LD 41April 20–23, 2018

I'm going on a rating quest !

Hello fellow game makers !

They are so many good games out there, it's not always easy to know what you should play next.

I finally have time to rate some games, and will be doing this all day long, if you want some more ratings stop by our page and leave a rating and a comment, I will gladly return the favor !

Here's a short list of the last games I played and really enjoyed ! * Delve * Goal and Crossbones * Type'n'Jump

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> You can find our game here ! <

Have a nice day ! 😃

Ludum Dare confuses me

What is this with all the people promoting their games to get people to rate it? Is this what judging has become? I participated in Ludum when it was in the single digits, (Ludum 8?) and wow, things changed...

Can you outsmart the Librarian?

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But seriously, thank you everyone for warm comments, it's very satisfying to see people like some aspects of the game, and they see what you were trying to show with them.

It's our second finished game for Ludum Dare and it's always pleasant to see other people entries and recieve a feedback. We are planning to add something new and polish room and mechanisms generation(actually we put a lot of thought into it, as always we had to cut it all, but now we have time AND will to implement it properly) for the post jam version, so stay tuned.

Also, I am really surprised how people handled the theme, I've seen very creative concepts and really good combinations and as always I am thankfull for being able to try out these unusual gems and for being a part of this community.

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If you hadn't already, please try our game at our page

Postmortem Part 1 - Brainstorm and dramatic cutoff

Hi, this is a postmortem for ACCIDENTAL EXISTENTIAL This part doesn't contain any spoilers, so go ahead even if you haven't played it yet.

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I started with two initial motives

  1. I don't want to do anything like I did before (mean conceptual).
  2. I want to create something really cool and weird with this Theme - genres should be incompeatible on the highest level possible, so even reading it out loud would be fun.

So I came up with idea to make not a single game but a set of mini-games each one mixes 2 truly incompatible genres. Fun. Fast. Grotesque. Ironic.

I made a list with ~10 nice ideas. Explored gameplay features. And even prepeared graphic assets!

Here are some of those concepts

Chess + Drag racing du2.png

Dress Up + Stealth du.png

Bullet Hell + Text Adventure (tragicomedy where you got into actual hell as an actual bullet that killed someone) du4.png

Educational Game + Unreliable Narrator du3.png

Aaaand here comes the twist.

Nothing of this made it to the final game.

What?!

I prototyped gameflow and realized two things: 1. I can't make that many games in time so they will be polished enough. 2. Whole experience doesn't feel consistent because games don't work with each other. There were no synergy, no underlying idea that holds it together.

So I started reviewing everything once again and cutting off concepts one by one (believe me it was tough!!).

When there were only 3 concepts left I realized - I'm onto something deep...

End of day one.

→ Part 2 - Art and Mind shift

→ PLAY ACCIDENTAL EXISTENTIAL

Hey, wanna date plants ?

Then you should try my game, LoveGarden ! 😁

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

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This is the first time I make a game during the ludum dare, I'd love to have feedback !

What happens if you give the dice a gun?

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cool game!!!

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

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

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

Poll: How many have plans for the future of their games

Hey guys, I am curious to get your responses and ask if you have plans for the future of your Ludum Dare games, like making a full release or updating the game for a proper release

Me, personally, have plans to make my game "Beat Warriors" into a full-pledged game with a story mode

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Anyways, obligatory rate my game sentence, check it out: https://ldjam.com/events/ludum-dare/41/beat-warriors

Give me your games!

I wanna play some more! If you need your game played and rated link it here.

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

A suble mix of cute and gore. Rage included.

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Perfect if you're looking for 10 minutes of fun, with a nice difficulty curve and a rewarding rythm game. Rage is pretty much guaranteed at some point, but you'll also get satisfaction after beating the levels ! Progress is saved during the game, feel free to come back to it later.

they let piong in!

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My module is now available for all platforms in the VCV Plugin Manager!

I'm amazed how fast this process was, kudos to Andrew Belt, phdsg and anyone who is helping Rack!

I should get into testing your games now!

Get your Dating to the next Level!

and check out my Compo Entry.
Leave a comment so i can check out your entry :)
https://ldjam.com/events/ludum-dare/41/dating-clicker
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Do you want to play a game for kids?

Hey buddies! Do you want to play a game for kids? Or... Are you sure it is one? https://ldjam.com/events/ludum-dare/41/candy-catch

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Well done everyone!

Shout out to the awesome game devs in this community. The games seems to get better and better every LD and I'm always amazed at the level of quality that people can achieve, especially those lunatics that do the 48 solo challenge. Please post any of your games that you'd like me to see as a comment. Big thanks to @almax and @dale-smith, who did the code and audio for our game.

The game I've spent the most time playing so far is https://ldjam.com/events/ludum-dare/41/super-soccer-1 It's a turned based sports game that I got incredibly addicted to.

If you haven't tried out our game 'Jeff From Accounting' yet, please give it a go. It's a surreal FPS typing game (should it be called an FPT game instead of FPS?). We're really proud of how it turned out and would love to hear more about what people think of the game. I'm trying not to spoil too much with images and gifs, so I've just put in a small teaser below.

https://ldjam.com/events/ludum-dare/41/jeff-from-accounting

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I'll be posting a postmortem art breakdown of the asset creation (and dirty hack creation) tonight. If you're interested feel free to follow my profile.

Thanks again everyone for all the kind words and incredible games.

RATE YO GAME

Hey everyone!

I'm loving the submissions so far but I feel like the reviews have been lacklustre this year. Lot's of copy/pasting going on and I'd love to change that. If you'd like to get some more ratings stop by my submission and I will gladly return the favor!

PLAY MY GAME IN BROWSER HERE!

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Here’s a short list of undervalued games that I played and really enjoyed. (& left an ellaborate review): * https://ldjam.com/events/ludum-dare/41/delve
* https://ldjam.com/events/ludum-dare/41/type2flap
* https://ldjam.com/events/ludum-dare/41/shuffle-climber
* https://ldjam.com/events/ludum-dare/41/ultimate-game-simulator

Here are some examples of quality reviews lmao.png

Do you like the gameboy?

How about slimes? If your answer is no to either of those questions, then that's ok, I'll forgive you.

And while I'm forgiving you, you could check out Slime Battle Royale. I did mention slimes right?

