LD 41April 20–23, 2018

DevStory of the enemy.

Hey guys. There is an enemy dude looking like this.

DickRider.PNG

I'd like you to know, that if you saw smth wrong about him, there is nothing wrong with you. While development I wanted to add a little more "Side-Scrolling" part to the game. So I came up with an idea of enemy, that will fly by ship and possibly hit it by itself. I thought about it like an asteroid field.

Our artist said, it will be much cooler if it will be the real dude riding on the rocket. So he started to draw. He showed us the scetch of this dude. Dude astride a giant red d11do :D

Then we decided to change color and shape, so he looks ok now. But in project files he's still called the D**kRider :D

ps: I had no time to implement that mechanics. Still it's worth trying our game: https://ldjam.com/events/ludum-dare/41/ssss

Changelog 1.02 : The Matix building conundrum.

Told you Robots worked fast ! The game's been fixed, playtested, and it's fully playable ! So enjoy once again the feeling of emptiness vanishing as you help tincans to understand what it means to be alive !

Problem of developing 2 player game

AAAAARRRRRTTTTTTvoe.jpg

Hi, this was our first ludum dare and even first game ever. We've learned a lot while trying to combine casual game of farming simulator with action throwing game. Our game was meant to be for two players and in development we tested it a lot.

But the day of submit - Monday, we weren't able to work together and thus not even test the final - radical changes. So just few minutes back i played my own game for the first time!!! So for the whole week i didn't know, if the final changes - the scoring system even makes game playable. And lucky for me, it sort of works.

So if you want, find your friend and play our little game here

If you don't have such opportunity, here is gameplay, hope you'll like it.

https://youtu.be/TgCoZD3B8?t=4s!

Ludums Kitchen

Hey, review our game... Our team wants to know whether you guys think it would be a good game to carry on making?

cover.png

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

Wanted to share: needs reviews

Literally my favorite game this year, outside of Stardew Valley. Sadly, it needs way more reviews.

Go check out Shootdoku!!

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

Screen Shot 2018-04-27 at 10.03.03 AM.png

Anyone else continuing their game?

I'm looking forward to updating my game post-jam! :)

Added before Jam-End: -Break the Boulder Quest -Receive an Item from 1 townsfolk -Progressive level gain gives you a better Title -More sounds -Health hearts instead of just instant death

COMING SOON/CURRENTLY UPDATING: -Water Collision -Health levels instead of Instant Death and respawn -More cities -More characters -More quests -Specific map areas = Specific countries! -Join a faction!

You can play in online here: https://ldjam.com/events/ludum-dare/41/untitled And if you want to stay tuned, follow me at https://hannahwebb42.itch.io/, and I'm looking forward to adding more updates! :D Preview 1.png

Come, Play and Rate!

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

Wanna be a kill some stuff?

Kill the with words by playing my game!

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

Jellys Adventure - Now with Music!

We added some Background Music do give the world more feeling. We also added some Music for the MiniGames and made them work in the Beat of the Music.

https://ldjam.com/events/ludum-dare/41/ludumdare-41-jellys-adventure

logo.png PromoShot04.png

Art resolution matters

As with any sort of timed programming challenge, I made a few decisions that I went on to regret. That's sorta the purpose of these though, to try new things and learn what works in an artificial time crunch. One of the mistakes I made, was making the art too detailed for my skillset. My previous LD submission (LD40), had an extremely low pixel count art style. Character legs/arms were 1 pixel wide, and that decision was made on purpose to make art take less time. My final version of the game however, seemed to lack polish due to the shortcut in art. This time around I decided on larger character sprites, starting at 64x64 and ending up with some larger 128x128 characters.

p1sheet.png LD40 vs LD41 player sprite sheet

p2sheet.png

While the art does look nicer, I spent probably half of my allotted time just working on the art. This led to a few things (like the enemy spawners) being rushed, causing them to standout as being less detailed. Not only that, but it was time I lost for gameplay enhancements! Ultimately I think with more practice drawing, I can get to a place where I can pump out high quality sprites in shorter time. Until then I will probably move my resolution back down for the next jam so I can put more focus on making the gameplay awesome.

If you haven't tried my game yet, give it a whirl! I'd love to hear your feedback!

PART 4: Wreckless Rally: Flavouring!

title-part4.png

Back to part 3: Meat of the Code

Little bits of flavouring!

Adding some fluff can really help make a game feel like a game. So let’s fluff it up!

Spin out!

When cars collide take control away for a bit, have them shoot in a random direction and spin. Added bonus makes the collision hazard more of a hazard to avoid; it’ll ruin your chaining.

spinout.gif

Nice! Taking control away from the player can be immersive but too long and it becomes annoying. So we tune it down a bit and make them shoot away a bit further. Perfect!

Tire tracks!

Lets add tire tracks! Particles are relatively cheap so we use a transparent dark smudge and project it under every wheel. Fade out over distance. Or better yet, it might actually be faster to code just to have a single sprite with all the wheels on it. Hey presto! Looks amazing combined with a spin out.

spinout-with-tracks.gif

Racing start

Cherry on the cake in Wreckless is the start of the race. We spawn active racers on all the starting positions, have them wait until the starting lights tick down, and let all the systems combine into happy little accidents! The player slow little truck bubbles behind them, racers collide and provide the chaotic narrative we need for the game. Perfect!

chaotic-start.gif

We obviously planned this. Ha! Haha!

Hazards

Adding some barricades, barrels and pylons that the player can knock over will help the map feel a lot less static, so let’s do that!

hazards.gif

Next up: Game Balance and Intuitiveness

Check out other parts here!

Play wreckless-rally here

The following is Sponsored Advertisement from Barney's Bird-View Burger:

Hey there ya’ll! Come on down to Barney’s Bird-View Burger!

The only place that flys your food in not once a day, not once a hour but once you make your order!

Food so fresh and legit you can taste the difference!

Proud to have been featured in the local newspaper- newspaperclipHighlight.png

Now don’t be afraid! Come drive on by in your car. https://ldjam.com/events/ludum-dare/41/bird-view-burger-barn

Let's play each others games C:

It's been 4 days already! Thanks for all the support and feedback! If you haven't checked it out and would like to play a pretty cool game, play my game :) I'll also gladly play yours, if you comment to my game. Thanks a lot! <3

Play it here!

https://ldjam.com/events/ludum-dare/41/skies-and-cubes

CubeIcon.png

Little updates, and tell us what you think!

Hello again everyone! Just a little pre-weekend update for everyone. We realized our game was impossible to finish (literally, one of the levels had no exit), so we updated it and put it up on gamejolt.

PortadaLDJAM41.png NivelConNieveyTal0.png

The control is a bit updated too in that version. So if you want to try out the whole game or if you want to play and rate the classic LD version, we would be really grateful!

A good weekend from all the team at SandBloom studio.

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

Need to rate more games!

If you've made a fun game I could play in my browser, I'd like to rate it.

Check out my game too if you'd like: https://ldjam.com/events/ludum-dare/41/heartless-ninjas

New canvas.png

Playtesting stream is live now!

Come hang out and watch me break your games https://www.twitch.tv/nufflee !

If you didn’t sign up yet, make sure to do so here: https://goo.gl/forms/SyIoqbIqiST8zCS43 .

