LD 41April 20–23, 2018

Do you like RPGs? What about Endless Runners? Howabout Run and Gun?

Well click the link to play the only RPG Endless Run and Gun game in the entire LD JAM! Super Gun Baby Run has it all! Action!, Aliens!, Powerups!, Pixel Art!, Full Human on Alien Gratuitous Violence!

You've played the rest now play the best! Because nothing says fun like Super Gun Baby Run!

PLAY SUPER GUN BABY RUN NOW! https://ldjam.com/events/ludum-dare/41/super-gun-baby-run

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Off the Hook: Audio Postmortem

Game Description

Genres mixed: Fishing/Fish Simulator + Horror

Premise: Don’t get caught by the net and become dinner.

What Went Well?

  1. First Jam in 3D - This is our 3rd game jam as a team, and all our previous games used pixel art exclusively. We’ve only started doing 3D work in the past year, and the team turned out some amazing graphics.
  2. Ambiance - The tank is suitably unsettling to exist in, and sits right where I wanted it between “oddly calming” and “indie horror” while the danger net is not in play. When the net DOES come down, it’s a wonderfully terrifying experience. Having our lead programmer dedicate a whole day to lighting and Shaders was well worth it.
  3. Scope - I think we started with a really good appreciation for exactly how much we could get done. We knew going in that the team was losing almost all of Monday, that our Game Designer had a real job that needed attention throughout the weekend, and planned in advance to make this a more leisurely jam than our previous two. This was especially evident when, five hours to go, we had a brief talk of “Okay, so right now we have a really awesome horror tank simulator. Do we have time to make it a game? If not, that’s okay.”
  4. Teamwork & Pipeline - At the end of the last two jams, our team was almost not friends anymore from the stress and panic. We tried to take ourselves less seriously this time, and it was well worth it. The last hour was full of cooperative handing of scripts and image files back and forth, rather than quiet resentment and waiting for the programmer to finish implementation of something we knew was a little broken. I think a lot of that is thanks to ensuring that every member had access to the Unity Build from the very beginning, rather than segregating our art team to pass assets to the Programmer to implement. Each jam we’ve done has helped our members individually refine their crafts, but I felt like this go-round we refined our pipeline, and got some much needed practice interfacing with other people.
  5. Audio - I’m going to toot my own horn here. This was my first game where I really got to focus on sound design, and the sound came out perfect. I’ve watched several people’s faces pass through exactly the emotions I intended from ‘happy swimming’ to ‘what was that!?’ to ‘OH GOD IT’S RIGHT BEHIND ME’ https://youtu.be/iiIUhd8TzUk

What Didn’t Go Well?

  1. The “Game” part of the game - At 5 hours to jam end, we had a really pretty fish tank, a character controller that didn’t suck, and fish that milled about on their own. There were paper pads of design notes for making it actually a game, but none of the scripting had been touched, largely due to our Game Designer needing to be on hand for other real-life issues. I’m still really proud of what we put out, knowing that it was closer to a 50 hour jam for us, but I also know that the “game” part never got implemented. There was supposed to be a fish food mechanic that drove the player to go explore the tank, to give you a marker of success, and a more dynamic interaction with fleeing the net.
  2. Occupying our 2D artist - We have a wonderfully talented dedicated 2D sprite artist on our team. She painted some lovely textures for our fish and models, but all of her work relied on someone else having something finished to have her paint. I think this was the biggest hiccup in our pipeline, which I think is a vote in our favor.
  3. Animations are hard - We had this fantastic cut scene planned with a beautiful soundscape, some delightfully horrific graphics, and a whole room for the Kitchen that would play when you are taken from the tank. No one on the team has done work like this before, and the whole thing had to get chopped (hah).
  4. Audio Implementation - This is a personal frustration. Since our last Jam, I’ve spent some time trying to learn Unity and light scripting. While I’ve improved leaps and bounds, it wasn’t quite enough to be able to take control of managing and playing the sound effects I lovingly crafted. It meant I had to write detailed instructions to pass to our two programmers, and just... hope it came out well. I can’t play the game without being disappointed at the attack of a Sound Stab, or the balance of a bubble ambiance, or the too-abrupt-fade of a tension ring, or the failure of the damned bubble track to cut when the cleaver comes down. Our programmers did AMAZING work, and my audio nit-picks were so not the priority of the last hour, but I’m frustrated that I wasn’t able to make sure my work was well executed in the final product. Something for me to work on for next time.
  5. Post-Mortems are Hard - No, seriously. I had a hard time populating “what went wrong”.

Final Thoughts

Overall, I’m really proud of the lovely terrible thing we created. This jam experience left me re-energized and ready to leap back in and make another, rather than burned and disappointed. I couldn’t be more proud of how far my team has come since our last entry. After the team gets a chance to sit and discuss what we can do better as a whole next time, I think I’ll make another of these posts revisiting my LD38: Atlantis postmortem.

I’m still sad some of our more off-the-wall concepts didn’t quite make it in. Evil Fish was my favorite character: ezgif-5-342f99d767.gif

Play Our Game!

Game link: https://ldjam.com/events/ludum-dare/41/off-the-hook

DIRTY PINK!

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Hey fellas!

Dirty Pink is a game that combines two genres: Runner & Blockchain

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You can download it HERE!

Controls:

  • WASD to move the car
  • Right click in the ice cream machine to change the flavour / color
  • Synchronize left click in the machine to spawn ice cream balls (max 3 stacked) 🍧🍧🍧
  • Change music with Q and E 📻
  • Pause with P 😆

CrazyHomeboys

Thank you for playing, sharing or voting us!

Rhythm Quest

Demonic drums beat deep below the surface...

Play Rhythm Quest here: https://ldjam.com/events/ludum-dare/41/rhythm-quest

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Play Rhythm Quest here: https://ldjam.com/events/ludum-dare/41/rhythm-quest

Ignore This

Change of plans I thought of a cooler way to do this.

Blocks'N'Blaster - A new way to play Tetris

We will rate hundreds of games during the whole Ludum Dare playtesting. We would love to have feedbacks too from you guys. First feedbacks had been amazing <3

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

Gourmet Shot

Hey guys!

Check the game that my team managed to finish! We know that it still have bugs and lack balancing, we are working on solving this issues to release a new game patch, but the game experience is still there.

So visit our game Gourmet Shot, and enjoy! TelaPrincipal(post-menor).png

We'll appreciate every feedback, and thank you for the attention! ^_^

Need for fish now in browser

Hi, had some fun playing and rating some games, hopefully I will have some more in the days to come!

But I have something for you all!

Something for those who don't like to download .exe, or just want a quick play! A HTML5 version!

Game link

Fishing x Racing, thats a cool one needforfishgif1.gif Its a game about fishing... And racing.

Can be played fully with Space only!!!

M to mute

I would even say its easy to play, hard to master!!

Game link

It was ported later, but its overall the same experience. Feel free to the executable.

I hope you enjoy the game! Rate, comment, feedback, share!

I'll gladly take a look at your entry too:smile:

PizzaBrawl! Cooking/fighting game crossover!

What really happens behind the scenes of a pizza restaurant? Uncover the traditional pizza making techniques in this game for LD41!

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FEEDBACK is very appreciated! Comment with your opinions about the game!

Food Truck Race!

Do not just be fast, you have to know how to make a burger as well.

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  Take all the resources to make your burgers

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  Be quick, you only have 3:30 min

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  Once you get all the resources go to the red dot in the central square

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  Ended? No! Do burges madly !!! You ready?

https://ldjam.com/events/ludum-dare/41/food-truck-race

https://p3gs.itch.io/foodtruckrace

(Less bugs - 24 hours after deadline) https://p3gs.itch.io/food-truck-race-second-release

Dayly fix of Date Fighter is here!

Our page here: https://ldjam.com/events/ludum-dare/41/date-fighter

In Date Fighter, fight your opponent... Gif1.gif

... throw him in the tree... Gif2.gif

... to have time to seduce the girl! Gif3.gif

Post Your HTML5 games for rating - Day 4

Hi there!! I’m playing HTML5 compatible games in order to rate and get feedback.

