LD 41April 20–23, 2018

Stream your Game? (Did you make a VR game)

I am going to start playing Ludum Dare games on Twitch at Saoi Games

Please fill out this form if you'd like me to play your game.

I am especially excited to play VR projects. I have an HTC Vive and Windows Mixed Reality Headset. Please let me know if you make a VR project this weekend.

6 More to Go!

My game, The Fat Man and the Sea, has only 6 more votes to go! I'll be playing the games of the people who comment tomorrow, as well.
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See if you can make the high scores list!

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

Post Mortem: Soccer + Battle Royale

I finally managed to upload a making of. Hope you enjoy it.

BEHIND THE SCENES - 🎮 - LUDUM DARE 41

https://www.youtube.com/watch?v=3TyVFlvwQ68

And as always - Fishing for ratings: https://ldjam.com/events/ludum-dare/41/soccer-battle-royal

Keyboard Kingdom now works in WebGL

After a lot of shader debugging, I finally got my game working on WebGL. The game is a cross between an educational typing game and a city builder. https://ldjam.com/events/ludum-dare/41/keyboard-kingdom

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Check it out!

Blocks'N'Blaster - QoL improvements

Minor QoL improvements. More to come Monday, but now it's time to review game, as we promised. We'll spend the whole saturday night / sunday / monday / tuesday, reviewing your games and giving most feedbacks as we can !

We love you guys we receives amazing feedbacks

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Ludum Dare 41 - Beat Warriors Postmortem

Hello guys, I am finally done in editing and uploading my first Ludum Dare experience! This was a blast and I hope you guys enjoy :smile:

https://ldjam.com/events/ludum-dare/41/beat-warriors

https://www.youtube.com/watch?v=QF7dL1Jpz-c

Have you tried my game yet?

You can try it here: https://ldjam.com/events/ludum-dare/41/think-before-escape

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Leave me your games in the comments.

Post LD QoL mini-patch 1.0.1

After a busy week, I've had some time to address a few issues my game had and I've just uploaded new builds for the game with some minor quality of life changes I've gathered from your feedback! Hopefully, the game is now a little less frustrating and more fun to play. Feel free to check it out if you haven't played my co-op game for one player yet: https://ldjam.com/events/ludum-dare/41/can-i-fg-die

Post LD QoL mini-patch 1.0.1:

Changes:
- Added a different control scheme that makes your character move in the world space axis to avoid the awkwardness of moving diagonally in the screen space. Use 'X' button to switch between the two control schemes. - Level 2: Lowered the third platform a bit so it's a bit easier to get to it - Level 4: Moved the second launchpad button a bit so it's more difficult to hit accidentally ;p - Kinda undocumented, but you can also use Xbox controller in-game, Left stick to move and A button to run. Everything else still requires keyboard ;c

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Sadie's Stabby Sword Story development continues post game jam!

This Ludum Dare, we worked on a game which combines Artillery (think old school Worms) + elements of Hack and Slash/Beat em up. Our end result was a game starring our Princess Sadie and a Sentient Sword set out to protect her from the evil slimes!

If you haven't got the chance to play it yet, give it a shot! It's a fun little level based game, built around a (hopefully) fun mechanic and can be completed in about 30 minutes (depending on how good you are :P) Each level consists of different enemy types and varying layout to keep things fresh. Here is the link - https://ldjam.com/events/ludum-dare/41/sadies-stabby-sword-story

See how far you can make it and let us know in the comment section!

We are also looking forward to playing some more games this weekend, drop us a link in the comments section of the game and we'll try it out. We do prioritise those who drop ratings and feedback!

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After seeing the positive feedback from streamers/people who tried the game, we felt really motivated to keep working on the game and porting it to mobile.

We have a lot of polishing and fine-tuning to do and plan on adding multiple more levels. Please do let us know what you feel about the game and any ideas you think would be fun! We shall keep the Ludum Dare community updated on how it goes.

Thanks for the 69 ( ͡° ͜ʖ ͡°)

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It's a late night here so we have a lewd one for you: https://ldjam.com/events/ludum-dare/41/tsun-tsun-button-mash ...plus it's HTML5 so there is no evidence to delete after you're done!

Also if you have any game you want us to check out, put it in a comment below!

Seagu1.1s

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Gameplay and quality of life changes made to Seagulls following the feedback I've received.

Game is still far from perfect in terms of clarity but I think this patch is a step in the right direction.

Appreciate everyone's feed back. If you'd like to vote for my game I will be happy to play and vote for yours :)

Patch Notes: https://shaw.itch.io/seagulls/devlog/32295/version-11

Game on LD: https://ldjam.com/events/ludum-dare/41/seagulls

Game on Itch: https://shaw.itch.io/seagulls

Soccer ducks!

at first day we wanted to do shooter with enemy: fca0.png at first but later we think about duct? 🦆 2 (1).png 1008e.png

try this on https://ldjam.com/events/ludum-dare/41/fire-duck-football

Thank you everyone for feedback!

I'm really grateful to everyone who played my game and left a feedback in the comments section.

It's my first game jam. I said this many times, but I'm really excited my game have a lot of good, positive comments!

Here's link to my game https://ldjam.com/events/ludum-dare/41/my-first-game-in-ld

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It's Saturday! Let's play games!

It's time to play some games! Leave a comment so i can check your game! Also don't forget to play mine!: https://ldjam.com/events/ludum-dare/41/dance-for-your-life Have fun ludum darers! Screenshotem10.png Screenshot/em5.png

Late start

It's been quite a hard start for me and I didn't get time to rate games, but today I'm gonna get to business and start to rate.

If you want to check my game, it is a combination of DodgeBall and Shooting : https://ldjam.com/events/ludum-dare/41/shootball-1

Web Build Success

At last we were able to build the game for web. Now you can play directly from the browser. About to reach 50 ratings.

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

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We need 9 more ratings! Help us.

It's LOVE + TD + CLICK. Click to defense your love.

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https://ldjam.com/events/ludum-dare/41/about-love

Pinboy v0.2 Update

Hey, guys. We have just finished a new version of our game. Here are the changelogs.

