Link me your Pico-8 entry!
Any other devs have done a Pico-8 entry? leave me the link that I want to play all of them!
Here's my entry for you to check out :D https://ldjam.com/events/ludum-dare/41/platform-hero-1
|Platformer|Rhythm|
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Any other devs have done a Pico-8 entry? leave me the link that I want to play all of them!
Here's my entry for you to check out :D https://ldjam.com/events/ludum-dare/41/platform-hero-1
|Platformer|Rhythm|
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https://ldjam.com/events/ludum-dare/41/witchcraft
Gastown has sent word that they need your help, I'll mark it on your map.

Hello! i'm here to invite you all to try and rate our Game https://ldjam.com/events/ludum-dare/41/wild-cards
In the download page you will find TWO versions.
The first is the Event version, and the second one have some bugs corrections and some changes that we were unalble to include in the Event Version for a mater of time.

Found some un-optimzed code in the map generation so load times should be much better, once the game loads.
Play the WebGL version here -> https://razorlance.itch.io/escape-the-future
Rate the game here -> https://ldjam.com/events/ludum-dare/41/escape-the-future


https://ldjam.com/events/ludum-dare/41/chef-yes-chef

Laterz.

https://ldjam.com/events/ludum-dare/41/the-magic-shotgun-coloring-book
https://www.youtube.com/watch?v=ee82vfFDClQ and they actually enjoyed it!
https://ldjam.com/events/ludum-dare/41/baseball-in-hell

If anyone would like to leave some feedback on Heartless Ninjas: https://ldjam.com/events/ludum-dare/41/heartless-ninjas Heartless Ninjas is a tower defense/stealth game. I'll return the favor if you have a web build. :-)
Well then try out our game where that's all you do!!!!!
https://ldjam.com/events/ludum-dare/41/smashystuff

Ludum Dare 41 was the first Ludum Dare I've been a part of although not my first jam. Me and Jonathan Smårs had penciled in the date a while back, planning on doing a game together. And we were able to book in a friend of Jonathans who does stunning illustrations but we were in even more luck as she brought her two sisters and an extra friend! It's rare to be working with four people so stunningly artistic!
In addition to the already 6 us we also had Fredric, all-arounder extraordinaire, Jonas the coder and soundmaster Ulrik. And then add a few people who helped lend their voices to the game. So we were quite the group!
On friday we all met up at Jonathans place; full of hope, nervousness and pretty soon hamburgers. We grouped up on the big sofa and started going through how all this works (as this was the first jam for quite a few) and then started to figure out what to make.
Here me and Jonathan had come in with an idea already before hand. As the three sisters had already created a magnificent world and wonderful characters with their illustrations previously we were hoping to build on those to create a type of game that heavily relies on graphics: a point & click adventure game.

The first idea was to make a somewhat serious game that combined the darker, moodier themes in the drawings of one sister with the brighter and happier one of the other. The first puzzle would be to create a potion which would send the player in to the dark world where a disturbing dark figure (the one seen in the bad ending of the final game) would speak to you. After coming back, the bright world would have been infected with the darkness and the player would have to travel between the two to disconnect them again.
Nailing down a very rough draft of the game timeline, areas to explore and puzzles to complete was important to do early; otherwise it would be hard to know what needed to be done while still creating a coherent whole. And as we were discussing we decided that we might not be competent enough writers to make a strong serious game.
Instead we decided to go for the more lighthearted story of Alida having to complete the trials for her education, which she has completely missed. This was the design we decided on just before we went to bed around 2 am on saturday.

A quick note on the jam theme, as you might have noticed that I haven't even mentioned it so far. The reason is because Ludum Dare announces it at 3 am on saturday in my timezone so we figured we would go ahead with our design and then possibly try to incorporate it after the fact.
And most people could only stay friday until late sunday so we didn't want to lose any time. Easier said than done to integrate the theme as it was Combine 2 Incompatible Genres. Not a great theme in my opinion and definitely not a great fit for the idea we already had. Nonetheless we figured we might try to get in chess as a boardgame-mix but that part turned out incredibly light on gameplay in the end.
Jonathan and I pushed for having a fully playable game by saturday night so sunday could be focused on polish. It turned out to be a tall order as there was much to implement and we still had ways to go when evening rolled around. Yet we had a good pace which carried on through sunday so that on sunday evening we had mostly everything working and at an ok polish level. On monday a few of us did some remote work on putting in the final touches, getting in the last of the voice over and fixing some bugs.
And that voice over was no small feat either, the game contains over 250 lines of dialog so Bennita did a great job as the main character who had the bulk of them. And I got a few lines myself as well that I got my awesome brother Daniel to help me with.