There are another three posts with more HTML5 games if you want to test them also:

  • 3rd part: https://ldjam.com/events/ludum-dare/41/i-bet-that-your-cats-look-good-in-the-dance-floor/post-your-html5-games-for-rating-day-3
  • 2nd part: https://ldjam.com/events/ludum-dare/41/i-bet-that-your-cats-look-good-in-the-dance-floor/post-your-html5-games-for-feedback-2nd-part
  • 1st part: https://ldjam.com/events/ludum-dare/41/i-bet-that-your-cats-look-good-in-the-dance-floor/looking-for-html5-games-to-rate

This is my game https://ldjam.com/events/ludum-dare/41/i-bet-that-your-cats-look-good-in-the-dance-floor if you want to test it and rate it also. (thanks in advance)

Space Beats!

My rythm based bullet hell, Space Beats, has been released!

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Live LD41 Game Reviews! :)

Hey! I'm LOVING reviewing these games and interacting with the people who made them! Want you game reviewed? Come check out https://www.twitch.tv/hob8yte!

00Boyfriend Post-Mortem

If you haven't had the chance to play 00Boyfriend, our action-platform shooter dating-sim hybrid, check it out and rate/comment! We are pretty excited with how it turned out!

Jam page

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Game Description

The spy dating scene is a pretty rough place. Agent Doug Smoulders is a big chin wielding, lovable secret agent seeking companionship in this modern dating simulator. Keep up on text conversations with love interests during secret missions or your heart(s) will suffer the consequences.

Tristan created five amazing original songs for this jam!

Listen on BandCamp here!

The team!

Code: Patrick Hill / Aron Hommas

Art: Sam Bragg

Music: Tristan Deniet

Sound design: Patrick Hill / Tristan Deniet

Script: Aron Hommas / Ava Correa / Amy W

Theme

Alright, now to the meat of things.

We struggled for a while to land on a concept we felt worked well and was something we hadn't seen before. After the theme release we spent a good 3 hours coming up with different ideas. How do we make an incompatible game compatible, but not too compatible that it kills the theme! We got out some cards and wrote a bunch of genres down, mixing and matching and thinking of ideas with the combinations. I (Patrick), had been wanting to do some sort of shooter in previous jams. I just find the gameplay to be fun and engaging and hadn't had the chance to throw one together yet. So we started spitballing some ideas about combining a shoot-em-up with another genre. We thought a lot about different sports games, variations of basketball and football, and even had an idea about taking curling to an extreme. But someone suggested a dating simulator and things really started rolling. We came up with the idea that you had to answer your phone to respond to messages but the phone was super distracting to toy with the theme of incompatibility. What was more incompatible than a fast paced shooter where you have to follow dialogue and respond to silly questions?

Thematically we went through a few ideas. One of the first ideas was a scene set in "The Purge" where the protagonist made a date on the night of the purge unintentionally. The level would have had your date following along while mayhem occured. However, we wanted to keep things a little more straight forward. A spy came to mind, secluded on his mission and secluded in his love life. Once we landed on the concept, we all thought it would be pretty rad if we could pull it off!

Development

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Friday

Coming up with the theme took up a good chunk of time, but allowed us to really hone in on a vision of the final product. We all met up together to start off the jam like a little LAN party. We started work on getting the character designed and general art style. Doug originally had a fedora and looked quite noire, but we decided having his face showing would be more appropriate for a dating-sim. So we featured his big chin! Tristan worked away on the main music theme taking influence from popular spy films and got something cool going pretty quickly. Aron and I decided to split the programming duties between the phone and everything else. Aron took on the challenge of the phone and I got to work building up the project.

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This was our work from home day. Each of us got to grinding on our respective assignments. I managed to get all of the menus, platform mechanics, shooting, weapons, and some of the enemies mostly completed. Level design was one of the hardest parts for me because it is just so open ended! I managed to get the first level blocked out and tested. I wanted to give the feel of our spy moving through different office buildings and across rooftops.

Sam was able to get out the main character, baddies and animations done along with some tiles for the first level. He also pumped out the logo and various titles in game in a cohesive style. I was incharge of compiling the project, so I worked pretty closely with Sam to implement all of the art assets and get them looking right in game.

Aron worked on the phone gameplay, building an event system to handle various inputs and spit out responses. He worked hard on getting the phone to be responsive and distracting, but also a clear design with how the inputs are received and messages are displayed. It turned out really cool! He basically built a text messaging app for the game!!

Tristan had some prior commitments for most of the day but was able to come up with a couple cool ideas for unique sounding compositions. We really wanted to have a strong spy theme for the menus, which he killed on Friday! But we wanted to branch out a bit for the other songs, throwing in some playful vibes on the first level, sneaky vibes on the second level, and intense action vibes on the final level.

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We got a lot of work done on Saturday, but we needed to touch base on our parts and get things glued together. Later in the day we met up at different points and talked over some mechanics and systems. Originally we wanted the phone conversations to have some sort of point based system with each response adding or subtracting from your relationship score. It became apparent that to keep it balanced and obvious to the player it would be pretty challenging with the time constraints. Ultimately we came up with the idea to tie the phone gameplay into the player's health system. I had made some health pickups and other things for healing up on the mission, but decided to scrap them in favor of the new system. I think it turned out pretty well overall! A little more game-juice would have been helpful to really portray what your phone conversation did to your hearts, but we needed to get things done!

Once we got the phone gameplay implemented to the project (thankyou github <3) it was a really cool moment. Up until that point it was in the air whether this game would be fun or disjointed. But man, it was hype! The phone animations and responsiveness really made it for a cool experience juggling the different genres.

My responsibilities also included sound effects. Sound design can be very labor intensive for completely synthetic sounds, so I decided to keep the aesthetic more realistic. I dug through my sound libraries finding a lot of classic sounds like footsteps and gunshots. After finding a base layer I would work with cutting various parts together, pitch shifting and tuning. I also really wanted some punchy sounds for the weapons. I added a few layers of different sounds on top like a thuddy kick drum sample and some clicky mechanical noises or trails to add some umph. I made the rocket launcher shooting sfx with a sound of a trunk closing, a deep drum hit, and parts of a recorded rocket launch! But then I had to make 2 more sounds for the rocket flying (rocket launch/bottle rocket pitched down) and the explosion(car door closing/explosion recordings/effects). I had to work fast, so I would go back and forth between sound designing and implementing art and features while debugging simultaneously. It was a ton of work!

Sam was over at my place working on art assets the whole time and we had our significant others help out with writing some of the text scripts with Aron while he was over. They also were very kind to get us some chinese takeout to fuel the jam! Also shout out to coffee, couldn't have done this without you. Tristan came over later and checked out the progress on the game and talked over some of the sound design and music. Tristan was able to work on the phone sound effects and get some tonal synthetic sounds going. We needed a notification sound(with phone buzz) as well as positive, neutral, and negative feedback sounds.

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Crunch time is on!!!! I didn't sleep from Sunday 9am to Monday 9pm a good 36 hours xD. Sam was a trooper and managed to stay up til 5am or so working with me on getting various backgrounds, props, and animations up. Aron got to plugging away on inputting the text scripts and coming up with more content. My biggest task was getting the phone gameplay implemented and the levels built. I also needed to give the game an ending and implement various systems for tracking weapon progression, debugging and implementing sound and music, tuning up enemy AI behaviors and really just compiling the entire project. It was a struggle towards the end, my brain was mushy (coffee bless)!

I also had to work Monday afternoon but had a lot of downtime to finish things up. I work with Tristan and on Monday he came to me with an idea for a bit of a gag at the end of the game. It's a really funny country song about being a spy in the dating scene. I was all for it, so after Tristan got home he was able to record and sing on the last song. I finished up the jam by adding some various background props, play testing, fixing a couple bugs and adding a polish effects like dust particles, blood effects, enemy deaths, and a long list of other details.

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I'm really proud of what we accomplished in this 72 hours! This was my third game jam with Sam and Tristan and first time working with Aron. His contribution of the phone gameplay was amazing! He also made source control a breeze with his github knowledge. Special thanks to Ava and Amy for keeping us alive during the long hours. I really hope everyone enjoys the game, I think we made something pretty unique and very fun to play. If you get a good chuckle and have some fun, this jam was a success!

Cheers!

