LD 41 April 20–23, 2018

TennisZ - A zombie Apocalypse Tennis Game

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Tennis Z - A Blender Game for the Ludum Dare 41!

Have you even imagined how crazy it will be to play tennis during a zombie apocalypse? Zombies running and fighting for fresh brains and you trying to avoid them to throw the ball!

You can see the game page here, of course: Tennis Z - Ludum Dare 41 Entry

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How crazy it is? :)

The question is: Who is gonna win? Humans? Zombies? It's in your hands, now!

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I hope you enjoy playing! :)

Click here to play Tennis Z

[Web] Once upon a time...

... A kind jammer thought about clicking a link to an Ludum Dare entry page. It wasn't just any game the jammer contemplated playing; it was Story Collabs, an unusual compo entry in a world of Unity-games.

Click here to go straight into the story ScreenshotCollab.PNG Click here to go straight into the story

Come, stay a while and listen, help contribute to our story!

I'm in need of reviews, let me know in the comments if you've got a game you'd like me to play & review!

Made a short demo video for JumpCard

We submitted the full game in time, but I refined some small parts with the jumping after I got a lot of feedback about that. Here is a demo video about it. What do you think? :)

https://www.youtube.com/watch?v=DdxqiRVObXs

What happens if you give the dice a gun?

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cool game!!!

challenge yourself! Try to destroy all enemies and score 8200 points

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You can play it in your browser Or download it to your computer (windows) have fun

play the game here =) https://ldjam.com/events/ludum-dare/41/crazy-cube

Shady Cards - Poker & action platformer; we need your feedback!

As the title says, we'd really like to get as much feedback as possible on our game Shady Cards. Here is a quick video we've made that introduces the game main features:

https://www.youtube.com/watch?v=nqpyGX9QW7U

If you could leave us a review, this would be really appreciated, and we'd be sure to take a look at your entry too! Here is the link to our page: https://ldjam.com/events/ludum-dare/41/shady-cards

Cheers!

A short Puzzmortem

I decided to finally make my first postmortem, a Puzzmortem, about the development of my entry, Puzz Snake.

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Short Intro

This time, I tried to learn from previous LD editions not to make the same mistakes. Comments suggest that I succeeded, at least partially.

My idea: Puzzles mixing the traditional Snake with platformer -- Snake with gravity, in essence.

What didn't go well

  • Once again, I wasn't able to put in some interesting features.
  • As in last LD, I wasted time with audio -- mostly trying to record. The cable was guilty.

Anyway...

What went well

  • I had a simple idea. No complex physics. And no complex AI. Yet. (???)
  • I got music and sfx, even though the music doesn't sound very well. I wonder if anybody noticed it's synchronized with the snake's steps. I also wonder if anybody noticed it's generated randomly in some parts.
  • Acceptable placeholder art made it to the final Compo version.
  • I started with some useful UI base code.
  • To some extent, I ended up with a complete and decent game -- the levels weren't too hard and I managed to pack the playable levels I had before the deadline into something coherent.

Final words

So, overall, I had fun and I didn't exhaust myself. This is the first game in which I really started making updates soon after the Compo.

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(Image: A new feature, bugged right now, that certainly would make people notice the synchronization between the music and the snake)

So...

If you want, give it a try! I'd like to get more opinions this time: Puzz Snake =)

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I need votes! So you better like racing!

I chose Idle and Racing (and also retro). I get my inspiration from cookie clicker but I added a racing aspect to the game. I realize now that this game is a basic prototype and definitely needs to be updated after the voting ends. My friends seem to enjoy this game, and you even get addicted to it if you play it enough. There is a grind at the beginning of the game, but once you get your first engine the game is smooth sailing! Try to multitask, leave the game alone, see how far you get! This game has an undefined ending when you get everything upgraded, but I plan to update this game because it has so much potential. Just remember to give the grind a chance before you give up, Enjoy!

https://ldjam.com/events/ludum-dare/41/a-racer-can-idle ARCI Game.png

HELP NEEDED ( SHAMELESS PLUG FOR VOTES )

hey guys the play and rate period is almost over. I only have about 10 votes. Would you all be so kind to drop by and rate my game. Much appreciated :).

