LD 41April 20–23, 2018

Hearthstone with CARS?

Go and try my game. It's a combination of card game (like Hearthstone) and e-racing car game. https://ldjam.com/events/ludum-dare/41/cards-1 gif.gif

Play and try to beat my high score.

highscore2.png

Toppen Ultimate Anime Defense - Now available on Mac!

4.png

Hello fellas! We've just released a build of our tower defense/card 'em up game. Before it was only playable on Windows PCs, but that changes now! Mac users can now destroy anime to their heart's content!

I'll also mention that we're going to be working on a more polished, (hopefully) bug free version of this game as well that will be released soon on a new itch.io page (we'll be keeping the original Ludum Dare release on that page for the sake of the dare).

Thanks to everyone who has played and offered quality feedback, we really appreciate it.

Check it out here: https://ldjam.com/events/ludum-dare/41/toppen-ultimate-anime-defence

QUICK NOTE: if it isn't working please let us know! It's quite difficult for us to test it out on Mac as of now, so we're relying on feedback to stamp out any Mac issues!

Cyclevania - Metroidvania & Racing

logo.png

1173d.gif

We've gotten a lot of great feedback so far and we just wanted to thank everyone who's taken the time to play our game. Its very exciting to see that so many of you enjoyed it as much as we enjoyed making it.

Please pop over to our page and play it and leave a comment. If you drop us a link to your game I'll return the favor and give you some feedback. Thanks!

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

Writing an article about LD 41

Hey ho! Your games are awesome! I'm a writer from Gamesguru.org - polish site about games. I'm writing an article about LD41 and I've got a request for you :) Can you send me photos of you - working on your LudumDare game? Your workdesks, maybe bootcamps (I will link your games to photos, so You will give an extra promo!) So what do you think?

Go to this link

Screenshot (37).png

If you want to see more of this guy, please feel free to check out my game - https://ldjam.com/events/ludum-dare/41/123. Also make sure to leave a comment (on the game page) so that I can play your game later on.

LD41 Post-mortem: InvadTris

Play and Rate InvadTris

I wasn't sure I'd be able to participate in the jam this weekend. I had some other committments that I couldn't move, so wasn't sure how much time I'd have to put into a project. Accordingly, I paid attention to the theme announcement, but didn't immediately have in mind a game idea, so put it out of my mind and went to bed early on Friday.

Saturday, I woke with an idea to mash up Tetris with Space Invaders. There's a verticality to both games that I wanted to explore. Falling Tetronimoes and Invaders marching downward. I thought about it and came up with some ideas that I thought were interesting for how the games could be combined. I still didn't think I'd have time to actually make it, but the idea interested me enough to make a design document, which I posted.

Saturday came and went.

Sunday, I felt like having a go at it, so I worked for about 8 hours, and implemented most of the Space Invaders half. I took a 4 hour break in the evening, but then picked it up again around midnight and put another 3 hours into it, and got Invaders 99%, and some foundational work for the Tetris half by 3am.

If it wasn't for the fact that I had to work on Monday, I could have spent all day on the project and finished it up completely before the Jam deadline. But most of the day I worked. I got home at 6pm and put the next 3 hours into a valiant effort to get the Tetris half finished. I ran into a frustrating bug in the last two hours, and couldn't fix it in time. I knew a workaround was possible, but implementing that would take even more time. I kept working at it until around 2 AM.

So I missed deadline, but I only really put in about 17 hrs of development time over the 72-hr Jam period.

Tuesday, I came up with a workaround to the bug I ran into on Monday, and deemed the project fit for release. It took 27.5 hours of labor to get the game playable enough for a release.

I have a lot more planned for the project, and I'm looking forward to putting more time into it in the next week to add polish.

Design

My very first step was to run to Google Image Search and steal some screen captures to use as a conceptual mockup.

InvadTris_mock.png

Mashing up Space Invaders and Tetris was fun. Although from two very different genres (shooter and falling block puzzle), there's some similarity between them. Both have strong vertical elements: the Invaders march downward from the top of the screen; the Tetris blocks fall from the top and stack up on the bottom. When the Invaders reach the ground, the game ends; when the Tetris stack reaches the top of the screen, the game ends. Both games start off very slowly, but pick up speed and become overwhelming. I recognized that these similarities in the design elements of the two games complimented each other well, and as I thought about it I began to see the "Tetris in the Invaders" and the "Invaders in the Tetris." To combine the games started feeling natural, and I realized I'd hit upon something brilliant. Why had no one done this before?

To make the games work together as one, I needed to come up with an approach that would allow the player to focus on one game at a time, so I took a "turn based" approach, where you play Invaders until you destroy an enemy, then you take a turn at Tetris. To connect the games, I made the action in Invaders determine the next Tetronimo in Tetris. At first, that was it, but later toward the end I came up with the idea to have Tetris feed back into Invaders by turning completed lines into a super-weapon for Invaders. To create additional time pressure, I allowed the Invaders to continue marching while you play Tetris (albeit, more slowly) rather than pause completely. But to make it fair, since I freeze the player object in Invaders while focus is on Tetris, I made the Invaders ship invulnerable while Tetris has focus, and later I decided also to make the Invaders stop shooting while Tetris has focus. I'm not sure if Invaders is challenging enough, at this point, but I wanted to err on the side of fairness to the player, and immobilizing the player while shots rain down that could kill him while he's completely helpless didn't feel fun. Since the Invaders continue marching, and the game will end if they hit the ground, there's still plenty of time pressure to complete the Tetris move quickly.

Development

I worked in GameMaker Studio 1.4, which I'm still more comfortable with than GMS2.

I opted to focus solely on mechanics and programming, so the graphics are very rudimentary. Since I had so little time, I wanted to work as quickly as possible, so I just used simple squares to represent the Invaders and Mothership, rather than try to make sprites for them. I can always do that later.

I mostly tried to make both games feel like authentic implementations of the originals they're inspired by, but I did take a certain amount of license. I experimented with the number of rows and columns of Invaders, and their spacing.

Programming Invaders was very easy and straightforward. I once live-coded a talk on how to make games with GameMaker, in which I implemented Space Invaders, and I got about 80% feature complete in 90 minutes that time.

I had never successfully completed a Tetris clone in GameMaker (or any other tool) before, so that was a challenge. I had tried once, a few years ago, but gave up on it in frustration. But I know GML better now than I did then, and I didn't have nearly as much trouble this time.

The interesting parts of the program were:

Controller-centric design

I'm not sure why I decided to do it, but I started out with a controller object, one for each game, and rather than have the individual objects for each game have their own code in them, I had the controller object manipulate them as much as possible. There might be a little code in some of the objects, to handle Collision Events, but that's just about it. I put 95%+ of the code in the Step Event for the Controller objects, and eschewed the use of Alarm events entirely, instead implementing my own timer systems in the Step. This gave me two big, very long scripts for the Step event, where everything was handled to run the game except for Drawing and Collision Events. Keeping the code all in one place like this is different from my usual approach, and at first I was doing it more for the challenge of writing a GameMaker program in this way, but toward the end I recognized that it was a really effective approach to take, and that I was effective that my instinct took me in that direction for this project. Looking through dozens of events in several objects for the line of code that is causing some problem or other with some other line of code in some other object is hard, confusing, and frustrating, but with this project there wasn't any of that, since almost the entire game was in two Step Events.