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Currently sitting at 29 ratings, would love to break the 100 barrier this event.

How about a trailer for the game. It's got action, romance, a bit of suspense, and plenty of comedy

https://www.youtube.com/watch?v=nyeg6q8pIZ4

Be sure to link your game below as well so I can check it out when I get home from work today.

Boxing Surgery Simulator Post Jam PC/MAC

We spent a few extra hours fixing some stuff and implementing some feedback in a downloadable, post jam version of Boxing Surgery Simulator 2000 thats available to indulge your pugilistic tendencies for PC + MAC.

The HTML version is the original Jam Entry. The Desktop Builds have other nonsense added. If you are judging the game, play the HTML version first, then cry, then get the desktop version, then cry less.

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Fast-paced and turn-based

Check out * 12Slash, a game where you and the enemies take *3 second turns to hack & slash each other >>> https://ldjam.com/events/ludum-dare/41/12slash

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Shameless begging for ratings ;)

Hey we just want you to play our game and have some fun ;)

https://ldjam.com/events/ludum-dare/41/z-for-zentipede 11880.png

Blocks'N'Blaster - A Shooter/Platformer/Puzzle

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

We'll rate hundreds of games this week end , so don't hesitate to rate us ! And be honest with your vote, we really wanna know what our game is worth :D

Already saw amazing games since the beginning of the jam, love you guys :D

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Future Updates for Ball-Dash Arcade

Thanks for everybody's feedback who has played our game Ball-Dash Arcade. If you haven't check us out @ https://craigaubrey.itch.io/ball-dash-arcade

We're taking everybody's suggestions on board and will hopefully be able to continue development & implement some of your cool ideas in to the game.

Cheers!

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Card Race (Pixel Edition)

Check out our card game for Ludum Dare 41. It is a lovely pixel art card game that you can race with your friends.

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https://ldjam.com/events/ludum-dare/41/card-race-pixel-edition-card-game

Shader model 3 now supported!

I used geometry shaders in my game to create the wireframe effect which worked great for PC which supports DX11 or Vulkan but not MacOS or WebGL. I had to resort to using GL.lines and the bloom render effect to port to MacOS and WebGL but that wasn't even near as easy as using geometry shaders.

Here is some footage from WebGL: ezgif.com-gif-maker.gif

It looks pretty good and close enough to desktop. If you don't feel like downloading the game or use MacOS please try my game, I'll make sure to check out yours. :grin:

Play Age of Pacman.

LDJAM 42 - Need of an Artist

So guys I am pretty much motivated for the next Ludum Dare 42 but I need an artist that time because I am a programmer. If anyone is willing to participate with me in the next game jam then do comment and we'll talk. You can see some of my work at https://velocityengine7.itch.io/ but I have lots of other ones as well. Thank You

Funniest gameplay ever.

Aryia was the funniest streamer that played our Jam entry. I was rolling on the ground, seriously.
Check it out, we managed to take a clip! RUN LITTLE CAR, RUUN AHAHAHAH
https://clips.twitch.tv/LovelyKitschyHippoNononoCat
And check our entry, if you want to play it :)
https://ldjam.com/events/ludum-dare/41/scarry

Got some video of Flong!

Finally got around to record a little gameplay footage of our game.

https://www.youtube.com/watch?v=sta8VVJNTBs

Got some quality feedback already about what to tweak & add for a later release, keep it comming!

We reached 20 ratings!

Thank you to everyone who checked out our game! If you want to help us get to 30 :D check out Time spike here: https://ldjam.com/events/ludum-dare/41/time-spike

Up for a FAST Date? [SpeedDating]

Hello! Together with @piotrmi we made the game SpeedDating !

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The Idea

After brainstorming possible genres we were especially fond of creating a Racing Game x Dating Simulator mashup. Mostly because we immediately shared a similar vision of trying to talk up a person while driving really fast. So the premises of our game became "distraction" and "multitasking".

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The Gameplay

You, as the player, have the task of building up a relationship with your date while also driving a car. You have to drive next to your date and look over to talk, making you vulnerable to obstacles to which you should pay attention to aswell. The further you progress in your relationship the faster you drive, decreasing the time you have to react to obstacles significantly.

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The Graphics

We decided on a "MS-Painty" / "Crayon drawn" kind of look for most of our textures. Not only do we really like this style, this also saved alot of time in creation of the textures, and looks good when done consistently. In addition, it helped with modeling, since most of our details come from our "crude" drawings instead of high polygon counts and baking normal maps.

The main graphical gimmick however is our "rolling-pin" shading. Similar to games like Animal Crossing all of our meshes curve in the distance to give the player a nicer looking horizon. This also allowed us to hide all of our "bad-looking" spawning business behind the curvature of our world.

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If you think this might be fun please try it right here! (HTML5 or Windows)

Thanks for reading!

Let's paint with Bob Ross!

Hi there!

I invite you to take a moment to relax and paint something good on our game for the jam: CallOfBobRoss!

Please take some time to play the game, and rate it!

Also, don't be shy to share your best canvas! Here are two we've done ;)

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Download on itch

Bloodtype Coffee

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Bloodtype Coffee is an 2D/3D switching game!

2D - SIDE SCROLLER 3D - ACTION SHOOTER!

You start a normal day in office but… after a whole night of work you better loot the coffee machine to save yourself from unconsciousness! In Bloodtype Coffee you have your hardest coffein shock ever in your life.

Game: You control an normal office man. Drink coffee on a coffee machine. But you need coins to buy your coffee. When your caffeine scale is to low you will die. Game over! In 2D you can run forward only and drink coffee. SWITCH in 3D and you have the action. You will see the real caffeine shock. You can earn coins by shooting in 3D the enemys or collect them on the ground.

Highscore is the distance you walk in the office.

Controls:

“E” - CHANGE 2D / 3D

2D

“W” - JUMP

“D” - WALK RIGHT

“SPACE” - DRINK COFFEE

3D

“W A S D” - TO WALK

“LEFT CLICK” - SHOT

DOWNLOAD: https://timco.itch.io/bloodtype-coffee

https://ldjam.com/events/ludum-dare/41/unkown-title

Gravity Chess - Post Mortem

Now that things have calmed down a little. I thought it's time to give a rundown of my game, Gravity Chess!