PRANK

YOU'LL NEVER GUESS WHAT HE DID IN THIS GAME!!!

https://ldjam.com/events/ludum-dare/41/flayer-puck

Type 'n Jump - Level Overview

Hey, thank you for all feedback and votes so far!

Type’n Jump has just received over * 100 ratings*! That’s incredible, we’re super happy!

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

Furthermore, we would like to share with you guys an overview of our level layout:

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For a high-resolution image, just Right-click it and select Save As.

👉 And if you haven’t played Type ‘n Jump yet, give it a try here! 👈

Cross Word Shooter

Have you already tried Cross Word Shooter?

If you want to find out how does combination of FPS and Scrabble look like, don't hesitate!

https://ldjam.com/events/ludum-dare/41/cross-word-shooter

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Playing ld jam games on Twitch

Playing games from the Danger Zone but will also take request.

Join me on: https://www.twitch.tv/casualgames_nu

PS don't forgot to play and rate my game too: https://ldjam.com/events/ludum-dare/41/chrono-blaster

10 days left

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/cloudy-island

https://ldjam.com/events/ludum-dare/41/dimensional-rift-escape

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

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

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

https://ldjam.com/events/ludum-dare/41/jump-forest-jump

https://ldjam.com/events/ludum-dare/41/simon-says-race

https://ldjam.com/events/ludum-dare/41/blaster-typer

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

https://ldjam.com/events/ludum-dare/41/crush-of-duty-saga

Taking a break from listing only HTML5 games. Other games need ratings too.

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.

How Late for Love was written

My name is Goss and I wrote the story and dialog for Late for Love, which you can play here.
"What?", I hear you say. "Did they have a dedicated writer for a game jam?". We did, and if you give me a moment I’ll explain how I drank just as much coffee and slept just as few as my two other teammates, and how I helped make the game we made (which you can play here by the way).

We decided to mix speed racing with dating sim, and so each of us had a challenge. Our game designer/programmer Gama had to make sure playing it would feel seamless and interesting. Our artist Mdonze had to give it bones and flesh, and I had to write an engaging story for it to convey feelings which, despite what fans of the Fast & Furious franchise might have to say, don’t easily flourish in a roaring vehicle storming on the tarmac.

Finding the idea

No game has ever told a good story without blending it in its gameplay. I knew I had to use as much core elements of the game as possible; to make constraints into strengths so that the story would only work in this particular situation.

What’s a love story that only happens in a car, doesn’t involve characters getting lost at any point (we agreed they’d be only one road) or physically interacting and can be told in just about a few minutes?

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At first I had this idea of two childhood friends whom you’d follow very briefly at specific moments of their lives - key moments - all of which would happen on the move (a sled ride when they’re four, a forbidden night on a motorbike at sixteen and a car trip in adulthood for example) and serve as levels for the game. Mdonze and Gama gave that pitch the strongest, most spontaneous and synchronized “Nope” that’s ever been said by professionals who rightly know what can and cannot be done in less than three days.

It had to happen in one trip. One journey, a few minutes of playing and The End.

We knew from the beginning it’d work well if they were going to a wedding. It’s both romantic and dramatic, especially if they’re late, and it makes for a proper background to the racing aspect of the game.

It could have been their wedding, though I feel it would’ve been hard to build up drama without going too cheesy.

The bad news is I won’t unveil much more of what ended up in the game because I don’t want to spoil it for you if you haven’t played it yet (have I told you you can do such a thing right over here?). Sorry about that. The good news is I’ve already said it all anyway. If you’ve played it, you know.

Pouring it into the game

Once the story had taken shape I wrote it down in short form; a little synopsis which I read to Mdonze and Gama, to see if they liked it. At this point we had about 60 hours left (we started late).