Invaders switchback

Invaders are supposed to all reverse course and drop down a row when any of them reaches the side of the screen. This isn't actually that hard to do, but for some reason I got my logic a little tangled, and it felt like it took forever to figure it out. It took me almost 8 hours to get my Invaders half of the project 99% working, where in my live-coding demo I'd somehow made progress much faster.

Tetris early placement

In my early attemtps, I used place_meeting() to check for whether the Tetronimo could move into the next adjacent cell. This worked very well, until I started rotating Tetronimoes, and found that certain shapes would not drop, seemingly detecting that they were blocked a cell before they should have been. I spent probably 4 hours trying to figure out what was going wrong and what I could do about it.

Ultimately, I worked around it by using a grid-based collision check, instead. This actually made the rest of the Tetris development easier for me, though, since I used the same grid-based approach to detect completed lines, clear them, and drop the stack above.

Getting the nested for loops to iterate over the cells was tricky. I thought about using an array to store the state of cells, but in the end I didn't need to do that; I simply use the objects themselves, and check for them with GML's instance_point() function, rather than storing presence/absence states in an array. This works great and is actually much easier.

To make sure I was thinking properly about the grid, I had to write a loop to draw it out so I could visually confirm that my logic was working right. This took a few tries to get right, but making my mistakes visual really made it possible to fix them.

Tetris line completion

I had a working algorithm to detect completed lines, and it nearly worked on the first try. But because of a dumb array indexing bug, it wasn't working. It took me almost a half hour of puzzlement before I saw the problem. That wasn't actually too bad.

invadtris_promo1.jpg

What worked:

Theme:

I loved loved loved the theme! It sucked me back in when I didn't think I was going to make a game this weekend, and I really enjoyed the time I spent working on it. I am seeing a tremendous amount of awesome game ideas this Jam, too. I can't wait to play them all!

Slacking:

By taking it easy and not trying to cram every spare minute of the weekend, I felt that the time I did spend working was a lot more enjoyable. Not taking the jam "seriously" is the way to go.

Working fast:

Despite "slacking", when I was at work on the project, I felt very focused, and got a lot done very quickly.

What didn't:

Slacking:

In previous Jams, I feel like I have put pressure on myself to do as much as I possibly can, and often end up getting stuck on some problem, which blocks me from completing everything I wanted, and turning in a compromised, but playable, game by deadline. This time when I hit bugs, up until the last one, I felt calm and relaxed about fixing them, and they never gave me any real trouble, until that last one. If I would have put in a little bit of time Saturday, or Friday, maybe I would have finished everything before deadline. But I can't let it worry me too much. I don't know that I would have come up with the idea that I did if I had tried to come up with an idea immediately when the theme announcement happened. Letting it just come to me worked better this time. And if I'd tried to work on Saturday, I might have made some progress, but I might just have been too disorganized with my thinking because of the other things I had going on, and ended up with a messy project that was harder to work in. Working with a clear head and no pressure, I was able to make very effective use of what time I did spend on the project. Still, it's a lot better to get more than just 15 hours of productivity out of a 72 hour jam weekend!

Play and Rate InvadTris

Rex McFury: Public Defender Postmortem

Rex McFury is a genre mashup of a River City Ransom style brawler and a courtroom drama. It is based around a simple ridiculous premise of a lawyer who wins cases by beating up everyone who disagrees with him. I'm not saying this is a better system than the one in place in the USA, but I'm also not not saying that. cover.png

The game is pretty short. It has a beginning, a couple of fights, and an ending. It can be completed in about 5 minutes or less and has the option to instantly win a fight if you want, so no excuses for not finishing it! Oh, and it is HTML5 and can be played right in the browser.

You can play it here:

https://ldjam.com/events/ludum-dare/41/rex-mcfury-public-defender

Theme

I didn't mind the theme. After the 9PM theme announcement I expected it to generate a lot of ideas but it took all Friday evening and into Saturday morning to come up with anything. Once I had the idea of a macho lawyer spouting testosterone filled statements the ideas started coming. I wish they had come sooner because I lost about 8 hours of development time coming up with an idea.

Team #

@david-j-michalak and I teamed up on this one, which was a great experience. He put together some incredible sound tracks and all the sound effects, which is by far my weakest area, so we complimented each other well The whole game experience was much better because of it.

What went right

  • Art Style - I really love the River City Ransom inspired art style. The characters are big enough to have some individuality but small enough to be easy to animate. Most animations are 4 frames, but I think they worked pretty smoothly. Overall I ended up with over 130 32x32 sprites. I don't think that would have been possible for me to do at 64x64, and I don't think it would have looked better.

  • Music - The music is awesome. Dave created some tracks very early in the process which I listened to on a loop repeatedly while creating the game, so I think that it helped keep everything consistent.

  • Cutscenes - I was originally going to create in-engine animated cutscenes, but that would have required writing a whole ton of code and work. So instead I went with simple text over a black background with a couple sprites on the bottom. It is minimal and I think works well. It also led to my favorite scene. scene.gif

  • Voice work - Dave also supplied the voice of Rex, which I absolutely love. Every time I hear "The court finds the defendant's lawyer... awesome" I laugh. I still laugh, and I've heard it a lot. There were more enemies and levels planned that we have voice recordings for that are equally as cheesy and wonderful as the ones that made it into the game, so they will get added in a post competition version.

What went… not so right

  • AI - I'm torn. I revamped the AI system I created in a previous jam and expanded it to make the enemies. I just underestimated the amount of time it would take to create the AI. I spent a large amount of time implementing AI features (stun and knockdown specifically) that were for an enemy that never made it into the game. I overdesigned and something simpler would have been fine and saved a lot of time.

  • Scope - This is my 9th jam, so I am pretty good with game scope. This time to add everything that I originally planned I would have needed an extra 6- 8 hours. I wasn't sure exactly why I was off by so much, but then I realized I forgot to account for losing a day to coming up with an idea. Whoops. At the end of the second day I made the decision to cut half the content and focus on polish and reworking the story to eliminate the other two stages.

Look for a post compo version of the game a little later with some of the cut content as well as general improvements. Thanks to everyone who played and left comments. I read them all (and try to respond to them also!)

Thanks for reading!

Our LD-Rating-Stream

Unfortunately our LD-Games-Rating-Stream will be moved to a different day as I had to work long today and possibly also tomorrow and friday.

I hope you do not think we scammed you. Everyone who rates our game and comments their link below it will be rated by us!

Happy Quiz Updated!

Hello! Our game Happy Quiz have been updated with some patched issues. If you haven't played it yet, make sure to do it, it's a funny quiz mixed with another interesting genre ! :D

https://ldjam.com/events/ludum-dare/41/happy-quiz

happyquiz.png

Finished my first LD in a team

While I have done a few Ludum Dares before, this was my first time with friends who did most of the work on gfx and sfx. It was quite a nice change, to almost only have to worry about the code for once. I could've definitively made things easier for myself in that regard, if I had come up with an idea on saturday, not only on sunday.

Here is the final result in which you are chopping vegetables for lots of soups. I'd appreciate, if you could check it out. It's playable in the browser.

3.png

Let's play Golf!

Really, just Golf...

...

A normal Golf game... r%2F4bfb.png

Like, totally basic.

6+6URi.png N42ZeW.png

Play here: https://ldjam.com/events/ludum-dare/41/hit-the-green

Acid - an action + idle game

Acid for life

So me and Vašek Kabíček, both being 18 y/o students, decided to participate in this jam. Our first LDjam.

