LD 41 April 20–23, 2018

Fight zombies on Windows and Linux

No-Brain Jogging now has a Linux and Windows build. Just run the executable, that's the game. No installer, no stress.

https://ldjam.com/events/ludum-dare/41/no-brain-jogging

Here is a screenshot:

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Windows .exe

Linux executable

Do you like RPGs? What about Endless Runners? Howabout Run and Gun?

Well click the link to play the only RPG Endless Run and Gun game in the entire LD JAM! Super Gun Baby Run has it all! Action!, Aliens!, Powerups!, Pixel Art!, Full Human on Alien Gratuitous Violence!

You've played the rest now play the best! Because nothing says fun like Super Gun Baby Run!

PLAY SUPER GUN BABY RUN NOW! https://ldjam.com/events/ludum-dare/41/super-gun-baby-run

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Off the Hook: Audio Postmortem

Game Description

Genres mixed: Fishing/Fish Simulator + Horror

Premise: Don’t get caught by the net and become dinner.

What Went Well?

  1. First Jam in 3D - This is our 3rd game jam as a team, and all our previous games used pixel art exclusively. We’ve only started doing 3D work in the past year, and the team turned out some amazing graphics.
  2. Ambiance - The tank is suitably unsettling to exist in, and sits right where I wanted it between “oddly calming” and “indie horror” while the danger net is not in play. When the net DOES come down, it’s a wonderfully terrifying experience. Having our lead programmer dedicate a whole day to lighting and Shaders was well worth it.
  3. Scope - I think we started with a really good appreciation for exactly how much we could get done. We knew going in that the team was losing almost all of Monday, that our Game Designer had a real job that needed attention throughout the weekend, and planned in advance to make this a more leisurely jam than our previous two. This was especially evident when, five hours to go, we had a brief talk of “Okay, so right now we have a really awesome horror tank simulator. Do we have time to make it a game? If not, that’s okay.”
  4. Teamwork & Pipeline - At the end of the last two jams, our team was almost not friends anymore from the stress and panic. We tried to take ourselves less seriously this time, and it was well worth it. The last hour was full of cooperative handing of scripts and image files back and forth, rather than quiet resentment and waiting for the programmer to finish implementation of something we knew was a little broken. I think a lot of that is thanks to ensuring that every member had access to the Unity Build from the very beginning, rather than segregating our art team to pass assets to the Programmer to implement. Each jam we’ve done has helped our members individually refine their crafts, but I felt like this go-round we refined our pipeline, and got some much needed practice interfacing with other people.
  5. Audio - I’m going to toot my own horn here. This was my first game where I really got to focus on sound design, and the sound came out perfect. I’ve watched several people’s faces pass through exactly the emotions I intended from ‘happy swimming’ to ‘what was that!?’ to ‘OH GOD IT’S RIGHT BEHIND ME’ https://youtu.be/iiIUhd8TzUk

What Didn’t Go Well?

  1. The “Game” part of the game - At 5 hours to jam end, we had a really pretty fish tank, a character controller that didn’t suck, and fish that milled about on their own. There were paper pads of design notes for making it actually a game, but none of the scripting had been touched, largely due to our Game Designer needing to be on hand for other real-life issues. I’m still really proud of what we put out, knowing that it was closer to a 50 hour jam for us, but I also know that the “game” part never got implemented. There was supposed to be a fish food mechanic that drove the player to go explore the tank, to give you a marker of success, and a more dynamic interaction with fleeing the net.
  2. Occupying our 2D artist - We have a wonderfully talented dedicated 2D sprite artist on our team. She painted some lovely textures for our fish and models, but all of her work relied on someone else having something finished to have her paint. I think this was the biggest hiccup in our pipeline, which I think is a vote in our favor.
  3. Animations are hard - We had this fantastic cut scene planned with a beautiful soundscape, some delightfully horrific graphics, and a whole room for the Kitchen that would play when you are taken from the tank. No one on the team has done work like this before, and the whole thing had to get chopped (hah).
  4. Audio Implementation - This is a personal frustration. Since our last Jam, I’ve spent some time trying to learn Unity and light scripting. While I’ve improved leaps and bounds, it wasn’t quite enough to be able to take control of managing and playing the sound effects I lovingly crafted. It meant I had to write detailed instructions to pass to our two programmers, and just... hope it came out well. I can’t play the game without being disappointed at the attack of a Sound Stab, or the balance of a bubble ambiance, or the too-abrupt-fade of a tension ring, or the failure of the damned bubble track to cut when the cleaver comes down. Our programmers did AMAZING work, and my audio nit-picks were so not the priority of the last hour, but I’m frustrated that I wasn’t able to make sure my work was well executed in the final product. Something for me to work on for next time.
  5. Post-Mortems are Hard - No, seriously. I had a hard time populating “what went wrong”.