Browser Version

It combines chess and a 2D platformer so whilst you see a chess grid and pieces, once you've made a move, the pieces will fall down. You need to get all the piece to the targets.

From the start I wanted to make a puzzle game. I felt that it's makes for an easier route to a full game because once you've implemented the basic mechanics, you can simply make more levels. So I set out to do just that and after the first evening I had a basic game grid, a pawn that you could move around and the gravity mechanics. It looks a little something like this...

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Once I'd built this, I created a bunch of levels using the pawn. I was on to something but it needed more. The next step was to add more pieces, so I added the Knight, Bishop and Castle. This opened up some more opportunities but I still needed a few more mechanics.

What finally clicked was making both black and white pieces. The combination of gravity and using that to take other pieces, really made everything come together. Once I'd done that, I just needed to add more puzzles, changes the graphics to make it look more like a platformer and add a level select screen. If I had just a fraction more time I would have loved to add some music but ultimately, as a programmer, that was always going to be a challenge. You can see the final game below.

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Play in your Browser

A Typing & Shoot Em Up Game

A Typing & Shoot Em Up game. What can be better than that. There is no arrow keys to move or space bars to shoot. You need to type these. I will be pleased if you give it a try.

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

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Link me your Pico-8 entry!

Any other devs have done a Pico-8 entry? leave me the link that I want to play all of them!

Here's my entry for you to check out :D https://ldjam.com/events/ludum-dare/41/platform-hero-1

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Invitation

Hello! i'm here to invite you all to try and rate our Game https://ldjam.com/events/ludum-dare/41/wild-cards

In the download page you will find TWO versions. The first is the Event version, and the second one have some bugs corrections and some changes that we were unalble to include in the Event Version for a mater of time. Wild Cards.png dia 12.png

Escape The Future! updated to version 1.1

Found some un-optimzed code in the map generation so load times should be much better, once the game loads.

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

Rate the game here -> https://ldjam.com/events/ludum-dare/41/escape-the-future

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Someone else played my game!

https://www.youtube.com/watch?v=ee82vfFDClQ and they actually enjoyed it!

https://ldjam.com/events/ludum-dare/41/baseball-in-hell

Feedback

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If anyone would like to leave some feedback on Heartless Ninjas: https://ldjam.com/events/ludum-dare/41/heartless-ninjas Heartless Ninjas is a tower defense/stealth game. I'll return the favor if you have a web build. :-)

Alida of Arx post jam retrospective

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Want to play the game before you read about the development? Play it in your browser!

Ludum Dare 41 was the first Ludum Dare I've been a part of although not my first jam. Me and Jonathan Smårs had penciled in the date a while back, planning on doing a game together. And we were able to book in a friend of Jonathans who does stunning illustrations but we were in even more luck as she brought her two sisters and an extra friend! It's rare to be working with four people so stunningly artistic!

In addition to the already 6 us we also had Fredric, all-arounder extraordinaire, Jonas the coder and soundmaster Ulrik. And then add a few people who helped lend their voices to the game. So we were quite the group!

On friday we all met up at Jonathans place; full of hope, nervousness and pretty soon hamburgers. We grouped up on the big sofa and started going through how all this works (as this was the first jam for quite a few) and then started to figure out what to make.

Here me and Jonathan had come in with an idea already before hand. As the three sisters had already created a magnificent world and wonderful characters with their illustrations previously we were hoping to build on those to create a type of game that heavily relies on graphics: a point & click adventure game.

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The first idea was to make a somewhat serious game that combined the darker, moodier themes in the drawings of one sister with the brighter and happier one of the other. The first puzzle would be to create a potion which would send the player in to the dark world where a disturbing dark figure (the one seen in the bad ending of the final game) would speak to you. After coming back, the bright world would have been infected with the darkness and the player would have to travel between the two to disconnect them again.

Nailing down a very rough draft of the game timeline, areas to explore and puzzles to complete was important to do early; otherwise it would be hard to know what needed to be done while still creating a coherent whole. And as we were discussing we decided that we might not be competent enough writers to make a strong serious game.

Instead we decided to go for the more lighthearted story of Alida having to complete the trials for her education, which she has completely missed. This was the design we decided on just before we went to bed around 2 am on saturday.

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A quick note on the jam theme, as you might have noticed that I haven't even mentioned it so far. The reason is because Ludum Dare announces it at 3 am on saturday in my timezone so we figured we would go ahead with our design and then possibly try to incorporate it after the fact.

And most people could only stay friday until late sunday so we didn't want to lose any time. Easier said than done to integrate the theme as it was Combine 2 Incompatible Genres. Not a great theme in my opinion and definitely not a great fit for the idea we already had. Nonetheless we figured we might try to get in chess as a boardgame-mix but that part turned out incredibly light on gameplay in the end.

Jonathan and I pushed for having a fully playable game by saturday night so sunday could be focused on polish. It turned out to be a tall order as there was much to implement and we still had ways to go when evening rolled around. Yet we had a good pace which carried on through sunday so that on sunday evening we had mostly everything working and at an ok polish level. On monday a few of us did some remote work on putting in the final touches, getting in the last of the voice over and fixing some bugs.

And that voice over was no small feat either, the game contains over 250 lines of dialog so Bennita did a great job as the main character who had the bulk of them. And I got a few lines myself as well that I got my awesome brother Daniel to help me with.

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This was the first time anyone had really used the Unity addon Adventure Creator for a game. Luckily, it didn't take to long to get used to. The tool is a great help in that it already has classical point & click systems built in, with node-based scripting, inventory items, save system, etc. I had prepared a little by going through some tutorials beforehand which was smart, that decreased the amount of time spent on reading up during the event.

One of Adventure Creators best features is how it handles character text and voice lines. The tool can gather up all the text, set id-numbers to each line and then export scripts as HTML-documents. When importing the voice-lines you just have to use the right character and line id-number and the game would figure out the rest. Brilliant.

On the opposite end we found that the node-based scripting system lacked a few node types for operations we wanted to do; like disabling an object or starting a particle-system. Jonathan learned that he's really itching to create his own adventure game tool :)

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In the end, I'm very proud of what we were able to accomplish. Like most projects there are a lot of things I'd like to improve on but nothing big enough to be gamebreaking. And the feedback seems to be pretty positive already which is always fun.

