LD 41 April 20–23, 2018

Word Cloud

I saw someone else do this to their comments so I did it to mine.

Totally my original idea please do not steal.

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

Begging for hate comments

Go hard on me please ! I need to know why you hate/quit the game.

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https://ldjam.com/events/ludum-dare/41/dancing-club-bloodlust

You get a steam key if you actually hurt my feelings. (I'm kidding the steam key is a lie, see I'm a bad guy I deserve it!)

PS: Don't rate the WebGl version, it's post jam. I only ask for comments.

PS2 : If you really want to rate please download the game and disregard what I said above.

AstroPUZZ is there!

With only one week of delay, we managed to launch our astroids-puzzle game :). Although we ripped the deadline, maybe you still like our game. Would be great to get some feedback!

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

Deadliest Catch! I would love some feedback.

I made a multiplayer fishing/fighting game and would love to hear what you think about it. Leave a link to your game as well I would love to check it out.

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https://ldjam.com/events/ludum-dare/41/deadliest-catch

Reached 20 reviews!

Thank you guys so much for your feedback! We would have never expected our first submission on Ludum Dare to be received so well :) You can always try our game here: https://ldjam.com/events/ludum-dare/41/survive-the-date

https://www.youtube.com/watch?v=TCB-2QkS0hA

I honestly haven't seen anybody do that before around here, so I thought making a word cloud would be a cool and unique idea. You guys rock! download.png

Only FIVE more reviews needed!

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

A turn-based fighting game build for Ludum Dare 41. Only FIVE more reviews are needed for my game to be scored! Anything helps!

punchtime1.gif punchtime2.gif

Looking for more reviews! + Share your link!

Hey devs!

We're looking for more reviews on our entry Shady Cards. We'd like to get as much feedback as possible so that we can really have a deep understanding of what was a success and what was a failure.

Also, if you leave feedback on our game, I'd like you to post yours so that we could check it out! Here is a link to Shady Cards: https://ldjam.com/events/ludum-dare/41/shady-cards

Cheers!

Review exchange!

Seeking some more reviews on your game? So am I! Let's trade game reviews.

Mine is below; post yours in the comments and I'll give it a try. (Caveat: I can only play Web or Linux games)

https://ldjam.com/events/ludum-dare/41/dungeon-typist

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An apology to Nykra

We would like to address a mistake on our part.

As can be read on the comments section on our two previous posts (Main Character Sprites and Post Mortem), our main character's sprite shows an uncanny resemblance to the design of the main character of Nykra. While it is not "ripped" in a technical sense from the game/website, all visual characteristics are the same.

It turns out that our artist indeed used Nykra's design as a sort of reference, with the goal of making further changes from there. He didn't get to it, though, and the rest of the team was oblivious to him basing his designs on Nykra, so we uploaded some of the art assets on our blog. If not for the comments under our blog, we would still be unaware of it, and would like to thank everyone who contacted both us and Nykra's creator.

* We would like to publicly apologize for this situation, both to endesga, Nykra's creator, and to all other LD participants. Stealing art is wrong, regardless if it's done on purpose or "by accident". * Stealing from a small, indie developer, feels even more shameful for us.

The responsibility lies with the whole team: Obviously our artist is at fault for copying other people's designs, without any mention to the original creator or the team. But the rest of the team should've also acted more vigilant, and check with the artist whether the designs were original. It's easy to not spend much thought on these things during the rapid prototyping/development in a 72-hour game jam. However, these jams aren't just a competition, but for many of us also a first taste of game developing. Respecting developers' creations is equally important to the technical parts, and is better learned right from the start. We're all, professional devs, amateur devs and gamers, part of this environment, and its culture is in our hand.

We have taken the following measures: - We've talked internally with our artist. It was his first game jam experience (and also his first attempt at pixel art, which is why he looked for examples in the first place), and while that obviously doesn't excuse stealing others' designs, we think it's safe to say that he (but also the whole team) learned this lesson. - Our game wasn't published, and we won't continue working on it before we have created new, original assets. - We have closed the repo we used internally to create the game. - We have also removed any media containing our main character from the Ludum Dare blog.

Again, a huge apology from the whole team. We wish endesga all the best with Nykra (check it out if you haven't, it looks lovely), and hope that this post might be read by other people in a similar situation and keep them from making the same mistakes that we did.