Patrick

Sam

Aron Hommas

Tristan

Last Girl On Earth

A game about love and blood ♥️

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It's our second Ludum Dare as a duo and we are super proud to present you "Last Girl On Earth" !

For the theme, we mixed a "Tamagotchi like" with a top down shooter !

📜 Story (kind of)

One day, the world woke up with a huge problem : all the girls disappeared except one. No luck for you, it's your girlfriend.

So you did what a sane boyfriend would do in that case : you found a tank and decided to protect the one you love.

Face waves of guys, and give your girlfriend the presents she asks you by clicking on them !

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We should be working on the HTML5 version soon !

Available for Windows and Android.

:joystick: Download on our page !

Entry "ESCAPE" let's play

Make sure to sub to see more let's plays of Ludum dare entries, let me know if you want me to play your game too! :D https://youtu.be/-F2xtdJ56Ow

Harvest: The Farming - Red Owl Games LD41 Entry

Hey All! Hope you are all having fun playing LD games (i know i am)

This is my second LD jam and i'm looking for feedback on my card game + farming sim.

https://ldjam.com/events/ludum-dare/41/ld-41-red-owl-games (html5 version available)

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Hope you all enjoy and i look forward to your comments/feedback!

Dungeon Exploder - now on WebGL, Windows, Mac, and Linux!

I originally only submitted a windows version on account of WebGL rendering glitches and performance issues, but I've done some optimizations and tweaked the graphics settings and now it runs pretty okay! Also, now there's a mac and linux build, because why not.

Dungeon Exploder is a game about a space ship exploring a dungeon, with an exasperated fairy as a guide. Check it out: https://ldjam.com/events/ludum-dare/41/dungeon-exploder

Fire Turtle

Just a Little More!!!

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https://ldjam.com/events/ludum-dare/41/battle-z-defense (HTML5 (web))

Battle Z Defense mixes a battleship game style with tower defense, with a touch of zombies, of course! Your tower is under zombie attack and your mission is to kill all the zombies by clicking on them or by throwing missiles on their heads, yeah, just watch’em burn! As a battleship player you first need to uncover a coordinate by using a torch (right click), if you’re out of luck you may find nothing or maybe a zombie or two, but, if you are luck enough you will find their home, a.k.a tomb or graveyard, then you can throw a missile at it and make the world a better place (or with less zombies, at least), if you destroy all their tombs without loosing your towers you win! Tip, I was told that you can click on your base to get some health back, just in case you need it! :P

HOW TO PLAY

Click to kill zombies or tombs Right Click to use torch or missles Scroll wheel up or down for zoom Hold Spacebar and drag the mouse to move camera

[Edit] Since notebooks doesn’t have a middle mouse button and the browser was scrolling the page down when the player holds the middle mouse button, we’ve changed the move camera feature to Spacebar to fix those issues. Downloads and Links HTML5 (web) https://ldjam.com/events/ludum-dare/41/battle-z-defense

Aleam Ludere - To Play At Dice - My First Ludum Dare

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For my first Ludum Dare, I was able to finish a mismatch turn-based, top-down western shooter. You play as a dice wielding cowboy who gets caught cheating using loading dice and now has to escape the tavern.

The game was meant to play as board-game top-down action shooter where you take takes. You press space to roll a dice and get some action points. The AP you get will allow you to either move or shoot. If you get caught three times, it’s game over.

Roll the dice and take a shot.

Will review the games of anyone who leaves a comment.

There's nothing more stressful than people reporting bugs and not responding

It's so stressful having so many people come play my game and then complain about something not working, and then not give it another try when it works. It's also really frustrating when people leave reviews without playing, which some people have done. Reviewing as a whole is very hard for me to bare, I guess I'll just have to change my perspective.

Soundtrack on SoundCloud

The Super Slime Slasher Ultra soundtrack is now available for your listening pleasure on SoundCloud!

Give the game's wonderful original tracks composed by Patrick Flattery a listen!

https://soundcloud.com/pflatt/sets/super-slime-slasher-soundtrack-ultra

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If you haven't played the game yet, check it out here!

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

Hmmm, nostalgic and "Souls'y"... Is it good enough?

I like the idea of starting with a jam game and continuing on to develop a commercial game. The past few jams were fun, but never felt like they could be bigger.

This one, with sort of a 2D pixel art and Chess nostalgic hook also pulled in some more modern "Dark Souls" and "rogue-lite" core gameplay, to have me wondering if we should keep working on it. Thoughts?

LD_coverPic.png https://ldjam.com/events/ludum-dare/41/rogue-pawn

I can imagine a Zelda-esce overworld with dungeons not unlike more-developed versions of the 4 areas in what's playable here... maybe multiple armor sets and some light story elements... could be fun? Would you buy it for $6?

Finally wrote a full description for my game.

 

Still haven't had a chance to tweak the difficulty, so get use to seeing your dude stuck in stun lock.

Unless of course, you're good.

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https://ldjam.com/events/ludum-dare/41/five-iron-frenzy

InvadTris 1.1, 1.2 released

I've had such a great 24 hours since releasing 1.0! Already, I've had 18 ratings on InvadTris, which is amazing. In the last Jam I took part in, I didn't hit 20 ratings until close to the end of judging. Thanks to all who've played, rated, and commented!

If you left a comment on my game, I will play and rate your game! So if you need ratings, play my game and leave a comment!

Tonight, I worked on the project for another 6 hours, and got a lot done, and managed to do TWO releases!

1.1 2018/04/25

  • Title Screen
  • Instructions
  • Start Level select (1-9)
  • 4-line Tetris play awards extra life to Invaders
  • Nerfed points needed for extra life in Invaders from 1500 to 10000
  • Adjusted Invaders slowdown when Tetris has focus
  • Changed background color for Tetris

1.2 2018/04/25

  • Gamepad support
  • Holding left|right will shift Tetris block, so you don't have to press/release every cell-shift.

I'm super happy with how well my code is organized and easy to understand that I was able to do all these things in such a short amount of time. If you're a GameMaker Studio user, I invite you to take a look at the code.

Tomorrow, I'll see if I can't get the audio implemented, and some other cosmetic things.

Play and Rate InvadTris!

Shoutouts and Selfpromos

During this game jam I have been playing a lot of fun games and ones that I'm surprised still didn't get enough ratings to qualify for scoring. So I decided to give some shoutouts to some games that still need those.

Let's start with the more funny of the bunch: Rex McFury - Public Defender

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Ever wondered what Phoenix Wright would be if it were a beat'em up? YES! Ever wanted River City Ransom + Phoenix Wright? Then this game is for you! Solid voice acting with macho-style humor makes this one of the most hylarious games I've played this gamejam.

The second game I'm giving a shoutout here is Space Beats.

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And here I thinking that my idea for this gamejam was off the wall enough! What a way to be proven wrong! Bullethell meets Rhythm games! Shot on the beat or you don't shoot at all! Bonus damage if you nail the beat.

And I did mention my game didn't I? Oh yeah! My game! Tharkarys Invasion

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A mixture of Tower Defense with Shoot'em Up. Defend the Core/Generator from the invading forces. Kill enemies to get money to buy towers to help you defend against the invasion for longer.

Play and rate these games and give the best construtive criticism you can. Share your games and other games that didn't get enough ratings for scoring that you think are worth checking out! The community and devteams/solodevs will thank you for that. :smile:

Future Plans

Our game, Grid Gunner, has been blowing up (in a good way, I might add). This has motivated us to push forward and start working on an Andriod version of our game. We will add more tutorial levels and make different challenges in that version. We hope to have it on the Google Play store soon, so look out for that.

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Play it here: https://ldjam.com/events/ludum-dare/41/grid-gunner

Timelapse - Golf N' Grenades

https://youtu.be/zOSlkF98v8I

This is a timelapse of my Ludum Dare 41 weekend. I had a feeling that the theme would win since everyone seemed to dread it =) I will also be adding a narrated postmortem version of the timelapse.

The night before I had already thought about combining golf with zombies and grenades so I was able to start right away at 3AM Swedish time as the theme was announced.

This timelaps runs at 10000% (x100) original speed and it covers pretty much everything during the creative process. This is probably the most time I have committed to a Ludum Dare but I sensed all along that I would probably just make it if I kept the pace going.