We didn't really expect anything and we went to this awesome site -> http://gamedev.cuni.cz/events/ludum-dare-41-prague/

We set our computers up and started waiting for the theme.

At 3 AM local time (Prague - UTC + 1) the theme came out and we got hyped, although it was, for us, the least wanted one.

After +- 1 hour we had few ideas written down and started working on the best one. Combination of Action and Idle genres.

We didn't know what we would create in the end but it turned out just perfect, just see it yourself!

First boss

Boos1.png

Idle money making

MoneyMaker.png

The final boss killing me

Bossmain.png

Link - https://ldjam.com/events/ludum-dare/41/acid

Just to inform you, we really love the concept and we are still updating the game. (internally so far) This means there is more to come!

BTW: There are few possible ways to win the game, the best one is to beat the bosses with least upgrades on your character... E. g. killing the first boss @level1 + all stats @1

Please rate it, after you play it!

Your feedback is the most important thing for us!

Thank you! :-)

JAM ENTRY: Shutin

Forgot to post about it on the LD blog!

logo.png

Survival horror meets life simulator. Then again, what's the difference between the two? How long will you last, seeing to your needs, working to pay your food and bills, until it all comes crashing down?

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

shutin8.png multi-litn.png

Love Is A Battlefield V1.1

I was reluctant to publish any changes to Love Is A Battlefield while judging was still ongoing, but the issues people were reporting with the boss fight were so severe that I felt I needed to do something. So here is my compromise: I've fixed the boss fight glitches, left everything else untouched, and uploaded them as version 1.1. For those who would prefer to play the game in its original state, V1.0 is still available to play. I will not publish any more changes until after the judging period.

For those who haven't played Love Is A Battlefield yet, here's the link: https://ldjam.com/events/ludum-dare/41/love-is-a-battlefield

I'll write up my post-mortem tomorrow.

Sky Serpent Paint is now available on Itch.io too

Ever wanted your own pet sky serpent? They are now available on itch.io too besides regular downloads. For Windows, Mac os and Linux.

Check entry page https://ldjam.com/events/ludum-dare/41/sky-serpent-paint

https://youtu.be/2dzRkodcdRQ

Rackety Rekt

In Rackety Rekt, you smash haters with your racket.

Time-lapse coming soon, Haven't checked it out yet? : https://ldjam.com/events/ludum-dare/41/rackety-rekt

3.png

Play games with less than 20 ratings

Hi guys, as usual there is a huge divide of ratings on games. I have seen some games with over 200 ratings already and some with none at all. I'm not telling you to play these games instead. I am asking that you do just because the games with 50+ ratings don't need any more and who knows, you might just find a hidden gem. Itch doesn't let you browse for the least played, so it's up to us to counteract it.

here are a few:

https://ldjam.com/events/ludum-dare/41/doesnt-add-up

https://ldjam.com/events/ludum-dare/41/furry-debugging

https://ldjam.com/events/ludum-dare/41/jump-n-shoot-man-ludum-dare-41

https://ldjam.com/events/ludum-dare/41/cook-em-up

https://ldjam.com/events/ludum-dare/41/unojo-temple

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

https://ldjam.com/events/ludum-dare/41/ten1z1

there are a sh*t-ton more, these I just found on itch from the LD41 tag randomly.

If your game has less than 20 ratings (i.e. there is a hazard symbol beside the ratings received and both are orange), feel free to post the link in the comments. If your game has more than that, especially if it has received more than 50 ratings, please don't.

as always, sorry to be such a shill, but my game can be found here (it also needs ratings): https://ldjam.com/events/ludum-dare/41/zumaster

WAIT!

You are here to give 20 random rankins so you can boost up your coolness???Well look no more,you are at right place! Check our game Prison Farming play it.... or dont,trust me,its good https://ldjam.com/events/ludum-dare/41/prison-farming

Wolf and Ghost

Our shepherding game is a cross between Pikmin and Pac-Man. While I think the Pikmin influence is clear enough (moving a ton of sheep), I wanted to talk more about the Pac-Man influences. The ghosts in Pac-Man follow a few simple rules for seemingly complex behavior, which I tried to replicate with the wolves in Shepherd and Sheep. Some things worked well when I combined it with the real-time strategy genre, and other things not as much.

After 20 seconds, wolves will stop whatever doing and retreat for 5 seconds before resuming their attack.

timer.gif

This was in the original Pac-Man too. Being constantly chased is stressful, so the 5 seconds of safety is to let the player breathe. I chose 20 seconds because that's what Pac-Man used in the first level, but now I think 20 seconds is too long for such a fast-paced game. Shorter but more frequent breaks probably would have felt better.

There are 7 wolf patrols in the game. Every wolf, when it has line of sight to a lone sheep, will stop its patrol and give chase in a straight line. Fences, rocks, the shepherd, the dog, and sheep in a group will block line of sight. If a wolf doesn't have a line of sight, it will resume its patrol.

lineemof/emsight.gif

The first wolf, which I refer to as the alpha wolf, will just chase down a sheep, and is based off of "Blinky" the red ghost.

alpha.gif

The alpha wolf ended up being far too aggressive, and will break up the flock of sheep too easily, so the alpha wolf isn't present in most levels.

The second wolf is based on "Pinky" the, uh... pink ghost. This wolf will move in the direction a sheep is moving towards.

preemp_wolf.gif

Note that I use velocity to determine the direction a sheep is moving, so when the sheep stopped moving (velocity=0) the wolf started moving in. This is actually a problem because most levels are easier if you move your sheep slowly, but this caused this wolf to get too close. I used this wolf more than the alpha wolf, but still not as much. Because Pac-Man used tiles and not velocity, Pinky didn't have the same problem.

The third wolf is based on "Inky" the cyan ghost. Just like Inky, this wolf is a little more complex than the previous wolves, but basically it moves to the opposite side of the alpha wolf, such that the sheep is between it and the alpha wolf. In the following gif, the alpha wolf is on the left side. On the other side is the Inky wolf.

opposite_alpha.gif

Because I don't use the alpha wolf much, this wolf didn't see much use. However, I made two equivalent wolves that move to the opposite side of the shepherd and the dog using the same approach. I used these two quite a lot.

opposite_shepherd.gif

opposite_dog.gif

I think these wolves were the most fun to navigate around, as they aren't too aggressive but still close by.

The sixth wolf just circles around the sheep. It's not explicitly based off any ghost, but this and the next wolf are similar to the final ghost I'll describe later.

circle_wolf.gif

Like the previous two wolves, this wolf wasn't too aggressive and was used a lot. Note that this wolf kind of spazzes out when he gets close to the four corners of the circle. This is because the up/down and left/right velocities are the same at these points, which is how I chose which direction sprite to use. I'm sure other programmers have felt this pain.

The last wolf just guards a point. After moving from its spot, it will move back.

guard_wolf.gif

This was my most used wolf, as it could be put in choke points and other spots without always following the player.
The final ghost, "Clyde" the yellow ghost will follow Pac-Man, but once he gets too close, he'll return to his designated spot. Because of how the ghosts behave in Pac-Man, once he arrives, he doesn't stop, but instead will start circling is spot until Pac-Man moves further away. In this regard, Clyde inspired my last two wolves.

