LD 41 April 20–23, 2018

Last Girl On Earth

A game about love and blood ♥️

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It's our second Ludum Dare as a duo and we are super proud to present you "Last Girl On Earth" !

For the theme, we mixed a "Tamagotchi like" with a top down shooter !

📜 Story (kind of)

One day, the world woke up with a huge problem : all the girls disappeared except one. No luck for you, it's your girlfriend.

So you did what a sane boyfriend would do in that case : you found a tank and decided to protect the one you love.

Face waves of guys, and give your girlfriend the presents she asks you by clicking on them !

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We should be working on the HTML5 version soon !

Available for Windows and Android.

:joystick: Download on our page !

Entry "ESCAPE" let's play

Make sure to sub to see more let's plays of Ludum dare entries, let me know if you want me to play your game too! :D https://youtu.be/-F2xtdJ56Ow

Harvest: The Farming - Red Owl Games LD41 Entry

Hey All! Hope you are all having fun playing LD games (i know i am)

This is my second LD jam and i'm looking for feedback on my card game + farming sim.

https://ldjam.com/events/ludum-dare/41/ld-41-red-owl-games (html5 version available)

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Hope you all enjoy and i look forward to your comments/feedback!

Dungeon Exploder - now on WebGL, Windows, Mac, and Linux!

I originally only submitted a windows version on account of WebGL rendering glitches and performance issues, but I've done some optimizations and tweaked the graphics settings and now it runs pretty okay! Also, now there's a mac and linux build, because why not.

Dungeon Exploder is a game about a space ship exploring a dungeon, with an exasperated fairy as a guide. Check it out: https://ldjam.com/events/ludum-dare/41/dungeon-exploder

Fire Turtle

Just a Little More!!!

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https://ldjam.com/events/ludum-dare/41/battle-z-defense (HTML5 (web))

Battle Z Defense mixes a battleship game style with tower defense, with a touch of zombies, of course! Your tower is under zombie attack and your mission is to kill all the zombies by clicking on them or by throwing missiles on their heads, yeah, just watch’em burn! As a battleship player you first need to uncover a coordinate by using a torch (right click), if you’re out of luck you may find nothing or maybe a zombie or two, but, if you are luck enough you will find their home, a.k.a tomb or graveyard, then you can throw a missile at it and make the world a better place (or with less zombies, at least), if you destroy all their tombs without loosing your towers you win! Tip, I was told that you can click on your base to get some health back, just in case you need it! :P

HOW TO PLAY

Click to kill zombies or tombs Right Click to use torch or missles Scroll wheel up or down for zoom Hold Spacebar and drag the mouse to move camera

[Edit] Since notebooks doesn’t have a middle mouse button and the browser was scrolling the page down when the player holds the middle mouse button, we’ve changed the move camera feature to Spacebar to fix those issues. Downloads and Links HTML5 (web) https://ldjam.com/events/ludum-dare/41/battle-z-defense

Aleam Ludere - To Play At Dice - My First Ludum Dare

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For my first Ludum Dare, I was able to finish a mismatch turn-based, top-down western shooter. You play as a dice wielding cowboy who gets caught cheating using loading dice and now has to escape the tavern.

The game was meant to play as board-game top-down action shooter where you take takes. You press space to roll a dice and get some action points. The AP you get will allow you to either move or shoot. If you get caught three times, it’s game over.

Roll the dice and take a shot.

Will review the games of anyone who leaves a comment.

There's nothing more stressful than people reporting bugs and not responding

It's so stressful having so many people come play my game and then complain about something not working, and then not give it another try when it works. It's also really frustrating when people leave reviews without playing, which some people have done. Reviewing as a whole is very hard for me to bare, I guess I'll just have to change my perspective.

Soundtrack on SoundCloud

The Super Slime Slasher Ultra soundtrack is now available for your listening pleasure on SoundCloud!

Give the game's wonderful original tracks composed by Patrick Flattery a listen!

https://soundcloud.com/pflatt/sets/super-slime-slasher-soundtrack-ultra

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If you haven't played the game yet, check it out here!

https://ldjam.com/events/ludum-dare/41/super-slime-slasher-ultra

Hmmm, nostalgic and "Souls'y"... Is it good enough?