Final Thoughts

Overall, I’m really proud of the lovely terrible thing we created. This jam experience left me re-energized and ready to leap back in and make another, rather than burned and disappointed. I couldn’t be more proud of how far my team has come since our last entry. After the team gets a chance to sit and discuss what we can do better as a whole next time, I think I’ll make another of these posts revisiting my LD38: Atlantis postmortem.

I’m still sad some of our more off-the-wall concepts didn’t quite make it in. Evil Fish was my favorite character: ezgif-5-342f99d767.gif

Play Our Game!

Game link: https://ldjam.com/events/ludum-dare/41/off-the-hook

DIRTY PINK!

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Hey fellas!

Dirty Pink is a game that combines two genres: Runner & Blockchain

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You can download it HERE!

Controls:

  • WASD to move the car
  • Right click in the ice cream machine to change the flavour / color
  • Synchronize left click in the machine to spawn ice cream balls (max 3 stacked) 🍧🍧🍧
  • Change music with Q and E 📻
  • Pause with P 😆

CrazyHomeboys

Thank you for playing, sharing or voting us!

Rhythm Quest

Demonic drums beat deep below the surface...

Play Rhythm Quest here: https://ldjam.com/events/ludum-dare/41/rhythm-quest

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Play Rhythm Quest here: https://ldjam.com/events/ludum-dare/41/rhythm-quest

Ignore This

Change of plans I thought of a cooler way to do this.

Blocks'N'Blaster - A new way to play Tetris

We will rate hundreds of games during the whole Ludum Dare playtesting. We would love to have feedbacks too from you guys. First feedbacks had been amazing <3

ezgif.com-optimize.gifhttps://ldjam.com/events/ludum-dare/41/blocksnblaster-1

Gourmet Shot

Hey guys!

Check the game that my team managed to finish! We know that it still have bugs and lack balancing, we are working on solving this issues to release a new game patch, but the game experience is still there.

So visit our game Gourmet Shot, and enjoy! TelaPrincipal(post-menor).png

We'll appreciate every feedback, and thank you for the attention! ^_^

Need for fish now in browser

Hi, had some fun playing and rating some games, hopefully I will have some more in the days to come!

But I have something for you all!

Something for those who don't like to download .exe, or just want a quick play! A HTML5 version!

Game link

Fishing x Racing, thats a cool one needforfishgif1.gif Its a game about fishing... And racing.

Can be played fully with Space only!!!

M to mute

I would even say its easy to play, hard to master!!

Game link

It was ported later, but its overall the same experience. Feel free to the executable.

I hope you enjoy the game! Rate, comment, feedback, share!

I'll gladly take a look at your entry too:smile:

PizzaBrawl! Cooking/fighting game crossover!

What really happens behind the scenes of a pizza restaurant? Uncover the traditional pizza making techniques in this game for LD41!

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FEEDBACK is very appreciated! Comment with your opinions about the game!

Food Truck Race!

Do not just be fast, you have to know how to make a burger as well.

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  Take all the resources to make your burgers

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  Be quick, you only have 3:30 min

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  Once you get all the resources go to the red dot in the central square

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  Ended? No! Do burges madly !!! You ready?

https://ldjam.com/events/ludum-dare/41/food-truck-race

https://p3gs.itch.io/foodtruckrace

(Less bugs - 24 hours after deadline) https://p3gs.itch.io/food-truck-race-second-release

Dayly fix of Date Fighter is here!

Our page here: https://ldjam.com/events/ludum-dare/41/date-fighter

In Date Fighter, fight your opponent... Gif1.gif

... throw him in the tree... Gif2.gif

... to have time to seduce the girl! Gif3.gif

Post Your HTML5 games for rating - Day 4

Hi there!! I’m playing HTML5 compatible games in order to rate and get feedback.