There is no pathing whatsoever in this game, but by combining these behaviors, it looks like the wolves are trying to surround you!

wolves.gif

If you want to read more about the rules of Pac-Man, this is a great article.

And of course, play and rate our game! Thanks!

https://ldjam.com/events/ludum-dare/41/shepherd-and-dog

Newground release.

So, I just released my game * on newgrounds *. It's still under judgement so please help it gey over this status by rating it!

Haven't played it yet? Here is a screenshot and if you like flying+fishing+survival combination try it here!

10e3f.gif

I need to sell more ice cream :D :D

Frustrating mix of rolling ball game with time management :D

https://ldjam.com/events/ludum-dare/41/super-ice-cream-roller-ultra

3.PNG

Play the most trash game on the planet!

It was my first go and I missed a day because of wifi issues, but here it is anyway: https://ceejap.itch.io/cardpg

A creative story inspired by LD41

So ... we decided to make not only a game for this game jam, but also a story inspired by us making the game. The story is about 80% true, 20% is extra-sugar :))

We want to share our experience with other jammers and help build a nice community. Enjoy reading :)

Also, we would like some feedback for the game itself: https://ldjam.com/events/ludum-dare/41/rogue-soccer

LD41 Story-1.jpg LD41 Story-2.jpg LD41 Story-3.jpg LD41 Story-4.jpg LD41 Story-5.jpg LD41 Story-6.jpg LD41 Story-7.jpg LD41 Story-8.jpg

Have a break

Hug an earth

earth is waiting you here

https://ldjam.com/events/ludum-dare/41/heaven-and-earth

put in full screen HTML5 ver or you lose some score... noobish

ManHappy.png

Some thoughts on my entry for LD41 Compo

The theme for the Ludum Dare 41 was “Combine 2 Incompatible Genres”. I’m pretty familiar with genre mashup, and I accepted Jim Shepard‘s challenge to jump in.

As usual for the LudumDare, I wanted to do something different than what I always do. That usually means doing something more accessible to the casual public, as well as ditching pixel art, and including real-time stuff and animations.

Here’s what I came up with: https://ldjam.com/events/ludum-dare/41/golf-on-africa

golf.png

1884, the European superpowers have met to decide the future of the African continent… now their leaders face each other in an Open golf tournament to divide the land between themselves!

Screen Shot 2018-04-24 at 7.01.56 PM.png

I went for a combination of a Golf game with territory based war game (think Crusader Kings / Europa Universalis, or maybe RISK). It’s made for 2 to 4 players who take turns to play, the first country to occupy 10 territories wins the match.

Screen Shot 2018-04-24 at 6.56.17 PM.png

Screen Shot 2018-04-24 at 6.56.46 PM.png

In order to try to occupy a territory, you must land your ball on it, every turn the player decides the direction and power of his shot. The outcome depends on the stats of his country.

You can also invade other player’s territories, where the success of the invasion depends on the Military stat of each country. Countries also have other 2 stats: Logistics affects how far your shots will fly (with Great Britain being the best on this) and Leadership affects how accurate your shots are.

Screen Shot 2018-04-22 at 3.28.28 PM.png

Since I knew in advance my time would be extremely limited during the span of the compo, I went for my usual toolkit: Phaser2 + ES6. All art was done on GIMP, basically a lot of repetitive work extracting the different countries from a colonial map of Africa, and some flags and UI stuff.

Africa-colonial1.png

Due to the “weird” square and “high” resolution of the game (as in being about 800x800px, high for browser games standards) ended up doing a lot of work to make sure it would display fine on browsers with a smaller window height (you’d be surprised this is still very common in 2018) as well as the fancy retina displays which always mess up with scaling calculations.

This one went from ideation to fully complete product in less than 12 hours. I’m really happy how it turned out. Here are some areas where this could be expanded in case I work back on it ion the future:

  • Adding a “zoomed” version of the territory the player is doing his shot from. And an animation of the country leader shooting-
  • Making the viewport landscape and adding scrolling (and maybe a scaled map)
  • Enhancing the appearance in general.

Evolution of a gameplay mechanic

I was tempted to do a full post-mortem, but it was quite a normal Ludum Dare weekend for me. I always waste the first 3 hours on Saturday trying to flesh out a vastly over-scoped design. I then abandon it, simplify, and spend the rest of the day drawing ~~placeholder~~ the finished graphics, this time; a horse, jockey and a deck of cards. I don't over do it on a Saturday, but Sunday was a 14 hour straight up slog.

The finished game

A Blackjack inspired real-time horse racing game, Furlong Fracas.

screenie.gif

Tools

Aseprite + Irfanview, JavaScript + Phaser, Audacity, PhpStorm, TortoiseGit

The design

I had an idea for a card based racing game, but I wanted it to be exciting and real-time, and SHORT- I wanted each play to only last a minute or two, so it wasn't a huge investment and not super annoying if the player made a bad play or two. I unoriginally decided on car racing, as that would provided a lot of scope for strategy; slipstreaming, pit-stops, tire wear etc. This was a terrible idea. Although I had a solid idea for how braking into corners would work, I couldn't think of an elegant or intuitive way for any other part of racing to work as a card game. So I backtracked, considering drag racing as a alternative, then I remembered how important and potentially troublesome engine sounds can be to make, so those drag cars became horses, which are surprisingly time consuming to draw and animate. Luckily I only had to draw one; all the variations in the game are just procedural colouring in-game.

I decided very early on to use Blackjack as a base for the card game, with 10 being the perfect score, not 21. Your score dictating how quickly your horse would run. And having watched a fascinating GDC talk by Tom Lehmann about how he designed Race for the Galaxy, I really wanted to add in a significant Opportunity Cost factor 🤓. I settled on a playing format where the player would be dealt more cards than they could play, an ability to retain certain cards, but force the player to discard other potentially useful cards, meaning they had to make decisions early on that might affect later hands. There would be no penalty for exceeding the ideal score of 10 other than wasting high scoring cards that could be optionally retained and used to make that perfect 10 in a later hand.

I had originally planned for the horses to run in lanes and be a straight out sprint with no direct interaction, but came to the conclusion it needed a bit more strategic depth, so added in some collision detection so the horses could block each other. I added directional arrows to some of the cards so you could choose to move to block or overtake.

I did quite a bit of play testing on the Sunday night (UK submission time is 3am Monday) to balance the cards and got it to the point where, if you learnt what cards were in the deck, you could predict what would come up and win almost every time.

What worked

Regarding the game, really that's up to you, but I think this is as good as my LD entries usually get, I was pretty chuffed, at least until I went and played a load of excellent games by other people and that put things into perspective for me.

For me the card game mechanics worked really well, the graphics are fine, and the sounds aren't loud or jarring, which is common feedback I get from other projects. I'd quite like to develop it further, allow the player to customise decks for different race formats. Perhaps put in the slipstreaming mechanic I wanted, and make the horse movement a bit clearer to the player.

What didn't work

Yet again, I wasted most of Saturday morning trying to get my head around a design that would definitely not work. It happens every time. I just never learn.

I should probably also have got more people to play test the game before launch as there were a number of bugs when playing in Chrome, missing audio, and buttons jamming. I did all the development in Firefox. There's still stuff for me to fix, but I have a job and if I don't spend some more time rating other games Furlong Fracas will sit at the bottom of the pile and never get rated. (please help!)