I wanted to go with clean retro low poly graphics style so I started off by modelling the golfer in Blender which I also rigged with bones, weight painted, and animated with the most important animations (idle, walk, run, swing, itch head, itch bum, anger club smashing =) I made sure it imported into Unity OK and then I did some rough animator controller events to see that it would work. Then I modeled some props, trees and the zombie which I also rigged and animated. I spent roughly the first 12 hours of the event in Blender making the characters.

The rest of the day I spent in Unity implementing the core mechanics of movement, navmesh AI agent movement for the zombies, golf swing, grenade launching, explosions, etc. At 1 AM (22 hours in) I felt that I still had energy so I modeled the final golf course elements 12 floating islands style elements with grass, 5 rough patches, 3 bunkers, 3 greens, and 4 rocks. Before heading to bed I had most of the mechanics up and running, all the graphics, one hole / level. I felt confident as I went to bed at 3 AM spending the better part of 24 hours making the game.

Day 2 I dove straight into making the main menu and game state machine because I know that can haunt you if you leave it too long. Transitioning between states, spawning / removing level objects, and all that stuff can introduce bugs and have things behave very unexpectedly and that's the last thing you want as you approach the deadline.

I alternated improving the "hole completed" mechanic with designing some levels. Making levels is another thing I have postponed too long in the past and it takes longer than you think to make the levels so my aim was to have 9 holes ready before I started making any music.

When 9.5 hours remained I had finished making most of the game including all levels so I was able to start making music 2-3 hours earlier than I have for any other Ludum Dare. Composing went smoothly and I was very happy (for a change) with the retro chipstyle track. I was influenced by some Rob Hubbard C64 music like Commando (since my games had grenades and a retro look and some action to it). I didn't feel like I had to stick to traditional golf music.

When 6 hours remained I rushed away to the shop before closing because the day after Ludum Dare was my wife's birthday. I had to buy stuff for a cake that I baked between 4AM and 5AM after Ludum Dare.

When 4 hours remained I recorded some sound effects in my sound room for zombie noises, golf swings, ball striking, explosions and stuff. I could spend some time implementing the audio and polishing the game. I was pretty much finished with everything when 2 hours remained but then I noticed that I had a type in my game title, I wrote "Granades" instead of "Grenades" so I had to redo the title art and UI texts.

I submitted my game when 25 minutes remained of the event. All in all I'm very pleased with the game but I am aware that it has some flaws. For example, I wanted to have better aim/controls but I couldn't allow myself to spend more time so that's something I plan to fix in a post version where I may even add multiplayer support and golf carts :)

Thanks for taking the time to watch the video - I hope you like it!

Please play and rate the game here if you get the chance:

https://ldjam.com/events/ludum-dare/41/golf-n-grenades

The soundtrack from this video is available for download here:

https://imphenzia.itch.io/ld41-timelapse-soundtrack

The game was made using Unity3D 2017.3, Blender, Adobe Photoshop CC, Adobe Illustrator CC, Sound Forge 11, Steinberg Cubase 9.5 (mainly with VST instruments Halion 6, Vengeance Sound Avenger and Battery).

New Discovery Shadowscape

WOw just played some of the later levels of my game and there's some crazy stuff going on. Quite challenging to get there, but it's some trip!!WEBGL ezgif.com-optimize(1).gifhttps://gonz0.itch.io/spacescape

Siege the Cloud Empire Updates

New updates to Siege of the Cloud Empire

  1. More enemies are spawned.
  2. Killing enemies during siege mode now drops powerups for your troops.
  3. Next level of clouds won't spawn if there is existing enemy.
  4. More intelligent navigation

Come and play it!

Available on WebGL, Windows, Mac & Linux

Build your town

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Train your troops

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Siege the Cloud Empire

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Hidden Mechanics In Slime Battle Royale

There are some things going on behind the scenes in Slime Battle Royale, and I wanted to take a moment to share it with everyone.

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AI Movement

First, let me say that originally I had pathfinding for the enemies, but ended up having to rip it out because of some issue with it. Instead, so I could get the game submitted in time, I made a simpler system for the AI. They have two states: Random and Towards. By default, all AI uses the Random state.

Random State
In this state, the AI chooses one random direction to move, then the next frame they choose to move towards the player on the X or Y axis. I was hoping this would work out, but in the end, they seemingly just randomly move.

Toward State If the player sits still and doesn't move for 3 seconds, all AI switch to this state. In this state, they evaluate a towards vector and move towards the player. If the player moves, then they all switch back to the Random state.

AI Attack Choices

In battle, it's rock paper scissors. In real life, there's not much strategy to it, and it all comes down to random. In Slime Battle Royal, it's all random as well, with some added weighting. There are six arrays that are filled with Rock, Paper, or Scissors attack enums. Some arrays contain more of one type than the others. Each enemy is randomly assigned one of these arrays, and chooses a random attack from their array when attacking.

AI vs AI

Battle commences between the player and an enemy when they are next to each other on adjacent squares. However, did you know the AI's will also battle it out among themselves? It's a battle royale after all, and they want to win to. Each time two enemies are adjacent to each other, a random roll is thrown to see if they'll fight.

If you haven't had a chance to check the game out yet, head on over and give me some solid feedback and rating. I want to develop this out post Ludum Dare into a full game, with a much better system for fighting.

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

So Close!

Super Slime Slasher Ultra is less than 2 ratings away from hitting 100 ratings!

We have a special surprise prepared for when it passes the 100 mark!

Will you be the one to push it over?

A short post-mortem for my second jam ever

So after receiving some feedback about my game and reflecting on the jam, I think I have a few takeaways to state for myself.

What went right

  • Unlike to my first game jam ever (LD40 I was doing as a compo), I had a plan. I knew it was very important to lay down all the major gameplay mechanics and theorycraft whether they would even work, at least on paper. Having some sketches and pseudo paper prototypes is very important to visualize things. Last jam I didn't pay attention to that, I had a basic idea and I hopped right in to implement basic movement which led me to have my gameplay be boring as hell. I am very happy it is not like that this time! So although game jams are restricted in time, careful planning and understanding what you're doing is NOT a waste of time, it will actually save you a lot of time and will make your game so much better!
  • Far less time wasted on things I'm clearly bad at saved myself a ton of nerves and frustration. Yes, I didn't participate in a Compo this time, I didn't bother writing my own music (which I somehow got 92nd place last jam for..?), but on the other hand, I had that time to work on things I like, like more time for programming and I had more time in general too (72h jam vs 48h compo). Yes, it may not be as challenging or "prestigious", to do a jam instead of a compo, but hey, it's all about fun, so personally, I'll choose to do jams from now on to be able to focus on things I like and avoid frustration of having to create music myself from scratch just for the sake of it!

What went wrong

  • First of all, playtesting and iterating the level design. It is a difficult task, especially when working on the game all by yourself, but I have definitely overlooked a few issues with my level design, i.e many players had frustrating experiences with Level 2 where the second launchpad would only punch you towards the platform correctly if you would stand somewhat far from the launchpad, otherwise you'd hit the wall. A very simple thing I had overlooked.. well, simply because me as a player was gravitating towards standing as far from the launchpad as possible, for no particular reason. So yeah, try to have someone to play the game for you or at least be as creative with your QA as possible. Those little things are not gamebreaking and players seem to figure those out on their own eventually, but they are definitely super frustrating and can turn them away from your game!
  • Secondly, tutorials, explicit or not. You have to have them. You can try to explain all the game mechanics through a smart level design and progression.. but you may not be able to do that perfectly in such a short period of time. Have some hints somewhere. I feel like a very good approach to that issue is to have optional hints, like "Human Fall Flat" does. You know where they are, you can look at them if you "hit the wall", but if you want to figure things out organically, you have that option too. Would be very useful for my game that is puzzle based and fully relies on the player to understand the basic mechanic very well!

Summary

Well, either way, it was amazing experience to take a part in this jam, will be back for LD42 for sure! I've seen so many great submissions here, so much inspiration to get better and keep on hacking.

Shameless plug: feel free to check out my co-op for one player game here and rate your experience!
https://ldjam.com/events/ludum-dare/41/can-i-fg-die

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Competition anyone?

