LD 41 April 20–23, 2018

Oregon Trail: Hot Pursuit Post Mortem

Results are in! I almost didn't participate this time around, but my wife said she'd be disappointed if I didn't make a game. She seemed pretty excited about it, so I couldn't let her down. I don't remember exactly where I got the idea from. I was watching some of the LGR Edutainment Month reviews and at some point must've put rockets and Oregon Trail together. I drew the rocket cutscene and the rest of the game planned itself.

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From the start I wanted a parody of the Apple ][ version of Oregon Trail... the one I played in elementary school where we had to double up on computers because there were only enough for half the class. Your party was doomed from the get go if your partner insisted on spending all the money on bullets. Oregon Trail--Test of Friendships.

This was my best rated LD game since I started with LD 31. First place in humor? Exciting! Thanks to everyone who played and rated!

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Usually I like to go all out with game mechanics and code. I'm a programmer, not an artist, musician, or designer. I like solving programming challenges. But this game was what I needed--an excuse to be silly. It's not the LD game I'm the most proud of, but it was the one I had the most fun making. I like to think that shows.

What Went Well-- I didn't lose much time to hunting down bugs. From the start I had a good (and accurate) idea of how long each piece of the game would take. Planning is very important. I spent my first hour creating a roadmap of the entire game, and I knew exactly what to cut if time started running short. I had a reasonable scope for this project. Everything I felt was an important feature did get implemented... even the little hunting minigame.

What Didn't Go Well-- Balance. I threw the difficulties in at the last minute as a last-ditch effort to strike a balance between the two ends of the difficulty spectrum. I think it turned out okay after I put that selection in, but I can't claim it isn't luck. Variety. It's a parody of Oregon Trail and racing games. Well, mainly Oregon Trail. As a child of the 80's and 90's, I grew up on a lot of edutainment games. There were plenty of opportunities to poke some fun at the more absurd parts of the genre. Unfortunately, I had to pass them up. Maybe next time.

Closing-- Congratulations to everyone who participated. See you next time!

Turns out VRn't that bad

Hey VRn't did pretty well! Thank you everyone who took the time to play our silly little idea. Ya'll rock. Keep the furniture together and the birds in the sky!

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Thanks Everyone!!! Results Are In!!!

This is my first Ludum Dare 41, and Escape did really well!

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I am not going to lie, I definitely had hoped the game would have scored better, however I am proud to share with everyone...

The Results!!!

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There was definitely room for improvement on my game, and I so wish that the version I am working on currently was the version I had submitted, but alas I was not fully prepared, and could not make use of the full 72 hours that I gave myself after switching away from compo. (That will change in the future, and I will definitely be more prepared for my next Ludum Dare!)

Anyways, I will continue to work on this game, for a fully featured version in the future! I really appreciate everyone's insight and positive support!

On a side note, how did I manage to get a 2.775 in Humor when I didn't even know about Humor being a category?

Thanks again everyone!!!

If you haven't played my game, you can find the link below! (It's web-based)

HTML5 (web): https://gamekrazzy.itch.io/escape

As expected...

Compared to my previous entry, Excessive 2 had lower scores, except for the mood score, which is an improvement. Sequelitis kicking in, perhaps?

LD41 results

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LD40 results

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Thanks to those who vouched for having a good mood ranking.

Now back to my regular job of writing for a yet-to-be-announced commercial visual novel...

(Cross-post: https://jollysword.livejournal.com/160579.html)

My Results! ^-^

My results are in! 05-15-2018-20-06-59.png While my game didn't really stand out anywhere, I got what I was going for, which was an all-round solid game. In LD 40 and LD 38, I went for more aesthetically pleasing games. LD 39 was my last attempt at an all-round solid game.

Here's my LD39 game: GIF.gif

Here's my LD41 game: gif_6.gif

The main issue I had with this game was... Actually underscoping. I completely underscoped this project and the art style made it so I couldn't make very many visual improvements, so I ended up taking a few hours of breaks because I didn't have much left to do. My LD39 game was properly scoped (for my skill level at the time) and it compressed the gameplay into a short amount of time. My LD40 game was very long for a game made in 48 hours and suffered because of it. By suffered I mean that people only played like one fourth of the game. I planned it out properly when it came to completing it in time. Hopefully next LD will go as well as LD39, because my skills in gamedev have definitely improved since then.

Here's a graph of all my LD scores: ld_scores.gif

One thing I'm surprised by is how low my audio score is. Everyone I know in real life likes the LD41 music more than my other games, but it was by far my worst score. From what I heard, the music is a bit grating until you get used to it (which seems to be the case with all of my music). There weren't any consistent criticisms to the game design. Most of the criticism was based on personal opinion and varied from person to person, which was great.

I'm looking forward to the Ludum Dare 42!