I don't recall seeing anything in the Compo rules against getting other people to play test your game?! Anyway, I'm off to rate some more games. 😬

Jeff from accounting

Hey guys, had a lot of great feedback from our game. Thanks so much to everyone who played and streamed our game :)

Also thanks to @almax (code) and @dale-smith (audio) for being such great jam buddies.

If you haven't had a chance to check out our surreal FPS typing game, please check it out: https://ldjam.com/events/ludum-dare/41/$91958

LD41_Screen01.jpg

LD41Jeff.gif

I hope to get an art postmortem up over the next day or two as a lot of people have asked about the graphics.

Some Assets

Just wanted to showcase our Hand-Drawn seeds iconemradish/em2.png iconemsweetcorn/em4.png iconemwheat/em0.png

If you want your game rated in a german live stream soon, simply leave a rating and a comment on ours :)

Dropzone Mars on Scirra Arcade

I've added a link to play the game on the Scirra Arcade (maker of Construct 3) here:

https://www.scirra.com/arcade/shooting-games/dropzone-mars-29310

scirra_gamepic.png

The link on itch is also still available here: https://helpcomputer.itch.io/dropzone-mars

Any feedback is appreciated.

https://ldjam.com/events/ludum-dare/41/dropzone-mars

Enjoy!

Episode Teaser

1ld.gif

My game is built around 3 short stories.

Each story mixes 2 incompatible genres.

This is teaser for one of them :)

→ CHECK IT OUT

Cave of Mimicry Executable

I've uploaded a Windows and Mac version for anyone who cannot run the game on the site because they don't have the plugin. You can play it here: https://mzadz.itch.io/caves-of-mimicry.

Heres also a GIF :D

GrenadeTut.gif

Beatcraft, even more sci-fi now! (Android build available!)

Hey, look! What are those little chaps on the surface of that planet?

ad.png

Well, if it isn't an Android port of Beatcraft!

The game controls were so for touch input that I just had to make an Android port.

I thought it would be trickier because during the weekend I didn't pay attention to the UI and simply forced the resolution to 800x600, so I had assumed I would have to adapt several things. Far from the truth, I barely had to tweak a couple of UI components to get auto-scaling working well, and there it was! :D

With this I can probably start thinking how I could improve it. But the immediate next step will be the post-mortem.

Meet Serious Bob!

He wants to earn some money via gambling, but evil guys on the cows don't let him go so easily.
You know what to do.
https://ldjam.com/events/ludum-dare/41/hypertexaspachinkopongsurvarium-with-cowstm player-bowboy (4)-small2.png

Need your game played and rated?

Link it here! I wanna play more!

Here's mine if you're interested: https://ldjam.com/events/ludum-dare/41/rthm

Change of Pace: Uploaded Soundtrack

I've seen quite a few people uploading the soundtrack to their game, which I have really appreciated, so I've decided to follow suit in case anyone is interested!

https://soundcloud.com/hudson-thorpe-doubble/sets/change-of-pace-ludum-dare-41

background.png

If you haven't already, we'd love it if you checked our entry out! https://rivergiantgames.itch.io/change-of-pace

I want to play more strategy games.

Can you please link here some strategy games of yours? Thanks! I've made an RTS, so I want to play something of the kind.

Blocks'N'Blaster - Mix between Platformer and Shooter

https://ldjam.com/events/ludum-dare/41/blocksnblaster-1

We received a lot of amazings feedbacks guys ! We are going to update the game soon, to give you more powerups, and some improvements !

Thanks for all your love <3

Score to beat : 520 000

ezgif.com-optimize.gif ts_TUTOFINAL.gif

Smartphone Game!!!

Heya Y'All :)

So LD was a blast, and I've enjoyed the feedback I've had so far. If you do try the game from our team, Can you leave me the following feedback?

What type of phone

Did you hold the phone in your hand and twist your body to look around?

Did you keep your body still and twist your hand to look around?

And if you're super awesome and you tuned the gyro (check the setting page, and the gyro setting are persistent so you can refresh between trys) what did oyu find worked best for your phone?

Thank you you awesome people! And I hope you all get many plays (I'm planning to do a couple of hours this weekend of play-through, Y'all have some awesome games I'm looking forward to playing :) )

Obligatory link to our game :P

Our high score remains unbeaten.

13ce9.png

Did you know that the more books you have, the more librarians there is?

If you didn't already, please try our game.

libra3.gif

No more trash games for you!!!

Now thatIve gotten you reading this rubbish... if youre interested to play the absolute best game ever.. yes even better than (insert a main nintendo game here)!!! Maybe youre surprised that this excellence has been achieved by a mere person that started programming a few months ago but you underestimate the thoughtprocesses that went through my sleepdeprived brain that weekend. Matter of fact I cant remember what happened those 48 hours, but I sure as heck produced this so Im proud of my alternate self. pats my own back Anyway back to shilling my own game... The mostly evil Mr. I.D.G.A.F. wants to take your prized trophy out of personal reasons, now of course this endangers the very universe that you reside in and (most importantly) your family honor. Shocking, I know but you can defend it by just defending that tiny little trophy made of cheap aluminium (economy isnt going great), not that hard right? Well I wouldnt be so sure because turns out that my inexperience in game design has made this game hard as balls. Actually you just havent played Dark Souls yet, thats why this game might seem "hard" to you but let me tell you that I have actually completed the game multiple times (yes i have so stop asking Grunthilda i swear to god if you question my manhood one more time...) Ok Im done ranting now so please play my game because I need more rating for bragging-rights!!! BackgroundPlaceholder.png https://ldjam.com/events/ludum-dare/41/trophy-defense

I don't know how you guys do it...

I've seen a lot of very well made games, and most of them from the compo, where I find myself asking: How? I really don't understand how such quality games can be made in such little time. Keep it up guys, so far all of the submissions that I've seen are fantastic!

Have you checked out Slime Battle Royale Yet?

slimebattle_dialog2.png

Been getting some really good feedback on Slime Battle Royale. I've decided I want to take this one and continue developing after Ludum Dare.

If you haven't had a chance to check it out yet, go play it and let me know what you think. Any feedback is good feedback that I can use as I continue working on this.

https://ldjam.com/events/ludum-dare/41/slime-battle-royale

Here is a quick trailer I made for the game https://www.youtube.com/watch?v=nyeg6q8pIZ4

Check, Please!

Hey everyone! Absolutely loving the entries this year, there are so many good games!

My team worked on a game called Check, Please! It's a physics-based dating-sim 😅 The goal is to perform niceties for your date -- try not to mess it up or she won't be very pleased!

Pouring wine.gif

My team is playing and rating all your amazing games, we would love it if you could play and rate ours too! Also, we welcome feedback so please feel free to comment 😆

Ludum page: https://ldjam.com/events/ludum-dare/41/check-please

Download page: https://swav-gav.itch.io/check-please

Combining Age of Empires and Pacman?

Well, you get Age of Pacman of course :smiley: :clap:

It's an attempt to combine the mechanics of Age of Empires with Pacman in a "reverse tower defense" type of game. Here is some footage of the game:

ezgif.com-crop.gif

WebGL build?

I usually like to export my games to the web so more people are willing to play my game. However, I was not able to do that this time because the shader that generates the wireframe graphics uses geometry shaders which is supported by DX11 shader model 4.0 but that does not include WebGL 2.0. :frowning:

I tried to change to a grid texture but that didn't look nearly as good. I hope you understand and still give my game a chance. I will of course rate your game with as constructive feedback as I can.