-add new animation for the ball when taken damage

-add new animation for the ball when reborn

-add new animation for the witch when casting spells

-add new animation in the stage when you get items

-fix the graphics bugs about the pedals

-re-design the position of the knights

-now all the knights will appear to protect the witch at the beginning

Thank you for your playing.

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Here is the game page! https://ldjam.com/events/ludum-dare/41/pinboy-an-rpg-pinball-game

Acid needs you

Acid needs your ratings! Enjoy the action RPG combined with idle game!

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Trailer

https://www.youtube.com/watch?v=w6PnmjQYCmg

FB: https://www.facebook.com/PlayAcidGame/

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

Card Coded moving to full release!

Hey everyone!

first of all big thanks to those who have already come by to rate and leave feedback, it's because of some of the feedback and encouragement I received that I've decided to continue developing Card Coded in hopes to release it somewhere (steam if I'm lucky). This game jam has taught me a lot, especially about myself. but I think this will be a fun next step.

If you haven't played Card Coded yet, or maybe have some things you think would improve the game going forward please leave a comment on my game's Ludem Dare page. any feedback or critique would be majorly appreciated.

https://youtu.be/-ZPGaMEvxdM

World First: Trout!!

The first ever documented Trout was achieved by @david-boeger - Congratulations!!

https://www.youtube.com/watch?v=AuYLONPxtp0

Who else will join him in the prestigious Club Trout??

PS: Plans are in place for a new challenge... to earn a Trout without losing a single life (meaning no free 5 seconds of no ball causing havoc!).

PART 5: Game Balance and Intuitiveness

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Back to part 4: Flavouring

Cutting Corners on Essentials

We could assume players will discover all mechanics by the intuitive nature of the game, but not all mechanics are that easy to discover, like drifting and chaining-multipliers.

So instead of coding a separate tutorial and welcome screen, we’ll just have the main game loop how the player how to play the game. But how do we do that?

Recycling what you have can save you a lot of time. In our case we were using an ECS system which makes everything really modular, which is great for recycling.

We already have triggers in the map for the finish line, so instead of player buttons controlling the car, let triggers in the map act as inputs as the tow car drives over them.

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Cheap but effective!

No Player is the Same!

While you as a developer might breeze through your game other players haven’t been playing it constantly. If mechanics are hard for /you/, many of your players will struggle.

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In our case, high number of colors on screen, or multi-color pit stops are not easy to deal with, so lets copy the difficult map, and make the cars a bit more conveniently placed and preferently mono-colored.

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Highscore

We want to give players something to strive for. Since the core loop is score based lets focus on that and keep track of both easy and hard scores, so they can beat themselves.

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Next up: (Getting) Community Feedback!

Other parts here!

If you haven’t yet, please play wreckless-rally here and tell us what you think!

Live on Twitch!

https://www.twitch.tv/tiger_j

Come join me as I play your LD games!

How far can you ride? How long can you stay alive? Tour de Arizona!

Just finished some bugfixing in my first game jam entry ever (also first ever published game), including major bug that prevented the game from increasing difficulty, so now

THE GAME IS ON

When you actually can die, is only up to you how long you can withstand your rivals' attacks in this highly unconventional race!

So if your heart belongs to Smith and Wesson and bicycles, wait no more and come to try Tour de Arizona! Leaving feedback would be much appreciated!

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Want play a VR Game for Android?

If you have a Android Smartphone with a compatible VR Headset, you may consider checking out our game "Wrong Priotites". https://play.google.com/store/apps/details?id=org.nohastag.vrgame If you also made a VR Android game write a comment so I can check it out. :) Have fun feature_graphic.png

WRECKLESS RALLY Pixelart Timelapse

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After combating bitrates and re-rendering things a bunch of times yesterday, I finally managed to complete my pixelart timelapse video for WRECKLESS RALLY. I've been getting a lot of positive feedback on my art, so I'd like to thank everyone for their very kind words.

I also had a bit of fun with our game's soundtrack by @meatmachine, turning it into an 11 minute 80's musical score for the video. I hope you'll enjoy it!

https://www.youtube.com/watch?v=LheYFO_i6XU

PLAY WRECKLESS RALLY HERE

PS - In case you missed it and are interested, @daanvanyperen wrote an extensive 5-part series of postmortem blog posts about our process (with more to follow). Check them out if you want!

Road to 20

Thumbnail.PNG Hi there! Have you guys given Nanashi a try? If not please do, would love to reach those 20 ratings. Also if you comment with a link to your game I'll help you too. Thanks!

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

LD41 Post Mortem of "Beat Warriors"

I forgot when I first published this post here on Ludum Dare to subscribe to my youtube channel, I post game-related stuff there. Here is my first experience with Ludum Dare :smile:

https://ldjam.com/events/ludum-dare/41/beat-warriors

https://youtu.be/QF7dL1Jpz-c

Cinematic + Platformer ? Have you tried it?

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Hey guys, have you tried our game Daxua yet? It's a combination of plot-twist story telling + hack n slash platformer. Try it out and let us know what you think.

Link:

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

Fun tower defense and fishing game!

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Ships with no captain has arrived in ya dock!

We need ya help, cabin boy. Go to you harbor and fetch some cannon fodda (fishes). Throw it all against those freshwatah’ sailers!!!

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https://ldjam.com/events/ludum-dare/41/fish-ships

Reflections on my text-heavy LD game

Yup, I made a game, it was my first ever LD attempt and I'm very happy to say it hit the 30 reviews mark yesterday. The feedback has all been very positive and on the back of this I very much intend to take part in another LD some time in the future.

I wrote a choose-your-own-adventure-style story and slapped a candy-crush-style game on the side which the player uses to choose which option to go to next.

I'm happy with what I made, it was fun to make, I don't mind the story is nothing special (or downright bad depending on your taste) and I don't mind that it looks and sounds like the absolute bare minimum to be called a game.