And I can't say this enough: everyone who had their hand in this project did an absolutely outstanding job and really worked their butts off. So mostly I'm just looking forward to the next game jam where I hope a few if not all of them will join again!

And again, you can play the game in your browser! And if you like it, vote on our page.

mix of sports and shooter?

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try and rate) 3 levels, two modes of game (with AI or friend) and fun fun fun!!! :smile: https://ldjam.com/events/ludum-dare/41/fire-duck-football

A quick feedback form for my game. (I'd be happy to give feedback in return!)

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Okay so for now, as I'm not satisfied with my game as it is now (the game if you haven't tried it yet), I'm going to be working on the continuation soon (well... soon enough, there's another game jam that I'll be joining so I'm going to have to set this aside for now).

And I want to get some more detailed feedback from all of you so I made a quick feedback form that you can fill out if you have a few minutes to spare:

The form.

It doesn't ask much about things that I could solve on my own (fixing the scrolling, normalizing the audio, fixing the effects, changing the font, extending the rhythm game mechanic, continuing the story, etc.) and is more about things I can't understand from my perspective (Why do some people like the writing and atmosphere? How come someone said I did good on the sound effects while another said that it confused him? How long is too long of a story? Should I continue this? Does the game feel too linear?).

And if you answer a few of the questions then I'll be more than happy enough to check out your game (doesn't have to be related to LD41 really) in return and give you some feedback. There will be a little form on the bottom where you'll be able to enter you game's URL.

Secret Of the PeaDucks : Little Sister Version !

So today my little sister helped me make the game a bit easier (she was having trouble with the PC controls, so I made many platforms larger) and add some more content.

She helped design a new area with a whole new gem-design and a new collectible!)

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See it here

Also visit the original LD41 Entry

This is a work in progress, so I might post updates here later when sis wants to add more stuff with me.

Check out my game!

screenshot00.png screenshot02.jpg screenshot03.jpg it's not very long, but it's fun I swear :) https://ldjam.com/events/ludum-dare/41/dont-miss-the-bus

PART 3: Wreckless Rally: Meat of the Code

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Back to part 2: Prototyping Smototyping!

Meat of the Code

Recycling Earlier Projects

Since we can start with any code base we can save a lot of time by just recycling all the base systems we need, so let's just grab our previous ludum dare game Spacelitch, and refactor it a bit.

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We want the screen real estate so lets change scrolling to the right, rip out all the systems we won’t use (dialog, shooting, ai, etc). Add a starter tileset and we’ve got the basics!

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Chain-o-rama algorithm!

The chaining algorithm posed two technical hurdles for us; how do jewel game matching algorithms work, and how do we deal with fast moving cars.

With 72 hours there rarely is any time to design proper algorithms. If you’re anything like me, i’m more of a wing-it-orithm guy anyway, so let’s wing it!

Basic plan: overlay a grid over the camera area, and have a system plot every visible car and pitstop location on it.

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After that, scan the grid and create groups of horizontal and vertical touching cars of the same color. Any chain longer than 3 will get a payout.

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Pitstops

We also do the same for pitstop groups. If all touching pitstops have the corresponding car color on them, a payout results. Easy!

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Cutting corners

Generating the map procedurally would be a lot of work, so let’s just use a map editor to slap it together. We don’t have a proper physics engine like box2d in our library. So instead of spending hours coding it let's just avoid proper collision and physics. Cheating is fun!

Next up: Flavouring!

More parts here!

Play Wreckless Rally here

Type 'n Jump - Level Editor

Hi!

First of all, thank you for all your feedbacks on Type 'n Jump!

If you haven't played it yet, consider giving it a try​!

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Now, for this new post, we though it would be nice to share with Ludum Dare community some of the back-end stuff that helped us build our game: our level editor.

After the characters movement system, this was the next thing we developed, in order to allow our level (or levels) to be easy to build and to be balanced. At the end of the first day, this is what the system looked like:

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While in Play Mode (we used Unity), we were able to control the pointer with the keyboard and assing objects at any tile inside our Level prefab. We assigned a hotkey on our script for each new prefab (each tipe of tile, spikes, saws, boxes, and so on). At that time we had 70% of our assets done, enough to start building stuff.

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After every asset was done we managed to dedicate our last day to build and balance the level.

As you can see, this tool allowed us to quickly assemble our level without the painstaking task of manual positioning objects in the scene.

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We hope you enjoyed this sneak peek behind the scenes :)

If you became interested in Type 'n Jump, you can play it HERE.

The Last Word: an RTS Visual Novel

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Hey everyone! We wanted to share our game, The Last Word, a strange little combination of the two incompatible genres of Real-Time Strategy and the Visual Novel, which we hope captures the strange and uniquely wonderful melodramas endemic to both of those genres.

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You are ~~Imperial Space Marine~~ Human Legion Captain Fureus Maximus, a cheerless far-future hero, and captain of a planetary force, fighting back a swarm of aliens that have overrun the planet. Train and command your troops, and destroy their insectoid hive within the Spaceport they have overrun!

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And, really, who needs boring old combat when you can have the thrill of colorful portraits and flowery prose?! (Yeah, we had a lot of fun with this theme.)

Try our game here! All feedback is greatly appreciated!

Come and work for the Largest online Retailer in the World

At Cramzon.com we need item pickers to fill orders as quickly as possible. If you think you've got a keen eye for details then don't hesitate to apply at this link:

https://ldjam.com/events/ludum-dare/41/cramzon-mine

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Ludums Kitchen

Hey, me and my team would love to know what you guys think about our game :)

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

Tempo Step

LD41-3.png https://ldjam.com/events/ludum-dare/41/tempo-step

This is my entry for Ludum Dare 41. It's my second time and the first time I go solo.

There are 6 puzzles to solve by turning all the lights on. Every time you step on a cell it will switch. In each level you have 3 goals. - First you must solve the puzzle in any number of movements. - If that is too easy for you, you should go for the second goal, which is solving the puzzle in minimum amount of movements. You will know if you have done it perfectly by hovering over the level in the level selection menu. - If you can do that, then you can go for the third goal: guess the tune that plays as you take steps. Leave a comment if you figure out any song :smile:

20 Ratings! Thanks for playing my game!

I'm not the best programmer so I still learn as I go most the time. There are some really amazing games Ive seen and it makes me want to improve! I'm glad people have enjoyed my game though!

