LD 41 April 20–23, 2018

PART 2: Wreckless Rally: Prototyping Smototyping!

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Back to Part 1: Brainstorming and Merging Two Genres

Prototyping Smototyping!

We could have the player knock or tow cars into pit stops. Perhaps it is more fun to make chains in place. Would it be fun to allow the player to reorder the cars on his towing chain? It’s hard to gauge any of this without a prototype, so we set our goal for day one: have a working prototype!

What didn’t work

Approaching this like a typical jewel-matching game doesn’t work out of the box. A screen filled with cars becomes really hard to process when the camera moves and you are also trying to avoid crashing into things.

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So lets tune down the number of cars. We also tune some other aspects until they feel right; scrolling speed, car control.

Towing cars onto pitstops feels fun but can be a bit hard and one-dimensional, chaining cars on the track feels pleasing as well and provides a lot of freedom. If we keep both mechanics and make one a bonus mechanic the whole core loop becomes a lot richer.

Reordering the cars on the tow chain doesn’t really add much except requiring an extra button, so let’s just allow the player to release the tow with a button press.

Oh no! All our cars are off-grid!

For the player making chains of off-grid cars is very hard, and our algorithm a lot more fidgety, so lets make them gravitate towards a grid.

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Not perfect, but it makes the game a lot easier to play.

Giving players more control

Towed cars count as chainable pieces on the board. Making sets on the chain feels really rewarding and intuitive, but players will never be able to tow more than two cars at once without them instantly plopping out of existence. It also means longer pit stops have to be multi color or players cannot fill them easily.

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Good matcher/jewel games allow you to intuitively pick up the mechanics, but have more meat to them. What happens if I chain four gems? What happens if i make two chains cascade?

Lets count cars in tow as out of the game and using a button to release. Hey presto! Suddenly longer pit stops work, and players control when to cash in multiple color chains at once. Fun achieved!

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“But the cars aren’t moving and this is a race”

Collaboration is both a lot of fun and a lot of frustration at the same. The game feels fun, and now our graphics guy @Flaterectomy is complaining the race isn’t a race! Drats.

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Getting the cars moving quickly turns the game into an impossible task; suddenly either the scroll the map faster and have pit stops race past, or the cars scuttle all over the place giving our poor player a chaotic cat herding experience, what can we do?

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Let’s compromise. Have a couple of racer cars run in from behind, and have the majority of the cars appear crashed. Surprisingly this provides a great sense of immersion to the game without frustrating the plyer, and as an added bonus, it introduces some themed hazards to avoid.

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Next up: Meat of the Code

More parts here!

Play wreckless-rally here

Available for testing this afternoon!

Hey there devs! Like yesterday, I'd like to spend a good part of my afternoon reviewing games submitted in the comments!

Just give a one-sentence description of your game, its link, and also tell me if it's playable on Web (would be better honestly, but I'll try to check all of them anyways).

If you can also take a look at ours, it'd be fantastic! https://ldjam.com/events/ludum-dare/41/shady-cards Have a nice day everyone

Ldjam link of Toodee and Topdee

Hey, everyone. I played this game on itch.io. It says it's on ldjam but I couldn't find a link. It's an awesome game I want to rate it here. Anyone has the link ??

Hey! Do you have a minute to play Dancemazing!?

Hello fellow ludum darers, wanna try my game mixed with horror and dance? Play it here: https://ldjam.com/events/ludum-dare/41/dance-for-your-life Feel free to leave a comment so i can try your game too! Also don't forget to vote!

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Completely forgot to post about our game Idleshot!

Have you ever wondered what a clicker game that was also a shooter would be like?

Yeah proably not... But If you're curious now you can find out by playing our game!

Find Idleshot Here!!!

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So how does it work?

In Idleshot every bullet you shoot gives you a shell. If you collect enough shells you can buy upgrades and access to more areas of the map! Enemies come in waves and drop Jelly which can be used to purchase and turrets which also give you shells for every bullet they shoot!