If you're into reading lots of text, or just to see how this kind of idea plays out, here's my game : https://ldjam.com/events/ludum-dare/41/candy-crush-your-own-adventure (with apologies that it's only in English at the moment)

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I haven't seen many other games that are so text heavy so I figured if I shared how it went for me people might get some inspiration next time and/or see it as a valid game option. I also would love to play more like it so link your text-heavy game in the comments and I'll gleefully take a look.

So, if you are willing to read my LD development story here you go:

Planning

I set my alarm for 30 minutes before the theme was announced. At 2am in the morning local time I can't say my brain was firing on all gears but it turns out I judged my limits pretty well. I've not made a full game before, let alone one in 48 hours, so my goal going in was to keep this as simple as I could.

Making Notes

Going over my notes, apparently I was toying with the idea of a rhythm game for a while. I have absolutely no recollection of this but I was brainstorming into a text editor which I will absolutely do again. Having ideas somewhere outside my head where I can assess them and come back to to riff off later is definitely beneficial.

I had a lot of stupid ideas, which is fine. I was just trying out anything I could to see how it felt.

It was only after I'd spent some time suggesting mad ideas to myself that I actually prodded them with the rational parts of my brain that were still awake.

I made a list of what I thought would be fun, what I thought I could do and what pitfalls I could identify and what makes each of the mechanics I was looking at "fun". All of this based on the advice I could get myself before the jam and I think it worked for me.

Making a decision

I've heard from various project management bods that the point after which planning produces diminishing returns is very roughly the 50% mark. That is, so long as you have half a plan, you're probably ready to start working on it and winging the rest won't be too bad.

I had already decided to use phaser.io (http://phaser.io) to make the end game as accessible as possible, I was always going to force my idea into that framework.

I identified I'd probably have to write two different game mechanics in the same 48 hours. I wanted to make my first LD as simple for myself as possible so, coupled with the fact I still don't know phaser.io very well, I opted for match 3 as one of the mechanics. I suck at artwork and graphics so lots of text in an engaging way seemed like a good way to cheat my way around that. So I opted for a text based adventure controlled by a match 3 interface.

Notably I hadn't picked the actual story yet, not identified fail states or win cons, hadn't designed the UI, hadn't worked out my graphical style etc. etc.

As it happens, I almost disastrously over-estimated my ability to churn out the words needed for a complete story, but this was fine and I'll get back to why later.

Time elapsed since compo start: 1 hour

First the bit I knew I could do

I was pretty sure that match 3 would be fun on some level right from the outset, it's generally just satisfying to see stuff disappear, fall and make a little noise having done so. Still, that was the very first thing I checked and it took a few hours to implement the basic match 3 UI in my chosen framework (http://phaser.io).

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If this wasn't interesting I guess I could have bailed and tried a different idea but as it happens, it was fine. Also, if you don't know what the text on the left hand side is referring to I recommend googling it, you will not be disappointed. If I was going to be sensible I could have used some sample lorem text (https://www.lipsum.com/ is a very handy tool there) but I digress...

Anyway, at this point I was feeling pretty pleased with how things were going. As I made breakfast I was even wondering whether I'd low-balled myself and that I was going to be done by the end of the day.

Pause for delirious laughter

Time elapsed since compo start : 4 hours

Content is king

So, with the mechanics all done and dusted (it wasn't) I felt it was time to start writing some actual text to go on the left hand side. I hadn't actually decided where I was going to take this yet, just that I wanted to do a detective story with some Lovecraftian undertones if I could.

Use what you know

I have a little experience writing a lot in a short period of time. Not a ton, just a little. For the last few years I've subjected myself to NaNoWriMo (https://nanowrimo.org/) where you try to write a whole novel of at least 50,000 words in a month. I've only succeeded a couple of times and never published anything. I am definitely a novice at this.

Still, I have forced myself to write many thousands of words in a weekend in pursuit of this goal and I've learnt a few things in the process:

  1. Let it flow. Your internal editor will slow you down, editing comes later.
  2. Crap is better than nothing. You can build on crap.
  3. You will surprise yourself, you're not as bad as you think.
  4. I can sustain a pace of 2,000 words a day but it's hard.
  5. I get stuck picking the course of my narratives.
  6. I have a bad habit of not doing nasty stuff to my characters.

Notably, some of this is personal to me. If you're thinking about writing games with a ton of content I'd recommend forcing yourself to write regardless of the quality. Do NaNo if you have the time around November, it's mad and fun.

I ended up writing 8548 words of story / options on top of the actual code which I'm pretty sure is a personal record. But I digress...

Plot out the narrative

I started by just writing scenes without any idea of the direction I was going in. I think this was fine and got me a feel for the character of my protagonist but I'm sure the pacing of the first few scenes feel very slow as a result.

As it happens, that might be just what the player needs to get into the game mechanics. This was a fluke. I think there were a lot of flukes in this game's development, which is fine.

Anyway, I realized that I needed to work out a story tree after all this meandering. I am very, very glad I did but I did make some notable mistakes :

  • I felt like one of the ways to make the match 3 interface have narrative significance would be to make the "candy" items mean something. Red was meant to be violence/agression, blue was thoughtful, green was "go with the flow" and yellow was meant to me money related. This turned out to be a bit restrictive.
  • Initially I wrote the interface between the two games to need there to always be four options. This meant I forced myself to write paths that ended up being, basically, dumb. Well, more dumb (see item 2.).
  • In trying to avoid the pitfall of 6., the main reason I tried to write something Lovecrafty in the first place, I added too many fail states.
  • I overestimated how much I could fit in a panel and thus underestimated how many scenes each story point would take to write. So I made a lot of scenes...

By the way, I don't have a good tool for this. I know there are writers who use various plotting tools. I just use pen and lots of paper, which seems to work for me.

Don't plot too much

This is actually something I realised while making the tree but it felt like an important point in its own right. Going back to the 50% rule I mentioned earlier, I left myself space to improvise on my plan and this helped keep me engaged while I was forcing myself to write so much text.

In case you need telling: Give yourself the space you feel you need to have fun while being creative.