There are another three posts with more HTML5 games if you want to test them also:

  • 3rd part: https://ldjam.com/events/ludum-dare/41/i-bet-that-your-cats-look-good-in-the-dance-floor/post-your-html5-games-for-rating-day-3
  • 2nd part: https://ldjam.com/events/ludum-dare/41/i-bet-that-your-cats-look-good-in-the-dance-floor/post-your-html5-games-for-feedback-2nd-part
  • 1st part: https://ldjam.com/events/ludum-dare/41/i-bet-that-your-cats-look-good-in-the-dance-floor/looking-for-html5-games-to-rate

This is my game https://ldjam.com/events/ludum-dare/41/i-bet-that-your-cats-look-good-in-the-dance-floor if you want to test it and rate it also. (thanks in advance)

Space Beats!

My rythm based bullet hell, Space Beats, has been released!

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Live LD41 Game Reviews! :)

Hey! I'm LOVING reviewing these games and interacting with the people who made them! Want you game reviewed? Come check out https://www.twitch.tv/hob8yte!

00Boyfriend Post-Mortem

If you haven't had the chance to play 00Boyfriend, our action-platform shooter dating-sim hybrid, check it out and rate/comment! We are pretty excited with how it turned out!

Jam page

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Game Description

The spy dating scene is a pretty rough place. Agent Doug Smoulders is a big chin wielding, lovable secret agent seeking companionship in this modern dating simulator. Keep up on text conversations with love interests during secret missions or your heart(s) will suffer the consequences.

Tristan created five amazing original songs for this jam!

Listen on BandCamp here!

The team!

Code: Patrick Hill / Aron Hommas

Art: Sam Bragg

Music: Tristan Deniet

Sound design: Patrick Hill / Tristan Deniet

Script: Aron Hommas / Ava Correa / Amy W

Theme

Alright, now to the meat of things.

We struggled for a while to land on a concept we felt worked well and was something we hadn't seen before. After the theme release we spent a good 3 hours coming up with different ideas. How do we make an incompatible game compatible, but not too compatible that it kills the theme! We got out some cards and wrote a bunch of genres down, mixing and matching and thinking of ideas with the combinations. I (Patrick), had been wanting to do some sort of shooter in previous jams. I just find the gameplay to be fun and engaging and hadn't had the chance to throw one together yet. So we started spitballing some ideas about combining a shoot-em-up with another genre. We thought a lot about different sports games, variations of basketball and football, and even had an idea about taking curling to an extreme. But someone suggested a dating simulator and things really started rolling. We came up with the idea that you had to answer your phone to respond to messages but the phone was super distracting to toy with the theme of incompatibility. What was more incompatible than a fast paced shooter where you have to follow dialogue and respond to silly questions?

Thematically we went through a few ideas. One of the first ideas was a scene set in "The Purge" where the protagonist made a date on the night of the purge unintentionally. The level would have had your date following along while mayhem occured. However, we wanted to keep things a little more straight forward. A spy came to mind, secluded on his mission and secluded in his love life. Once we landed on the concept, we all thought it would be pretty rad if we could pull it off!

Development

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Friday

Coming up with the theme took up a good chunk of time, but allowed us to really hone in on a vision of the final product. We all met up together to start off the jam like a little LAN party. We started work on getting the character designed and general art style. Doug originally had a fedora and looked quite noire, but we decided having his face showing would be more appropriate for a dating-sim. So we featured his big chin! Tristan worked away on the main music theme taking influence from popular spy films and got something cool going pretty quickly. Aron and I decided to split the programming duties between the phone and everything else. Aron took on the challenge of the phone and I got to work building up the project.

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This was our work from home day. Each of us got to grinding on our respective assignments. I managed to get all of the menus, platform mechanics, shooting, weapons, and some of the enemies mostly completed. Level design was one of the hardest parts for me because it is just so open ended! I managed to get the first level blocked out and tested. I wanted to give the feel of our spy moving through different office buildings and across rooftops.

Sam was able to get out the main character, baddies and animations done along with some tiles for the first level. He also pumped out the logo and various titles in game in a cohesive style. I was incharge of compiling the project, so I worked pretty closely with Sam to implement all of the art assets and get them looking right in game.

