LD 41 April 20–23, 2018

Phil Plays Ludum Dare #41 Games (Part 2)

Phil played Super Slime Slasher Ultra!

Check it out here!

https://www.youtube.com/watch?v=mdwmDhaDw&index=20&list=PLZQGbT0kpDDeWcj6SSs7D-DB9j1o13zC4&t=2525s

Thank You.png

You can check out Super Slime Slasher Ultra here!

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

Princess needs 100+ ratings

Hey guys! We’ve set a target of playing and rating 100+ games and we wish that you would play ours as well. We are good in responding to feedback. So play, rate and comment on our game and we’ll do the same for yours.

LET’S BEGIN! Our game: https://ldjam.com/events/ludum-dare/41/numbness

idle.png

Platform Hero went over 50 votes!

Thanks for the votes! I'm doing the best I can to play all the games that leave comments and also finding new ones to play, so feel free to comment and leave your game's link that I'll play/rate it!

*If you want to check the game out here's the link
https://ldjam.com/events/ludum-dare/41/platform-hero-1 *

|Platformer|Rhythm| |-|-| |ld41em34.gif| ld41/em35.gif|

Eggs are coming for you!!!

Play and rate if you havent yet.

https://ldjam.com/events/ludum-dare/41/ludumdare-41-game Capture.PNG

Type 'n Jump - more than 100 votes!

Thank you all for your feedback and for giving us more than 100 votes!

We hope that our players enjoyed our game Type ‘n Run. 🙂

If you haven’t played it yet, give it a try here! 👈

ezgif.com-optimize (3).gif

Also, people seem to like to share their performance on our game Type ‘n Jump but that’s just unbelievable:

😲 * Someone finished our game in 83 commands and 02:08! * 😲

ezgif.com-optimize (3).gif

To put that in perspective, the average number of commands used to beat the game is 200, in 10:00.

My personal best as the programmer of the game is 86 commands!

Do you think you can beat it?

Remeber to type * HELP * if you get stuck somewhere!

King of the hill teaser

https://youtu.be/I-SDgNz9SSo

Hi all! This is my first attempt to make teaser to my game. I try to restrict myself with 30 second, but get only 40. https://ldjam.com/events/ludum-dare/41/the-king-of-the-hill

I started with Adobe Premiere, but can't finished and switches to OpenShot. What free software can you advise?

Bugfix Update

Thanks to @jacklehamster, we found a game breaking bug where you couldn't progress with the dialogue after failing the first taunt. We patched that up and also increased the size of the text, since that has been heavily requested.

You can check out the fixed version here (careful, NSFW): https://team-infernus.itch.io/tsun-tsun-button-mash

See the culprit dialogue below:smoltest.png

Wandering Rogue: a Bad Post-Mortem

A few days ago, I've uploaded a Ludum Dare game for the third time in my life. But this time was different. [Not really]

The begginning of the Jam

ApplicationFrameHostem2018-04-23/em21-53-44.png My first reaction after seeing the Twitter post was, obviously:

Peanut butter and pickles? Seriously?!

Then, the search for ideas began. Like for so many others, my mind has been wiped clean by the theme. It itself was not bad, but the creativity was just escaping my brain like water from a bucket with half its area corroded straight through. A Ludum Dare does that to a human; You just have to find a way to work around it. My first idea was a platformer using text as platforms, but I quickly ran into a roadblock that would take up way too much time to fix. So I settled on a roguelike-inspired platformer.

> 8 hours and 44 minutes later...

I actually got the basic prototype up and running pretty quickly, and all the core game mechanics were in place within the first 24 hours! Getting it done so quickly was a first time for me, and I felt pretty good with myself. 2018-04-21_08-41-22.gif

The oh, so lovely polish

I'm no artist, but I felt relieved that only minor additions to the game's code were all what was left in the programming aspect. I was wrong. "Art is easy, the game will be done in no time!" - I thought to myself.

Actually, no I didn't. That's a lie.

In the first few minutes of creating tiles I grew more and more aware that there's still a long way to go. After about 5-6 hours of ensuring myself that I have no idea about any form of art, I finished working for the day and went to sleep.