Time elapsed since compo start: roughly 7 hours

Write until your fingers bleed

Once I made a tree I started writing one branch at a time. The crucial thing was: with the narrative tree sort of there (it got changed a bit) it started becoming clear how much there was to flesh out and I knew from experience that it was going to be a heck of a push.

As the first day progressed I couldn't help but notice that I had so much left to do. I put that aside and wrote more and I had fun doing it.

Story flowed, characters changed and grew and whenever I was bored with one reality I'd made I'd go to another branch and work on that for a bit. Still, I got stuck plenty.

Breaks are good. Take them.

Whenever I got stuck I took breaks to do the graphics, add some sounds to the game, tweak the mechanics of the match 3 half, play through the game and catch times I got the layout wrong or just take a walk.

When you can't write more, then you can reflect

Before going to bed, I took time to assess my progress from the first day and it was clear that I had too much left to write. I wasn't sure what I was going to do about it but something had to be. But that was a good problem to sleep on.

Time elapsed since compo start: roughly 19 hours.

The results of a good night's sleep: Change the plan

I woke up at a sensible hour on day 2, ready to push on to 2am on Monday, and I started with coffee and avoided my keyboard for a bit.

I had a few good ideas. I changed the code to allow me to use less than four options and I spent some time fixing bugs in the match 3 code that I had previously tolerated.

Then I got writing again.

Time elapsed since compo start: 29 hours.

Last minute panic: I'm not going to make it - bodge it

With maybe 12 hours left to go it became painfully clear that the only way to tie these branches up would be to loop back to other branches done but that it wouldn't make sense to provide options back to the branch the player had just visited.

So I made some last minute engine changes. I was very, very lucky I could change the engine of my game so significantly to fix things this close to the end. I think the simplicity of the mechanics I was working with and the fact there was relatively little code to it paid off here. There are plenty of other reasons to keep it simple. Do that.

Last last-minute panic: 20 minutes before submission hour

Let's just say the quality of a couple particular endings are even worse than the rest. It turns out I can write even faster than I was doing for most of the weekend. I don't recommend it but needs must as whatever crazed gremlins that sit in my brain drives (See item 2. again).

Summary / TLDR

I got lucky with my first attempt in that I finished within the 48 hours by the skin of my teeth. Just text seems a simple option for a game mechanic but writing that much content was no mean feat.

It was definitely fun to make this game and especially it was fun to write the story. I learnt a lot about my ability to write, my capacity to ad-lib in the process and it's given me some ideas I might be able to use next time I try to write a novel in a month (again http://nanowrimo.org is worth your time if you have it).

If you want to try this but haven't done much writing before I recommend getting practice with that, like every other tool you end up using in LD it's important to know your limits and even then you'll get your estimates wrong.

All that being said, I'm very happy to discuss this more in the comments if anyone actually gets this far!

And finally a reminder that my game can be found at https://ldjam.com/events/ludum-dare/41/candy-crush-your-own-adventure.

Post your games below! Looking to rate some cool games!

Our game is Definition of a Ghuest. It's a game about a film about an art piece about a hotel. We interpreted the theme to mean a combination of different mediums!

https://ldjam.com/events/ludum-dare/41/definition-of-a-ghuest

Feel free to comment your games and I'll play and rate them as well!

3 Steps To Crafting The Perfect Smoothie

https://ldjam.com/events/ludum-dare/41/cosmic-smoothies

1. Shoot down fruit and toss it into the blender

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2. Shoot the blender to make a smoothie

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3. Catch the smoothie and deliver it to your customers!

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Make your perfect smoothie today!

https://ldjam.com/events/ludum-dare/41/cosmic-smoothies

Upcoming Game Ratings

So next week we will do some Game-Ratings on our live stream on twitch (http://www.twitch.tv/firesplashtv). If you want to submit your game to get rated please rate our CornWars LD and leave a comment with a link to your game below it: https://ldjam.com/events/ludum-dare/41/ld41-1

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Jugando vuestros juegos!! Playing your games!! Twitch Streaming!

A las 20h haré un stream en mi canal de Twitch jugando a vuestros juegos. Poned el link comentarios de este post. ¡SOLO JUEGOS QUE SE PUEDAN JUGAR ONLINE (HTML 5 )! Mi Twitch ¡El streaming será en español!

At 20h I'll be streaming in my Twitch channel playing your games. Write your link in comments of this post. ONLY GAMES THAT CAN BE PLAYED ONLINE (HTML 5)! Mi Twitch The streaming will be in spanish!

SURVABY!!

NURTURE. SHOOT. SURVABY!!

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

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Be the first one to complete the game and win a customized digital art!

Guide Survaby.jpg Good luck!

PLAY ONLINE AND RATE HERE

Jeff's Game of the Day

Jeff from Accounting has been playing a bunch of games today and he's been blown away by the shear number of high quality, polished entries. One in particular stood out however and he wanted me to make a noise about it because it's not even reached 20 ratings yet!!

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I mean, look at those pixels, aren't they just the cutest?!

Post Jam version !

And finally a working WebGL build

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A suble mix of cute and gore. Rage included.

Patch note - Adjusted the difficulty and sounds synchronization for all levels - Fixed the animation of the credits panel in the main menu - Fixed the problem where guard02 would not let you pass after beating every challenge - Added different portraits for NPCs - Added the possibility to run by pressing left shift (a sign is still needed to inform the player) - Adjusted the parallax effect on the clouds background - Fixed a music transition problem. AudioManager is now much more robust. - Sound for WebGL is now working on most navigators (there is still a small volume problem when fading in and out) - Added a Z value for ribbons and hats, so they have the same depth as the NPCs wearing them - Fixed a problem in the dialogs in the dance scenes, where the game would hang if you mash the return key - Iterated on the dialogs. More stupid jokes ! - Added a post jam watermark

Obviously, don't rate the game based on this version please. However all comments are more than welcome as I would like to continue iterating on this game. My goal is to make it a nice and weird mini-game.

Thank you for playing !

Check it out!