Alpha Beta Gamer Reviews Boxing Surgery Sim 2k

We were pretty stoked to have Alpha Beta Gamer review our little entry. He even made a little playthrough to help explain WTF is going on :smile:

Boxing-Surgery-Simulator-2000.gif

Read his take here...

https://www.alphabetagamer.com/boxing-surgery-simulator-2000-game-jam-build/

and get your grubby little gloves on it here...

https://ldjam.com/events/ludum-dare/41/boxing-surgery-simulator-2000

LET'S PLAY NOW AVAILABLE : A KID'S NIGHTMARE

You wake up suddenly in the middle of the night in your room after a nightmare… But are you really awake? This room seems pretty hostile in the dark. You have to find your way to the light.

Theme : Horror game for children
Graphics : Voxel
Almost all sound effects : with our mouths
Developers : 3 Master of computer science students
Tools & languages : Unity, MagicaVoxel, C#

Before to check out the solution, try our game :p https://ldjam.com/events/ludum-dare/41/a-kids-nightmare

Let's play : https://www.youtube.com/watch?v=7-reDZYzXmE

P.S : Will you find the hidden teddy bear? OoO

Do you like poker ? Do you like fast-paced platformers? Check out Shady Cards!

04Cards.jpg

Thank you for your reviews! We've reached the 20 minimal number but we'd really like to get as much feedback as possible, and maybe see if it's worth developing the game further!

You can check our project page here: https://ldjam.com/events/ludum-dare/41/shady-cards

Also feel free to comment this post if you want to review Shady Cards, so we can review your game in return :)

Cheers

Idle Shooter - Post Mortem

Idle shooter still need some votes.

Try it here: https://ldjam.com/events/ludum-dare/41/idle-shooter

screenshot_03 small.png

ok so it's maybe time to write a small post mortem on my submission.

Design

The idea was to do a small top down shooter and mix it with a Idle game mechanic where you upgrade things to a ridiculous extent. This is a solid and safe base and I think it was too safe. The idle game mechanic is nice but working mainly for the money you get. If the balancing was too weak at the beginning the game was immediately less fun and if it was getting crazy with tons of bullet on screen it became confusing so I ended up with only few possible upgrade and gold being the main one that goes in crazy town.

At the beginning of the project I had much more enemy on screen which was quite fun too unreadable and hard when the game found its art style.

2018-04-22 12em54/em45.gif

Art

Art is definitively not my thing and I think this is something work on for the next LD especially by trying to find a more simplistic art style. Overall I'm still happy with some elements (especially the cactus) but the main character is definitively a bit underwhelming. Just look at him:

screenshot.png

For the animation I again avoided to have keyframe animations. A thing I should really try out also for the next LD. I try to make animations mainly using easing functions which work I think quite well for many things. Except of course for the main character that was unfortunately too static.

2018-04-27 18em38/em10.gif

Code

I am using WakaTime to track my time which is always kind of interesting. For this Ludum Dare I work around 18 hours on my code which is much more than my previous project. This is bizarre to me since I feel the code was more straightforward and simple. The summary showed that I worked a lot on the upgrade and I think it might be because a lot of the balancing was done there.

Untitled.png

One of the bad idea was to start the jam by creating a new system to handle entities. This is usually a bad idea to implement tools for a jam but while I lost some time it inspired me to create a new system in the next few days. The idea is registering entities with a list of class or descriptors. But the core idea is to have a simple but flexible query system similar to jQuery. So it would easy for example to get all entities in a zone of the game world that are one fire and not the player ("zone-2-3 on_fire -player"). It was really helpful on this project to get easily all the bullets that are flying without maintaining different arrays like I was doing in the past.

Anyways, thanks for reading and send your games in the comments if you want me to play them.

@NicMagnier

Chef, Yes Chef! - Mac Build!

Hey all!

I know we should have done it sooner but we have finally made a MAC build of our LD41 entry! Any feedback would be incredible! We hope you enjoy it :)

CYC_MainMenu.PNG SpicySpag.jpg

LD42 Theme idea

For LD42, the theme should be "Logging In".

You could for example make a game about composing a blog post within a very narrow time window between logging in to a website and being automatically logged out due to a bug or glitch of some kind. This would be the mini game within the larger game, which is to find and fix this bug so that log in sessions are preserved and persistent.

5 Votes till 20 !!

Dating clicker needs another 5 Votes to hit 20!!
Thanks to everybody who already played :)

https://ldjam.com/events/ludum-dare/41/dating-clicker screenshot2.PNG

1/4 Done!

I'm about 1/4 of the way done rating all the games from the comments section on my game!

There was a lot more than I expected.

If you leave a comment after rating my game I'll be sure to check yours out too!

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

Puzzle Invasion is happening and you must act!!

Screenshot (14).png

WARNING - This is for you!

Heyy there guys, you must check this game out! You wont regret 😍! You'll enjoy the prepared soundtrack 🎶 from our digital composer Márcia Carvalho and all the concept and art made from scratch in just 2-3 days by me (André Silva) and Pedro Fortes 💪!

We would like to hear from YOUUU 👇!!

Please come give it a try. In our last update we made an WebGL build for it and even simplified our UI, together with fixing many bugs we had since it was published 😋!

Visit our game's website on https://estacaomarte.itch.io/puzzle-invasion and dont forget to give a RATE and COMMENT, we are happy to check out your games tooo!

THE "Puzzllerrs" are coming and ...

All the fun is happening here:

https://ldjam.com/events/ludum-dare/41/puzzle-invasion

Acid needs rating!

Acid needs ratings!

Hello guys, so we really need the ratings. And since this is our first game, it's very important for us to know how we are doing.

Thank you all who will rate our game and please don't hesitate to share your game in the comments, we will love to play your game as well!

ACID Facebook.png

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

Timelapse

Finally had time to put time-lapse of my ld entry up on youtube. If you are interested, then go and check it out :)

https://youtu.be/Bvf-93_c9eA

Playing your games @Twitch!

Hey all!

I'm with Tech Valley Game Space (TVGS), a diversity-focused game community in the New York Capital Region. Every Ludum Dare, along with having a real-world jam meeting, we stream Ludum Dare games during the rating period! Our first stream is tomorrow at 8:00 PM EST!

If you'd like us to stream, give feedback, and rate your games, submit it at the form below: goo.gl/forms/zQAhArQG3Lfp2imS2

We'll be live-streaming at twitch.tv/techvalleygamespace. Games will be played on a first come, first serve basis; but if you're on the chat, we'll play your game first! If you'd like to know our review style, a previous recording of our livestream is available below: https://youtu.be/ti2zBlE7Ov8

Streaming your games again!

twitch ludum dare.png Hey everyone! Work's out early today so I have a few hours to play more of your games here: https://www.twitch.tv/flightyfelon

If you want to submit your games to the queue go here: https://goo.gl/forms/47nU7JaRpZ85QL8j1 Remember you have to be there for me to play your game :)

Also, if you want to skip the queue there are instructions on the Twitch Stream description. ;P

Don't forget to check Dancemazing this weekend!

Hello it's weekend! That means we play and rate games for 48 hours! So don't forget to play my compo game Dancemazing here: https://ldjam.com/events/ludum-dare/41/dance-for-your-life Don't forget to vote and leave a comment so i can check out your game too! Thanks! Screenshot_10.png

Some games in the DANGER zone (LANAAAAAAAA!)