List of multiplayer games and playtesters

List cancelled since @monika is doing a similar thing:
https://ldjam.com/events/ludum-dare/41/fellow-campers/list-of-multiplayer-games-ive-found-so-far

A Question of Freelance

Hello all, I have recently been asked to do a freelance gig for a guy who wants to make a simple kid's game. I am confident in my ability to actually make the game, but the problem is I have never done a job like this before. So, I am once again reaching out to my LD fam to ask for advice on what to charge the guy? Do y'all think I should charge by the hour or one lump sum up front? If by hour, what's a fair price? And for those pros out there who have done freelance work before, do you have any extra advice for me? Like maybe things to put in the contract to maintain rights to my code or something?

Anyway thank you all! -kippllo

Post-Mortem of "Claude Van Clam Presents: The Title is Too Long"

This is a post-mortem for "Claude Van Clam Presents: Roberto Fishermun's Horrific Fishing Adventure 2019", a fishing/ tower defence game

Click here to try our game.

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Our Previous Game

Feature creep is a big problem with our previous game jam entries, they usually end up being much larger in scope than we can make and so they end up unpolished. At the end of the previous Ludum Dare, where we made a game about removing feature creep from game development, I wrote a post-mortem which suggested how to remedy this problem.

“Next time we will concentrate on a single aspect of the game, polish that and build a game around that instead of focusing on too much at once.”

So, our intention was to make a small game based on a single mechanic. And then the theme was announced…

The Team

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We Are Not Spies have entered Ludum Dare four times, but the team members have swapped in and out. We had quite a big team working on this jam:

Myself, @soldierbear and @david-mason have worked on all previous WANS games. Soldier does the music and David does most of the art. @ttocs167 and @stuple joined for Silicon Boulevard last year, and papasee and @carvster were new for this game.

We are all programmers, and while some of us did have experience with source control, we had never had good experiences with Github and Unity. This would prove to be a continuing source of pain.

Theme Announcement

We were not a fan of the theme that was chosen, it basically forced us to ditch focusing on a single mechanic, which was not a promising start. No-one had expected to get it because it was basically a less inclusive version of “Two things that don’t mix”, so for a while we were clueless. Then we just started naming things. Things like ”Horror sports” and “FPS Retirement home simulation”. Eventually we decided on the idea of a stealth tower defence, where you sneak into places drop turrets and activate them, so they kill all the enemies in an area. Then Carvster said ‘Tamagotchi’ and the idea was forgotten for a while. Then it was settled again, it was definitely a stealth tower defence, so the team started going to bed. Then the idea changed to what would eventually become “Claude Van Clam Presents: Roberto Fishermuns Horrific Fishing Adventure 2019”.

Final Idea

The idea was a tower defence mixed with fishing game, where you build turrets that defend the player character from zombies, which allows him to fish to get money for more turrets. This would require working on two separate mechanics, which worked out well despite wanting to only work on one because it was segmented so allows our team to focus on different things, so people are waiting for work other people are doing.

Development

https://www.youtube.com/watch?v=35AZBtgm6D0

(Timelapse created expertly in movie maker by @david-mason)

Once the final final idea was decided I went to bed, in the morning I woke up to (once it had been uploaded to GIT) to a game that allowed the player to move around, and turrets that aimed and fired at targets. This was the work of ttocs and since the game was his idea he became the unofficial leader – it later transpired that the stealth game was his idea and the fishing idea was carvsters. Ttocs said shaders might be nice to show the range of the turrets, so despite having very little experience with shaders I decided to give it a go.

Since I had not done much work with shaders before I loaded up a tutorial and managed to get enough knowledge to work out how to increase the size of an image, blur it and give it a hue, which was the effect we wanted for the turret. To begin with we were unhappy with it, but once we used a higher resolution image for the turret base it turned out to work quite well. Another problem with this shader was linking it up with the in-game range, this was solved by multiplying the bounds of the image by 2.5 for whatever reason.

ShaderTurret.png

The shader turned out to be quite inefficient because we weren’t sure when we wanted it to appear if it appeared only on hover over the turret or if it was a toggle on-off button so it was applied to the object instead of the camera to allow for this flexibility and was not optimised once we decided to leave it at toggle on-off. Additionally, since the original intention was for the player to see the base of the turret and the outline of this base on hover over (although this was never added because turrets have no colliders and you never have to interact with a single turret), so the shader does three passes over the drawing to draw an outline, an original and a large version.