The frantic, eventful, and disastrous second day

Up until this point I was assuming my game was going to be meant for the Jam, like my first two entries(One of which I didn't even finish on time). However, the speed at which I managed to finish the core features of the game actually gave me the oppourtunity to participate in the Compo category. And I decided to take it.

That was stupid.

As usual, in the last few hours before the deadline, the bugs started arising. It got to a point where the engine was breaking by itself, without me even interfering with it in any way. I was considering reinstalling it 2 minutes before the submission hour. The game definitely turned out a lot less polished than it would have if I decided to take the Jam, obviously. However, it was my first LD game I managed to finish on time for the Compo.

Overall, I'm pretty satisified with what I've manged to do in 48 hours. I'm definitely looking forward to the next LD.

Oh yeah, if you're interested, feel free to play and rate my game! Unityem2018-04-23/em02-59-31.png

Firsts Because of LD41

Only recently did I discover that I could develop non-text-based games by myself. That seems obvious to me now, but a few months ago I thought it was something that would be very difficult to teach myself and learn through the internet. I suppose this is because the only people in my life that developed games seemed to have vast knowledge of programming at their disposal, whereas I felt I had much less.

But lo and behold, I was able to start developing and soon discovered that the next Ludum Dare was a couple weeks away---the only game jam I had heard about casually as a general video game enthusiast. Now I'm on the other side of my first game jam. Because I plan on making many more games and jamming often, I want to document my firsts to remind my future self how far I have come.

Ludum Dare 41 was the first time I:

  • participated in a game jam
  • joined a Discord channel
  • made a game about food
  • made game objects that have an outline when hovered over
  • recorded GIFs of my progress
  • used a mouse pickup-and-drop mechanic
  • missed out on a barbecue :sob:
  • used parent objects and inheritance in my game engine
  • submitted a bug report for my game engine
  • implemented typewriter text
  • put story in a game
  • created music to use in a project
  • implemented a feature late in development that accidentally made the game less satisfying
  • made a game in 72 hours
  • compiled a game to ship
  • realized that I was missing something crucial in my compiled game when I thought it was complete (a game title image for the title screen)
  • shipped a game
  • created promotional images
  • had the potential to monetize a creation of mine
  • got feedback from internet people (thank y'all so much!)
  • promoted something I made
  • cooked red beans and rice (a delicious family recipe! (it was actually good when I made it too))
  • watched my game played on a stream

Some of those progress GIFs:

Progress 1.gif

Progress 2 -- placement.gif

Progress 6 -- beginnings of start screen, going to bed day 2.gif

Progress 8 -- now with story, 3.5 hours left.gif

We're all constantly learning new things whether we mean to or not, and I think one goal of jams is to grow our knowledge and test out something new.

No matter where you are in your game development journey---squeakily new or finely seasoned (perhaps grizzled), I'd love to hear about your firsts from LD41, either in the comments or from a link to a post you wrote. If you've done that and you're proud of your game, leave me a link (especially if it involves food or you're not at 20 ratings yet). Mine is here and it's about making sandwiches: https://ldjam.com/events/ludum-dare/41/ms-grunhildes-sandwiches

Tile system, visuals never can be polished ENOUGH xD

In my opinion it is a great decision to take advantage of a tile system for a jam game.

This makes a lot of sense because of the speed boost of level design.

Also I liked it a lot because it gave our team an abillity to start the level design even before our basic gameplay was ready.

tileset.png

But in the end we did the visual part of common tiles in absolutely not time saving way. xD

Our artist was so addicted to the visual part polishing that she created this whole bunch of stuff.

Yep, 58 skins for the ground tile. xD

Purpose was to make tiles connect to each other as seemlessky and prettily as possible. The funny thing is that we had to place each tile MANUALLY, without any normal visual editor while we needed to keep in mind where exactly a tile should be placed and how it should connect to adjected ones.

tiles_exmpl.png

This created us quite a piece of work. xD

Here is a small part of our level design. As you can see on the screen - all grey colored cells are the ground tiles. And a lot of them have specific numbers. Having a visual list of tiles with appropriate numbers was the only guide for our manual placing.