I like the idea of starting with a jam game and continuing on to develop a commercial game. The past few jams were fun, but never felt like they could be bigger.

This one, with sort of a 2D pixel art and Chess nostalgic hook also pulled in some more modern "Dark Souls" and "rogue-lite" core gameplay, to have me wondering if we should keep working on it. Thoughts?

LD_coverPic.png https://ldjam.com/events/ludum-dare/41/rogue-pawn

I can imagine a Zelda-esce overworld with dungeons not unlike more-developed versions of the 4 areas in what's playable here... maybe multiple armor sets and some light story elements... could be fun? Would you buy it for $6?

Finally wrote a full description for my game.

 

Still haven't had a chance to tweak the difficulty, so get use to seeing your dude stuck in stun lock.

Unless of course, you're good.

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https://ldjam.com/events/ludum-dare/41/five-iron-frenzy

InvadTris 1.1, 1.2 released

I've had such a great 24 hours since releasing 1.0! Already, I've had 18 ratings on InvadTris, which is amazing. In the last Jam I took part in, I didn't hit 20 ratings until close to the end of judging. Thanks to all who've played, rated, and commented!

If you left a comment on my game, I will play and rate your game! So if you need ratings, play my game and leave a comment!

Tonight, I worked on the project for another 6 hours, and got a lot done, and managed to do TWO releases!

1.1 2018/04/25

  • Title Screen
  • Instructions
  • Start Level select (1-9)
  • 4-line Tetris play awards extra life to Invaders
  • Nerfed points needed for extra life in Invaders from 1500 to 10000
  • Adjusted Invaders slowdown when Tetris has focus
  • Changed background color for Tetris

1.2 2018/04/25

  • Gamepad support
  • Holding left|right will shift Tetris block, so you don't have to press/release every cell-shift.

I'm super happy with how well my code is organized and easy to understand that I was able to do all these things in such a short amount of time. If you're a GameMaker Studio user, I invite you to take a look at the code.

Tomorrow, I'll see if I can't get the audio implemented, and some other cosmetic things.

Play and Rate InvadTris!

Shoutouts and Selfpromos

During this game jam I have been playing a lot of fun games and ones that I'm surprised still didn't get enough ratings to qualify for scoring. So I decided to give some shoutouts to some games that still need those.

Let's start with the more funny of the bunch: Rex McFury - Public Defender

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Ever wondered what Phoenix Wright would be if it were a beat'em up? YES! Ever wanted River City Ransom + Phoenix Wright? Then this game is for you! Solid voice acting with macho-style humor makes this one of the most hylarious games I've played this gamejam.

The second game I'm giving a shoutout here is Space Beats.

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And here I thinking that my idea for this gamejam was off the wall enough! What a way to be proven wrong! Bullethell meets Rhythm games! Shot on the beat or you don't shoot at all! Bonus damage if you nail the beat.

And I did mention my game didn't I? Oh yeah! My game! Tharkarys Invasion

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A mixture of Tower Defense with Shoot'em Up. Defend the Core/Generator from the invading forces. Kill enemies to get money to buy towers to help you defend against the invasion for longer.

Play and rate these games and give the best construtive criticism you can. Share your games and other games that didn't get enough ratings for scoring that you think are worth checking out! The community and devteams/solodevs will thank you for that. :smile:

Future Plans

Our game, Grid Gunner, has been blowing up (in a good way, I might add). This has motivated us to push forward and start working on an Andriod version of our game. We will add more tutorial levels and make different challenges in that version. We hope to have it on the Google Play store soon, so look out for that.

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Play it here: https://ldjam.com/events/ludum-dare/41/grid-gunner

Timelapse - Golf N' Grenades

https://youtu.be/zOSlkF98v8I

This is a timelapse of my Ludum Dare 41 weekend. I had a feeling that the theme would win since everyone seemed to dread it =) I will also be adding a narrated postmortem version of the timelapse.

The night before I had already thought about combining golf with zombies and grenades so I was able to start right away at 3AM Swedish time as the theme was announced.

This timelaps runs at 10000% (x100) original speed and it covers pretty much everything during the creative process. This is probably the most time I have committed to a Ludum Dare but I sensed all along that I would probably just make it if I kept the pace going.