Here's a happy fish!

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What's actually happening in BBiH

MapScreen.jpg Mostly unbeknownst to the player, the creatures that stalk them in Baseball in Hell are actually trying to play some kind of janky demonic baseball with their own set of rules. A lot of it is purposefully vague in the context of the game to add to the creep factor, and because it's funny to me to make detailed simulations that nobody notices.

  • As you can see, there are a LOT of bases to run, and the distance between them, and the direction can vary. The player is free to choose to run at any time. They have to listen if the creatures are nearby, and for the ball screaming.

There are 4 Classes for the creatures whom I call "Chasers": * Pitcher: The Pitcher will always stay near the pitcher mound (which is always at a specific offset from the player), unless he is closest to the ball. Other classes will attempt to stay out of the way of the pitcher, so they don't block pitches. * Fielder: These guys will always chase down the ball, and their positions will reset to a random offset around the player. * Baseman: These guys will stay on offsets near the player unless they are the closest to the ball * Outfielder: This guy will always be in an offset based on the direction the player is facing, so they will usually be in the direction the player bats the ball. (He's actually the creepiest, because you'd often see him just running out of your view in the direction you're heading and turning)

Catching and Throwing : The chasers pass the ball between one another. When the player is off the bases, they will pass the ball to the Chaser nearest to the player. When they're safe, after a while they will pass the ball back to the Pitcher. Sometimes they really stink at throwing.

Attacking Player : Like baseball rules, the Chasers can only "tag" the player when they are carrying the ball (or the player strikes out). Getting tagged will halt your momentum, and at one time I forced the player view to rotate toward the attacker, but the game was already disorienting enough.

Reset Positions : This mode activates when the player has been "Safe" for an amount of time. The Chasers will return to their offsets and pass the ball back to the Pitcher, so he can Pitch the ball at the player.

My Gamemaker "3D" Engine : i had this idea a while back while i was making Laser Lasso BALL to try to convert 2d positions into depth to appear in perspective. I've since learned a bit more about gamemaker so found some easy ways to achieve it. * I parented each object I wanted to draw to an object called "3DEntity", and then drew all 3Dentities to a surface based on their positions and angle relative to the player. It's all rather hacked together, with some tweaked magic numbers. 3dCode.jpg * I added "Z" height to the objects which simply affects their y position when drawn on the surface. * The ground is actually just a static image, of a circular hilight drawn on a plane, while the sky is a scrolling tile of horrors. Ground and Sky.jpg * The Bat and HUD elements are then just drawn on top.

I had a lot of fun making this game. I'm still amused by the theme. As soon as a friend of mine said "Survival Horror and Sports" the idea popped in my head, and I feel like I've gotten pretty close to that original vision. Like any project, I could probably tweak it endlessly. There are still some issues with collision--- which has been my bane since I started making games--- and the mechanics could use some more balancing. I'd love to hear your feedback!

  • PS. If you'd like to access the Dev Mode in game you can press Shift+Tab

https://ldjam.com/events/ludum-dare/41/baseball-in-hell

Dating Sim Hell

Dating Sim Hell is a bullet hell dating sim.

Now you can finally flirt with girls by playing video games! How exciting.

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We streamed development of this game live on Twitch: https://www.twitch.tv/coleandjordanstudios/videos/all

Come play the game: https://ldjam.com/events/ludum-dare/41/dating-sim-hell

Get outta here!!!

Hello my fellow homo sapienses. Welcome to meme review... No I mean the best game ever, actually that depends on if you win this game or not, since I Mr. Dr. Dr. Dr. I.D.G.A.F. (yes I have three doctor titles), want you to lose, so I can destroy the universe, because once I saw this like great film, where this guy wanted to do the same, but he was stopped, and you know what? I thought I might as well try the same, because he looked like he was having a lot of fun, until he was sent to prison for life... but lets not think about that now. Now my goal is to steal an unrelated trophy out of ...personal reasons... you know its just that I need it. Thats why Id like you to not defend this trophy, since it makes my day easier. Afterwards I can crack a cold one with my boys and watch the universe cease to exist, now you may wonder if that wouldnt also kill me, but I wouldnt worry, Ill work that part out when it becomes relevant. Now if youll excuse me i need to complete my masterplan. And if you insist on playing this game, then just at least lose, because I really dont have the time for my plan to be foiled.
https://ldjam.com/events/ludum-dare/41/trophy-defense BackgroundPlaceholder.png

More games with zero ratings

Here are some more games in need of ratings. Again, I can't make you, but you should prioritize rating games with less than 20 ratings. as usual, they can all be found here (duh): https://ldjam.com/games/zero/all

https://ldjam.com/events/ludum-dare/41/date-me-dating-sim-clicker https://ldjam.com/events/ludum-dare/41/volley-shoot https://ldjam.com/events/ludum-dare/41/bu113t-h311 https://ldjam.com/events/ludum-dare/41/very-large-golf https://ldjam.com/events/ludum-dare/41/trites https://ldjam.com/events/ludum-dare/41/fishtank-royale https://ldjam.com/events/ludum-dare/41/flight-photo https://ldjam.com/events/ludum-dare/41/forkbite

as with the last post, if your game has less than 20 ratings, feel free to post it in the comments.

My game is currently at 16 ratings, once it gets past 20, I won't include it in these lists (which I will do every day) https://ldjam.com/events/ludum-dare/41/zumaster

A realtime-turn-based platformer?

You can play it here: https://ldjam.com/events/ludum-dare/41/think-before-escape. Don forget to rate it! :)

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Found this gem

https://ldjam.com/events/ludum-dare/41/foos-fight

Nanashi - Quick bugfix

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Being playing for a while now some of the games that picked my interest (lots of great entries :D ) but since I got pointed a quick bug (music not looping) I decided to stop for a while and fixed it. Anyway, fixed that already and uploaded it.

I hope I can find the time to write a post mortem though, mostly as a dairy thing but it'll be okay I guess, first time participating has been great and I would love to share the experience with more people out there.

Also, if you find the time give my game a try, the more advice I can get the better it'll be, for me this has been nothing but a great educational experience, getting pointed out errors I missed and being able to see some really cool techniques put into motion by other people. I'll also make sure to play your game if you point it out to me, there's so many that it's something hard to pick one!