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/danger/all

https://ldjam.com/events/ludum-dare/41/burger-boy

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

https://ldjam.com/events/ludum-dare/41/rpg-clicker

https://ldjam.com/events/ludum-dare/41/follow-the-light

https://ldjam.com/events/ludum-dare/41/pinboy-an-rpg-pinball-game

https://ldjam.com/events/ludum-dare/41/fatty-boy-run

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

https://ldjam.com/events/ludum-dare/41/space-pong-invaders

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 17.57 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

Witchbeat - Downloadable version released!

bard_7.gif

My Rhythm-Game-Zelda-Esque thing Witchbeat has downloadable versions for Windows, Mac and Linux now. Grab 'em from here!!

I was also gonna do a lengthy post mortem too, buuuuut I forgot to save the draft and lost it all, so here's some Dev Shots with light commentry instead!


bard_000.png Originally I pondered about doing something more Dark Souls than Zelda, but given I was using Pico8, figured it was easier mechanically and aesthetically to do the latter! :p

bard_0.gif The end of Day 1 combat system let you target anything nearby, and attacks were distributed randomly to each target. This made it incredibly annoying if you wanted to target an enemy bearing down on you and instead you just attacked some nearby pot, so it was changed to focus on the closest, importantest target!

bard_5.gif 2 Enemy types didn't make it in since I ran out of time - the Blob was originally going to bounce at you in time with the music and divide into 2 smaller ones. Therewas also going to be an enemy wizard which would fire projectiles at you - that's why there's a bunch of islands in the water with enemies, they were originally going to be firing at you. The boss would also fire projectiles at you too, but instead he's basically a slightly tougher version of the kobold enemy.

bard_6.gif Dialog systems are a faff!

bard_8.gif Overall I think Witchbeat went pretty well! There's a few issues with how the rhythm mechanics were done in Pico8, which were mostly due to silly technical implementations early on - I've a better idea on how to do this properly if I choose to do something similar in the future. I really liked this LDJam's theme this time round, and hope everyone's having fun playing all these crazy mashups! :D

'Till next time, - D16

Pinball + Hack and Slash will be developed!

The other day I put this GIF of my unfinished prototype for LD41 on twitter and got lots of love and support, so I decided to continue this project!

* Follow me on Twitter to stay updated on the development! 😃 *

LudumemDare/em41emHavana24/emPinballemHack/emSlash2.gif

I got lots of ideas for this, can't wait to create something unique!

havana24

We made a trailer for our game!

I know it's silly to make a trailer for a game that you can finish in 5 minutes but we couldn't help it :)

https://www.youtube.com/watch?v=qhlpSG77MIw

Check out the game here: https://ldjam.com/events/ludum-dare/41/toodee-and-topdee

rate and comment football game )

https://ldjam.com/events/ludum-dare/41/fire-duck-football 1008e.png play with sound :sound: to feel football atmosphere! :smile:

Making of Skywood Pier - A procedural walking simulator

Well it's been a few days and I have had some great feedback. I have to say it has been received much better than I anticipated as after staring at the same set of planks and walls for 48 hours I thought it was looking and feeling terrible!

I set out originally to create a procedurally generated world and narrative that the player could explore. I started with a very basic idea for corridors and rooms that would spawn upon opening a door. I had big plans for multiple routes, dead ends and item rooms that obviously disappeared when it came to finishing the game in time. The basic building block for the world was this set of planks...

4Planks.png

In unreal I generated a single blueprint that contained a single mesh that in the construction script, randomly selected 1 of 4 meshes as its base appearance. It then applied one of five random colours. Using this blueprint I created a second blueprint that had many of these planks as childeren. That was the start of my world that built itself and I was happy that there was this hodge-podge thrown together feel to the wood and walls. It looked rickety and I though about making it fall apart, which would also solve one of my issues with procedural corridors and world... How do you stop corridors looping back on themselves or appearing in each other without more advanced systems than I had time to create? They fall apart! After entering in the wrong Z value, my individual planks started floating upwards! This was a happy accident and I think looked much better than falling off. At this stage my corridors also didn't have ceilings which also solved an issue, as if the gravity had been the right way... they would have cluttered on the floor. So, my dissolving world of wooden corridors was born. I created a series of basic room shapes as below -

RoomLayout.png

The first room was the template that contained a table, a window and an item. The aim of the game was to discover a story that would piece itself together once the items were collected... however I ran out of time so unfortunatly, the procedural narrative was scoped back to be this -

ProceduralNarrative.png

Which as an abstract tale, worked ok and left room for imagination and inference of personal projection. Would have liked to do more though! Threw in 6 objects I made quickly including my trademark "Space Tea" that I put in all my games :)

SpaceTeaThumb.png

So with generating rooms that appeared randomly on door openings, I put some basic logic in that ensured every few rooms would be an item room and made the items spawn randomly and remove themselves from an array once taken. This was really the bare bones of the game and once I composed the music and recorded the voices, it seemed to mostly hang together. Discovered some funny things along the way like, if you spawn too many rooms... the physics gives up and all the planks start falling the correct way! Also this happens if you full screen in editor! which was bizzare!

in the last hour I managed to throw together a front end screen by making a logo, putting a single wall behind it and then animating the camera to look "floaty".

SWP2.png

I will be uploading a video of a playthrough soon but will need to capture it somewhere else as my home PC does not cope so well with the engine AND a video capture. All in all, I am quite happy with this one. Would loved to have done more but as always... never enough time!

Thanks for everyone's kind comments and support.

See you next time!

In My Car

Did you ever fantasize about dating your car? Who didn't, right? Well you're in luck because we made an accurate simulator of exactly that. Check it out: https://ldjam.com/events/ludum-dare/41/in-my-car win rozowy.png

First simple AI

In our entry "Shake'n'Shoot" i tried myself on a simple AI for the first time. Because i had a few problems with the mp_grid functions in gamemaker before i denounced using pathfinding. This was my approach:

mapb.png

I added waypoints on "strategically important" places of the map. If a robot has vision on the player (the bottomless pit surrounding the level blocks it) it moves directly in his direction. If it looses sight it will continue chasing after the players last seen position, most likely rounding the corner to spot the player again. But if the player is quick, smart or lucky enough so that the robot looses his tracks it will move back to one of the nearest waypoints, switch into a passiv "wandering"-state and wait for the player to cross his sight again (or gets destroyed by a coldblooded shot in the back).

Screenshot 2018-04-27 21.50.57.png

If you want you can play Shake'n'Shoot here

Zelda + Car Combat, Web Build now available

Not everyone likes PC builds, so I've added a web-playable build of Legend of Zoom, my Zelda + Car Combat mashup!

WebBuildIntro2-small.gif

Entry is here if you're interested: https://ldjam.com/events/ludum-dare/41/legend-of-zoom

Make up and drive map design

map1.gif

Location design of "Make Up And Drive"

You can see it in our entry https://ldjam.com/events/ludum-dare/41/make-up-and-drive

Later I'll show and tell you how we made the movement of the character and the game camera. Enjoy and vote! :)

Still need ratings for your game?

Link them here! I want to play some more!

This is mine if, you're interested: https://ldjam.com/events/ludum-dare/41/rthm

#2 - DevLog - Build, build and build! Puzzle Invasion

Screenshot (14).png

What?! Puzzle invasion? 😖

Introduction

YEAHHHH, that’s right! 😱 “Zombie” puzzle pieces are trying to set something up by completing that old cardboard puzzle you left in the attic for .. hummmm … 25 years! That is so from the 90’s! Go back to your paper contry!