Come check out my first LD! Let me know what you think! (compo)

https://ldjam.com/events/ludum-dare/41/moon-baller Title.PNG Gameplay 1.PNG

Playing some more Ludum Dare games

oh well what can be said LERPish comes back once more to play ur games at his livestream you gotta be there if you want me to play it though

livestream : https://www.twitch.tv/lerpish

post you game here : https://docs.google.com/forms/d/e/1FAIpQLSfb36RUo8uctILSccwm6mwptCDkrhNuZpT3p3qoazgCvJOTBA/viewform?usp=sf_link

Wanted: dead or alive

I know it's kinda late for debugging, but I found out that some people are suffering from a rare kind of a mysterious heisenbug that can make the game more difficult and unplesant. That's why I'm opening a hunting season. Play Remote Bot, rate it and, if it happen to you to meet this bug, tell me your browser's and the operation system's names. The description of a bug can be found in the game's description (check out an UPDATE section).

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Good luck and let's get rid of this boy!

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I'm rating games on stream!

Anyone interested in getting your games rated. I will be streaming some ludum dare games and you can submit yours if you want! I will be alternating between people that already commented our game and your submissions! 😉😉 You can find the link here: https://www.twitch.tv/northernhawk

Let me play your awesome games! Post them in the comments

I am on a hunt for good Ludum Dare games, so far, all of the submissions that I have played are awesome, please leave them as a comment on here, Also please check out mine : https://ldjam.com/events/ludum-dare/41/beat-warriors

Ludum dare 41 play/rate streaming live now!

https://www.twitch.tv/siraeron come here and submit me your games, i'll play and rate it in streaming! you can submit your game here: https://docs.google.com/forms/d/1r6zX53xdu_Sng6EfnDLoECYvl8xtXvsu4yb3Z2e5P74/edit

also, if you have already submitted, check your game in this list https://docs.google.com/spreadsheets/d/1kDCBZ5oX3isrlClqvwFGf0IFi39LaGNGQ1Pk8FEVoRg/edit#gid=1394793228 and tell me that you are in chat, so i'll jump on it when i can :)

Play our local multi-player game!

Do you feel like playing a fun multi-player game this weekend with friends or family?

Try our game!

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We would really appreciate getting some comments and ratings from people that have someone to play our game with. :wink: :smile:

Spritesheet and a little trivia about "Platform-Hero"

There comes one point in the day where my brain is burnt off but I can still squeeze a little more work by creating sprites.

At that point I maybe even create sprites that I never end up using, like the giant head here, that was supposed to be the final boss but got cut out. The cursor colliding sprite, the jump animation... oh man I left out a lot of sprites on this one haha.

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*If you want to check the game out here's the link
https://ldjam.com/events/ludum-dare/41/platform-hero-1 *

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Post LD fun !

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Post Ludumdare updates are coming for Poker-Man :

  • Working on a multiplayer mode !

  • New levels & monsters

  • Joker cards with special powers

The Android version is now available here !

For updates on the game : Twitter

Bridging the Gap poor marketing

It is a beautiful Saturday (depending on where you stay always). Why not going out for a walk? No do not! Stay inside and play my buggy game! Now!

https://ldjam.com/events/ludum-dare/41/bridging-the-gap

If you want give me a link to your game or comment to play/rate too for windows/html mostly (Not today, going out right now I have a life! But generally I have no life so I would play anything...)

Marco Polo Post Mortem

It was fun to create Marco Polo. I've always wanted to do a classic text adventure game like Oregon Trail or Marco Polo. At the same time, slowly I'm getting better at creating a game experience. There was a lot of good feedback and this has been my most ambitious game.

What went right: 1. I had maybe a day and a half to work on the game. So using the skills I already had, I didn't try to go crazy learning something new. So for genre #2, I used a side scrolling game mechanic that I have been working on.

  1. One hour game jam. This little compo on Saturdays has really helped focus on what key items need to be part of the game experience such as starting, stopping, winning, and losing a game. I am getting good at quickly putting those key items into my final application.

  2. Graphics and typography. I have found a few typefaces that I really like and have a particular aesthetic. Likewise, I had decided a while ago to embrace 8x8 sprites because they require a lot less time to create. They hearken back to the old Commodore VIC-20, which I am very fond of.

  3. Playtesting. I got the feedback I needed by simply playing other games and rating them. I had a lot of fun and it was good to see what others were able to accomplish in 48 hours. You learn quickly what works and what doesn't. It is fun to play and rate the games that your reviewers have created!

What went wrong:

  1. I had never created a text adventure in a modern event loop based architecture. I spent many hours trying to work on state transitions in order to keep the game from crashing.

  2. I was not able to smoothly transition from one genre to the next. I would have liked to smoothly fade in the screen. This requires some more work and understanding on my part.

  3. I didn't do as good of a job at marketing my game. On the LDJAM website, I had screenshots of my game and very little description. Next time, right off the bat, I'll create a compelling graphic to represent my game and a good description highlighting its features.

  4. Random events. So this time around, I used a random number generator to create events, but what I needed to do is created randomized lists so that events do not happen repeatedly over again.

I hope this was mildly interesting. If you would like to play my game, feel free to visit https://ldjam.com/events/ludum-dare/41/marco-polo

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Don't forget me !

A Die a Retry mixed with a 3D visual Novel game !

Play as Mamy, and discover what’s remains of your world. Interact with many things in your home, but don’t forget what’s important !

Come rate our game and we will do the same for you 😁

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https://ldjam.com/events/ludum-dare/41/dont-forget

We completed our postLD build! :3

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Finally we are fully done with our participation in LD 41!

Our postLD build is out and you can download it out on our page:

https://ldjam.com/events/ludum-dare/41/blob-dungeon

We made a mix of genres Metroidvania + Bubble Shooter focusing a wide amount of content as for gamejam scope. Whether we achieved this or not it is up to you to decide. :3

But for our postLd build content remains the same.