I wanted to go with clean retro low poly graphics style so I started off by modelling the golfer in Blender which I also rigged with bones, weight painted, and animated with the most important animations (idle, walk, run, swing, itch head, itch bum, anger club smashing =) I made sure it imported into Unity OK and then I did some rough animator controller events to see that it would work. Then I modeled some props, trees and the zombie which I also rigged and animated. I spent roughly the first 12 hours of the event in Blender making the characters.

The rest of the day I spent in Unity implementing the core mechanics of movement, navmesh AI agent movement for the zombies, golf swing, grenade launching, explosions, etc. At 1 AM (22 hours in) I felt that I still had energy so I modeled the final golf course elements 12 floating islands style elements with grass, 5 rough patches, 3 bunkers, 3 greens, and 4 rocks. Before heading to bed I had most of the mechanics up and running, all the graphics, one hole / level. I felt confident as I went to bed at 3 AM spending the better part of 24 hours making the game.

Day 2 I dove straight into making the main menu and game state machine because I know that can haunt you if you leave it too long. Transitioning between states, spawning / removing level objects, and all that stuff can introduce bugs and have things behave very unexpectedly and that's the last thing you want as you approach the deadline.

I alternated improving the "hole completed" mechanic with designing some levels. Making levels is another thing I have postponed too long in the past and it takes longer than you think to make the levels so my aim was to have 9 holes ready before I started making any music.

When 9.5 hours remained I had finished making most of the game including all levels so I was able to start making music 2-3 hours earlier than I have for any other Ludum Dare. Composing went smoothly and I was very happy (for a change) with the retro chipstyle track. I was influenced by some Rob Hubbard C64 music like Commando (since my games had grenades and a retro look and some action to it). I didn't feel like I had to stick to traditional golf music.

When 6 hours remained I rushed away to the shop before closing because the day after Ludum Dare was my wife's birthday. I had to buy stuff for a cake that I baked between 4AM and 5AM after Ludum Dare.

When 4 hours remained I recorded some sound effects in my sound room for zombie noises, golf swings, ball striking, explosions and stuff. I could spend some time implementing the audio and polishing the game. I was pretty much finished with everything when 2 hours remained but then I noticed that I had a type in my game title, I wrote "Granades" instead of "Grenades" so I had to redo the title art and UI texts.

I submitted my game when 25 minutes remained of the event. All in all I'm very pleased with the game but I am aware that it has some flaws. For example, I wanted to have better aim/controls but I couldn't allow myself to spend more time so that's something I plan to fix in a post version where I may even add multiplayer support and golf carts :)

Thanks for taking the time to watch the video - I hope you like it!

Please play and rate the game here if you get the chance:

https://ldjam.com/events/ludum-dare/41/golf-n-grenades

The soundtrack from this video is available for download here:

https://imphenzia.itch.io/ld41-timelapse-soundtrack

The game was made using Unity3D 2017.3, Blender, Adobe Photoshop CC, Adobe Illustrator CC, Sound Forge 11, Steinberg Cubase 9.5 (mainly with VST instruments Halion 6, Vengeance Sound Avenger and Battery).

New Discovery Shadowscape

WOw just played some of the later levels of my game and there's some crazy stuff going on. Quite challenging to get there, but it's some trip!!WEBGL ezgif.com-optimize(1).gifhttps://gonz0.itch.io/spacescape

Siege the Cloud Empire Updates

New updates to Siege of the Cloud Empire

  1. More enemies are spawned.
  2. Killing enemies during siege mode now drops powerups for your troops.
  3. Next level of clouds won't spawn if there is existing enemy.
  4. More intelligent navigation

Come and play it!

Available on WebGL, Windows, Mac & Linux

Build your town

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Train your troops

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Siege the Cloud Empire

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Hidden Mechanics In Slime Battle Royale

There are some things going on behind the scenes in Slime Battle Royale, and I wanted to take a moment to share it with everyone.

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AI Movement

First, let me say that originally I had pathfinding for the enemies, but ended up having to rip it out because of some issue with it. Instead, so I could get the game submitted in time, I made a simpler system for the AI. They have two states: Random and Towards. By default, all AI uses the Random state.

Random State
In this state, the AI chooses one random direction to move, then the next frame they choose to move towards the player on the X or Y axis. I was hoping this would work out, but in the end, they seemingly just randomly move.

