a lot. Note that this wolf kind of spazzes out when he gets close to the four corners of the circle. This is because the up/down and left/right velocities are the same at these points, which is how I chose which direction sprite to use. I'm sure other programmers have felt this pain.

The last wolf just guards a point. After moving from its spot, it will move back.

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This was my most used wolf, as it could be put in choke points and other spots without always following the player.
The final ghost, "Clyde" the yellow ghost will follow Pac-Man, but once he gets too close, he'll return to his designated spot. Because of how the ghosts behave in Pac-Man, once he arrives, he doesn't stop, but instead will start circling is spot until Pac-Man moves further away. In this regard, Clyde inspired my last two wolves.

There is no pathing whatsoever in this game, but by combining these behaviors, it looks like the wolves are trying to surround you!

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If you want to read more about the rules of Pac-Man, this is a great article.

And of course, play and rate our game! Thanks!

https://ldjam.com/events/ludum-dare/41/shepherd-and-dog

Newground release.

So, I just released my game * on newgrounds *. It's still under judgement so please help it gey over this status by rating it!

Haven't played it yet? Here is a screenshot and if you like flying+fishing+survival combination try it here!

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I need to sell more ice cream :D :D

Frustrating mix of rolling ball game with time management :D

https://ldjam.com/events/ludum-dare/41/super-ice-cream-roller-ultra

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Play the most trash game on the planet!

It was my first go and I missed a day because of wifi issues, but here it is anyway: https://ceejap.itch.io/cardpg

A creative story inspired by LD41

So ... we decided to make not only a game for this game jam, but also a story inspired by us making the game. The story is about 80% true, 20% is extra-sugar :))

We want to share our experience with other jammers and help build a nice community. Enjoy reading :)

Also, we would like some feedback for the game itself: https://ldjam.com/events/ludum-dare/41/rogue-soccer

LD41 Story-1.jpg LD41 Story-2.jpg LD41 Story-3.jpg LD41 Story-4.jpg LD41 Story-5.jpg LD41 Story-6.jpg LD41 Story-7.jpg LD41 Story-8.jpg

Have a break

Hug an earth

earth is waiting you here

https://ldjam.com/events/ludum-dare/41/heaven-and-earth

put in full screen HTML5 ver or you lose some score... noobish

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Some thoughts on my entry for LD41 Compo

The theme for the Ludum Dare 41 was “Combine 2 Incompatible Genres”. I’m pretty familiar with genre mashup, and I accepted Jim Shepard‘s challenge to jump in.

As usual for the LudumDare, I wanted to do something different than what I always do. That usually means doing something more accessible to the casual public, as well as ditching pixel art, and including real-time stuff and animations.

Here’s what I came up with: https://ldjam.com/events/ludum-dare/41/golf-on-africa

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1884, the European superpowers have met to decide the future of the African continent… now their leaders face each other in an Open golf tournament to divide the land between themselves!

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I went for a combination of a Golf game with territory based war game (think Crusader Kings / Europa Universalis, or maybe RISK). It’s made for 2 to 4 players who take turns to play, the first country to occupy 10 territories wins the match.

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In order to try to occupy a territory, you must land your ball on it, every turn the player decides the direction and power of his shot. The outcome depends on the stats of his country.

You can also invade other player’s territories, where the success of the invasion depends on the Military stat of each country. Countries also have other 2 stats: Logistics affects how far your shots will fly (with Great Britain being the best on this) and Leadership affects how accurate your shots are.

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Since I knew in advance my time would be extremely limited during the span of the compo, I went for my usual toolkit: Phaser2 + ES6. All art was done on GIMP, basically a lot of repetitive work extracting the different countries from a colonial map of Africa, and some flags and UI stuff.

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Due to the “weird” square and “high” resolution of the game (as in being about 800x800px, high for browser games standards) ended up doing a lot of work to make sure it would display fine on browsers with a smaller window height (you’d be surprised this is still very common in 2018) as well as the fancy retina displays which always mess up with scaling calculations.

This one went from ideation to fully complete product in less than 12 hours. I’m really happy how it turned out. Here are some areas where this could be expanded in case I work back on it ion the future:

  • Adding a “zoomed” version of the territory the player is doing his shot from. And an animation of the country leader shooting-
  • Making the viewport landscape and adding scrolling (and maybe a scaled map)
  • Enhancing the appearance in general.

Evolution of a gameplay mechanic

I was tempted to do a full post-mortem, but it was quite a normal Ludum Dare weekend for me. I always waste the first 3 hours on Saturday trying to flesh out a vastly over-scoped design. I then abandon it, simplify, and spend the rest of the day drawing ~~placeholder~~ the finished graphics, this time; a horse, jockey and a deck of cards. I don't over do it on a Saturday, but Sunday was a 14 hour straight up slog.

The finished game

A Blackjack inspired real-time horse racing game, Furlong Fracas.