That was a bit overpolishing deсision, but I hope the result was worth it.

You can check it yourself: https://ldjam.com/events/ludum-dare/41/blob-dungeon

A Post-Mortem of Black Horizon

GIF (3).gif

This is my third Ludum Dare, and I think this is the worst game I created on Ludum Dare.

Theme Announcement:

When I first heard the theme, I had a mixed reaction. Creating a game out of the theme would be hard, but I think it would lead to some interesting results.

Idea Brainstorm:

I think this is where I failed. I should have picked a more simple idea, so I could have focused on the execution. Because of this, this is the only LD game where I didn't make a post-jam version.

Day 1:

I've never created a racing and a horror game before so creating the player movement was difficult. Plus I was saving my mobile data for uploading the game so I can't watch or search how to code car controls in unity. After that I created the ground textures, then created the tree model,street lamp and then the zombie. I had some problems with the tree since I created it in blender, so I couldn't get it to work properly with the terrain's place tree. But I fixed it in the second day. Then I created the gun sound effect using a slipper and the floor, the car engine was created using an electric fan.

The zombie model was horrible, I spent like 4 hours on this thing. The head looks like a pillow, I couldn't get it to look like a human head. When it came to texturing the zombie, I also coudn't give it a scary face. So I decided to just give it a simple face and make the fog in Unity thick. Creating the Zombie AI was simple. It just follow the player if the player is inside the zombie's trigger.

After that I decided to make the AI of the other cars. Since the finish line changes position between 4 places. I decided to create a point between every curves at the road. The enemy cars would follow them. After they reach them, the point will give the car the next point they should go to according to the current place of the finish line.

Day 2:

I created the 3d model of the fountain. I gave the trees some level of detail. I created the menu music using Bosca Ceoil.Then I created the menu and I finished the game. That's all that I can remember during the second day.

What I liked about the game:

 1. I liked that it feels finish.

 2. I liked the fog.

What I hate about the game:

 1. I hate the car movement. At first I thought that it was slippery because i'm terrible at racing games ,but it really is too slippy. 

 2.  It is not properly optimized. It runs slow on higher resolution and graphics setting and also the file size is large at 100 mb

 3. After the jam I just felt that the game is dumb. I shouldn't really have sticked to the theme.

 4. The game is just so weirdly terrible that I dont know if I should transition to 2d games or be a VR developer instead of being a game developer. I can't figure out where I got wrong on this game. Its either the graphics or the gameplay, or both.

https://ldjam.com/events/ludum-dare/41/black-horizon

CWF: Card Wrestling Federation - A Postmortem

This was my first Ludum Dare, and my 4th game jam. As is common practice, this is the postmortem of CWF: Card Wrestling Federation for Ludum Dare 41.

title_screen.png

Bill of Materials

Engine: Godot 3

Art Software: Aseprite

Audio Software: Music - Beepbox, SFX - Bfxr

Font: Equipment Extended by Somepx

Caffeine: 1 pot of cold brew coffee, 2 sugar free rockstars

What went well?

Even though the final theme was not on my list, I managed to come up with a concept within the first hour or so. That is one of my biggest fears when it comes to game jams - not being able to come up with something I would want to build that aligns with the theme. Ultimately, it was for the best to have a theme that posed a challenge to me by forcing some outside of the box thinking as opposed to ones I would liked to have had.

cwf_sketch.png Initial sketches of the game featuring Star Man. I definitely pulled inspiration from NES Pro Wrestling.

After deciding on my concept, I managed to get a rough outline of an MVP written down. I then took that, and split it up into an MVP 1 and an MVP 2. MVP 1 was the least amount of features required to have the concept be a complete experience: variety of cards, multiple opponents, multiple ways to win, & at least 2 music tracks and 1 sound. MVP 2 were things I considered nice-to-haves like deck building, more music than title & fight scenes, more move cards, timed matches as a 4th way to win via "hype" system (flashier moves got the crowd more excited), larger variety of text, and more fighters. Needless to say I got through MVP 1 and part of 2.