Let’s put them back in the respective boxes, otherwise they’ll steal our precious time!

Glue them as fast as you can before they reach their destination and step right on the respective colored floor tile to make them DIEEEEEEEE 🔪 …. sorry … but no … caa humm .. this is for educational purposes only, so lets just say they disappear ok?! 💨

Download

We published our little game in https://estacaomarte.itch.io/puzzle-invasion/, please GO CHECK IT OUT!! *Please remember that this game was made from SCRATCHHH during the EVENT. Everything you see started from NOTHING XD

THE "Puzzllerrs" are coming and ...

All the fun is happening here:

https://ldjam.com/events/ludum-dare/41/puzzle-invasion

Credits

  • André Silva - Programmer/Artist
  • Márcia Carvalho - Music/Sound Effects
  • Pedro Fortes - UI/Game Logic

#2 - DevLog - Build, build and build!

Yup, everyone gets to play our game now, with fresh new builds for many other platforms :) Go check it out!

  • [ADDED] New windows build
  • [ADDED] New WebGL build
  • [ADDED] Mac build
  • [ADDED] Linux build
  • [ADDED] Pause menu now shows controls
  • [FIXED] Resized UI to work in every environment

FA$T CRA$H

https://www.youtube.com/watch?v=aULC450gtxU

RUNNER + TRIVIA/GAMESHOW

PLAY HERE: https://ldjam.com/events/ludum-dare/41/fat-crah

Postmortem Part 2 - Art and Mind shift

Hi, this is second part of a postmortem for ACCIDENTAL EXISTENTIAL

→ Go to Part 1 - Brainstorm and dramatic cutoff

main2.png

There are 3 different stories in the game. Each one is unique genres mashup so is visual layout.

I'll tell the story behind art of the one of these mini-games.

Art

One of the ideas was adult game but for kids. I didn't had much time because I threw most of the assets away, so I decided to make it different. Fast and childish like a kids drawing.

Assets for this layout. Mostly done in one take :) post2-1.png

Paper texture made with old vynil record. post2-2.png

Artstyle like that isn't that time consuming and (more importantly) perfectly contrasts with the heavy adult theme behind it!

Also there is a visual contrast with two other stories that has more grayish realistic look so the game gets an interesting visual rythm as well.

Jam Conclusion - Goals

It was the first time when I purposely tried to communicate not a single message with the game, but a space of ideas to interpret.

*And it worked! *

I can't explain how happy I was after reading first reviews. You guys got it and in a such different ways! Some see it straight and heavy, some get it very personal, some read dark humour or ironic meta on life and industry.

Mind shift

This is a mind shift for me personaly. All of my life before I was sure that piece of art should be about clear message or experience communication.

Before I'd rather be upset if players won't get it the way I put it there. And now it's just amazing to see what players will build with this forms and how personal they will make it.

This is no longer a dictate of the meaning but the real co-creation. It requires more effort from both dev and the player but it totaly pays off.

Thank you :)

→ PLAY ACCIDENTAL EXISTENTIAL

Just play it

You will enjoy it.

Click here : https://ldjam.com/events/ludum-dare/41/rackety-rekt

3.png 2.png

or here : https://ldjam.com/events/ludum-dare/41/rackety-rekt

The Music of Infinite Checkers

Quick description of the game: Infinite Checkers is a Ludum Dare 41 Submission for the “2 Incompatible Genre” theme. The game combines the fast-paced gameplay of an Infinite runner with a mind-bending twist of checkers.

31225287em10209384593006679/em482019605489909760_n.png

Music is often seen as a post-production asset when it comes to developing video games. As a sound designer, this is something I often find myself at odds with when it comes to working on projects. Luckily, the man who did all of the development of our project for Ludum Dare 41 reached out to me a week before we started asking if I would come on and do audio.

But enough about that, let's talk about what I did for the music for the project. I spent 14 hours on this track on the Sunday before submission. That's 14 hours from conception to polish. Some of you might be thinking that that's a long time to spend on one piece of music. Well, keep reading to find out why I spent so much time on it. If you haven't heard the music yet, check it out on my SoundCloud account:

https://soundcloud.com/c-blake-smith/endless-checkers

The music for Infinite Checkers is inspired by early 20th Century Impressionism, with a more modern addition of an electric drum kit. For those who don't know what Impressionism is, I would like to recommend the following video as a good audio reference.

https://www.youtube.com/watch?v=CvFH_6DNRCY

If you don't want to watch a YouTube video, Impressionism is the idea of painting an image via sounds. They accomplish this by incorporating harmonies that aren't traditionally used in popular music. There's a lot more to it than that, but I don't think anyone is here to learn about the intricacies of music history.

So, why would I use a musical style that's older than pretty much everyone who's currently alive? Well, because that style is great to use when you want to lull the listener into a sense of focus. Despite the fact that the music uses complex harmonies, it is very easy on the ears. The next harmony that the harp plays isn't always one that your ear expects, but it isn't jarring. In fact, it's somewhat more smooth than what a lot of people listen to. Additionally, the way the harp treats the harmony almost gives the music an auditory illusion of a constant rise that makes it seem like it goes on forever. This helps add to the endless runner genre be also never sounding like it's over.

Quite honestly, creating the harmony is what took up 10 of the 14 hours. It's complex as heck. If anyone who enjoys music theory wants to know what progression I used, feel free to hit me up and I'll send you my analysis of it.

The music also uses a solo bassoon, oboe, and a full string section. The bassoon and oboe play a melody back and forth. The melody is simple in structure and gives the sensation of playfulness. When the oboe and bassoon come in playing the longer notes, those are also reflections of the melody. The strings also carry the melody briefly, but more often serve as an accompanying role in the music.

I worked off of my 2017 MacBook Pro, using LogicPro X. The harp and drum kit were part of the basic kit that came with LogicPro X. The bassoon and oboe samples came from the Kontakt 5 library, and the strings were pulled from Spitfire's Albion One collection.

Screen Shot 2018-04-27 at 1.12.34 PM.png

Most importantly, context is key here. Be sure to check out our game with the music playing and let me know what you think of it all!

https://ldjam.com/events/ludum-dare/41/infinite-checkers

In-Game Help

Typical Ludum Dare play&rate session takes 5-10 minutes. Such a small amount of time to explore all the mechanics in a game. Especially, if the game itself has no tutorial or requires a lot of time to understand the basics.

Does your game have a self-explonatory mechanics or in-game tutorial?

Well... ours doesn't have one :smiley: But we have a help section! Which might be useful I guess (no it's not).

help.png

And still there are a lot of tiny things that could be unclear. For instance:

1. The Devil doesn't burn in lava. (is this even obvious?)

Infernoculus help

2. The Wizard could heal an ally by hitting him with the ball. (all games should have this feature)

Infernoculus help

3. And The Biggy is able to reach the ball in 2 cells radius with his special ability (his stick is just too long)

Infernoculus help

Now you know more!

Play on Web

Submission Page

-Limits- A post mortem

Disclaimer: I'm not quite sure how to do post-mortems, so I guess I'll just say everything that happened, like in the videos!

By: Shark Editing Co.

-Limits- a Post-Mortem

If you want, you can play it here!