AAAAAAAAAAAAAAAAAAAA

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https://ldjam.com/events/ludum-dare/41/paddle-pals

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Humor 15th!

So this ludum dare is over! I improved a lot on each year and i am very happy with this entry, here is my stats:

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I probably think that the audio is underrated but anyway i take note about the issues i had with the music and improve it in my next entry!

Also i am quite surprised about getting 15th place in humor

There is the stats from my LD40 entry "Greedy Robot Fight":

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There is a huge improvement!

Thanks everyone for the ratings & feedback and congrats to winners in each category! Cya in LD42! ;)

Thanks for playing and rating Toodee and Topdee!

We're really happy with these results! toodeeTopdeePoster.png results.png

We also made an updated version for Kongregate, it has a level select and (hopefully) better performance...

But the best part is, if you have a Kongregate account you can compete for speedrunning highscores for each level!

You can check it out here: https://www.kongregate.com/games/dietzribi/toodee-and-topdee

Jam version: https://ldjam.com/events/ludum-dare/41/toodee-and-topdee

Thanks so much!

My scores this time around show a marked improvement: 8C963FFF-14D2-4B38-9618-5C9990618A55.png Plus 87th in humor! Thanks to everyone that rated my game!

6th in Graphics!! THANKYOU!!

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Wow, so my second ever LDJAM went really well :flushed:

Thankyou so much to everyone who played my game!! This experience has been amazing and encouraging. I especially loved all of the honest feedback, it'll help me to make even better games in the future.

I was even honored to be included in one of RandomiseUsers videos! I couldn't believe it!!

https://youtu.be/AAUYImhPFw4

I was also extremely flattered by everyone who thought I'm a team :joy: I'ma solodev! Being assumed to be a team is probably the biggest compliment I got.

I intend to make a full released version of this game for PC and hopefully smartphones!

I'll be removing the drug joke and calling it "Caffeine McBean" to make it more family friendly :joy: I'll fix all the problems mentioned in the comments and just overall improve on the game itself. I hope to really expand on the levels, art and especially the controls and mechanics since I was quite lacking there with this entry.

If you'd like to follow me for future updates, here's where you can find me!

:bird: https://twitter.com/Goat_Toaster

:video_game: https://goattoastergames.itch.io/

For reference here's how my first ludum dare went:

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Thanks again everyone!! See you next jam!!! :grin:

It's a Wrap!

OffTheHookLD41WrapUp.png [Arrows indicate how we did versus last time.]
https://ldjam.com/events/ludum-dare/41/off-the-hook

And we're a wrap! Great job to everyone this Ludum Dare! Just finishing is a huge accomplishment but congrats to everyone with enough reviews to get a score. I am sad only 60% of the games submitted got scored, and wish I'd had as much time as LD38 to help push games over the threshold. We're eagerly looking forward to LDJAM 42!

Give us a follow over on Twitter:
@OccultSoftworks
@OccultGameDev
@FiresongBard
@DevRaccoon

And Reach out! We love connecting with other devs around the world. With that, thanks to all who played, and we'll see you all next time!

First Ludum Dare Done!

Results Final results Overall: 259th (3.78 average from 27 ratings) Fun: 131st (3.917 average from 26 ratings) Innovation: 330th (3.64 average from 27 ratings) Theme: 439th (3.78 average from 27 ratings) Graphics: 735th (3.231 average from 28 ratings) Humor: 782nd (2.542 average from 26 ratings) Mood: 583rd (3.292 average from 26 ratings)

Is this good? Is this bad? I have no idea! But I'll definitely aim to try and do better in the next ludum dare. Thanks to everyone who played my game, and see you guys in 86 days!

Well, that's it!

Thanks everyone who play my game, and left some valuable ratings and reviews. These were my results:

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Wow, 15th overall!

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Results my younger self would have only dreamed of getting. Surprisingly enough, I placed highest Overall than in the other categories?

Quite considering fleshing out this idea into a full game later down in the line, with many exciting ideas that I didn't have time to put into the LD version. Thanks to everyone that played and rated Hyper Beat Engine!

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Rhythm Quest Results

My highest overall and fun to date! Not bad for one of my least favourite themes ever.

Thank you to everyone who played and rated! That average rating on overall means that most of you gave me a 5 which is honestly very flattering.

If you are interested in following further development of the game add me on twitter or follow me on itch, I have already started work on a post jam build.

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LDJam page https://ldjam.com/events/ludum-dare/41/rhythm-quest

Twitter https://twitter.com/achebit

Itch Profile https://achebit.itch.io/

Dragoon Drop Postmortem

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We did really well! The team is super stoked about this score! It's the best one we've gotten so far!

In honor of our score and all the great attention we've gotten, I've decided to write my first ever postmortem. Sorry in advance if its a little rambly.