Here is our postLD changelog:

  1. Added enemy hitting animation
  2. Finally finished parallax effect :3
  3. Minor fixes of level design in two rooms
  4. Added a rewarding effect for those who collected all the stars :3 (To re-play the effect you may press the "J" button.)
  5. Fixed minor visual bugs (a few objects was on the wrong layers)
  6. Added tutorial boards
  7. Optimized build size

Now I can finally say this with a big relief

Congratulations to everybody who completed their entries during the Ludum Dare 41!

It was a really cool jam with a really cool and inspiring theme! :3

Hello everyone, how's it going

I have already evaluated about 100 games and as I have free time today, I want to play some more games. If you want to indicate me some, please reply with the link below. And of course, feel free to play mine. Super Bass Racing (https://ldjam.com/events/ludum-dare/41/super-bass-racing). 2.gif Kisses, ;d

The game that bad that it is actually good???!!!

Hi!

This LD I have created game so bad that it is actually good, because it contains birds, hippos, flowers, bread and a lot of vodka! So it must be good. Q.E.D.

Game: https://ldjam.com/events/ludum-dare/41/the-game-that-bad-that-it-is-actually-good

Please, leave a rating under my game, thx. 😍😍😍

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Still playing around with the ldjam game...

New #RogueAndClick update.

The idea was Roguelike+Point&CLick and still is but due no enough time no submitted the entry due not has any playable. So i'm still playing around to see what can be done.

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Some Top-down zelda now with 8x8 sprites instead ascii. Also added some CRT filters and colors.

DIRTY PINK!

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Hey fellas!

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

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You can download it HERE!

Controls:

  • WASD to move the car 🚙
  • Right click to change the flavour / color 🍋🍉🍇
  • Left click to make ice cream balls (max 3 stacked) 🍧🍧🍧
  • Change music with Q and E 📻
  • Pause with P 😆

CrazyHomeboys

Thank you for playing, sharing or voting us!

Did you have fun today?

Hey there! So, It may be a good time to have some fun! How about checking my game Elemental Monk? Here is the link: https://ldjam.com/events/ludum-dare/41/elemental-monk

I hope you enjoy it! :D

FPS mini golfing in the 80s

If you ever wanted to see what a combination of mini golf, FPS and the 80s would look like, we would be happy to show you what we came up with in our jam entry "Retroviral" :)

*Our page here: https://ldjam.com/events/ludum-dare/41/retroviral *

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Magic and Machines Post Mortem Video

https://www.twitch.tv/videos/255425715

12834.png.480x384.fit.jpg play it here: https://ldjam.com/events/ludum-dare/41/magic-and-machines

Opinions?

I made a game.

You can play it here

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The Fat Man and the Sea: Post-Mortem Part II

Part 1
By the way I used GameMaker Studio 2 :wink:

Design

Day 2 was the best day of the jam. I woke up refreshed, ate breakfast and got right to work by 6 AM.

I fleshed out the gameplay flow of my game: - Player must catch fish / defend self - Catching certain color fish would allow the cannon to shoot down certain color missiles - Arcade style = no ending, try to get the high score!

From then on the game design was made up as I went along! I quickly sketched some fish and missiles and prepared to color them in Photoshop, but because they were going to be so small on screen, I colored them in Paint.Net instead for efficiency. fishred.pngrarefish4.pngmissilered.png
Then I colored the boatman in Photoshop, using a brush I found that gives me some nice, patchy edges: botc.png
The reason he has no eyes is because the eyes are a separate sprite with a randomly timed blink animation, independent of the lever-pulling animation of the body.

I quickly threw together a scene, using camera code from my previous project, which re-scales the view to all screen sizes, and started writing the player code. Originally, WASD would control the boat and the arrow keys would control the cannon. This was a little to hard to play, though, so I thought about making it a two-player game (which would have been a lot of fun!). In single player mode, the cannon would auto-aim. I even started creating the code for it:
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After creating the game controller object, which generates random fish as long as there are no more than 15 on screen, I drew the buoys to contain the player and remove the invisible wall effect. Then I added the waves and the up and down motion to all the objects.

I sketched a bunch more art and then went into creating the powerups: - Invincibility: 4 seconds of .5 alpha invincibility - Rainbow Cannon: 4 seconds of 'I think my cannon just got a Starman...' - Speed-boat: 4 seconds of double-speed on both horizontal boat movement and vertical hook movement. - Instant-catch: Reels the hook in instantly (in case you can't pull it in on time).

These are one of the few sets of powerups I was happy with in the first iteration (though there were some tweaks, of course).

I spent the better part of the afternoon polishing the programmatic animations and the boats on the left and right. I added Rudolfo on the right but left the left boat blank because I didn't have a character for it. By the end of the day, I had a nearly completed game with only a few bugs, but no points system or high scores list. That came on the worst day of the jam: Day 3.

You can play the game here.

Coming soon

  • Post Mortem: Day III
  • Code Breakdown
  • Post Jam Post Mortem
  • Conclusion

The Heat of Battle Postmortem

Ah it feels good to be able to write a postmortem again. Last one was for LD34 which was... basically forever ago.

The-Heat-of-Battle-Game-Download.gif

I had three reasons to enter and finish LD41. The first was the magnificent Keynote by @philstrahl, where he said that the secret to LD was making a game that only you could make. I couldn't agree more, and wanted to do my bit.

The second was because I came up with two jokes that I thought were funny and wanted to put these jokes on screen.

The third was as a technical experiment, to see how far I could push my point and click adventure engine and scripting language by trying to stuff a platform game into it. I'd always struggled to squeeze story into platform games in previous Ludum Dares, it never really worked properly and I wanted to see if the benefit of experience and fancy new tools would make a difference.

The writing for the game took the entire first day. The dating sim bit was by far the single most complicated bit of scripting I've ever done and required an awful lot of paperwork in the background for me to figure out all the various combinations. What made it even more complicated is that each character can pair up with two other characters so that people can be... creative... in how they set these characters up. I never want to do this sort of thing again, but I'm glad that people have responded to the inner lives of these brave (and not so brave) soldiers.