DAY 1: FRIDAY

So, 20:30 I was hyped. I was closing down other applications and opening Unity and VS.

When 21:00 came around and I spammed reload for the last time, I saw that I got the theme I wanted! Yay! I know what you're thinking, you wanted that theme?!?! Well, a turn-based racing game sounded cool to me, and I knew that people would make some cool stuff from the theme! I couldn't wait to see what people made!

21:30 I had my basic Idea! :) I'm pretty lucky with getting my ideas for LDS!

22:00 I went to bed. I know. Early. But I wanted some sleep. Coding on 0 energy is worst then spamming the keyboard! :p

DAY 2: SATURDAY

6:12 I started my project. I decided to go 3D. That was a big mistake. That destroyed all my ideas and made for a bad incomplete game I'm not happy with. Noted for next year. DON'T GO CHANGING your dimension. (e.x. 2D, 3D, VR)!

THE REST OF THE DAY I did level design think ing of my concept and did (a little) bit of scripting. At the end of the day, I had the whole map finished :)

DAY 3: SUNDAY

6:23 - 10:00 I did ALL the scripting for the game. All the text all the colliders, you know the main scripting!

15:03 I submitted my game to LD! Yay! :) With about 5 hours to spare on the compo!

# SUMMARY

I had a lot to do, (outside of ld) and lost half of my time on those :( I watched Literal Games do their ld! You should check them out there awesome! :) I listened to a lot of music on Youtube! Mostly songs by Aron Fraser Nash! I also Binged Stranger Things for the 4th time! :P

Tell me your thoughts!

What did you think? Were you wishing (Like me) That Ludum Dare happened every week, or still recovering from the lack of sleep for the last one?! I wish it happened every week! But if it did I guess It wouldn't be so special! I hope everyone enjoyed this Ludum Dare!

I don't know what else to say! This is my first Post-Mortem!

Takeaway

  • Don't go into 3D if you don't think it fits your game idea/theme or if you're going for a larger game where it might be harder to work in 3D space!
  • Make sure you THINK YOUR IDEA THROUGH! If you just improvise as I always do, things won't go well...
  • A plan for how you're going to do things, e.x. Coding Day 1 and modeling Day 2 and stuff will definitely help!
  • Of course, don't have too large of a scope!
  • # Have fun! (:

Checklist:

  • [x] Keep scope low!
  • [ ] Think idea through!
  • [ ] Plan!

Hopefully, something in this helped you! This will probably be my last post until Ludum Dare 42!! I can't wait!!!!

I think I did well this time! Last time I didn't even finish, so although my game is short and lacks polish I think I did great this year! I hope you all did well as well! That's it for me!

-Sharks 2018, Ludum Dare #41

Check it out!

Come check out my first LD game and let me know what you think!

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

Title.PNG

Tutorial on how we made this really simple water reflection effect

Some people have asked how we did a reflection effect in our game. So I decided to post a code and a small tutorial for that, because it is really simple and may help someone who is just starting with game development and give them a tool to use in their 2d games.

So we are making this reflection effect.

If you want to see it in dynamics, here is a link to our game.

7.png

1) At first you need a shader file. You can create it via Unity or simply create a text file somewhere inside your assets folder, call it "Water" (or whatever you want) and make its extension ".shader".

2) Then paste all this code there:

```

// You can change the name to whatever you like. Shader "DashingAshes/Water" { Properties { _MainTex ("Texture", 2D) = "white" {} _FoamColor ("FoamColor", Color) = (0.8235295, 0.8470589, 0.8588236, 1) _ThickFoamSize ("ThickFoamSize", Float) = 0.03125 _WaterLevel ("WaterLevel (WorldY)", Float) = -0.325 } SubShader { Tags{"Queue" = "Transparent+10"} // No culling or depth Cull Off ZWrite Off ZTest Always

    Pass {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #include "UnityCG.cginc"

        struct appdata {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f {
            float2 uv : TEXCOORD0;
            float4 vertex : SV_POSITION;
        };

        v2f vert (appdata v) {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.uv = v.uv;
            return o;
        }

        sampler2D _MainTex;
        fixed4 _FoamColor;
        float _ThickFoamSize;
        float _WaterLevel;


        // Here is a reflection code.
        fixed4 frag (v2f i) : SV_Target {
            fixed4 col = fixed4(0,0,0,0);
            float doubleOrtho = (2 * unity_OrthoParams.y);

            // We are calculating, where on our screen would be the water level.
            // Screen coords go from 0 to 1. So 0.5 is a middle and we are counting from the middle.
            float waterLevelInScreenSpace = 0.5 + (_WaterLevel - _WorldSpaceCameraPos.y)/ doubleOrtho;
            // i.uv.y - is our screen coord and if it is below our screen space water level, then
            // we are drawing the water fragment.
            if (i.uv.y < waterLevelInScreenSpace) {
                float2 uv = i.uv;
                uv.y = 2 * waterLevelInScreenSpace - i.uv.y;
                col = tex2D(_MainTex, uv);

                // We linearly interpolate our color from
                // _FoamColor(wich is the color on top of our water)
                // to the color of reflection.
                // Play around with this line. Especially the last 0.25 parameter.
                col = lerp(_FoamColor, col, 0.75 + clamp(5*(waterLevelInScreenSpace - i.uv.y), 0, 0.25));

                // This detects if we are drawing the most upper level of water.
                if (i.uv.y > waterLevelInScreenSpace - _ThickFoamSize/doubleOrtho) {
                    // And if so, then we are painting it with a little more intensive _FoamColor.
                    // Play around with this as well.
                    col = col * 0.75 + 0.25*_FoamColor;
                }
            }
            // If our screen coord is above screen space water level, then we are drawing the regular
            // world fragment and not water.
            else {
                col = tex2D(_MainTex, i.uv);
            }

            return col;
        }
        ENDCG
    }
}

}

```

3) Now create new material and set it to use this shader. MaterialUseShader.png

4) And then you have to create a new script from which we will be calling a post-processing render with our material. Create new script, name it "ImageEffect" and replace all its contents with this:

```

using UnityEngine; using System.Collections;

[ExecuteInEditMode] public class ImageEffect : MonoBehaviour { public Material material;

// Postprocess the image
void OnRenderImage (RenderTexture source, RenderTexture destination) {
    Graphics.Blit (source, destination, material);
}

}

```

5) The script is ready, now you have to add it to your camera. DO NOT FORGET TO MAKE IT ORTHOGRAPHIC! After adding just link your water material (not shader) to the "Material" input. MaterialLink.PNG

6) Now you are all set and just need to configure the material parameters to your likings. Parameters.PNG

Some thoughts and further work

  • This effect works in your screenspace, so if you put your camera too low or your water level too high there will be a problem, so its only good if your water occupies less then half of the screen.
  • You can work with the color mixing in shader to achieve the desired look.
  • I wanted to make it myself during the jam but had no time left. You can add some dynamic distortions (waves) to the reflection so it will be more like water and less like mirror.

Do you like gravity??