If you like RTS games, please try Age of Pacman. :grin:

I'm so happy I got 20+ votes

😂 this is my first LD. and there are a lot of fun and cute and cool games out in this LD too!

Post-Mortem I: Ideation

I'll be doing a few short (my kind of short might still turn out to be rather long) Post-Mortem posts on the process of my jam entry.

I had an idea rather soon while taking a shower. (Showers are great for coming up with ideas, as are toilets.) The idea: Project a third person view to a side scrolling platformer to get an interesting mechanic for a puzzle game.

I was hesitant at first: How would I be able to implement this? The first idea was using a the depth-buffer (depth pixels) with a stencil buffer (adding extra information to pixels like this pixel is lava). But it would lead to a lot of small gaps and holes. Also a lot of different slopes. In addition to having to use the stencil buffer where not things I wanted to deal with during a jam.

What about tracing the depth buffer with polygons? A much better idea, but I decided I didn't want to spend a lot of time on reading ways to do that in real time.

How about raycasting the 3D world, and showing large pixels when geometry was found. I guess that would work, but it would skip geometry that was either small or far away.

But when I came up with the idea to use GameBoy-esque tiles as a way of representing the big pixels I chose to quickly prototype that last one, since I though it was easy.

test.gif

It was. Great. But a bit more buggy than expected.

Realising this, and knowing I didn't have time to come up with something new, I decided I would focus on exploring the idea, rather than getting a perfect implementation. And focus on having fun more than getting the best scores on all categories.

https://ldjam.com/events/ludum-dare/41/the-imaginary-room

final.gif

I will do one more post-mortem on details a lot of people might miss (but why I did them anyways) and one on all the art assets I never used and perhaps one on my preparation (or how I stopped worrying and love Unity's lack of a proper level editor.)

Try to beat the high score on Super Bullet Mania Reloaded The Sequel!

So we know it needs a bit of balance... however with a bit of luck and some skill you can get far! If you've got a sec, give it a go and tell us what wave you ended up on, the current record is wave 64!

DbgbMLsWkAA-92b.jpg

Embrace the chaos of a Turret Defence game mixed with Text Adventure. Can you survive whilst being nagged by your subordinates?

Try it out here!

Also the awesome drawing of the game is by @lobsterblues.

So that's not the way to play dice! But it's a fun way

challenge yourself! Try to destroy all enemies and score 8200 points Crazy Cube 24em04/em2018 18__3.gif

Crazy Cube 24em04/em2018 18em42/em50_2.gif

Capture.PNG

2.PNG

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

Need feedback

Good evening, We need few more rating, come and check our game if you want : https://ldjam.com/events/ludum-dare/41/midnight-demon

We will rate you back :=) Capture2.PNG

So Close!

Just looking for a few more ratings on my compo game "Trivia Monsters"! I'm only about 5 reviews away from the threshold and would love your feedback. Thanks!

https://ldjam.com/events/ludum-dare/41/trivia-monsters

10b8a.jpg

Mobile games

Asking once again :smile: do you guys have games for mobile browsers? I already played two, but I want some more :v:

POST 1: Wreckless Rally: Brainstorming and merging two genres

title-part1.png

Guidelines we follow, tips for you!

Some things to keep in mind that has helped us greatly in our ludum entries. Players will only have a minute or two to rate your game, so time your game! You are targeting a broad audience, and you more than likely won’t have enough time to satisfy hard core fans of a genre, so keep the game simplistic and intuitive. Ideally it has to have some replayability. Prototype your core mechanics asap!

Brainstorming and merging two genres

Just submitting to the theme can make brainstorming a lot of fun. Are we going to make an FPS mixed with Murder Mystery where you were the suspect? A stock broker RTS? A poetry brawler? The possibilities!

We settled on taking a very mechanically juicy core loop jewel matching game like bejeweled with something completely opposite: a top down cart racing game.

bejeweled-3-nitro.png

Whiteboarding a core loop

The player’s experience has to be fun and intuitive. Infusing one genre with the flavors of the other and boiling it down seemed like the best way to achieve that; just stacking all mechanics would make it too hard to understand and loads of work to code.

mashup.png

After torturing my girlfriend for her jewel game knowledge and google-fu ing this infographic and exchaustive blog post by Jonathan Bailey we got a good grasp of the meaty bits:

The goal of the game is to score points by making easy-to-hard matches. The track is the board. The cars are the pieces. Player controls the board indirectly, with his tow truck.

whiteboard.png

Easy enough. But how will we make the player control the pieces exactly?

Next up: Prototyping Smototyping!

More posts will appear here!

Come play Wreckless Rally! (HTML5)

Unbelievabubble - An incredible Adventure !

I had so much fun making artworks and assets for Unbelievabubble ! I hope you'll love it as much as we loved working on it !

Promo01.jpg

Sergio the Duck (duck) has to join his two friends to the party but he totally forgot to bring his stuff. You’ll have to collect what is necessary to have some fun and make your path through the bubble world. But what is this strange world ? And who are the duck’s friends ?!

Unbelievabubble is a bubble-platformer and you’ll have to make your path by destroing bubble obstacles or use your bubble to make platforms.

Our page : https://ldjam.com/events/ludum-dare/41/unbelievabubble

Cross Word Shooter

What is the longest word that you manage to shoot up?

Try Cross Word Shooter and find out!

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

screen2.png

Live Game Reviews!

Hey! I'm hob8yte, a game enthusiast and lover of all things indie! Currently I am live at https://www.twitch.tv/hob8yte reviewing Ludum Dare 41 games. If you would like your game played live on stream feel free to stop in, say hi, and submit your game by typing !gamereview in chat! :)

Thanks to everyone for making my first LD a great one!

I've followed LD for a couple of years now and have always wanted to enter. This weekend I finally had some time to dedicate to it and I heartily enjoyed it. It was really fulfilling to actually create something that ended up with a playable (if buggy) product!

Thanks to everyone who has rated and enjoyed my game and given some really helpful feedback.

Roll on LD42 - I've got the bug now!

Play/rate/comment here, please! https://ldjam.com/events/ludum-dare/41/hells-kitchen :smile:

My Dear Farm - Instant feedback when coding

Our game My Dear Farm mixes farming simulator mechanics with story-driven horror aspects. This left us with way too much to do. Luckily our development setup allowed us to iterate extremely fast on visuals and mechanics.

We used ReasonML as a programming language and Reprocessing as our drawing library. Reprocessing comes with multi-file hot-reloading, which means we can leave the game running and make any edits to the files and see them pop in without losing the state of the game.

Here's an example where I'm tweaking the text of the interaction (the game updates when I save the text file)

hotreloading-demo1.gif

We can actually update most things from our game like this. Below is an example of me adding a whole new action for the seeds, which are game objects on the scene. I'm just adding another case saying "if you're not holding anything and you're facing the PickUp(Seed) action, then show this text" and same for the code actually updating what you're carrying. Then you can magically pick up seeds, like you can pick up water. Everything Just Works™

hotreloading-demo2.gif

Here's a more fancy example where I git checkout master to get changes my friend made, and the game update correctly.

hotreloading-demo3.gif

The last cool thing I'll mention about Reprocessing is that we developed this entire game compiling it to bytecode, but then, without needing to touch anything, compiled it to JS and published it that way. And this whole thing is just a drawing library compiled to very normal JS using webgl, it's a super thin stack compared to alternatives.