I am considering hosting a competition for Golf N' Grenades - make sure to get your practice in before it's announced =)

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Play here (WebGL available) https://ldjam.com/events/ludum-dare/41/golf-n-grenades

Black Horizon - A Survival Horror Racing Game

Getting ratings today was comparably hard compared to last year. I'm still 13 ratings away from the 20 required. Please Help

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

My first Ludum Dare...

Before I go into my epic two paragraph story about how I got into "game dev" as a hobby recently, I will do a shameless plug for my Ludum Dare 41 game. "Ammo Bear and the Wrath of Dr. Goo.." You play as Ammo Bear, he is a bear, he has a gun, you kill mutated creatures. It's a platform, it's a shoot em up, and it's educational because sprinkled throughout the game are fun "Facts" about bears.

https://ldjam.com/events/ludum-dare/41/ammo-bear-and-the-wrath-of-dr-goo

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The past three weeks have been a blur for me. It all started with a 48 hour jam hosted by Tim Ruswick of Game Development Underground(creator of an amazing gamed for LD41 called Gnome Man's Land) on itch.io(JimJam), where I made a terrible platform game using Construct 2. I was hooked after that, I knew that I really wanted to keep doing this and get better at it. The following weekend I got into another jam(pun intended), this one was Retro 8-16 bit, and the theme was "speed running", pretty simple, once again, another platform using Construct, and not much better than the last.

Then Ludum Dare 41, at this point I was somewhat exhausted from the last two jams, but I was nonetheless determined to do this. To make matter worse, I made a crazy decision to use GameMaker Studio, a program I was barely familiar with, to make my game for Ludum Dare. I ran into a lot of problems, and didn't make the game near as big as I wanted it, among many other things I didn't have time for, but in the end, it still felt and played way better than the last two games.

I'm seeing improvement. At 33 years old, I'm finally doing something I attempted to do with QuickBasic nearly two decades ago, but I just wasn't confident or determined enough to do it back then. Between then and now, I tried getting back into it, but I would just fizzle out every time. I'm hooked now, and making games is only half the fun as I also get to play all these amazing games that other people like me(but mostly more experienced and competent), come out with in 48-72 hours. Glad to be here!!

"Split-Minded": A Timelapse and a Post-Mortem

First off: if you haven't played Split-Minded, yet, could you please do so and leave a rating (and maybe even a comment too)? Thanks!

Second of all, you can view the development timelapse I made for my game here: https://www.youtube.com/watch?v=nJnVOql9JEw

...Wow. Looking back, I worked on the game for almost 45 hours out of 72. (Of course, 10-ish of the remaining 27 hours were taken up by school on Monday, so...)

Now, to sum up what I thought of my own game:

The Good

I'm really proud of the work I did with writing the characters, I think. I really wanted to give each and every one of them their own unique flavor and personality, and I think I managed to make that really shine through in the visual novel parts.

I'm also proud of the writing for the first few segments of the game (up until the second day of the game). These are the first few parts of the game that I wrote, when I thought I still had lots of time left, so naturally I took my time and made sure they were good. And then I started running out of time and rushing the last few segments of the game.

I'm also pretty in love with the character designs for Hitomi and Nanami, though that one's not really me; thank the character generator I used.

The Bad

In general, he top-down shooter half of the game definitely needed more work to be done. Unfortunately, it seemed like I had to work around Ren'Py nearly as much as I worked with it, severely hampering my development pace with the top-down shooter mode.

Here's a few of the biggest problems I faced:

Saving and Loading the Game State with Ren'Py

So Ren'Py has its own built-in saving and loading system. It automatically saves and loads all of the game state that a normal visual novel would need to save: simple boolean flags, counters, etc.

Unfortunately, this game is most decidedly not a normal visual novel, and the objects we need to save and load are almost all complex (and possibly nested) objects-- which makes saving and loading their complete state nearly impossible to do, particularly because Ren'Py exposes only an on-load hook, and not an on-save hook.

Of course, since the player probably won't save during a fight, this is much less of a problem than it seems. But we need to save some state in order to fully support rollback (because certain lines in the script go with movements of the top-down shooter sprites-- for example, most of the lines in the intro).

Collision Detection

Pygame comes with its own methods for collision detection with Sprite objects. Unfortunately, the version of pygame that comes with RenPy isn't actually pygame, but rather pygame_sdl2, which is a stripped down version of regular pygame.

And, unfortunately, one of the many features that was cut from regular pygame was Mask-based collision detection-- and since I didn't have the time to write a completely new collision detection system from scratch, I had to fallback on using Rect-based collision, which is strictly axis-aligned.

This would have been great if all of my sprites were axis-aligned, but they're not, and so using Rects for collision introduced a whole bunch of weird bugs and glitches involving broken / odd collision handling. I tried to mitigate the effects of this as much as possible-- but I could only do so much.

Fortunately, for the 2.0, Post-LD version of the game, I've already written a completely new and fully-compatible (and tested!) collision handler that already seems to work much better than pure Rects.

The ~~Ugly~~ Time-Crunched

There was a lot of stuff I didn't get to fully develop in time for the Jam deadline. Most of this stuff is already on the to-do list for the post-LD version of the game, so if you stick around and follow the game on itch.io you'll be in for a lot of treats:

Festival Events for Hitomi and Nanami

You have no idea how disappointed I was in myself for not giving our two main girls normal, happy endings. But Ludum Dare is Ludum Dare, and the rules are the rules, so all they were left with was a quick little immersion-breaking apology note from yours truly. I kind of owe it to Hitomi and Nanami to give them a true, happy, fluffy, and romantic ending, I think.

Epilogues / Extended Routes

Honestly, I now think that, in the final version of the game, the routes would be much longer and involve more choices. So I'd like to go and simply add even more, brand-new story to the game.

Reworked "Calm One" Events

I basically wrote all of the post-victory events for "The Calm One" in 15-20 minutes using a lot of Ctrl-C'ing and Ctrl-V'ing, and they're definitely not as long or fleshed-out as they deserve to be.

Reworked Endings

The same thing happened to the endings for each voice: I ended up writing them all in the last 30 minutes of the Jam using a lot of copy-and-paste, and one of my goals for Post-LD is to fully flesh them out and rework them with new sprites and backgrounds-- and maybe even custom CGs. The whole nine yards, yeah?

Additional Diversion Events for Survivor / Artist / Pyromaniac

Did you know that each Voice was actually supposed to have seven total victory events in their "routes"? Of course, as the time crunch started to get worse I quickly scrapped that in favor of four events per Voice. But now that I have more time, I want to get to fully developing them.

Custom Weapons for Artist / Survivor / Pyromaniac (+ a Side-Weapon for the Player)

My original vision for the game involved each Voice getting their own, personalized weapons for the top-down shooter part of the game: for example, the Pyromaniac would get a flamethrower, the Survivor a bolt-action rifle, etc. But I just didn't have the time to make them or test them out.

In General

In general, I'm amazed I managed to finish as much of the game as I did. I realize now that my game had a massive scope-- quite possibly too large for me to handle in the <72 hours I had. But it kind of seems like a massive scope simply comes with the territory of making a VN. It just wouldn't do to have only half of a story, you know?

Looking at all the other games out there-- they seem much more focused. They do a lot less things-- but they do them well.

In the end, though?

This has been one of the most engaging and exciting experiences I've had in a while! I definitely had fun doing this, and I learned so much while I was jamming as well.

I'm almost positive I'm coming back in August-- though I guess that depends on how well my first month of college goes.

How to Play Baseball in HELL

I just added some slightly more detailed instructions on how to play my game and some brief ludo-narrative text. BBiHPrev02.gif

  • also a few small tweaks to audio balancing and audio cues
  • the AI is a little better at baseball
  • added some new, subtle and vague UI effects to note when you're 'safe'
  • I also made the Victory Screen that no one will ever see a little friendlier.

Give it a shot! https://ldjam.com/events/ludum-dare/41/baseball-in-hell

Dungeon Slider Post-Mortem

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Where do I begin... I suppose I could start by saying that the theme was pretty awesome, but quite a few people don't seem to agree with that. I think it's a really neat theme to do, since it really makes you think and break down a genre to its essence, and cranks those creativity juices as you try to make two wildly opposing (or at least, not quite related) beasts come together.