Early on I made an active effort to have the core combat loop completed. Within about 4 hours, I had that functional within just console output. At this point it was a slugfest with the computer winning most of the time. It was a good sign pinning & alternative methods of victory needed to be implemented or else it was just a "mash the button until you win" sort of game.

screenshot1524336326.png You can see here that the interface layout was pretty much sealed early on.

I made sure to try to keep the visuals within bounds of what I knew I could do. I decided early that I wanted to try to mimic the aesthetic of the old NES wrestling games, so I aimed to keep the artwork simplistic and minimize the amount of colors used. I think it actually turned out pretty nice.

Making music this jam was a big deal for me, I have no sense of rhythm and have submitted games to other jams before without any audio. I learned how to use Beepbox for this jam, and managed to get out the title track (listen here) and fight track (listen here). Even though they're simple loops, just a little music can help set the tone for the rest of the game. Bfxr was used to make the sound effect, at the time there is just one used for hitting; ideally I would have made a few and randomized it for variety.

screenshot1524366276.png This is the part where the game's visual style started to develop, first with the stamina meters.

A change I made for this jam was prioritizing rest. I made sure to go to bed at a reasonable time so I could wake up in the morning not feeling like garbage. In the past I've been known to work til fatigue sets in, sleep at my desk, wake up and repeat. @rustymonky still brings up when I slept under a table at Global Game Jam since I opted to not leave the venue. Additionally I even took a break to go to my roller derby practice, helped clear my head and get my energy back up to let me work later. Granted I did break this plan and end up working til 2am, sleep til 6am, keep working until I had to go to work, and try to wrap up last minute bugs during my lunch break before deploying.