Hope you enjoyed this! The code is all on GitHub.

Would love to hear about what you think about My Dear Farm.

Special Surprise Incoming!

Stay tuned for a special surprise!

And if you haven't already, check out my team's game!

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

SSSS

Have you seen our game yet? Well, even if you did, it's time to try it again! :)

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

LD41 Promo 2.png

Mechasnek Art

Hey all

Just a quick post with some of the art we worked on for our Jam Mechasnek :)

Mechasnek_Units.jpg

A lot of the speed modelling was completed in the first day and was intended to be as modular as possible and made without the need of high poly projections. All of the polys!

Mechasnek_Environments.jpg

On the second day we worked up the lighting which really helped to support the visuals, we only really required a few basic textures.

Didn't have a full day in on the third day but we managed to polish with a few fx and odds n ends.

If you get chance give it a go and let us know what you think!!! :D

https://ldjam.com/events/ludum-dare/41/mechasnek (web version available)

Streaming LD 41 game reviews at 7:00 EDT. Prefer space games. Have room for more

I'm planning on finishing my duty and reviewing another 10 or so games for Ludum Dare. I did this one previously, for the video of such to see if you want me to review, see the video below. I will take submissions here, or during the time. If I need more games, I'll just pick them from the list.

https://www.youtube.com/watch?v=10y6Mij3ee8

I can support Windows games, but I prefer web-based or WebGL. Space games have priority, as do ones that the author is in chat.

To check out the stream when it goes live, visit https://gaming.youtube.com/c/WhereisRoadster/live .

Lastly, feel free to check out my game, AstroDeck, https://ldjam.com/events/ludum-dare/41/astrodeck .

Hey there! Wonder how a dark-tamagotchi-ish game would be like? Try "Feed Me"!

We just finished uploading the bug-fixed version of our game: Feed Me. Make sure to give it a try!

banner3.png

1.png

2.png

The choice of a story-based game didn’t leave us much time to playtest during the jam. Still, we’re quite satisfied at the result of our first Ludum Dare!

Let us know what you think heart.

You can download the executable at the following links:

http://leonieaonzo.com/feedme_win.zip

http://leonieaonzo.com/feedme_osx.zip

http://leonieaonzo.com/feedme_linux.zip

Everyone's games are so cool!

Its been so fun to put all of my time into a weekend and then see others creations! I am always amazed by the different ways a theme is interpreted! If you want to see our take on it, with a real-time turn-based game head here! https://ldjam.com/events/ludum-dare/41/time-spike

Blocks'N'Blaster - Shoot those annoying blocks

Playing tetris with a gun is now possible ! Rate our game, and we'll take time to rate yours : )

A combination between Shooter/Platformer and Puzzle.

Thanks everyone for the amazing feedbacks : D

https://ldjam.com/events/ludum-dare/41/blocksnblaster-1 ezgif.com-optimize.gif

WebGl now Super Shiny!!

Fixed the shadow res in Webgl.If you like flying and puzzles and medititave music ,You'll love this!shadowscape.png

https://gonz0.itch.io/spacescape!

Drop Links for Browser Games Here!

Hey guys! Looking for games to play and rate, but I can't download .exe files on this computer (corporate computer, locked down hard) So I have a better time playing browser games!

I can't guarantee I'll be able to play everyone's here, cause I also have funky firewalls to fight, but if you're game has a browser option drop a link here so I can try it out!

Also, shameless plug for my game. It has a browser option too, no worries: https://ldjam.com/events/ludum-dare/41/minigame-racing

Looking for a relaxing day on the sea?

Relax and catch some multicolored fish in The Fat Man and the Sea, my LD41 entry! I'll be playing the games of everyone who reviews later on.
A Relatively Small World Slightly Larger_3.jpg
fizz.png
buoy.png The Fat Man and the Sea
P.S. Pro tip! To create linked images, wrap your image shortcode in the link shortcode: [ ![image.jpg](///raw/9d5/2/z/1099e.jpg) ](https://ldjam.com/events/ludum-dare/41/you-know-its-a-game)

Ball-dash Arcade updates

We've managed to add a local multiplayer mode for Ball-dash Arcade, along with some new visuals and bug fixes!

runviking.gif

Got around to creating a time lapse!

https://ldjam.com/events/ludum-dare/41/a-knight-of-music https://www.youtube.com/watch?v=7MTxdTxqSLg First time creating a timelapse like this.

Funny story about the timelapse, I was recording using OBS and ended up with a 48 hour 56 gb file. I couldn't open the file in any video editing software so I ended up playing the video at 4x speed while simultaneously using chromolapse to take screenshots of the video. I done messed up, the quality isn't the best nor is the editing, but I hope you enjoy anyways!

Scoring problem?

If I'm not mistaken, if a game has disabled some rating category, you still do not get 1 added to your "Ratings given" score. This is a bit unfair, because there is absolutely nothing you can do to regain those missed points except for score extra games.

Give us games to play!

Hey everyone, @caterein and I will be playing, rating, and leaving feedback on your games for the next few hours, so leave a comment below if you've got something you want us to play! We promise to get around to everything you guys link us.

GameCall.gif

And of course, if you're interested in checking out our game, Puttsy, we'd love some more feedback!

EDIT: 5 hours and something like 26 games later, we've done it! Thanks so much for throwing all of your beautiful creations at us! Now I'm going to bed before I have an aneurysm.

GameComplete.gif

PATRIOT FINALLY AVAILABLE IN BROWSER

After efforts, we finally found the bug that was preventing us from uploading "Patriot". You can now play the game at this link :

https://styxou.itch.io/patriot

To give a rate

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

It is mean to be played solo and used the WASD and space keys + mouse.

HAVE FUN, please leave us a comment so we can make the game better!

Still a baguette's friend?

oG6MwF.png

Alice Unlimited gameplay was improved thanks to your feedback!

Hey guys!

Thanks to some feedback I believe the gameplay of our game is now easier and better. It was impossible to survive a few rounds so we felt that we really needed to balance some things.

The game was updated: * Now the enemies move really slower, but you can skip the slow motion turns if you won't act * A bug that made they spawn really close from the player was fixed * Some minor fixes * The WebGL version was optimized, it looks a little worse and the animations can look choppy, but is now playable on the browser!!

If you guys wanna try it: https://ldjam.com/events/ludum-dare/41/card-tps-game-alice

gif.gif

Please note that new features weren't added, those are gameplay fixes and balancement corrections. New features are not allowed and is not the purpose of the LD

Shuffle Climber - An Endless Card Game/Platformer!

Will you ever reach the top?

We appreciate any feedback you can give! Also be aware that luck, like in any card game, can be unforgiving ;)

Check it out here: https://ldjam.com/events/ludum-dare/41/shuffle-climber

Shuffle Climber.gif

Would love a few more ratings

Please take a little bit of time to try out my game, a Medieval/Sci-fi action/tower attack (reverse tower defence!?) game.

Use your trusty shield to repel the enemies attacks, collect all the runes and Escape The Future!

Play the WebGL version right here -> https://razorlance.itch.io/escape-the-future

And then rate it right here -> https://ldjam.com/events/ludum-dare/41/escape-the-future

Titlescreen.png

Fuel Race now playable on Web

We just uploaded a web build of our mix between a Construction sim and an Endless runner. As it was our first Ludum Dare, we didn't realize how tedious downloading every game can be.