Origin of the Ideas

Dragoon Drop came from a discarded idea we had had previously. We’d thought a bit about making a live-action card game/ 2d fighter. It was one of those ideas that was too ridiculous to explore, but when the incompatible genre theme came up, we decided that it was a good place to start.

Here’s the actual Discord message that outlined the game:

“You have a hand of cards that refreshes every turn. You're in a situation where there's a swordsman in front of you with a sword poised, there's a goblin diving at you above, and a spike trap behind you. Each round is broken into 6 beats (or some number), you play 1-2 cards per beat, in the order you want to. you play a dash back, a dash back, a jump forward, a strike, and a strike. Character dashes back into the spike trap (which springs after 1 beat, so he's safe so far), the swordsman stabs and misses, the goblin moves closer, 2nd beat you dash back again, the spike trap pops, the swordsman is still in cooldown, the goblin falls on the spike trap. 3rd beat you jump over the impaled goblin and land in front of the swordsman. 4th beat you strike the swordsman, 5th beat you strike him again.

The game is just a generated situation like this over and over again, with card rewards.

and deck customization.”

What Went Wrong

4 Beat System

By day 2 we had a little prototype together. At that point the game worked on a 4 beat system, where you would lay out up to 4 cards that would play out in order. This forced the player to think about the game in 4 step increments. This played out pretty badly, because if you made a little mistake on beat 1 or 2, then you’d take a ton of damage from spikes or the basic walker enemies (which didn’t have a cooldown at that point, so they’d just keep running into you).

The 4 beat system also required the player to select which direction the cards were going to be played in by selecting little arrows to the right or left of them, which got really tedious really quickly.

Card potency and Movement

I’m pretty sure the first cards we made were “Step: Move 1”, and “Strike: Attack.” With those as baselines, you can imagine that the other cards were pretty unimpressive. Sure, moving was precise, but it took forever and it wasn’t very dynamic. We eventually decided that we’d rather the player be forced to move too much than be struggling to move enough. We probably haven't gone extreme enough in the movement direction, as I think the game can still be a little sluggish at times.

We also gave a lot of the cards downsides in the form of Warm Ups and Cooldowns. So you’d have to time your cards out. This was especially difficult to navigate with the beat system. You’d play a card with WU 1, so the beat before the beat you played the card would be crossed out, because you’d be caught up in warm up for that beat.

At some point, we got rid of warm ups and cool downs, then later we got rid of the beat system all together. It was at that point that the core gameplay became what it is.

What Went Right

A lot of the games best features came about from quick, seemingly unimportant decisions.

Drag and Drop

When we dropped the 4 beat system, we needed a way to choose which direction to play cards. We didn’t want to make dedicated left and right cards, because we were afraid players would end up with a bunch of cards they didn’t need. So we just went with dragging them to the right or the left of the protagonist, which I think worked out really well. We might run into challenges later if we want cards to target things more specifically, or in different ways, but we’ll cross that bridge when we come to it.

Bopping Enemies

We were pretty worried that our game’s genres weren’t going to be incompatible enough, so we were insistent on adding platforming elements. This led to jumping, which led to falling. Andrew asked the group what should happen if you land on an enemy, and we just kind of defaulted to bouncing off of it and dealing damage. At the time I don’t think we realized how important to the game this was going to be. It acts as a way to get free movement, damage, and jumping, and kind of becomes the characters primary means of travel (so long as there are enemies around).

What next?

We are working on expanding the game! It’s been really amazing and encouraging how much attention and feedback we’ve been getting, so thank you to everyone who left us comments and to the youtubers who played it!

We’ve been working on a plan to improve upon and expand the game, and it’s still pretty up in the air, but we have some basic goals in mind.

Make it harder

Let’s face it, the game gets pretty easy once you get the hang of it. The game needs more variety and harder challenges.

Specifically, we want the enemies to be smarter and for the game to be more densely packed with danger. When the player is in the middle of a fight, each move should have to be very carefully considered.

Squad Based Enemies

We have a plan to make enemies work in squads with one-another. Currently the enemies just kind of murder one-another if they get jumbled up. We intend on making enemies that pay attention to each other and to traps in the environment. Enemies will still be able to be hurt by each other and traps, it’s just going to take a lot more player influence to get it to happen.

More Cards, and Possibly Trinkets of some Kind

Obviously we need more cards. And not just more cards that shuffle around move, draw, and attack, but we need some more unique abilities.

We have… some ideas…

Trinkets or equipment would be cool, too! Mostly just little stuff that would influence your character slightly, like, “when you vanquish an enemy, the next card you play has quick.” Stuff like that.

Stay in Touch!

We’re not really sure when the next version of the game is going to be available, but its coming! If you want to keep up with what you’re doing, follow us on one of these: https://strangespaces.itch.io/, https://www.patreon.com/Romi, https://twitter.com/JoeHasDiedGames.

Thanks a bunch! See ya all next LD! -Joe