The version we released at the jam deadline was pretty buggy and unbalanced. Some upgrades even just didn't work! So if you want the most enjoyable experience I recommend the post jam version, which doesn't actually add any content, just fixes some bugs that stop you from getting the full experience.

Also you can expect another update coming soon! We're planning on adding more game feel, some new graphics assets, a couple of extra upgrades, and maybe even a whole new enemy type!!!

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Feel Stressed? Let it out kicking the ball against your enemies!

In Soccer Fight you are a soccer player who make score killing the other players with the ball.. MAKE THEM FLY AROUND kicking the ball at maximum speed!

Kick the ball into the goal, when it's red, to generate a rain of balls falling down from the sky!

Game here: https://ldjam.com/events/ludum-dare/41/soccer-fight

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Match 3 & FPS combination

Hey folks,

For LD i decided to try and merge the Match 3 & FPS genres to create a faster paced twitch fps platformer. I hope you enjoy it!

https://ldjam.com/events/ludum-dare/41/match-shoot

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Side note, i've seen so many amazing games come out of this jam - really amazing work to everyone who entered, looking forward to playing as many entries as i can!

Deployment Considerations

Creating games is one thing. Creating software that others can run is the other.

In my LD experience I have the feeling that I was able to play maybe 30% to 50% of the games whose page I visited. The reason is that many people do not consider how others are going to play their game.

I use a 32 bit Windows XP virtual machine to play Windows games, I do not want to use my regular machine to run unknown software, I do not really think that anybody posts malware, I just have a better feeling using a VM. I also run Linux in Live USB mode to play Linux games if I encounter one. HTML5 games I play on my regular Windows 8 machine, hoping nothing bad can happen to me :-)

The top-most problem I have with Windows games is that they use either Unity or Game Maker 2, both of which have cancelled XP support in some of their recent versions. To stay backward compatible as far as possible I would suggest using older versions of these engines. I have yet to see a game that really NEEDS the new features that are introduced, that make these engines incompatible with XP.

Another big problem is 64 bit only builds. You may not realize when building on a 64 bit machine that your compiler might just target 64 bit by default. This creates problems for a lot of people, there are a lot of 32 bit systems, especially on lower-end hardware like netbooks.

The easiest way for others to play your game is the browser. If you create an HTML5 game that seems to be the optimum with regards to deployment. Still, you might run into other problems like performance, controller support or incompatible browsers.

I test my software on all my machines, virtual and real, to make sure to catch as many potential user problems as possible. Since I use the Go programming language and not many people create games in Go, I have even created my own game libraries over the years just to make sure that my games can be deployed on any Windows machine and on Linux and Mac.

These libraries include loading Windows DLLs for Direct3D9, DirectSound8 (supported from XP up) and bundling resource files into the executable so that users can just download my game and run it. A setup program or a zip folder are fine in my opinion, if the game then runs, but having just a single executable is the second best option to release your jam game right after the browser option.

Why did the zombie cross the road?

..To eat the cyclist obviously!

Will you help France Legstrong fight his way through hordes of zombies to reach the finish line?

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https://ldjam.com/events/ludum-dare/41/tour-de-france-legstrong

A combination of Tower Defense and Cookie Clicker

This is my game ClickerDefense:

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How to Play: You basically play normal tower defense and protect your factory. But you don't get coins by killing the incoming enemys. Instead you have to click on your factory as often as you can. With the coins you get, you can build and upgrade towers and even upgrade your factory, to get more coins per click.

Fun fact: I just noticed that the play + rate round ends on my 16th birthday 😁

Proud Filipino Developer here!!!!

Thank you so much for all the positive comments and suggestions to my game. Im very flattered. Its my first time entry here in LD and i didnt expect it. Thank you so much!

This is my first LD compo entry: https://ldjam.com/events/ludum-dare/41/gender-circle GC.jpg

Fat Panda! Sushi Enemies Concepts

Today we are going to show some concepts about our game Fat Panda!:

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Here we have the concept sketches of the sushi enemies:

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You can see how they see in our game, play it here if you haven't done yet!

https://ldjam.com/events/ludum-dare/41/fat-panda

Thank you all for the feedback and the ratings! 😄😄😄😄

LudumDare twitch- game requests

Hello already streamed playing a few games but woukd like to find some new ones.