But enough about what happened last night, I'd like to do a small post-mortem for the hell of it.

Overview

Dungeon Slider, if you haven't played yet, is a combination of a dungeon crawler, and a 15-puzzle. Y'know the ones, where there's this jumbled up picture, the grid has 1 tile missing, and you gotta slide everything into place. Here's a handy .gif, courtesy of @jfraser314 .

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What Went Right

One of the reasons I was rather happy this theme was chosen was because... this game idea had been sitting in my head for the past week or two! What a coincidence! I'd already hashed out most of the design and played paper prototypes to the point that I'd like to think I'm a 15-puzzle master. It was only a matter of implementing the ideas I had on paper!

I actually didn't think I would be able to make it for this LD, as there were other work-related plans that were in line on the weekend. Still, I did as much as I could for the hell of it.... and lo, the whole thing was cancelled! I still had to go to work on Monday, but at least I had more time to polish whatever I had.

What Went Wrong

Gonna be honest, coding isn't my main skillset. A game this complex (at least, complex for ME) was quite a struggle to implement. If I tossed this idea over to an actual programmer, I'm sure they would've implemented this in half the time, looking at how oddly-structured my code was.

No time for sound and music. Normally I'd set aside some time to generate a few chiptunes and an SFX or two, but I had my focus set on... well, making other things look pretty.

Instructions. Oooh, the instructions. I worry over that day and night. Please, if you do play, read the instructions on the page itself. I don't know if the one included in-game does it justice... The game makes sense once you get used to how it works, but I've playtested with others, and they do all sorts of weird things, even after I've explained the rules to them.

Conclusion

So far, I'm really, really proud of this entry. Sure, it ain't one of my more polished ones, but I'd like to believe the concept is solid. I'm definitely planning to improve on it, add some new monsters, maybe a boss... Oh, some proper progression as well. Sound, particles... The works. All in due time, of course. I'm itching to do another post breaking down the design of the game too, buuut not quite yet.

If you're interested in trying out the game, just click here! Go ahead and leave a comment if you do play, so I know which game I should be playing next! Web games take precedence, simply because I'm at work... When I get home, I'll play the ones that require downloads, or a mouse.

Also, if you think any other game deserves some attention, lemme know down below!

Can You Get Cindy to Love You?

4.PNG No.

But you might as well play our game anyway. It's an HTML5 game so you don't have to worry about hiding the evidence after playing ;)

(NSFW 18+ ONLY)

https://ldjam.com/events/ludum-dare/41/tsun-tsun-button-mash

Very hard control in horror+rhythm game!!!!

fear of silence.png In our game - Fear of Silence, we want to mix horror and rhythm games! We thought that this would be an interesting mix of genres, because it's quite absurd!! And we decided to make a cool atmosphere by choosing the theme of the level of the entrance of the house from the post-Soviet space! 13e63.png As we think the atmosphere at us turned out, but in two days we did not manage to realize much that wanted! These are some elements of the horror, like screamers, monsters, etc. Снимок экрана 2018-04-22 в 20.59.26.png The rhythm elements of the game we sketched pretty fast, it turned out to be acceptable, but we would not have had time to do something more cool, since we did not have experience in such types of games unfortunately! Rhythm set is very complex, so it is difficult to move, but we've added the ability to disable the rhythm of the game, so that players can simply evaluate the level of the atmosphere! Снимок экрана 2018-04-22 в 20.54.01.png We hope you will appreciate our game on advantage!

Link - https://ldjam.com/events/ludum-dare/41/fear-of-silence

Collecting multiplayer games?

I have a long history of making multiplayer games for Ludum Dare, so one thing I'm familiar with is the challenge of getting people to play them. So I figured I'd start a list of as many as I can find. If you're a player and you know you're going to have some friends over some time next week or something, you can use this list to find games to play with them.

This list is going to start with just our game, but I'll check the comments and list games from there when I can, and add any I find in the wild. If someone else already has a list going, point me to it and I'll merge them.

Oh, and if you want me to change anything about the descriptions, let me know. I might just be skimming :)

Update: The list has been moved here:

https://ldjam.com/events/ludum-dare/41/fellow-campers/list-of-multiplayer-games-ive-found-so-far

Tejuru

So, here it is, my first game with the Godot engine. I have to say i am quite content with how it turned out. After some user feedback i had to fix a serious error last night (see the project page for a detailed description), but now it is ready to be enjoyed.

PLAY HERE

Go help the unicorn escape the lava in this TETRIS and JUMP&RUN mashup:

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Street Chess for iOS devices

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When I made Street Chess I imagined it being played by 2 or more people on a multitouch device lay flat on the table. As most computers aren't capable of that sort of thing I have released the game on the iOS AppStore, so those with iOS devices can play it as intended. If anybody manages to play 2v1, 2v2, etc. do let me know how it was.

Get it for iOS here - https://itunes.apple.com/us/app/street-chess/id1376028593?ls=1&mt=8

Compo page here - https://ldjam.com/events/ludum-dare/41/street-chess

Have fun :8ball:

Thank you all, really!

I got soooo many good and kind feedbacks on my entry , I don't believe it! A lot of people think the concept strong!

I'm fired up for the post-jam version :).

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Thank you all !

We have more than the 20 reviews and a lot of very kind comments. A real and good thanks to you all !

Someone looking for same screen multiplayer?

Hey, everyone, we have created turn-based strategy game where you can control time. Projectiles will stop and stay in there place unless you want to move them. Vs Player.PNG

Check it out here https://ldjam.com/events/ludum-dare/41/battle-bots

It's a brand new day

And it's time to hug for free

Test our game here

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

Any feedback is welcome. thank you so much

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remember to put HTML version in full screen ...and ...sorry for the volume of the FX

Those eyes... look tired...

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Are not you going to help her??

https://ldjam.com/events/ludum-dare/41/him-i

Debug version

We finally finished debugging our game, It will be more pleasent to play. And you can choose your level.

Ready to fall in love of a puck ?!

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

PART 2: Wreckless Rally: Prototyping Smototyping!

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Back to Part 1: Brainstorming and Merging Two Genres

Prototyping Smototyping!

We could have the player knock or tow cars into pit stops. Perhaps it is more fun to make chains in place. Would it be fun to allow the player to reorder the cars on his towing chain? It’s hard to gauge any of this without a prototype, so we set our goal for day one: have a working prototype!

What didn’t work

Approaching this like a typical jewel-matching game doesn’t work out of the box. A screen filled with cars becomes really hard to process when the camera moves and you are also trying to avoid crashing into things.

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So lets tune down the number of cars. We also tune some other aspects until they feel right; scrolling speed, car control.

Towing cars onto pitstops feels fun but can be a bit hard and one-dimensional, chaining cars on the track feels pleasing as well and provides a lot of freedom. If we keep both mechanics and make one a bonus mechanic the whole core loop becomes a lot richer.

Reordering the cars on the tow chain doesn’t really add much except requiring an extra button, so let’s just allow the player to release the tow with a button press.

Oh no! All our cars are off-grid!

For the player making chains of off-grid cars is very hard, and our algorithm a lot more fidgety, so lets make them gravitate towards a grid.

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Not perfect, but it makes the game a lot easier to play.

Giving players more control

Towed cars count as chainable pieces on the board. Making sets on the chain feels really rewarding and intuitive, but players will never be able to tow more than two cars at once without them instantly plopping out of existence. It also means longer pit stops have to be multi color or players cannot fill them easily.

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Good matcher/jewel games allow you to intuitively pick up the mechanics, but have more meat to them. What happens if I chain four gems? What happens if i make two chains cascade?

Lets count cars in tow as out of the game and using a button to release. Hey presto! Suddenly longer pit stops work, and players control when to cash in multiple color chains at once. Fun achieved!

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“But the cars aren’t moving and this is a race”

Collaboration is both a lot of fun and a lot of frustration at the same. The game feels fun, and now our graphics guy @Flaterectomy is complaining the race isn’t a race! Drats.

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Getting the cars moving quickly turns the game into an impossible task; suddenly either the scroll the map faster and have pit stops race past, or the cars scuttle all over the place giving our poor player a chaotic cat herding experience, what can we do?