Cheers!

[Version 2.1] On Thin Line new version is published now!

New Feature: Taking players' suggestions, I added main menu and "back to menu" function to my music adventure game. Press both triggers in game or fail the game will send the player back to menu. So you can challenge this adventure over and over! Or you can just stay in the menu, listen to the accompany music. There's no risk of overflowing or leaking in the menu.

You will need an XBox controller to play this game.

New Walkthrough Video: https://youtu.be/t2EWUggCfVY

Download it at: https://lotusli.itch.io/on-thin-line

Detailed Development Blog on my website! If you are interested how I made it (or more of my games and musics): http://yuli.io/Items/OnThinLine.html

And Good Job to you friends! I have seen there're a lot of good games in this event! Although I am too busy to play them now, I'll be back a week later and play everything I find!

A little post-mortem on "Flee, little guinea pig!"

First of all, sorry for the spelling, vocabulary or conjugation, french guy speaking here!

I probably missed a lot of thing, and I'll make an other post-mortem, if something else come in my mind :).

So, what goes wrong?

  • Making good level is hard! => The LevelDesign is clearly one of my gap (with art, but we'll see that later). It's not the first time I find myself delaying it because I know perfectly well that I won't be capable to make good and interesting levels (self confidence issue here :D). By the way, I found the last level of my entry (with the hallways and the "hiding places") more in the movement of what I want for this project. A fact which restrain my LD too, is that everything is square : there is no curved angle. So I learned two contradictory things from this gap: I have to think about gamedesign which doesn't require (or not so much) LevelDesign, or at the contrary, do I need to make more LevelDesigned project to work on this domain (and improve myself, de facto). I'm curious of what you think about it, and I invite you to tell me about it in the comments. Also, if you have any good suggestions (references, advices, etc...) for improve my LevelDesign skill, it'll be very cool from you!

  • My art, huh... => Well, I'm first of all a programmer, and I only draw stickman on my notebook, so, yeah, it's a point I need to work. My first objectif is learn how to have a good color palette, it's a point which frightened me a lot, more than drawing the things itselves.

  • Too much time spend on the physics and the collision. => The good thing is I'll not (normally ?) doing again this research process for the next top-down project, or at least, spend less time on it.

  • My game jam process is not completely oiled => It's been a while since my last game jam (well, I made the 2nd Alakajam two month ago), so my think process of what to do, decide how many time for these task and how give priority to each of them is a little bit rusty. But I think it's something that I'll improve naturally by doing MOAR GAME JAMS :D. (Hey, it's a good conclusion, isn't it? :D)

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P.S. : Don't hesitate, as say above, to share your thoughts about these, about your own experience, or everything else that come in your mind!

P.P.S. : If you didn't play yet my entry, it's available here!

(Bug fix?) Card Descriptions Added

You can check instructions to see what the cards do in my game CardPG. Check it out here: https://ceejap.itch.io/cardpg

SSSS

Shields up! Have you won SSSS yet? Go and kill everyone on your way! :D

LD41 Promo 7.png *We have nice graphics and music and pretty complex gameplay :P

Small update

The game didn't meet the entry in LD#41. However, it was initiated in it.

The original idea was to make a turn-based race.

Core systems coming together

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I'm very inspired to work on this project, even some people have shown interest in collaboration. ✊

If you'd like to see more, like, comment or follow me! (I will follow you back!)

Regards

Check it out!

Come check out my first LD compo game! Don't forget to rate it!

https://ldjam.com/events/ludum-dare/41/moon-baller

Ludums Kitchen

Hey forgot to mention we did make a mobile version of 'Ludums Kitchen'

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

Please review our game, we are loving all of your reviews!

All the best,

Tom

Playing with Gravity???

You can play Alien Sports here: https://ldjam.com/events/ludum-dare/41/alien-sports Don't forget to rate it! Any feedback will be appreciated! ;)game4.jpg

Dropzone Mars sprites free to use

The sprites I created for the jam are free to use, you can download them here:

https://opengameart.org/content/dropzone-mars-shmup-sprites

You can play the game here: https://ldjam.com/events/ludum-dare/41/dropzone-mars

Thanks!

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Little update to "Save the moon"

Soo, this is list of changes:

-Added some sound

-Refreshed main menu

-Fix some bugs

That's all! If you want you can check it on https://ldjam.com/events/ludum-dare/41/my-first-game-in-ld :smiley:957dc9f902b2d2eab602cec4cc0fc110.gif

A-Card Shooter now has an Android version

Since we noticed A-Card Shooter can be one of those games to play while waiting for a train or a bigger game download, we decided to add mobile support! We have added an Android version, sadly we cannot provide an iOS or Windows Phone version.

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Fishing-Sports-Cooking featuring Cats

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If you have 2 minutes to spare - you can play our game in your browser :)

Lots of love to all of you for your ratings, reviews and especially your games <3

We made a Web version for all the lazy ones

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We thought of our game as of a web based experience right from the start. But unfortunately we didn't make any midway builds during the development. We just worked and worked and launched our game only in Unity editor. And what was our surprise when twenty minutes until deadline our web build just didn't work! We tried a couple of times, none of them worked. So we made the standalone builds and uploaded them during the last minute ticking.

The problem was that we used quite recent Unity 2017 tilemaps feature for managing our foreground islands. And as it seems even the latest stable Unity 2017 version has a bug with dynamically setting tiles of the tilemap on web builds.

But thats not the end of story. If you look into a browser console, you can clearly see, that dynamically setting tiles causes errors. But that only happens if you use standard nonscripted tiles! In our case we used a scripted tile that automatically picked the fitting sprite depending on its neighbors. And in our case we were getting an unexplained exception in Unity internal stuff which was barely googleable.

So after finally figuring out the problem and porting the project to beta version of Unity 2018.2 the web version of our game is here!

https://ldjam.com/events/ludum-dare/41/peculiar-adventures-of-dorothy-hops

CityDefense

Have you already checked it out? I hope so! If not here is a link: https://ldjam.com/events/ludum-dare/41/citydefense

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Golf N' Grenades - Post Compo

I'm toying with a post-compo version. I've recreated the golf swings, adding a new proper swing, chipping, and putting. And now a golf cart. Think 4-person multiplayer is also in order =)

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Game ratings appreciated

cornwars2.png So once again I would like to offer you to play your games on our live stream. All you need to do to add your game to our list is play and rate ours and leave a comment with a few wourds if you liked it or not and containing a link to your game. We will then play you game live on our mainly german twitch channel and give it a rating.