The second day was coding and getting the game actually running and doing The Full Vlambeer for the run and gun bit. I don't think I've ever made a game with any action in it before so this was especially exciting and new for me. I knew the more juice I could add to those bits the better they'd work even if it was really only for a few seconds at a time. Hacking in the platform game character controller and keyboard/gamepad controls for the dialog puzzles and menus was extremely painful and took WAY too much time.

Third day was art and music and just generally making the whole game feel a bit more coherent and complete. Was a stressful, awful day and I'm a bit disappointed by how little background art I have but I think each world in this game looks pretty much like it should, if... only just.

When I launched it... I was pretty miserable and worried, but the response so far has been really positive as far as I can tell... and so I've, eventually, decided that I actually quite like this game now. From a technical point of view I'm thrilled with what I was able to achieve, it's kinda crazy how much I've come on since the last little adventure I made for this competition.

Final note: I think I much prefer doing the Jam to the Compo. I had to do the jam because i'm not in a position to be able to publish the base code I started with because that's part of a commercial project, but I found that extra day made all the difference. It's... definitely the best thing I've ever made for this competition. I'm not sure if the score it gets will reflect that but I don't actually care, this is definitely 100% a huge success.

Not going to link to it here because I've got enough ratings to get a score. Just want to say thanks to everyone who's played and rated it!

Sumbot Fighting! dev story and shameless plug

Punchaa

It's the weekends, and I thought I will talk a little bit about how our idea came about and, at the same time, get some more views from the community. Play/Rate our game!! Please!

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

To be honest, I felt a little irritated when I first saw the theme. How do you put 2 incompatible genres together? If that's possible, are the 2 genres still considered incompatible? But complaining about the theme won't change anything. After a quick breakfast(from where we are, LD starts at 9am 😁), we started brainstorming.

Eventually, we settled on a fighting + time management game. @yunix recently got her hands on a Switch and is quite into Overcooked. We wondered if we could combine games such as Overcooked, Diner Dash, Air Control with another genre that requires immediate and quick actions. A genre that conflicts with the time delayed nature of time management games. And the first thing that came to our minds was.. a fighting game!

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So this was how our 'Sumbot Fighting!' came about. A 2 player fighting game where punches and blocks have to be built and fed to the fighters. In a typical fighting game, the more complicated a move is, the harder it is to push the keys in the correct sequence. For 'Sumbot Fighting!', the better moves require more parts/parts that takes longer time to build. As we build the game, we noticed that besides the big fight going on in the middle of the game, we could steal parts from each other, get in the way of one another, and the 2 "incompatible" genres actually goes quite well together.

I will end this post with a video capture of one of our play sessions. If you can, grab a 2nd player and give our game a go. Let us know what you think. Thanks!

https://youtu.be/HDepEjS-mhM

ps. Drop your game links in the comments if you need more ratings, especially 2 player games!

New Cover Image and New Difficulty! Play in browser!

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Added a new cover image for the game and tweaked the difficulty, so it's not so crazy anymore. THE STUN LOCK IS NO MORE!!

Updates:

  • Tweaked difficulty of each stage
  • Increased recovery time from after getting hit to avoid stun locks
  • Collision bug fixes

 

Play in browser and rate if you like:

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

Deep Space

Deep Space is a space action game where you have to collect as much dilithium as you can. Game Controll: ADSW - Motion, Mouse Left - Shoot deepspace.gif

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

Maze in dark - Making Of

Maze in dark is my first LudumDare.

Not the best game (well ... maybe ...) but I think I had good time management.

And above all: I finished it :-)

https://ldjam.com/events/ludum-dare/41/maze-in-dark

Cover

Day 1 - LD41 start at 3 in France... - wake up at 5 (hard week before) - find idea (hard, not inspired by subject): it will be a sort of maze. A "hero" (his internal name is Valentin, like Valentin Haüy) move in it like a Sokoban game (without crates). But the difficulty is elsewhere: Valentin is blind - the player only see a black screen... - write a sort of GDD - Game Design Document, of course without details - speed benchmark : A Blind Legend (I recommand it), and some other - go to the market, buy some food, walk, and think... - draw some screens - work on assets: design, fonts (braille) - Google, Affinity Designer - quick lunch and a nap - Launch Unity... - Visual Studio... - Small(s) break(s) on the balcony (reading "picsou magazine" of my son), very big sun ... - Unity, Visual Studio, Unity Studio, Visual, Studio, Unity visual... - Dinner time... and SLEEEEEEEP

Day 2 - Take the same: Unity, Visual Studio, Quick lunch, Nap, Picsou... - Dinner time... and SLEEEEEEEP

Day 3 - Some quick little finishes - PUBLISH - and go to work... a little tired... but happy : I did it !

Thanks to all for playing my game!

If you haven't tried yet, here it is: https://ldjam.com/events/ludum-dare/41/think-before-escape

You can also check out this clip from @JoltJab: https://clips.twitch.tv/PunchyFaithfulTapirBabyRage

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Thanks for all, updates coming soon

Thanks for all the feedback we are trying to improve it this weekend, your bugs may no be more https://ldjam.com/events/ludum-dare/41/chick-n-die

Hey, you! Do you like grapes?

Studies show that some number of people that like grapes also like my game, while a different or possibly exactly the same number of people that don't like grapes do like my game. So, if you may or may not like grapes, then try my game out and leave a review! Thanks! https://ldjam.com/events/ludum-dare/41/racing-tower-defense Tower-Defense Racing Game 4em22/em2018 10em48/em04 PM.png Disclaimer: I may or may not prefer people that like grapes over people that don't. I also may or may not prefer people that don't like grapes over people that do. But I may or my not try not to judge you. I also may or may not try to judge you. Thank you for maybe or maybe not reading what may be or may not be a blog post.

My role as the artist of Wizsnooks

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On Ludum Dare 40, I wrote about how I spent 2 days drawing characters for our game. It was a follow up to the post I made on LD 38 about Krita, the free open-source program. Today, I'll be retreading the whole thing, but applied to the art of our latest game, Wizsnooks!