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Let’s compromise. Have a couple of racer cars run in from behind, and have the majority of the cars appear crashed. Surprisingly this provides a great sense of immersion to the game without frustrating the plyer, and as an added bonus, it introduces some themed hazards to avoid.

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Next up: Meat of the Code

More parts here!

Play wreckless-rally here

Available for testing this afternoon!

Hey there devs! Like yesterday, I'd like to spend a good part of my afternoon reviewing games submitted in the comments!

Just give a one-sentence description of your game, its link, and also tell me if it's playable on Web (would be better honestly, but I'll try to check all of them anyways).

If you can also take a look at ours, it'd be fantastic! https://ldjam.com/events/ludum-dare/41/shady-cards Have a nice day everyone

Ldjam link of Toodee and Topdee

Hey, everyone. I played this game on itch.io. It says it's on ldjam but I couldn't find a link. It's an awesome game I want to rate it here. Anyone has the link ??

Hey! Do you have a minute to play Dancemazing!?

Hello fellow ludum darers, wanna try my game mixed with horror and dance? Play it here: https://ldjam.com/events/ludum-dare/41/dance-for-your-life Feel free to leave a comment so i can try your game too! Also don't forget to vote!

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Completely forgot to post about our game Idleshot!

Have you ever wondered what a clicker game that was also a shooter would be like?

Yeah proably not... But If you're curious now you can find out by playing our game!

Find Idleshot Here!!!

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So how does it work?

In Idleshot every bullet you shoot gives you a shell. If you collect enough shells you can buy upgrades and access to more areas of the map! Enemies come in waves and drop Jelly which can be used to purchase and turrets which also give you shells for every bullet they shoot!

The version we released at the jam deadline was pretty buggy and unbalanced. Some upgrades even just didn't work! So if you want the most enjoyable experience I recommend the post jam version, which doesn't actually add any content, just fixes some bugs that stop you from getting the full experience.

Also you can expect another update coming soon! We're planning on adding more game feel, some new graphics assets, a couple of extra upgrades, and maybe even a whole new enemy type!!!

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Feel Stressed? Let it out kicking the ball against your enemies!

In Soccer Fight you are a soccer player who make score killing the other players with the ball.. MAKE THEM FLY AROUND kicking the ball at maximum speed!

Kick the ball into the goal, when it's red, to generate a rain of balls falling down from the sky!

Game here: https://ldjam.com/events/ludum-dare/41/soccer-fight

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Match 3 & FPS combination

Hey folks,

For LD i decided to try and merge the Match 3 & FPS genres to create a faster paced twitch fps platformer. I hope you enjoy it!

https://ldjam.com/events/ludum-dare/41/match-shoot

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Side note, i've seen so many amazing games come out of this jam - really amazing work to everyone who entered, looking forward to playing as many entries as i can!

Deployment Considerations

Creating games is one thing. Creating software that others can run is the other.

In my LD experience I have the feeling that I was able to play maybe 30% to 50% of the games whose page I visited. The reason is that many people do not consider how others are going to play their game.

I use a 32 bit Windows XP virtual machine to play Windows games, I do not want to use my regular machine to run unknown software, I do not really think that anybody posts malware, I just have a better feeling using a VM. I also run Linux in Live USB mode to play Linux games if I encounter one. HTML5 games I play on my regular Windows 8 machine, hoping nothing bad can happen to me :-)

The top-most problem I have with Windows games is that they use either Unity or Game Maker 2, both of which have cancelled XP support in some of their recent versions. To stay backward compatible as far as possible I would suggest using older versions of these engines. I have yet to see a game that really NEEDS the new features that are introduced, that make these engines incompatible with XP.

Another big problem is 64 bit only builds. You may not realize when building on a 64 bit machine that your compiler might just target 64 bit by default. This creates problems for a lot of people, there are a lot of 32 bit systems, especially on lower-end hardware like netbooks.

The easiest way for others to play your game is the browser. If you create an HTML5 game that seems to be the optimum with regards to deployment. Still, you might run into other problems like performance, controller support or incompatible browsers.

I test my software on all my machines, virtual and real, to make sure to catch as many potential user problems as possible. Since I use the Go programming language and not many people create games in Go, I have even created my own game libraries over the years just to make sure that my games can be deployed on any Windows machine and on Linux and Mac.

These libraries include loading Windows DLLs for Direct3D9, DirectSound8 (supported from XP up) and bundling resource files into the executable so that users can just download my game and run it. A setup program or a zip folder are fine in my opinion, if the game then runs, but having just a single executable is the second best option to release your jam game right after the browser option.

Why did the zombie cross the road?

..To eat the cyclist obviously!

Will you help France Legstrong fight his way through hordes of zombies to reach the finish line?

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https://ldjam.com/events/ludum-dare/41/tour-de-france-legstrong

A combination of Tower Defense and Cookie Clicker

This is my game ClickerDefense:

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How to Play: You basically play normal tower defense and protect your factory. But you don't get coins by killing the incoming enemys. Instead you have to click on your factory as often as you can. With the coins you get, you can build and upgrade towers and even upgrade your factory, to get more coins per click.

Fun fact: I just noticed that the play + rate round ends on my 16th birthday 😁

Proud Filipino Developer here!!!!

Thank you so much for all the positive comments and suggestions to my game. Im very flattered. Its my first time entry here in LD and i didnt expect it. Thank you so much!

This is my first LD compo entry: https://ldjam.com/events/ludum-dare/41/gender-circle GC.jpg

Fat Panda! Sushi Enemies Concepts

Today we are going to show some concepts about our game Fat Panda!:

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Here we have the concept sketches of the sushi enemies:

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You can see how they see in our game, play it here if you haven't done yet!

https://ldjam.com/events/ludum-dare/41/fat-panda

Thank you all for the feedback and the ratings! 😄😄😄😄

LudumDare twitch- game requests

Hello already streamed playing a few games but woukd like to find some new ones.

Leave me a message with your link and will stream about 6pm GMT probably playing as many as I can in order of posting.

Watch me at twitch.tv/noirvortex

Previous streams

http://www.twitch.tv/noirvortex/v/254402770?sr=a&t=2411s

https://youtu.be/pd-Cwa8tfXA

I still can't believe we made it!

Let me do some kind of post-mortem, so maybe the curious ones can get a better feeling of what the idea was.

The game is basically some flappy bird thing where you type some commands, but we wanted to get some other gameplay elements in, notably from other games like Mario or Parodius. To that effect, we wanted the gameplay and commands to be varied (not just flap), memorable, easily typable("flap, dive, dash... ok, this can work!"), and have some VIM-inspired power to it (a modal editor was really an incompatible genre altogether!)

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/!\Spoilers below/!\ (sort of!) So if you haven't try your game yet, please do!

Well, were was I already? Ah, yes, post-mortem.

Brainstorming on paper was key to exploring and scoping the project: we had so many ideas for this theme, choosing was the worst - thing - ever. We used Unity (on 2014 13" Retina MacBooks) for the first time ever (installed it barely days before the event!), which was fine, but the collaboration tool ate some of our scenes. Using Procreate on an iPad Pro was glorious to quickly get concept art on track. Sprites were made using aseprite. We used a dedicated Telegram group and AirDrop to share things around our devices. We would have used BFXR to create some SFX. A lot of time was spent on tuning the timings, physics, sizes, hitboxes, and positions. Aaaand we missed the mark on level design though due to timing...

From the early feedback there are some commands we got that seem to look like they're not that useful, here's the idea we had:

  • SPIT: We wanted to do some game balancing regarding score (either higher reward, or "combo" score multiplicator) to create an incentive to take a risk and shoot at enemies instead of dodging them (currently killing them give the same score as passing over a pipe). Also, we wanted to create some patterns that require you to spit, creating some variability in the game.
  • DASH: We planned to have some linear obstacles (like narrow pipe openings) that would be better gone through using dash, or even some requiring the almighty DAAASH. Again, more game tuning is needed for the player to be able to legitimately anticipate such sections.
  • FLAAAAP command: the idea was that since it allows you to record an autoflap sequence, you'd be able to plan ahead and trigger the next command at the exact instant you want (by pretyping up to the last letter, then triggering with the last one), whether it'd be dive, dash, or spit.