Enjoy !

Fuel Race.png

Dungeon Typist: Post Mortem

Hi gang! I wrote Dungeon Typist, which by the way, would love your review. :D It's a combination of touch typing and 3D roguelike dungeon crawling action.

2018-04-23-095923em1368x768/emscrot.png

What Went Right

I got extremely lucky. Just a week prior I was experimenting with regl, and had built a rudimentary minecraft-like renderer (WASD controls to move). I didn't feel great about my odds of finishing something, but it seemed like a good opportunity to learn more about regl and WebGL, and to build out more components of this hypothetical voxel engine. So off I went!

I also had the benefit of having very strong Javascript fundamentals. I know a ton of useful npm modules, which sped things along considerably. Especially the dungeon-generator module, which saved me tons of time in not needing to write a generator from scratch.

Another benefit: I had written nano-ecs a couple of years ago, which served as a great base for the gameplay logic.

A search on opengameart.org helped me find this DawnLike roguelike tileset. Wow. This was perfect for the look & feel I was going for.

I don't think I'd have gotten anywhere near so far without all of these pieces conveniently in place from both my and others' prior efforts. Thanks y'all!

In terms of development, I went with familiar tools: vim for editing, and budo for rapid JS prototyping. Thanks to browserify for what's going on underneath that! It's helpful devs all the way down!

Beyond that, I mostly got lucky that my gameplay idea worked: turns out typing letters and having them shoot out of you at enemies is pretty delightful! The rest was dealing with coordinate space & vector math bugs of my own making, applying well-established roguelike gameplay concepts, and lots of testing and tweaking. Deploying the final game was easy: just a directory of static HTML and JS files!

Lastly, thanks to the folks who watched my live stream and had useful suggestions and feedback! It was my first time live streaming my dev, and that part definitely went right. :)

What Went Wrong

I found out about the LD by mistake on Saturday morning, so I lost a bit of time. Still, I'm pleased I could scramble something together and that I had the free weekend handy.

Not much went wrong! Some things took longer than expected, like the static voxel lighting or the particle effects or getting the letters to "stick" to the enemies. Stuff that I chalk up to not having done 3D graphics or 3D vector/matrix math in a while. Oh, and using 1 or 2 source files for the whole game didn't pan out too well. ;)

I probably worried more than I needed to. About finishing on time. About getting in as much content as I wanted (I didn't). There's sooo much cool stuff in the DawnLike tileset that I wanted to integrate but didn't have time. An inventory system and multiple weapons and more mobs would have been awesome! But alas. The upshot is that I'm jazzed to continue working on this game post-jam. I think it's a cool basis for a roguelike and I'm eager to pursue it.

Thanks!

I'm feeling just really grateful for the fun and experience of doing this jam. I felt a really good connection with the LD community, and it was fun rooting on others in their frantic gamedevving in the eleventh hour. I learned a lot in making Dungeon Typist, and I feel more back-into-gamedev than I have for several years. Cheers to @PoV for running LD once again!

Until next time! -- noffle

Oh yeah, rate my game here pretty please: https://ldjam.com/events/ludum-dare/41/dungeon-typist/

Off The Hook: Some Analytics, and... Sales?!

OffTheHook_LHWM.gif

Okay... Sale. Singular. Without going into details, I've got some dire family medical stuff going on that is taking up my attention right now. But to whoever the kind soul was who purchased the game for 2$ is, you helped make today so much more bearable.

This jam I didn't have time to really go deep and embed analytics every step of the way, honestly it was a last minute thing... But I did get three simple analytic hooks, which are pretty helpful in observing how the game is doing. Of note, these numbers are a few hours out of date. Unity Analytics is always several hours behind.

Unique Players: We've had 26 Unique Players since the game launched. 50% of these are coming from Itch.io, and 50% are coming from LDJAM.
Recurring Players: This was interesting, we've had 26 unique players, but that same pool of players has played the application 61 Times. Of note, neither this nor the above count the developers, I scrubbed our data from this list.
Post-Download Dropout: Players who downloaded and opened the game, but never actually played. Of the 26, 6 did not actually play the game.
We're also split evenly with exactly 50% of the player pool using the Windows build as requested, and the other half braving the WebGL build.

This is the fun gameplay stuff:
154 Total NPC Fish have been Caught by the Net during Gameplay. One player is responsible for 64 of those fish.
28 Player Fish have been caught by the net during Gameplay in total.
2 Players managed to play the game, but were never caught by the net.
4 Total Hours of Playtime has been accrued by 20 players.
The Average Player plays for about 5 Minutes

I'll do a postmortem on the game itself once life is a little less crazy. Thanks to the LD Community for continuing to be awesome!
Find us over here: https://ldjam.com/events/ludum-dare/41/off-the-hook

Mac OS X and Linux Build Support ~ Now Available!

Hello Friends! I have just released builds for both Mac and Linux, Check it out if your interested!

https://ldjam.com/events/ludum-dare/41/bullet-hell-typing

It combines the genre of a Typing Game and a Bullet Hell!

Ludum Dare 41

Nice theme this time, brought out a lot of creativity!

ld41.png

Had fun working on https://ldjam.com/events/ludum-dare/41/duality

Left side is a platformer (WASD) and the right side a Shooter (mouse). Either play solo, which is hard, or co-op hotseat with a friend. The powerups on the right side affects the left side and vice versa. Collect both halves of the heart to gain a life.

Please give it a try, there's a web version. :)

NURTURE. SHOOT. SURVABY!

Captura de pantalla 2018-04-23 a las 19.45.11.png Take care of cute little babies while you defend them from a zombie apocalypse...

MENU08.jpg We mix 3D survival shooter with nurturing genre in a funny cute voxel cocktail.

Captura de pantalla 2018-04-24 a las 3.00.41.png

Be the first one to complete SURVABY and win a customized digital art! Post a screenshot of the winning screen in comments. GOOD LUCK!

Guide Survaby.jpg

PLAY ONLINE https://ldjam.com/events/ludum-dare/41/survaby

Love and Hate in Hell Café reopens

Dear customers,

The nice blue spirits waiters (aka. cute blue seals) are very proud of announce some little fixes were done in our Atari-styled Café.

camareroTitulo.png https://ldjam.com/events/ludum-dare/41/love-and-hate-in-hell-cafe

Please, come and see the staff that was fixed: - New color demons and angel will wait until some matchings were done - Despite a matching has no success, the demon/angel will pay if liked the matching - Green demons and angel are paying double now! But pay attention, they will ask the double of money if something goes wrong... - Red ones pay x3, Blue ones x4, etc. - New messages were added to help players and for greetings

As a result of this, the paydays for the waiters are more frequent...

Yours sincery, SiulerLM

PS. How many angels and demons will live happier from now?

Cool Responses

It is always great to show a game you have been working on and getting nice responses. When I showed the game to my friends, they giggled and liked the idea. Big cards chasing you and trying to headbutt you, so weird, so great. I got the feedback "Sound would make it better, it's a nice way to obtain feedback from your actions" from a lot of people. Good thing to keep in mind for the next Jam.

Please have a look at the game, play it and rate it. Feedback is always appreciated! https://ldjam.com/events/ludum-dare/41/everything-is-cards

DbgyhvpWkAEDLZT.jpg