Check out my game and play sports like football, golf or rugby with high gravity and scene changing each 30 seconds!! https://ldjam.com/events/ludum-dare/41/alien-sports

_menu.jpg

In the wings of the bird

b3.png

🎵 [in the arms of the angel playing] 🎵

Hi, I'm a game developer. Will you be an angel for a helpless bird? Every day innocent birds are abused, beaten, and neglected by gamers, and they're squawking out for help. Please click the link on your screen, and join the VRNT with a monthly rating right now. For 10 minutes a day, just 41.6 seconds an hour, you'll help ~~or hurt~~ birds from their virtual abusers and provide medical care, food, shelter, and love. Click or type the link into your search bar in the next 18 days, and you'll receive an indeterminate amount of coolness points, along with a photo of the bird in the game, one who has been given a second chance ~~no~~ thanks to you.

🎵 in the arms of the angel, fly awayyyyy from here 🎵

Right now, there are birds who needs us. Our clicks say vrn't here to help.

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

vrnt4.gif

Post Your HTML5 games for rating - Day 5

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

I'm going to create a compilaton with the games posted here and the older ones, if you want to recommend me another good game to play feel free to share it here. (thanks!)

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

  • 4th 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-4
  • 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)

Candiiiiiies

Candies are the best! Candies are the sweetest! Maybe not as much as his sweet and big lollipop... https://ldjam.com/events/ludum-dare/41/candy-catch

candy_1024.png

Weird horror fans?

I welcome anyone (who would like to feel slightly uneasy) to try my submission to the jam.

https://ldjam.com/events/ludum-dare/41/dont-look-at-greg

DLAGemSS/em4.png

Video of shadowscape

User pickens-inc made a web review of some games,here he is playing mine, he gets it eventually thank god, I really should decrease the difficulty of Level 1. https://www.twitch.tv/videos/254684568?t=02h00m19s

Play it here https://gonz0.itch.io/spacescape

I've rated 50 of your awesome games! Thoughts and recommendations...

Wow! I must say the sheer variety on offer this time is mind-bending. I've mown lawns and dated vans. I've flipped burgers and spray-painted walls in the post-apocalypse. I've played footy with devils and programmed basketball players. And I've had an absolute blast. This jam is awesome, and you guys are what make it so.

But anyway! Enough talk, here are my recommendations if you're looking for a cool game to review. In no particular order, and with no particular aim in mind, I've split my favourites out into categories. So here goes:

The 'Bull in a china shop' award for most ridiculous use of stealth mechanics.

This award has to go to Stealth Trucking by @crabman

1.png

If you ever wondered how you might use two dozen tons of steel to slyly evade your foes, this one is worth a look.

The 'Holy crap I'm so smart' award for most complexity in a game while still managing to be fun.

That's right, folks, it's Core Dunk by @stevenjmiller .

2.png

If 72 hours of non-stop programming wasn't enough for you, be sure to stop on by and give this one a go! You programme the basketball men and you have to score. That's my summary - but there's a much better help guide to get you started. Bit of a learning curve but once you clear it the puzzles are a blast. Highly recommended!

The 'I scrub and scrub but the stains don't wash out' award for the game that made me most want to take a shower afterwards.

OK, that title was a little dramatic, let's not get carried away. Oh, we should? Oh, fine then. Let's all get Carried Away by @treeboater .

3.png

If you find your diet of visual novels is a little too...human-centric, then this is the game for you. Look after the fortunes and successes of a 1987 Suzuki Carry while slowly building your...romance...over time. Guaranteed to get your motor running!

The 'You gotta be kidding me' award for games that are so polished you're amazed they could bash them out in a weekend.

Fantastic art, a neat little story and one of the few titles with genuine comedy that made me laugh. It's The Heat of Battle by @hexagore .

4.gif

How many games can you play as a gruff loner out for revenge and a happy-go-lucky dating guru who is also a rabbit? Not that many I'd wager! Check it out because it's criminally underrated right now!

The 'You didn't think I'd write a long blog post like this without plugging my own game, did you?' award for err...outstanding achievement or something...

Now let's see who the winner is here...it's...oh my goodness! What a surprise! It's MY game! A Tale of Two Towers by me, @Articulated9 .

5.png

If you've ever wondered what it's like to play an RTS using only text commands, relying on second-hand information from your advisor to see if you're winning or losing, and gathering snippets of scouted information to inform you about your foe, then my game is right up your street! You'll laugh, you'll cry, it'll change your life.

Well that's that. The reviewing so far has been a lot of fun, and I'm already beavering away at my next 50. If you have less than 20 ratings and want someone to take a look then feel free to drop your link in the comments. Note: priority will be given to people who are also rating other games. Gotta give love to get love!

Cheers all! :smile:

Feel sad? :( You need a good laugh!! Try this funny soccer game!

Make score kicking the soccer ball against other soccer players and make them fly around. Hit the goals, when they are red, to generate a ball storm!

Laughs guaranteed!!

Game here: https://ldjam.com/events/ludum-dare/41/soccer-fight gif4.gif gif2.gif gif3.gif

Type 'n Jump | ️ Bug Fixes + ️ Windows/Mac/Linux Builds

Hi, thanks for all the feedbacks!

We fixed minor bugs some players reported us, mostly due to collision detection, some audio issues that were making some sounds to play way louder than they should and some minor level design adjustments where many players were having trouble typing a sequence of commands.

Also, many players requested more types of actions, so we added TURN, JUMP RIGHT and JUMP LEFT to the list of commands.

ezgif.com-optimize (3).gif

ezgif.com-optimize (4).gif

Now you can download Type 'n Jump too :)

Safari users couldn't play our game due to its WebGL version, so we decided to upload standalone versions, both for Windows, Mac and Linux.

👉You can download and play Type 'N Jump here.👈

Post your games for me to rate!

Hey! I need to rate some more games but I'm a bit busy right now, so I don't have the time to search them out much, so if you want your game rated comment below and leave a link to it, I'll try to get to all of them and leave a comment with feedback on each one as well!

When I rate your game I'd also appreciate it if you could check out mine!

Rock & Roll

latest ROLL and shoot at anything

Crazy Cube 24em04/em2018 18__3.gif

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

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

Capture.PNG

2.PNG

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

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

How about this?

Please try my game - Lands of Hello!

It's a shooter where you gather horde of minions, summon demons and gain control over open world map.

hellogo_screen5.png

Thanks!

Big thank you to everyone who has played and left a comment on my entry. You've inspired me to try and carry it further into a larger game.

Long live adventure games!

Woooooo!

Puzzle Invasion - Still haven't tried it out?

Front.PNG

Heyy there guyss, in the last few days I've been overwhelmed to see all the entries in this event! For our little team it was our first run and we had a BLASTTT doing it!

We woould love 😍 to hear your COMMENTS and OPINIONS on our special project, made in just 2-3 days from SCRATCH including all the art, mechanics, logic and specially .....

+ OUR SOUNDTRACK!

Made by our digital composer Márcia Carvalho, u really have to go play the game and listen 😉

THE "Puzzllerrs" are coming and ...

All the fun is happening here:

https://ldjam.com/events/ludum-dare/41/puzzle-invasion

Haven't Played Vampire's Paper Route Yet?

Unityem2018-04-23/em17-54-05.png

The neighbourhoods need you to deliver their papers before 6 am! Only you can, even if you might happen to kinda sorta be a vampire now.

Can you do it, or will you burn up in the sun?

Play it here: https://ldjam.com/events/ludum-dare/41/vampires-paper-route !

Current Combo King

https://clips.twitch.tv/ElatedSparklyPigeonPeanutButterJellyTime (0:12)

damn

Post Mortem

With a couple days having passed, it's a good time to write our post-mortem, along with everything we never got to blog about.