Unfortunately we did not have a day off on Monday so we had to go to work and could not proceed with balancing the game further nor create some sound effects :/ Somehow I think we didn't expect things to get that far... Next time we'll take the day off.

Also, our lack of knowledge of Unity was really, really dragging us down. Damn, we really should have prepared better!

Things we wished for implementing, but weren't:

  • SPIIIT: rapid (or spread) fire! combined with FLAAAP, you'd have been able to aim and kill group of enemies, and score combos/get powerups when you clear a complete wave (a la Parodius)
  • POOP: fatal to hypothetical ground-based enemies. Think Vic Viper's missiles in Parodius.
  • Mario-style bricks (which you'd have to spit at) and powerups (invincibility, and mushroom, so that the cutesy bird becomes a massive berserk monster)
  • A boss to fight against! (possibly bullet-hell style)
  • A mix of carefully tuned procedural and manually laid-out sections so that level design would not be too repetitive nor too generic, kind of predictable yet surprising. So, once in a while the engine generates some truly impossible pipes formations, which is really, really the worst, and definitely sour to us :/.

We're sooooo happy to have released something, and even more thrilled that folks find it even remotely fun! Yet at the same time the game feels so unfinished to us, which is such a terrible, frustrating feeling, but that gives us some lessons to chew on :D

Thank you all for the feedback we already got, but we need more! So, try our game!

A top-down action plateformer

The current hight-score is 5150, try to beat it and post yours ;)

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You can play and rate my game called “Super Bigbo Commando“

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

Did you try it ?

https://ldjam.com/events/ludum-dare/41/dance-farm-monster DanceFarmFeedMonster5.gif

Target = 100+

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

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

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PERPETUAL QUEST!

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Ever wanted to play a mixture of an RPG and shmup that's too fast for its own good?

No?

oh

ok, I'll just leave this here though

https://ldjam.com/events/ludum-dare/41/perpetual-quest <<<<<<

;)

Post-Mortem II: Little Details => Relaxing

For the second post I want to talk about something I probably shouldn't talk about, because little details are best left alone for the players to discover. However I think it's the one thing I enjoyed doing the most. So I do want to talk about the time I spent on mixing animations, tweaking shaders and fine-tuning sound effects. Some of you might call this immersion.

I started off with making a GameBoy prop in Blender, which I wanted to make the gap between the 3D and 2D worlds a bit more tangible (if that makes sense for a virtual game). To strengthen this feeling I wanted it to give a feel like you are actually holding it.

For me this boiled down to 3 things: 1. Audio from the GameBoy should be affected by the surrounding sounds (i.e. reverberation). The same goes for the actual click sound from the buttons. 2. When I'm playing a handheld I always tilt it in the direction I'm pushing in hopes I will go faster. (Which of course it wont'.) So I needed to add a few procedural animations to make it almost look like you really hold it in your hands. 3. The screen should look more authentic, easiest done using shaders.

I looked for some public domain button click sounds, and booted GarageBand to generate some chippy sounds. I used Reaper to clean and cut my effects. Reverberation in Unity is easy, which is just a simple add object click. (I never used it before though)

Animating the GameBoy was fun to. In Unity you can play multiple animations at once and have them be evened out. Pretty simple, but very effective. I made animations for jump and left and right, as well as some idling. All combined it felt pretty awesome to me.

The last one is not entirely done. A GameBoy has some pixel ghosting, the effect that pixels will not go off instantly but you can still see the effects from a few frames back. This is something I implemented as I thought it was the most interesting for me to make. I also wanted to add a grid, since there is a noticeable gap between pixels on the GameBoy screen. Also the pixels are a bit noisy, both things I didn't add. (But should have been as easy as multiplying the screen texture with a noisy grid pattern.) I did add some screen glare, however it had to reduce it for game-play reasons (you have to stand in specific places to solve puzzles, and I didn't have time to tweak all lights.)

I will (again, please don't be mad) post this image, because It shows all the (visual) things I described.

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In hindsight I should have spend my time on another detail: implementing more variation in the blocks. I already made the art assets, but just didn't feel like doing more array checks. But I did these details mainly to relax, so I guess it was a good decision to leave them. But I might still do that just for the heck of it.

Click here to check out the experiment.

Check the first post on Ideation here.

we finally succeeded

After many tests, we finally found our way online. so please can you try it? we want to know if he works everywhere and what you think of him. and we will try your game too of course

https://ldjam.com/events/ludum-dare/41/gazbuster!

Thank you so much!

The amount of feedback and quality suggestions if overwhelming. Thanks everyone who has give Magic and Machines a play/rating. I really appreciate it! If you have not played it yet feel free to give it a play! It's short, less than 5 minutes. https://ldjam.com/events/ludum-dare/41/magic-and-machines

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My game still need some notes

Hello jammers,

My game still need some voting. If you are kind enough to play it and let a comment, I'll check out yours this evening as soon as I come back from work!

https://ldjam.com/events/ludum-dare/41/jean-micheng-vs-goblins

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Thanks!

Tennis Z - New Concept Arts!

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I'm having fun creating some concept arts with my game, so I'll try to post some of them here for you guys! :D

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(Yes, It's a zombie apocalypse Tennis game) Of course, you can play them here: https://ldjam.com/events/ludum-dare/41/tennis-z-a-zombie-apocalypse-tennis-game

:D

Reviewing LD Games Is Hard Work!

If you're exhausted and you crave a slower, atmospheric, eerie, oniric (or so I'm told! - LD folks were really kind to me with their sophisticated adjectives) meditative experience (but with 3d platforming and blinking around!) that's a little rough around the edges, I have exactly what the doctor ordered:

https://ldjam.com/events/ludum-dare/41/fallen-leaves

Consider taking it for a spin!

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Been loving the feedback!

Hey everyone! I just wanted to say that I love this community! This was me and my brother's first ludem dare and the feedback we've been getting has been unexpectedly very positive!

If you haven't already, come check out our game: a tower defense rhythm game!

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https://ldjam.com/events/ludum-dare/41/music-make-me-shoot-my-gun

If you leave a comment here or on my game, Ill be sure to check yours out and leave feedback as well after work!

[Web] We need you to...

... help us with our adventure! Collaborate with other jammers in this textbased MMO story adventure to create our own (very, very) unique adventure.

Click to go to Story Collabs) story collabs.PNG)

You'll find the compo entry in its entirety at Story Collabs

Share a link of your game in the comments, I'll make sure to give it a go!

Gem Labyrinth

Ludum Dare 41.png It is a Labyrinth Turn-Based game made in 72 hours, the concept of this game was to mix up the old arcade labyrinth genre (like Wizard of Wor, Pacman) with a modern Turn-Based genre, in a inclusive and new ways, not just following the old limitations but trying to make something innovative and fun. L I N K

Hug the world

and test our game

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

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Want to test your nerves?

Can you handle this game?

I've watched a lot of people play my game and every one of them got unnerved and a bit freaked out by it. Think you are brave enough to handle it?

Play Captain Bauldy's Fun House here:

https://ldjam.com/events/ludum-dare/41/captain-bauldys-fun-house

Review Snippets

I had to play till the end and the ending is superb

Damn, that was intense

Wow taht was awesome!

Absolutely great work you have done with this one

Good Luck!

If you rate and review, I'll do the same for your game. Thanks in advance and have fun with Captain Bauldy! 😈

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Any good at Tetris or Breakout/Arkanoid?

How about both at the same time?

Well... I've got something for you. Introducing, my wonderfully frustrating...

https://www.youtube.com/watch?v=WJuy7-m2F6g

Honest Dan's Trout!

Play on PC version in order to compete for a highscore in this retro arcade genre clash!

[entry page: https://ldjam.com/events/ludum-dare/41/honest-dans-trout]

Tried seeing how far I could get in our game

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Just got a new personal best while playing solo: 1062 points!

Can you beat that? https://ldjam.com/events/ludum-dare/41/duality (there's a web version)

It would have been nice with some stated goals in the game so that people have something to aim for. Lets say that if you reach 750 points you've beaten it on Easy, reach 1000 points and you've beaten it on Medium and at 1250 points you've beaten it on Hard. Only when playing solo though.

So, looks like I've beaten it on Normal difficulty. Next up: Hard!