This was the first time anyone had really used the Unity addon Adventure Creator for a game. Luckily, it didn't take to long to get used to. The tool is a great help in that it already has classical point & click systems built in, with node-based scripting, inventory items, save system, etc. I had prepared a little by going through some tutorials beforehand which was smart, that decreased the amount of time spent on reading up during the event.
One of Adventure Creators best features is how it handles character text and voice lines. The tool can gather up all the text, set id-numbers to each line and then export scripts as HTML-documents. When importing the voice-lines you just have to use the right character and line id-number and the game would figure out the rest. Brilliant.
On the opposite end we found that the node-based scripting system lacked a few node types for operations we wanted to do; like disabling an object or starting a particle-system. Jonathan learned that he's really itching to create his own adventure game tool :)

In the end, I'm very proud of what we were able to accomplish. Like most projects there are a lot of things I'd like to improve on but nothing big enough to be gamebreaking. And the feedback seems to be pretty positive already which is always fun.
And I can't say this enough: everyone who had their hand in this project did an absolutely outstanding job and really worked their butts off. So mostly I'm just looking forward to the next game jam where I hope a few if not all of them will join again!
And again, you can play the game in your browser! And if you like it, vote on our page.

try and rate) 3 levels, two modes of game (with AI or friend) and fun fun fun!!! :smile: https://ldjam.com/events/ludum-dare/41/fire-duck-football

Okay so for now, as I'm not satisfied with my game as it is now (the game if you haven't tried it yet), I'm going to be working on the continuation soon (well... soon enough, there's another game jam that I'll be joining so I'm going to have to set this aside for now).
And I want to get some more detailed feedback from all of you so I made a quick feedback form that you can fill out if you have a few minutes to spare:
It doesn't ask much about things that I could solve on my own (fixing the scrolling, normalizing the audio, fixing the effects, changing the font, extending the rhythm game mechanic, continuing the story, etc.) and is more about things I can't understand from my perspective (Why do some people like the writing and atmosphere? How come someone said I did good on the sound effects while another said that it confused him? How long is too long of a story? Should I continue this? Does the game feel too linear?).
And if you answer a few of the questions then I'll be more than happy enough to check out your game (doesn't have to be related to LD41 really) in return and give you some feedback. There will be a little form on the bottom where you'll be able to enter you game's URL.
So today my little sister helped me make the game a bit easier (she was having trouble with the PC controls, so I made many platforms larger) and add some more content.
She helped design a new area with a whole new gem-design and a new collectible!)
it's not very long, but it's fun I swear :) https://ldjam.com/events/ludum-dare/41/dont-miss-the-bus

Back to part 2: Prototyping Smototyping!
Since we can start with any code base we can save a lot of time by just recycling all the base systems we need, so let's just grab our previous ludum dare game Spacelitch, and refactor it a bit.

We want the screen real estate so lets change scrolling to the right, rip out all the systems we won’t use (dialog, shooting, ai, etc). Add a starter tileset and we’ve got the basics!

The chaining algorithm posed two technical hurdles for us; how do jewel game matching algorithms work, and how do we deal with fast moving cars.
With 72 hours there rarely is any time to design proper algorithms. If you’re anything like me, i’m more of a wing-it-orithm guy anyway, so let’s wing it!
Basic plan: overlay a grid over the camera area, and have a system plot every visible car and pitstop location on it.

After that, scan the grid and create groups of horizontal and vertical touching cars of the same color. Any chain longer than 3 will get a payout.

We also do the same for pitstop groups. If all touching pitstops have the corresponding car color on them, a payout results. Easy!

Generating the map procedurally would be a lot of work, so let’s just use a map editor to slap it together. We don’t have a proper physics engine like box2d in our library. So instead of spending hours coding it let's just avoid proper collision and physics. Cheating is fun!
If you haven't played it yet, consider giving it a try!

Now, for this new post, we though it would be nice to share with Ludum Dare community some of the back-end stuff that helped us build our game: our level editor.
After the characters movement system, this was the next thing we developed, in order to allow our level (or levels) to be easy to build and to be balanced. At the end of the first day, this is what the system looked like:

While in Play Mode (we used Unity), we were able to control the pointer with the keyboard and assing objects at any tile inside our Level prefab. We assigned a hotkey on our script for each new prefab (each tipe of tile, spikes, saws, boxes, and so on). At that time we had 70% of our assets done, enough to start building stuff.

After every asset was done we managed to dedicate our last day to build and balance the level.
As you can see, this tool allowed us to quickly assemble our level without the painstaking task of manual positioning objects in the scene.

We hope you enjoyed this sneak peek behind the scenes :)
If you became interested in Type 'n Jump, you can play it HERE.

Hey everyone! We wanted to share our game, The Last Word, a strange little combination of the two incompatible genres of Real-Time Strategy and the Visual Novel, which we hope captures the strange and uniquely wonderful melodramas endemic to both of those genres.

You are ~~Imperial Space Marine~~ Human Legion Captain Fureus Maximus, a cheerless far-future hero, and captain of a planetary force, fighting back a swarm of aliens that have overrun the planet. Train and command your troops, and destroy their insectoid hive within the Spaceport they have overrun!

And, really, who needs boring old combat when you can have the thrill of colorful portraits and flowery prose?! (Yeah, we had a lot of fun with this theme.)
Try our game here! All feedback is greatly appreciated!
At Cramzon.com we need item pickers to fill orders as quickly as possible. If you think you've got a keen eye for details then don't hesitate to apply at this link:
https://ldjam.com/events/ludum-dare/41/cramzon-mine