Our rating stream will be within next 7 Days, no exakt date yet.

Our Game: https://ldjam.com/events/ludum-dare/41/ld41-1 Our Channel: http://www.twitch.tv/firesplashtv

Heyoo

Hey there, I see you scrolling down here looking for interesting stuff, well look no further because you are at the right place. Like platformer games, well I got the perfect game for you. Prison Farm, kills all boredom. If you have uncontrolled rage problems please contact your doctor first since the game might cause some unwanted effects. Game: https://ldjam.com/events/ludum-dare/41/prison-farming

Jeff From Accounting - A Retrospective [Art]

Hey everyone! So a lot of people expressed interest in me doing a breakdown of the art for our game Jeff From Accounting and I figured I'd do just that. If you haven't played our game yet, please play it before reading this. I promise it's worth it!

A quick thanks to our coder Aaron (@almax) and our sound engineer Dale (@dale-smith), without them this would have just been a very stationary and silent pile of geometry.

Aaron (@almax) has written a design/code retrospective. You should check it out here

LD41_Screen03.jpg

I was asked a few times by friends and people on twitchchat, "Did you make all the assets in the game? Also, when was the last time you slept? you look awful." I did make all the assets, and a lot of people expressed interest in an art breakdown. So here it is! Buckle up, it's quite long.

Early in the jam I decided this was going to be a 3D game and I roughly knew what sort of theme we were going with, it was a typing game. So an office theme made sense to me, the 60's-70's retro vibe was added because I thought it would be fun (spoiler, it was fun). I've never made an FPS before, so I was a little nervous and decided that I needed both a large amount and reasonably decent looking assets. Which is obviously difficult, but we found interesting ways to work around it.

The main software I used to create all of this was 3DS Max and Substance Painter. I did use a little bit of Photoshop here and there as well.


Tileable Textures

One of the first steps I took was creating a bunch of tiling textures that would be a nice solid foundation for the rest of the work I was planning to do, I used substance painter to create all these. Substance Designer is the better option for doing this sort of work, but I'm substantially faster with Painter workflow and I was already panicking a little at this stage with the amount of work I wanted to get done. I learnt long ago, don't be afraid to use a tool that you are more comfortable with, even if it's not the ideal tool. Teaching yourself a tool or getting stuck in the middle of a jam is a disaster (more on that later.....).

I looked at some quick reference, of decor in the time period I talked about, but I really didn't spend long on these assets, these were the utter bare bones. It's important to look at reference or have an idea of what sort of palette you want to use when doing this sort of work, it's your broad brush strokes and framework. I had a really rough idea and then tweaked colour values later on as needed.

Up close view of a carpet on the left. All the tileable textures on the right.

TileableTextures.jpg


Props and decorations

This is where I spent most of my time in the jam. Our programmer Aaron had the idea of reusing the props as enemies, this (genius) decision essentially halved the amount of work I had to do! I could focus entirely on the prop work, I even decided I wanted to dress the final room in a Cathedral-style, using office props in weird and twisted ways to build a surreal world. These decisions are probably the sole reason our game looks nice. Reuse of work and planning go a long way!

Every prop in this room has already been used in a previous part of the game. It's my least favourite part of the game, but that's mainly because it was very rushed.

MainRoom.JPG

The pipeline for the props was simple, I do a lot of hard surface 3D modelling and I'm pretty quick at it, so I knew I could just throw my body into mass production mode. I googled a big list of office props, took suggestions from the other guys and then put my headphones on and disappeared for a few hours.

I modelled a bunch of props as low as I could, optimisation was not a priority, but I didn't want to break the game as I knew I'd be duplicating a lot of these props later to create the final room. I used the high poly model to give me a nice smooth edge with a chamfer as well as additional detail, but the most useful thing was using Substance Painter's material ID colour. I was able to create a mask by using a coloured high poly model. I could then use this mask to quickly isolate different areas of the model for different materials, for example 'red' could be 'metal' and 'blue' could be 'wood. I highly recommend looking into this workflow if you are a 3D artist.

A close up of the filing cabinet asset in Max and then a selection of the props that share the same texture shown in substance painter

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The UV maps were mainly automatic and terrible, but it was fast. I made sure to batch groups of objects onto one texture. Ensuring you don't have a unique texture for every object in the game is a good way to make programmers like you. I roughly floated around 1k-2k in size for most of the textures, we could have probably gotten away with smaller looking back.

Textures of a group of props that share the same material

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Level creation

I ran out of a lot of time making the final room, but the starting room and coridoor ended up looking quite nice. The whole thing is essentially one big mesh that I sliced up in Max and then imported into unity. I used a similar method that I talked about previously and applied colours to different areas of the mesh, then swapped out these colours for different materials within Unity. This allowed me to really quickly knock together and iterate levels in Max. I'm much faster and have more flexibility in Max compared to building the level within Unity. It meant I took on the role of level designer, but my team seemed confident enough in my ability to knock something up. Either that or they were too busy to care.

Learning to make these calls is vital early on, know your strengths and the strengths of your team and tools.

Levels.jpg


Lighting

Lighting is the thing that can make or break your game visuals. A strong base of good textures and level design is required, but lighting really is the icing on top of it all. I had not used Unity's light baking system before, I had planned to last weekend before the jam (I was heavily pushing to do an FPS before the jam and wanted to try out Unity's lighting), but ended up in hospital getting my appendix removed. So I gave myself a crash course on Monday evening and made a lot of mistakes. I highly recommend any 3D artist reading this to learn about baked lighting and post processing in whatever engine you are using. I also highly recommend not getting appendicitis and trying to learn the lighting system on the last day.

The same room with and without baked lighting. The image speaks for itself on how important it is

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The player/weapon

My favourite thing in the game is the gun, 'The Punctuator' (shoutout to Gram for the name). A lot of the assets I built were set in reality, but this gave me a chance to play around with something a little more fun. However, as much as I love it, I get a little sad looking at it. I had so many plans for how the gun was going to look, but ended up with only about 30-40 minutes to texture it in the end. It turned out alright, but I wanted so much more. I very well might go back and create a full model of the gun for fun after the jam.