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There are also shaders on the temporary towers that make them opaque, and as a hacky method for a day-night cycle on a sprite in front of that turns on with a dark hue at night to make it seem darker. Although this worked well it caused problems with certain builds of the game. DayNight.png

Problems with the Development

Our main trouble was with having little experience using Git and Unity. These problems started when, although we decided to check we were on the latest version of Unity, the repo was created in an old version. This did not cause anything major. The biggest problem was that in our first repo we put the git ignore in the wrong folder, which meant it would not properly ignore the files, which meant levels changed and prefabs broke etc. Eventually we had to ditch this Git and move to a new one (hence the name).

Even after this we had trouble when people would forget to pull before committing or people would not save their prefabs before committing. This primarily meant that the fishing game Carvster was working on which was playable when he left at night was routinely broken by the morning.

As alluded to before shaders were also a problem in building the game, this is because for whatever reason WebGL 2.0 does not support all the shader tools in unity, so in loading up a web version it would just show a pink screen because of the day-night sprite. This was fixed without the need for removing all the shaders on the web version by building using WebGL 1.0.

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The Good

While it is not universally popular I am happy with the mood, music and graphics. I am particularly happy with the day night cycle that I worked on and the text that pops up next to characters.

While the design of the fishing game and the tower defence section of the game are both quite simple, they work together well. The game is probably the funnest, most polished game jam I’ve worked on. Although I think the fishing game would work better if you could fish from any position on the beach, making the player choose a specific point was a hacky solution to the problem of people being able to leave if and catch any fish that they missed by quickly running downstream.

The Bad

The main issue with the game from what I understand in the comments so far is that we have done a poor job sign posting the game (a problem that was also noted in Crunchtime). For example, people thinking the game is bugged because you can only place turrets near the player character, that you can’t build in fight phase and at its most extreme one person not realising there was a fishing component to the game at all.

Another big issue was game balance. For many of the players the game was too hard because the early waves can be very brutal if you don’t buy the right things in the right way. However, once you get past this by buying the right upgrades the game no-longer really represents any challenge. This should be able to be fixed by tweaking the prices of upgrades and towers.

While it’s not a design problem it’s also worth noting that the control scheme and particularly the buggy inputs for leaving the fishing minigame are also a cause of frustration. Splash.png

How to Improve for Next Time

Again, I think we need to focus on a single gameplay element. If we choose to have an economy, it should be polished. Everything we work on should have more polish. This should be done by not building and putting together everything everyone has minutes before the deadline. Triangulon.png

Post Compo Thoughts

Hi! For this LD, I made a creative writing game / tool. It was supposed to be a meta-parody of the Ludum Dare that was quick to make. However, as it turned out, some people thought it was funny, entertaining and, to my surprise, legitimately useful. So I've decided to make this a legit tool for creativity, writing and idea-generation. Don't know how long it's going to take, but hell, I got time.

Thank you to everyone who played the "game"! You've been awesome and left some useful feedback (I'll make the time longer). If you haven't played it yet, here's a link: 10 Second Script

Now I should go play other Ludum Dare games. I've been travelling and finishing assignments so I haven't done that as much as I should!

More HTML 5 games that need votes

as with the last post, if your game has less than 20 ratings, feel free to post it in the comments.

My game finally has enough votes, but a lot of games still don’t. Among those are:

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

https://ldjam.com/events/ludum-dare/41/mecha-dress-up

https://ldjam.com/events/ludum-dare/41/super-soup-slicer

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

https://ldjam.com/events/ludum-dare/41/b-e-a-s-t-s-break-everything-and-stack-towering-structures

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

https://ldjam.com/events/ludum-dare/41/tetrishooter-finished

https://ldjam.com/events/ludum-dare/41/unwinged-platzzle

https://ldjam.com/events/ludum-dare/41/transcribable-survival

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

Best of all, these can all be played in browser.

as always, they can all be found at https://ldjam.com/games/danger/all and https://ldjam.com/games/zero/all

Please show your support to all the games you can by helping them reach enough votes for a score.

Titles are funny

When you play Topdee, the enemies (pigs??) simply follow you, but when you're Toodee, they are affected by gravity. This is useful, and a tiny bit evil?

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Feel free to check out the game here: https://ldjam.com/events/ludum-dare/41/toodee-and-topdee

Little update need some review

scr1.png Today i made some little update for my post compo version of my compo game... Many of time i try remove this lags in html5 version because had some ideas... buuut changes make better only my code and nothing more( after this i add one more path how player can end game and some object what can help player in this) + i make my sole item more seeable + i repair some dialogs and problems in text drawing + i change dialogs load system

I think that's all... if you want you can enjoy this here(and leave your comments please):grimacing::

link: https://ldjam.com/events/ludum-dare/41/text-adventure-platformer