Toward State If the player sits still and doesn't move for 3 seconds, all AI switch to this state. In this state, they evaluate a towards vector and move towards the player. If the player moves, then they all switch back to the Random state.

AI Attack Choices

In battle, it's rock paper scissors. In real life, there's not much strategy to it, and it all comes down to random. In Slime Battle Royal, it's all random as well, with some added weighting. There are six arrays that are filled with Rock, Paper, or Scissors attack enums. Some arrays contain more of one type than the others. Each enemy is randomly assigned one of these arrays, and chooses a random attack from their array when attacking.

AI vs AI

Battle commences between the player and an enemy when they are next to each other on adjacent squares. However, did you know the AI's will also battle it out among themselves? It's a battle royale after all, and they want to win to. Each time two enemies are adjacent to each other, a random roll is thrown to see if they'll fight.

If you haven't had a chance to check the game out yet, head on over and give me some solid feedback and rating. I want to develop this out post Ludum Dare into a full game, with a much better system for fighting.

https://ldjam.com/events/ludum-dare/41/slime-battle-royale

So Close!

Super Slime Slasher Ultra is less than 2 ratings away from hitting 100 ratings!

We have a special surprise prepared for when it passes the 100 mark!

Will you be the one to push it over?

A short post-mortem for my second jam ever

So after receiving some feedback about my game and reflecting on the jam, I think I have a few takeaways to state for myself.

What went right

  • Unlike to my first game jam ever (LD40 I was doing as a compo), I had a plan. I knew it was very important to lay down all the major gameplay mechanics and theorycraft whether they would even work, at least on paper. Having some sketches and pseudo paper prototypes is very important to visualize things. Last jam I didn't pay attention to that, I had a basic idea and I hopped right in to implement basic movement which led me to have my gameplay be boring as hell. I am very happy it is not like that this time! So although game jams are restricted in time, careful planning and understanding what you're doing is NOT a waste of time, it will actually save you a lot of time and will make your game so much better!
  • Far less time wasted on things I'm clearly bad at saved myself a ton of nerves and frustration. Yes, I didn't participate in a Compo this time, I didn't bother writing my own music (which I somehow got 92nd place last jam for..?), but on the other hand, I had that time to work on things I like, like more time for programming and I had more time in general too (72h jam vs 48h compo). Yes, it may not be as challenging or "prestigious", to do a jam instead of a compo, but hey, it's all about fun, so personally, I'll choose to do jams from now on to be able to focus on things I like and avoid frustration of having to create music myself from scratch just for the sake of it!

What went wrong

  • First of all, playtesting and iterating the level design. It is a difficult task, especially when working on the game all by yourself, but I have definitely overlooked a few issues with my level design, i.e many players had frustrating experiences with Level 2 where the second launchpad would only punch you towards the platform correctly if you would stand somewhat far from the launchpad, otherwise you'd hit the wall. A very simple thing I had overlooked.. well, simply because me as a player was gravitating towards standing as far from the launchpad as possible, for no particular reason. So yeah, try to have someone to play the game for you or at least be as creative with your QA as possible. Those little things are not gamebreaking and players seem to figure those out on their own eventually, but they are definitely super frustrating and can turn them away from your game!
  • Secondly, tutorials, explicit or not. You have to have them. You can try to explain all the game mechanics through a smart level design and progression.. but you may not be able to do that perfectly in such a short period of time. Have some hints somewhere. I feel like a very good approach to that issue is to have optional hints, like "Human Fall Flat" does. You know where they are, you can look at them if you "hit the wall", but if you want to figure things out organically, you have that option too. Would be very useful for my game that is puzzle based and fully relies on the player to understand the basic mechanic very well!

Summary

Well, either way, it was amazing experience to take a part in this jam, will be back for LD42 for sure! I've seen so many great submissions here, so much inspiration to get better and keep on hacking.

Shameless plug: feel free to check out my co-op for one player game here and rate your experience!
https://ldjam.com/events/ludum-dare/41/can-i-fg-die

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Competition anyone?

I am considering hosting a competition for Golf N' Grenades - make sure to get your practice in before it's announced =)

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Play here (WebGL available) https://ldjam.com/events/ludum-dare/41/golf-n-grenades