I broke it down into a classic structure of three acts, each of which matching one of the three different environments Mdonze had begun to draw.

Screenshot_act2.png The second act takes place in a forest

Then we set up a process; I would write one act on Twine, present it to the team, get feedback, do some rework if needed, implement it in the editor and start working on the next act.

I didn’t expect implementing the story in Unity to take half my time. We had a system worked out for my non-programmer brain in which I’d fill up blank fields with dialog lines and set up timers for answers or next dialog events.

That last bit is what took me so long. Because Gama designed the game so that the conversation would happen as you are driving, it became a real-time interactive fiction and we had to take pacing and flow into account.

I twisted and tweaked those timers until the conversation flew smoothly whatever path you'd choose and still fit the driving rhythm, while giving the player enough time to focus on both.

lateforlove_gif.gif Answer "Not at all" and she'll reply something nice almost instantly, while "Yes" will start a 15 seconds long awkward silence

Many ideas bounced between us about how to blend narrative elements with gameplay rather than simply laying them on top of it, i.e. make stuff happen out of the dialog box. Some we managed to implement (above screenshot of second act for example), some we didn’t have enough time for.

This was my first game jam ever and I could write ten pages on what I’ve learned but what I really want right now is to shut up and hear what you guys have to say about our game.

BONUS QUESTION: I’ve hidden a famous dating sim reference in the game, comment this post with a reference to that dating sim if you’ve found what it is! ;)

PLAY THE GAME

READ OUR POSTMORTEM ON VISUALS

Postmortem of Match Strike: LD#41 Part 1

Well, I got to say, this LD was a lot of fun for me. I'm going to share some of my experiences I've had to with creating Match Strike, my LD#41 entry.

There's still time to play Match Strike and give me your thoughts! And if you want me to check out any of your games in specific, just reply back here.

Day 1: Ideas and Early Implementation

I checked the theme with some trepidation; The sort we all feel, where we expect it to be a weird theme that we will blank on. I know we've all been there. "What do I do?" "I can't think of anything?" "Maybe I should just...make a 2D platformer and shoehorn the theme in?" :grin:

But this time? I was prepared! No, I don't mean that I had already looked over the theme choices and individually crafted an idea for each one. Some of you might be able to do that, but my brain is too small to hold all those possibilities. What I mean is that instead of having tons of ideas, I had been thinking about a flight sim. I don't know why, other than watching longplay videos of F-15 Strike Eagle or Red Baron (great DOS games), and waxing nostalgic for those old flat-shaded 3D polygon worlds.

So when the theme landed, I knew instantly what I had to do. A flight sim as genre #1. But what about genre #2? What would be the worse thing to combine with the high speed, low accuracy of a flight sim...? I barely had to think about it. A match-tile game! Let's call it Column Strike!

Originally, I wanted to do a match-3 game, such as Candy Crush or Columns. (Hence the name.) You'd be tasked with flying to parts of the world and pick up combinations of blocks, and then fly them to the target. Right! Vague idea, but I got it. Let's start work.

It didn't take me long to sketch up the basics. First was the plane. I didn't want a realistic flight sim (since that would take too much time!), so I modeled up a futuristic looking craft that had some basis in the real world. At least, the concept art of what the F-19 fighter was supposed to look like...

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Once I had the plane, making the world was simple. Pixel-art up a flat terrain, and I'm done! No need to be fancy here.

But the next step? Making a flight HUD. This part was fun. Lots of fun! In fact, I think I spent most of my time on this for day 1. It was complete overkill to have a HUD with altimeter, airspeed, artificial horizon, and so on. But I just wanted it. So bad. And it was worth it, as that HUD would act as the foundation for every other decision I would make about Column Strike.

My end of day I was nearly done with all of this. The artificial horizon wasn't working properly, but I was pretty tired at this point, and the math part of my brain wasn't math-ing. I put it aside and then went to bed for some much-needed sleep!

End of day 1!

30+ Reviews Thx

https://ldjam.com/events/ludum-dare/41/ludums-kitchen

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