Leave me a message with your link and will stream about 6pm GMT probably playing as many as I can in order of posting.

Watch me at twitch.tv/noirvortex

Previous streams

http://www.twitch.tv/noirvortex/v/254402770?sr=a&t=2411s

https://youtu.be/pd-Cwa8tfXA

I still can't believe we made it!

Let me do some kind of post-mortem, so maybe the curious ones can get a better feeling of what the idea was.

The game is basically some flappy bird thing where you type some commands, but we wanted to get some other gameplay elements in, notably from other games like Mario or Parodius. To that effect, we wanted the gameplay and commands to be varied (not just flap), memorable, easily typable("flap, dive, dash... ok, this can work!"), and have some VIM-inspired power to it (a modal editor was really an incompatible genre altogether!)

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/!\Spoilers below/!\ (sort of!) So if you haven't try your game yet, please do!

Well, were was I already? Ah, yes, post-mortem.

Brainstorming on paper was key to exploring and scoping the project: we had so many ideas for this theme, choosing was the worst - thing - ever. We used Unity (on 2014 13" Retina MacBooks) for the first time ever (installed it barely days before the event!), which was fine, but the collaboration tool ate some of our scenes. Using Procreate on an iPad Pro was glorious to quickly get concept art on track. Sprites were made using aseprite. We used a dedicated Telegram group and AirDrop to share things around our devices. We would have used BFXR to create some SFX. A lot of time was spent on tuning the timings, physics, sizes, hitboxes, and positions. Aaaand we missed the mark on level design though due to timing...

From the early feedback there are some commands we got that seem to look like they're not that useful, here's the idea we had:

  • SPIT: We wanted to do some game balancing regarding score (either higher reward, or "combo" score multiplicator) to create an incentive to take a risk and shoot at enemies instead of dodging them (currently killing them give the same score as passing over a pipe). Also, we wanted to create some patterns that require you to spit, creating some variability in the game.
  • DASH: We planned to have some linear obstacles (like narrow pipe openings) that would be better gone through using dash, or even some requiring the almighty DAAASH. Again, more game tuning is needed for the player to be able to legitimately anticipate such sections.
  • FLAAAAP command: the idea was that since it allows you to record an autoflap sequence, you'd be able to plan ahead and trigger the next command at the exact instant you want (by pretyping up to the last letter, then triggering with the last one), whether it'd be dive, dash, or spit.

Unfortunately we did not have a day off on Monday so we had to go to work and could not proceed with balancing the game further nor create some sound effects :/ Somehow I think we didn't expect things to get that far... Next time we'll take the day off.

Also, our lack of knowledge of Unity was really, really dragging us down. Damn, we really should have prepared better!

Things we wished for implementing, but weren't:

  • SPIIIT: rapid (or spread) fire! combined with FLAAAP, you'd have been able to aim and kill group of enemies, and score combos/get powerups when you clear a complete wave (a la Parodius)
  • POOP: fatal to hypothetical ground-based enemies. Think Vic Viper's missiles in Parodius.
  • Mario-style bricks (which you'd have to spit at) and powerups (invincibility, and mushroom, so that the cutesy bird becomes a massive berserk monster)
  • A boss to fight against! (possibly bullet-hell style)
  • A mix of carefully tuned procedural and manually laid-out sections so that level design would not be too repetitive nor too generic, kind of predictable yet surprising. So, once in a while the engine generates some truly impossible pipes formations, which is really, really the worst, and definitely sour to us :/.

We're sooooo happy to have released something, and even more thrilled that folks find it even remotely fun! Yet at the same time the game feels so unfinished to us, which is such a terrible, frustrating feeling, but that gives us some lessons to chew on :D

Thank you all for the feedback we already got, but we need more! So, try our game!

A top-down action plateformer

The current hight-score is 5150, try to beat it and post yours ;)

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You can play and rate my game called “Super Bigbo Commando“

https://ldjam.com/events/ludum-dare/41/super-bigbo-commando