Saturday

The first day went by rather quickly, as all three coders of our team were preoccupied with figuring out the Godot engine, and its scripting language GDScript. Both were actually very intuitively designed, and it's a testament to the engine that with no prior experience we managed to create something playable within 48 hours - but still, most of the first half of those were spent on learning our tool. It's a good thing that (apart from me,) everyone was already familiar with Git.

30825678em10211998616343888/em1416790535_o.jpg Pictured above are the burgers we got for lunch, and our working area. The basement is actually much more spacious than most. And it has good Internet, and plenty of power outlets, and desks and a spare monitor and a keyboard and four (!) couches along the walls. It's very cozy and helped us retain our sanity while working for two days away from the sunlight (for some, those might actually be ideal conditions).

We started out brainstorming, and quickly settled and expanded on a concept georgesdoe had come up with at a previous jam - a platformer/puzzle, wherein the player selects the colours to shoot, depending on the colours of the enemy, and even allowing him to combine two basic colours to obtain a complex one. The reverse is also possible, by shooting complex colours towards obstacles that act as filters, and remove one of the basic colours from the projectile. A nice, but also simple idea, which surely wouldn't pose any difficulties in implementing.

The slow progress on the coding part didn't stop TSTigris from creating loads of assets though, first and foremost Prisma - our main character.

* EDIT: Please note that this character, while made from scratch, has a huge resemblance to the main character from Nykra (http://nykra.com/). This is entirely unintentional on our part, and we'll try to redo our art to make it more distinct. We're in no way affiliated with or endorsed by Nykra, and would like to thank endesga for pointing the similarity out to us in the first place. *

* EDIT 2: We've confirmed that Nykra's character has indeed been used as a direct reference to create our character. We're very sorry about this, and have thus removed all media containing our main character. We have posted a public apology on our blog. *

Sunday

Having put most of the engine-related studying (at least the basic stuff that we needed) behind us, the second day was more productive. We even had two colleagues visiting, bringing supplies and fresh hope. We divided the coding work among us, and regularly pushed and pulled our repository, which went much better than I had imagined. It was the first time I shared a repository with a team; an interesting and informative experience for me. We decided to go for souvlaki this time, and soon after lunch georgesdoe had a working colour and colour-filter system. After a little while, I also had figured out how to do the inputs and the animation, and we all gathered round to marvel at Prisma in action. TSTigris was enamoured; it was the first time he saw any of his creations animated and in a game. Mistermij shouldered the ungrateful task of creating the whole dynamic, auto-resizing, floating health-bar for the enemies, and of course the enemies themselves, which required him to dig deeper into Godot. By afternoon we all felt a little sleepy and weary (the souvlaki didn't help), so we decided to go for a walk.

We emerged from the dark depths of georgesdoe's basement and marveled at the beautiful day. The cloudless, but not too bright sky was a welcome change after sitting inside for so long; we could see from the mountain in the north to the southern sea, and strolled aimlessly around the broad, quiet streets. The break was desperately needed - soon after we returned, mistermij had figured out how to do the health-bars properly, and went on to help me out with a bug about an invisible projectile (it turned out that it wasn't invisible, just off my laptop's screen limits). The game was coming together nicely, and the few glitches that remained for the basic functionality only made us laugh.

By the end of the second day, we had a running prototype, with moving and shooting enemies, colour combinations, and a first small level.

Assessment

What worked

  • The place. Having a dedicated space to make a game is something of a luxury, especially for younger participants. Having a spacious, well-connected, fully-equipped space is a double luxury.
  • The team. We'd never all met before Ludum Dare, but this never proved to be a problem. We had a good chemistry, all of us felt involved in the game-making process, technical collaboration as well as personal communication was so good that we probably wouldn't mind getting locked in a basement a second time.
  • The tools. The Godot engine worked without a hitch between a Mac and two Linux distributions, is easy to understand and quite intuitive. Same goes for its language, GDScript. Git was indispensable.
  • The game idea. In hindsight, I'm relieved that we didn't go with the real-time, medieval, city-sieging, strategy/stealth mix I'd envisioned during brainstorming^^. Our game was simple enough to actually be doable, while also interesting enough to keep us engaged.

What didn't work

  • The lack of preparation. None of us had had a look at Godot up to a couple days before the Jam's start, which caused us to spend most of the first day reading up on the documentation. Although, proper preparation might've needed twice the time investment, which is rather difficult for people working full-time.
  • The burgers were a tad expensive.

What's next

We were all immensely proud of how far we'd come. For mistermij and me, both LD-veterans, this was more than we'd ever accomplished in the past. Alas, we had to essentially wrap it up by the second day already, since georgesdoe, mistermij and TSTigris all had to go to work on Monday. We added a little functionality during the last day's evening, and are playing with the idea of perhaps continuing to work on it in our spare time. Little does the game's state matter, though. We had a lot of fun, honed several skills and learned a lot. What more can one ask of a single weekend?

Super Slime Slasher STICKERS!!!

Hey everyone! If you really enjoyed Super Slime Slasher Ultra, we now offer Super Slime Slasher Stickers! Show your slime-slashing pride by sticking these lil' buddies anywhere stickers can be stuck! Stickers can be found on my tictail: https://birdpun.tictail.com ! We offer all 3 designs for $1 CAD, or any 1 for $0.50 CAD. WOWIE!!!

1.png image.jpg

And definitely check out Super Slime Slasher Ultra if you haven't already done so!

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

Our team thanks you all so much for your support and love so far!💕

TVGS plays Ludum Dare livestream in 10 minutes!

Hey all! I'm with Tech Valley Game Space (TVGS), a diversity-focused game community in the New York Capital Region. Every Ludum Dare, along with having a real-world jam meeting, we stream Ludum Dare games during the rating period! Our first stream is almost about to start (8:00 PM EST)! If you'd like us to stream your games, submit it at the form below:

goo.gl/forms/zQAhArQG3Lfp2imS2

We'll be live-streaming at twitch.tv/techvalleygamespace. Games will be played on a first come, first serve basis; but if you're in the chat, we'll play your game first! If you'd like to know our review style, a previous recording of our livestream is available below:

https://youtu.be/ti2zBlE7Ov8

Puzzle Invasion - Can you beat my score? We need to kill them all, come HELP!

This was my SCORE, CAN YOU BEAT IT? Leave your score in the comments and come check out the little game we did for this JAM!

Screenshot (20).png

I promise you that all the fun is happening here, COME GIVE IT A TRY!

THE "Puzzllerrs" are coming and ...

We need to prepare, grab all the glue that you can !

https://ldjam.com/events/ludum-dare/41/puzzle-invasion

Have you caught the elusive inverse mermaid?

InverseemMermaid/empromo.gif

Try if you can find her in our game! https://ldjam.com/events/ludum-dare/41/Haiti-Kitty

Playable in your browser and will only take 2 minutes of your life!

We love you all <3 🐟

Poker-Man Post-LD : Android edition

BIG update for Poker-Man ! An Android version with new graphics is now available here !

titlescreen3.png

I'm also live on Twitch for a few hours as I'm adding new gameplay mechanics to the game !

For updates on the game : Twitter

Shuffle Climber - An Endless Card Game/Platformer! (Update)

Will you ever reach the top? (Or at least the clouds)

For returning players

Thank you all for the precious feedback you gave us. You will find some neat fixes and value tweaks that make the gameplay more dynamic! (you can already see it in the GIF! :wink:).