Another change I decided to work on this time around was to develop a method to make documentation easier. All of the screenshots displayed here were captured by the game engine itself using a piece of a small experiment I did with procedural generation earlier this year. Just because it'd actually be helpful, here it is:

```gdscript

Add this as an autoloaded script for your project

extends Node

func input(event): # Add an input named printscreen to use this if (event.isactionpressed("print_screen")): screenshot()

start screen capture, stores file in user data

func screenshot(): var data = getviewport().gettexture().getdata() data.flipy() data.savepng("user://screenshot" + String(OS.getunix_time()) + ".png") ```

One final thing I was really proud of was my implementation of what I referred to as an "action queue". Originally it started as the method with which I queued up dialogue text. As the game developed more effects, I realized I needed a way to display things in an order even though all calculations occur at once. So rather than just passing up text, I included an array of text (in case a dialogue piece had multiple lines), a sound effect, and who the target was. This allowed me to play the correct animations in order, making the game feel a little nicer.

screenshot1524377265.png Early version of the wrestler sprite, color coding the moves was established around this time.

Releasing the game as an HTML build was a huge improvement over previous jams for me. There was a bit of a realization that if I required players to have to download and install the game with nothing but a description & screenshots to go off of, they couldn't even be bothered to download and move on to something shinier. By having the game accessible in browser, I was easily able to get 10x the amount of plays compared to my previous jam entries.

Finally, I streamed almost every hour of development on Twitch. This helped me keep contact with friends who were doing also doing the jam and get some sort of input as to the direction things were going. It was pretty fun too when you got people popping in to see what you were working on. We kept in contact through Discord, allowing us to share early screens and bounce ideas off each other.

What didn't go well?

As always, with any project there will be hitches. This one went quite well, but it wouldn't be a good postmortem without me identifying what could have gone better.

Scoping - Even though I had this project broken down into an MVP, and then a second MVP, there will always be some unplanned work that comes up whether it is iteration upon existing functionality or the fact that I didn't block out any time to do the itch.io page. Not to mention there is always a need to plan for unplanned work, i.e. bugs. There was a plethora of things I anticipated to be quite easy to do, and I'm sure they were, but they didn't make the final final cut just due to time constraints.

screenshot1524423845.png Early iteration of the wrestler, I was having an issue drawing hands.

Art - I had originally planned to draw fighters with different costumes, but just as with scoping the project I hadn't anticipated how much effort that was truly going to entail. This is the reason why I made a shift to just do colored fighters and made the feature of them corresponding to a move type. I also made art one of the last things on my todo list, simply because I felt it was where I could safely shave time and not lose as much compared to coding.

Too Random - Even though I made the moves be consistent in damage, I gave an accuracy value which allowed the game be "mash to win, maybe". The accuracy value is out of 100 and has proven to be no better than everything being just pure random. To combat this I should have limited the random successes to the moves that mattered/had additional side effects. Relating to that, I realized after the game had launched that the math used for the submission hold allowed a win where the player/enemy stamina was at 100%.

Bad Timing - The Jam is 72 hours, this is more than enough time - unless you're me and completely forgot about that overflowing into Monday (aka normal working hours). I planned to work within the confines of 72 hours, in reality I got closer to 60. Would the additional 12 hours have made a difference? Probably. Would scoping to shoot for something more like 50 hours have changed my planning? Yes.

screenshot1524458041.png Challenger screen, a late Sunday evening addition. The text changes in the final build.

Late stage bugs - In addition to any bugs I may have found, some were found within the final hours before I released it by friends I got to try out early builds. This goes back to getting feedback early; have others play test it as well to see if things flow & make sense to someone who hasn't spent the last 48 hours with it.

Final takeaways

I will try to keep this brief, but I have a few key takeaways: Plan accordingly, scope smaller - If your scope is already small, simplify it even further. This goes double especially when you're working solo.

Take breaks - Getting away from the machine to think about what you've been working on or to just reset your brain can do wonders. Grinding for hours on end can lead you to wasting time while you're fatigued.

Try to work outside your comfort zone a bit - It's a good idea to try to pick one thing you aren't familiar with, and try to incorporate that into your jam project (mine was music). Do not try to take on too much unfamiliar territory; making assumptions about how things can/will work without truly understanding can lead to a lot of unplanned work and mismanaged time.

Get feeback early & often - Even if you're going this solo, you don't have to be alone. Getting early feedback can help you figure out what needs to be clarified or any short comings you may not identify without an outsider's view.

Release for the web - Jam games are typically small. The effort of downloading a random game often outweighs the time to play it. Releasing it as an HTML build (thanks Godot!) lowers that barrier and people will be more inclined to check it out.

screenshot1524483953.png Final build. Time to wrassle.

That's it for me! Please check out CWF: Card Wrestling Federation if you haven't already, and I'll see you in the next Ludum Dare!

SLAMming doors

I added a SLAM verb to the post-jam version of Dungeon Typist; it damages all mobs nearby. ...Oops, including me.

2018-05-03-204337em1346x623/emscrot.png

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

PhilStrahl Played my Game. OMG!!!!!!!

Visit: https://www.youtube.com/watch?timecontinue=2981&v=mdwmDhaD_w

Gender Circles : https://ldjam.com/events/ludum-dare/41/gender-circle

played.JPG

Goodnight Meowmie -- a Virtual Pet + Horror game

Thanks so much to everyone who has played and rated our game, Goodnight Meowmie.

Our game combines the heartwarming feeling of taking care of a pet, with the fear and tension of a horror game.

goodnightemmeowmie/em1.gif

goodnightemmeowmie/em2.gif

It was a really long battle getting this game finished during the jam, but we are really glad that we were able to make it happen. It makes us so happy reading that people not only enjoyed the game, but really felt the emotions we were trying to convey through the two different sides of the narrative. Goodnight Meowmie touches on a theme that we have wanted to convey for a long time but were never able to successfully express until now. I'll write about it more in my official post-mortem writeup, but for now, feel free to experience it for yourself.

screenshotem1/emsmaller.png

Goodnight Meowmie: https://ldjam.com/events/ludum-dare/41/goodnight-meowmie

Lets Play Your Games!

For those games the have below 20 ratings you can comment here. Ill try to play and rate your game🙌

Visit: https://ldjam.com/events/ludum-dare/41/gender-circle