The Punctuator, when a typewriter and a cannon love each other very much, this abomination is born.

Weapon.JPG

We made a lot of bad calls during the jam, as you do under pressure. One that I'm glad we didn't make was animating player hands. At the very start we seriously discussed visible player hands for sexy reloads, but it would have been insane to try and do on top of all the other work. I honestly think the game would have been much worse for it and it wouldn't have made that much of an impact. In fact, not a single person mentioned that it was just a floating gun.

I tried to make the animations fast and exaggerated. The flow of the combat in the game meant that a lot of time was spent looking at the enemy, raising the gun, typing the word, lowering the gun and finally shooting. I didn't want to add to this already slow process with a slow animation. It needed to be snappy, responsive and satisfying.

This is all the animation done within Max, all other animations in the game were done in Unity. A good mixture of both animation systems worked well for our game.

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Hacks, mistakes and silly things

My assets generally degraded in quality as the deadline approached, in fact running through the level, you can tell I spent a lot more time designing the first half than I did the second. If you looked through my Max assets you would also see a shameful display of 3D modelling as time got short and I stopped caring about my modelling practices and switched to 'throw anything in the game' mode.

My favourite hack of this jam was an issue I had with the windows. I wanted windows, it helps makes the level feel more real and adds some really nice lighting that isn't just a ceiling light. However, I didn't have the time to create an outside scene or some parallax effect to fake an outside scene. I decided blinds would be the easiest option and I could still get some cool shadows. I put in a light and built up a fake exterior to block the light. Everything is looking great with the dynamic light pre-bake. Turns out that static geometry always blocks baked light by default in unity, so all my blinds don't allow any light to pass through, leaving my entire scene dark post-bake. To work around this, I slice out the windows, import them as a separate mesh, set them to dynamic and rebake. It means the windows ended up not being included in the light bake and were pretty awful looking, but I think I got away with it.

The windows look pretty bad up close, but the shadows added so much to the drama of this scene.

windows.JPG

There were a few assets I ended up wasting a bit of time on as well. I made a pencil holder, an awful looking one. That easily cost me half an hour if not more. I also made a full water cooler that I then threw out. I wasn't happy with the transparent top, and I don't know enough about Unity to create a nice material without a fair bit of work (I would have given it a go in UE4), so I didn't use it.

This one didn't make the cut of the final game.

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I also spent a fair bit of time texturing the clock that can be seen in Jeff's office and then later in the main room. This was originally our end game boss, but time took it's toll and it was dropped. You can still see it clearly placed at the end of the room, ready to be a boss. The music used in the final room was originally the boss music, you can hear the bong and tick tock of the final boss that never was.

Thank goodness we didn't name it, I'd be even sadder if it wasn't in the game.

clcok.JPG


Conclusion

This was one of the most fun jams I've done in a while, I was worried I wouldn't be able to take part in the jam last week while in hospital. The fact that I was able to not only able to take part, but make something that I genuinely enjoyed playing, really put a smile on my stupid face. The kind words everyone has said about our game so far has been massively appreciated by the whole team.

I hope that this breakdown is at the very least interesting, if not useful. Any devs that would like any help, advice or maybe just like reading my terrible attempt at writing, feel free to follow me on twitter @HeyImGreg or contact me through it.

It's been such a blast, it really has. The other games I've seen on here have been fantastic as well. I've probably missed out so many things that I meant to write about, but I'm tired and the weekend is blur.

Cheers, Greg

I cant hear you!

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

Toaster Boy

Our Jam Game: https://ldjam.com/events/ludum-dare/41/toaster-boy

Weio returns

please rate our game! (⊙ ▽ ⊙) https://ldjam.com/events/ludum-dare/41/weio

Blocks'N'Blaster - Thanks for your feedbacks guys

Your feedbacks had been really helpfull and filled our heart with joy. Thanks for the Twitch streamers who tried hard to beat the 644 000 Highscore, and for all these positives feedbacks.

We'll spend the whole weekend rating all your game, and giving as much real feedbacks as we can, as we know we all here to improve ourselves, to learn, and to meet people all over the world : )

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We have some ideas to make the games cooler, and add some controls over the game for the players.

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

Give us games to play! (Pt. 2)

Hey everyone, @caterein and I spent a handful of hours yesterday playing, rating, and leaving feedback on a whole mess of games and we're ready for more! We played something like 26 games yesterday and we're aiming to take on even more today, so go ahead and drop us a link in the comments! We promise we'll play them all.

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And of course if you happen to trip over our game, Puttsy, on your way to the comments section we'd be happy to hear what you think.

(For all you historians out there, here's the original post)

EDIT: Oh, jeez... 6 hours and 25 games later it's nearly 1 AM here. I'm going to need to call it for tonight, unfortunately. Don't think I'm not coming back for all these un-played games, though! I'll be back on this weekend to finish off all the ones I didn't get around to, and who knows, maybe we'll do a part 3 if there's any spare time.

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Are they blue seals?

Since I received some comments from you after playing my game "Love and Hate in Hell Café", I realized that the blue spirits waiters really seem to be seals. What do you think about it?

Maybe I considered them as blue spirits, since the first-day graphics for them were really simple: camarero.png

Nevertheless, 3 hours before the deadline, I was able to improve some of the graphics of the game and the blue spirit waiters became in this: camarero2.png

Which one do you prefer?

Those blue sp... seal waiters can be found working in the café where Angels and Demons are being seated next to do love (or hate) arise. Would you like to give a try to the game?

❤️🧡💛💚💙💜🖤💔 https://ldjam.com/events/ludum-dare/41/love-and-hate-in-hell-cafe 💔🖤💜💙💚💛🧡❤️

Thanks for playing and also for your comments and reviews! 😄

Lets get this game to 20 yo

Hello all! If you have the time please check out my game WaveRush https://ldjam.com/events/ludum-dare/41/waverush

I want to get this bad mofo to 20 ratings!

Leave your game in my comments and ill be sure to check it out ;)

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Toasterman Types: My first game jam!

Hey! Have you taken a look at the game Toasterman Types? Go check it out! I had a lot of fun making it even though it is unfinished and kind of sloppy, and I am looking forward to more game jams! Be sure to like it and review it!

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