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

Shuffle Climber (Tweaked).gif

Date Attack

To be quite honest,im still not actually sure why there is such a thing as dating simulators, so obviously I made one... With war. That's right, a dating simulator war/idle game, so if ur dying, u can have a life. Wanna play, just go here: https://ldjam.com/events/ludum-dare/41/date-attack, so thank u 4 ur wasted time! :D
Screenshot 2018-04-23 at 9.28.08 PM.png

THANK YOU (a little Post-Mortem of Roundabout)

"...what if we made a Trading BARD Game?"

avatar_devs.png

With this joke I made, Roundabout was born. But let me rewind a bit.

Every Ludum Dare, we try to gather the gamedevs from our city in local sites to keep ourselves hyped up, cheer one another and provide quality feedback for our friends. This is awesome and I love these guys. However, the theme hit us like a brick in the face and we were all bummed out when we first heard of it. No one had any good ideas and we couldn't stop joking around and complaining.

In the middle of that, something fun happened: When I made that joke, I got to know that Felipe was dying to try to code a card game. I threw in my passion for roguelikes and it looked like we had a good idea for a fun game.

We were counting on a local musician friend to help us out with that, but we were crushed to receive the news he wouldn't be able to - he's busy with another awesome game's work (and we are SO happy for him). We thought to give our best anyway and try to finish early, so we could leave sunday+monday only to learn and work with sounds.

Comes Saturday morning and we had a working alpha. I grinded Photoshop to make all the sprites as soon as I could and have time to test and work on balancing. I was drawing with one eye on my screen and another on Felipe's, pointing out changes needed as I was delivering musicians, enemies, card arts and background previews. Sometimes I had to stop and write the HP and Damage number progression, how the targeting system would work and more. we only had a couple discussions about how something should be played and how to give visual feedback to the players. It was a lot of work, but the work was going on fast and quite smoothly.

On Sunday we were able to contact Murilo, and he pleaded allegiance -caham- to help us, even if he only had a couple hours to work on that night and a couple more in the next morning. He delivered all the sound effects for the cards and lent his awesome voice for our Vocalist. We improvised he rest of the solos with what we could find and edit.

By Monday morning we were only empty shells of ourselves, smelling like redbull and coffee. Felipe had college and work. Murilo had to work as well. I did my best to publish the game and spread the word to streams and more people, until I came back to work on tuesday and didn't have much time to play or rate others games until now (but I'm anxiously looking forward to the weekend for that).

And today I'm impressed to see we surpassed 50 ratings and have a lot of nice feedback on our game's page.


cards_tile.png

This is actually the first time I can deliver a finished product for a Game Jam that was my initial idea and something I was really proud to work on.

It gets even more rewarding from the fact that I have been tied to a dozen projects that never got to see the light of day. I wrote countless pages of GDDs, animated pixel characters (and I suck at animations), made concepts, talked to teams... and somewhere in the middle of the project, someone pulled the plug.

I genuinely cried when I hit "Publish" this time.

Because it's another step towards my dream of living off my games.

It's me getting a little closer to being sure that I can be a gamedev.

And it's also a great reminder that I can't quit.

I really hope the HUGE amount of work we did this last weekend can give you all a couple minutes of excitement and entertainment. I hope it can make you laugh with its bad jokes and puns. I hope that it makes you feel challenged and rewarded for overcoming those challenges. Above all, I hope that it makes your day a little bit better and fun.

Because this is why I want to keep making games.

Thanks for being an awesome community. Love y'all. <3

HTML5 WAS EASY - TOBY GAWK'S PRO WALKER

Why didn't we do this to begin with?? Now ANYBODY can GAWK IT UP👁️👁️, WALK IT UP👣, or ANYWHERE IN BETWEEN👁️👣👁️! Without the nasty download to bog you down!!

https://ldjam.com/events/ludum-dare/41/toby-gawks-pro-walker

TobyGawkPromoGif.gif

(Internet Explorer users will not hear sounds. Working on this now.)

It's this ok????

https://ldjam.com/events/ludum-dare/41/project-avn <---------------

asd.png

gameplay video

I made a video showing some things that you can do with CHARLIE. If you had trouble playing before, please check it out and let me know if it helps.

https://youtube.com/watch?v=H0rnM0liGZk

rate: https://ldjam.com/events/ludum-dare/41/charlie

play: https://notb.itch.io/charlie

Lieutenant Rex T. Lersson

Let me introduce your instructor -and best friend- in the game: Clipboard03.jpg

Let him know your support by rating our game : https://ldjam.com/events/ludum-dare/41/parashoot

Blocks of Nibiru Time Lapse

Here's the time lapse development video for my Ludum Dare 41 entry, Blocks of Nibiru. Enjoy!

https://www.youtube.com/watch?v=zes_vXk8MoY

Entry page - https://ldjam.com/events/ludum-dare/41/blocks-of-nibiru

Postjam Version 1.1 of "A Mad Teaparty - a card and run game" released

We were very excited to do some more work on our game in order to push it in the direction we wanted it to go and share it with you all. Since this release contains significant changes to the original-jam-release we designed our website to make it abundantly which version you are playing. We hope everyone finds this to be a fair and reasonable way to share this version we are so excited about without compromising the jam.

newLevel_noUI.png

Play both versions now at purplesloth.studio!

Changelog

  • UI rework
  • added tooltip
  • empty cards no longer execute "wait"
  • fixed a bug that caused the grid functionality to not work properly in the HTML5 build
  • fixed a bug with the turncounter
  • added 2 completely new zones with cutscenes
  • polished existing zones
  • added some QoL in many locations
  • tutorial can now be skipped by pressing S
  • tutorial dialog can now be skipped by pressing Space
  • new Linux and Windows standalone build

newUI3.png

Based on your Feedback

Many of the changes and additions we implemented are based on the great feedback we have gotten over the last couple of days. The additional maps are considerably shorter, allowing for fun gameplay with less time investment and patience required. The grid feature (that should have been in the original release, but for some reason did not work as intended in the original webGL build) makes it much easier to recognize distances and plan your turn. The tooltip gives further inside into how certain cards/moves function. And finally as requested by many: the game will only proceed as many turns as you place down cards. Since Many people really enjoyed the fully voiced cutscenes we're glad that we can ship two additional scenes we've had all along but lacked finished levels to go along with.

CHALLENGE: Can you be the first to get a "Trout"!?

So far I have been overwhelmed by the amount of people who've enjoyed the game and given really great feedback - thanks everyone!

However, in all of the games I've played and watched being played... the fabled TROUT has yet to be completed! What's a trout you say? Matching 4 lines simultaneously in one single drop (...like a "Tetris").

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

If you can record yourself getting the first ever trout, you will earn a place in the in-game credits and on the LD/Itch game page. More importantly - you'll feel like a boss. DM me any links to videos if you succeed :D

Goodluck.

Danmakoid v1.1 (post-compo) release.

Balancing, bugfixes and more sound effects added in this inbetween update to my 48h solo game for LD41 compo, Danmakoid! I am currently working on a V2 with music, UI and more visual polish! I have also used this opportunity to update my page with sexy gifs. Come check it out: Danmakoid - Bullet hell metroidvania If you are going to rate it, the original v1.0 is and will still be available for windows/osx/linux and web.

gif6.gif