Aron worked on the phone gameplay, building an event system to handle various inputs and spit out responses. He worked hard on getting the phone to be responsive and distracting, but also a clear design with how the inputs are received and messages are displayed. It turned out really cool! He basically built a text messaging app for the game!!

Tristan had some prior commitments for most of the day but was able to come up with a couple cool ideas for unique sounding compositions. We really wanted to have a strong spy theme for the menus, which he killed on Friday! But we wanted to branch out a bit for the other songs, throwing in some playful vibes on the first level, sneaky vibes on the second level, and intense action vibes on the final level.

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We got a lot of work done on Saturday, but we needed to touch base on our parts and get things glued together. Later in the day we met up at different points and talked over some mechanics and systems. Originally we wanted the phone conversations to have some sort of point based system with each response adding or subtracting from your relationship score. It became apparent that to keep it balanced and obvious to the player it would be pretty challenging with the time constraints. Ultimately we came up with the idea to tie the phone gameplay into the player's health system. I had made some health pickups and other things for healing up on the mission, but decided to scrap them in favor of the new system. I think it turned out pretty well overall! A little more game-juice would have been helpful to really portray what your phone conversation did to your hearts, but we needed to get things done!

Once we got the phone gameplay implemented to the project (thankyou github <3) it was a really cool moment. Up until that point it was in the air whether this game would be fun or disjointed. But man, it was hype! The phone animations and responsiveness really made it for a cool experience juggling the different genres.

My responsibilities also included sound effects. Sound design can be very labor intensive for completely synthetic sounds, so I decided to keep the aesthetic more realistic. I dug through my sound libraries finding a lot of classic sounds like footsteps and gunshots. After finding a base layer I would work with cutting various parts together, pitch shifting and tuning. I also really wanted some punchy sounds for the weapons. I added a few layers of different sounds on top like a thuddy kick drum sample and some clicky mechanical noises or trails to add some umph. I made the rocket launcher shooting sfx with a sound of a trunk closing, a deep drum hit, and parts of a recorded rocket launch! But then I had to make 2 more sounds for the rocket flying (rocket launch/bottle rocket pitched down) and the explosion(car door closing/explosion recordings/effects). I had to work fast, so I would go back and forth between sound designing and implementing art and features while debugging simultaneously. It was a ton of work!

Sam was over at my place working on art assets the whole time and we had our significant others help out with writing some of the text scripts with Aron while he was over. They also were very kind to get us some chinese takeout to fuel the jam! Also shout out to coffee, couldn't have done this without you. Tristan came over later and checked out the progress on the game and talked over some of the sound design and music. Tristan was able to work on the phone sound effects and get some tonal synthetic sounds going. We needed a notification sound(with phone buzz) as well as positive, neutral, and negative feedback sounds.

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Crunch time is on!!!! I didn't sleep from Sunday 9am to Monday 9pm a good 36 hours xD. Sam was a trooper and managed to stay up til 5am or so working with me on getting various backgrounds, props, and animations up. Aron got to plugging away on inputting the text scripts and coming up with more content. My biggest task was getting the phone gameplay implemented and the levels built. I also needed to give the game an ending and implement various systems for tracking weapon progression, debugging and implementing sound and music, tuning up enemy AI behaviors and really just compiling the entire project. It was a struggle towards the end, my brain was mushy (coffee bless)!

I also had to work Monday afternoon but had a lot of downtime to finish things up. I work with Tristan and on Monday he came to me with an idea for a bit of a gag at the end of the game. It's a really funny country song about being a spy in the dating scene. I was all for it, so after Tristan got home he was able to record and sing on the last song. I finished up the jam by adding some various background props, play testing, fixing a couple bugs and adding a polish effects like dust particles, blood effects, enemy deaths, and a long list of other details.

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I'm really proud of what we accomplished in this 72 hours! This was my third game jam with Sam and Tristan and first time working with Aron. His contribution of the phone gameplay was amazing! He also made source control a breeze with his github knowledge. Special thanks to Ava and Amy for keeping us alive during the long hours. I really hope everyone enjoys the game, I think we made something pretty unique and very fun to play. If you get a good chuckle and have some fun, this jam was a success!

Cheers!

Patrick

Sam

Aron Hommas

Tristan