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Tools

Aseprite + Irfanview, JavaScript + Phaser, Audacity, PhpStorm, TortoiseGit

The design

I had an idea for a card based racing game, but I wanted it to be exciting and real-time, and SHORT- I wanted each play to only last a minute or two, so it wasn't a huge investment and not super annoying if the player made a bad play or two. I unoriginally decided on car racing, as that would provided a lot of scope for strategy; slipstreaming, pit-stops, tire wear etc. This was a terrible idea. Although I had a solid idea for how braking into corners would work, I couldn't think of an elegant or intuitive way for any other part of racing to work as a card game. So I backtracked, considering drag racing as a alternative, then I remembered how important and potentially troublesome engine sounds can be to make, so those drag cars became horses, which are surprisingly time consuming to draw and animate. Luckily I only had to draw one; all the variations in the game are just procedural colouring in-game.

I decided very early on to use Blackjack as a base for the card game, with 10 being the perfect score, not 21. Your score dictating how quickly your horse would run. And having watched a fascinating GDC talk by Tom Lehmann about how he designed Race for the Galaxy, I really wanted to add in a significant Opportunity Cost factor 🤓. I settled on a playing format where the player would be dealt more cards than they could play, an ability to retain certain cards, but force the player to discard other potentially useful cards, meaning they had to make decisions early on that might affect later hands. There would be no penalty for exceeding the ideal score of 10 other than wasting high scoring cards that could be optionally retained and used to make that perfect 10 in a later hand.

I had originally planned for the horses to run in lanes and be a straight out sprint with no direct interaction, but came to the conclusion it needed a bit more strategic depth, so added in some collision detection so the horses could block each other. I added directional arrows to some of the cards so you could choose to move to block or overtake.

I did quite a bit of play testing on the Sunday night (UK submission time is 3am Monday) to balance the cards and got it to the point where, if you learnt what cards were in the deck, you could predict what would come up and win almost every time.

What worked

Regarding the game, really that's up to you, but I think this is as good as my LD entries usually get, I was pretty chuffed, at least until I went and played a load of excellent games by other people and that put things into perspective for me.

For me the card game mechanics worked really well, the graphics are fine, and the sounds aren't loud or jarring, which is common feedback I get from other projects. I'd quite like to develop it further, allow the player to customise decks for different race formats. Perhaps put in the slipstreaming mechanic I wanted, and make the horse movement a bit clearer to the player.

What didn't work

Yet again, I wasted most of Saturday morning trying to get my head around a design that would definitely not work. It happens every time. I just never learn.

I should probably also have got more people to play test the game before launch as there were a number of bugs when playing in Chrome, missing audio, and buttons jamming. I did all the development in Firefox. There's still stuff for me to fix, but I have a job and if I don't spend some more time rating other games Furlong Fracas will sit at the bottom of the pile and never get rated. (please help!)

I don't recall seeing anything in the Compo rules against getting other people to play test your game?! Anyway, I'm off to rate some more games. 😬

Jeff from accounting

Hey guys, had a lot of great feedback from our game. Thanks so much to everyone who played and streamed our game :)

Also thanks to @almax (code) and @dale-smith (audio) for being such great jam buddies.

If you haven't had a chance to check out our surreal FPS typing game, please check it out: https://ldjam.com/events/ludum-dare/41/$91958

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I hope to get an art postmortem up over the next day or two as a lot of people have asked about the graphics.

Some Assets

Just wanted to showcase our Hand-Drawn seeds iconemradish/em2.png iconemsweetcorn/em4.png iconemwheat/em0.png

If you want your game rated in a german live stream soon, simply leave a rating and a comment on ours :)

Dropzone Mars on Scirra Arcade

I've added a link to play the game on the Scirra Arcade (maker of Construct 3) here:

https://www.scirra.com/arcade/shooting-games/dropzone-mars-29310

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The link on itch is also still available here: https://helpcomputer.itch.io/dropzone-mars

Any feedback is appreciated.

https://ldjam.com/events/ludum-dare/41/dropzone-mars

Enjoy!

Episode Teaser

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My game is built around 3 short stories.

Each story mixes 2 incompatible genres.

This is teaser for one of them :)

→ CHECK IT OUT

Cave of Mimicry Executable

I've uploaded a Windows and Mac version for anyone who cannot run the game on the site because they don't have the plugin. You can play it here: https://mzadz.itch.io/caves-of-mimicry.

Heres also a GIF :D

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Beatcraft, even more sci-fi now! (Android build available!)

Hey, look! What are those little chaps on the surface of that planet?

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Well, if it isn't an Android port of Beatcraft!

The game controls were so for touch input that I just had to make an Android port.

I thought it would be trickier because during the weekend I didn't pay attention to the UI and simply forced the resolution to 800x600, so I had assumed I would have to adapt several things. Far from the truth, I barely had to tweak a couple of UI components to get auto-scaling working well, and there it was! :D

With this I can probably start thinking how I could improve it. But the immediate next step will be the post-mortem.

Meet Serious Bob!

He wants to earn some money via gambling, but evil guys on the cows don't let him go so easily.
You know what to do.
https://ldjam.com/events/ludum-dare/41/hypertexaspachinkopongsurvarium-with-cowstm player-bowboy (4)-small2.png