The games developed by Whales and Games usually consists of a programmer, a sound effects person and, in the lack of any other art-people, me. So, during the brainstorm of ideas for our game, someone suggested mixing snookers with roguelike elements in a medieval setting. Seeing the appeal, I quickly sketched a concept of sorts for it:

kritaem2018-04-28/em12-39-54.png

When we finally decided to use that theme as our game, we had to start thinking about the whole "looks" of the thing. I even tried at one point going with non-lined art to parody Dark Souls or something, but in the end, we chose to stick to my classic style. I even sketched many possible faces for our protagonist white ball

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And Just Monika.

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I could go into detail about the story behind every enemy of the game, the tiles and the weapons, but the core of what I want to comment is this. Because of how our team is managed, the programmer(s) can focus on making a great game and the sound person usually does a few tracks and then offers main support to the programmers. I, the lead artist, have no real knowledge of programming and can barely use the tools to upload my own assets. However, having one sole task, I get to draw a lot, and then some, and then some more. Here's a few screenshots of the development of art assets of our game:

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I really want to thank my team, since, otherwise, I wouldn't be able to participate in game development in this fashion. Dedicating pretty much the whole game jam time to art lets us make more with our time. If you're interested in seeing how this all went from still assets to something live, do give Wizsnooks a try.

And for those that would like to do their own assets for future game jams, go download Krita. It's 100% free and constantly updated. It can also be used for sprite work. Like all good tools, it takes a while to understand it, but even with a very cheap digital painting tablet, you could really make your future projects sparkle.

That's all for now. Whales and Games thank you for reading and for participating in this jam. If you feel like chatting, our discord channel is live. Cheers! :whale:

My Game is now available in Google Play.

Challenge you self with my first Ludum Dare Entry.

Gender Circles. https://ldjam.com/events/ludum-dare/41/gender-circle GamgePLay GIF.gif

Google Play: https://play.google.com/store/apps/details?id=com.EkkoEKko.GenderCircles

Post-mortem of Robo-Trix 2041

Theme

I spent all of Friday night trying to come up with a concept I liked. I looked through lists of game genres, lists of good games, lists of best games in a genre. A lot of lists.

Some discarded ideas:

  • Tower Defense + Virtual Pet
  • Side-scrolling shooter + Trivia game
  • Psychedelic western

The main problem was that none of these were fun. They would certainly satisfy the theme, but I don't think I could stay motivated working on something I didn't want to play. So I stopped focusing so much on the "incompatible" part of the theme and that made things a little easier. But by that time, I had wasted all of Friday evening.

On Saturday morning, I settled on Tetris + Robotron 2084. It's not something I had seen before. It doesn't immediately sound compatible, but as you think about it (the blocks are rotating and that can shoot in multiple directions) it makes more sense. Plus, it combines two games that I enjoy, but have never tried to replicate.

inspiration.png

Collisions

When creating the movement system, I wanted to make sure the block always stayed in line with the grid, so the game object can only move in increments of one space at a time. This is easy enough; I just set the position directly.

As a consequence of this though, I could no longer use any of the physics stuff built into Unity, since the game object is not moving to a new space, it is being teleported there. So I had to manually handle collisions with the border of the screen and any blocks already placed on the grid.

This took longer than I would have thought. I had a system that I thought made sense, but I kept running into strange behavior and occasional index out of range errors. I wondered if I had a loop that was off by one somewhere or something. But it turned out to be more insidious.

Floating point math sucks

It turns out that 1 != 1.00001. I knew that this was a thing in Unity, but I guess I never needed anything to be terribly precise before. Once I realized that was the problem, I sprinkled a lot of Mathf.RoundToInt() around and wrote a simple helper function to convert float-based Vector3 to the new int-based Vector3.

Vector3Int FloatVectorToIntVector(Vector3 v)
{
    int x = Mathf.RoundToInt(v.x);
    int y = Mathf.RoundToInt(v.y);
    int z = Mathf.RoundToInt(v.z);
    return new Vector3Int(x, y, z);
}

Two Tetris Grids

Once I got the basics of Tetris functioning, I didn't like how much empty space there was. I thought about expanding the grid to cover more space, but it looks like Tetris has historically had a pretty consistent grid size. Every (official) Tetris game seems to stick with a 10 column x 20 row grid, so I didn't want to break that tradition. My compromise was the use two grids that you could move between.

From there, it made sense to have each of them offer different rewards when you complete a line. This is probably the most clever bit of game design in the project and it was completely unintentional. You can't stay in the health grid and rack up extra lives, because you'd run out of ammo and you can't rack up ammo because you'll run out of lives, so you constantly need to balance those resources.

DualGrid.gif

Look and Sound

I used Paint.net to create all of the art (aside from the borders which are just the Unity line renderer). I'm not really artistically-inclined, so the shapes had to be pretty basic, but that worked well with the game.

I was heavily inspired by the sound design of Robotron. The lack of music is hidden by the constant barrage of sound effects. I don't think I quite made it to that level, but I like most of the sounds I ended up with. I used by sfxr and bfxr to make them.

Enemies

I think I'm gonna write a separate post about the enemies and waves, since I like the way it turned out. It was a bit more flexible than it really needed to be for a game jam, but that flexibility allowed me to easily re-balance the difficulty at the 11th hour.

Known Issues

  • The starting blocks will sometimes contain a complete line. These are just built randomly, so that's gonna happen sometimes. Enjoy the extra life/ammo.
  • I'm pretty certain line clears sometimes happen when the line is complete. Haven't tracked down this bug yet. Seems very intermittent.
  • Getting to the top of the grid might crash the game.

Next steps

If I had more time (or I didn't waste all of Friday), I would have worked on these features next:

  • Score/Stats system
  • Showing the next piece
  • Diagonal shooting

Medi&wave

Check the game I made, full of A E S T H E T I C S, puzzles and medieval ambiance. https://ldjam.com/events/ludum-dare/41/mediwavehttps://ldjam.com/events/ludum-dare/41/mediwave

Medi&waveem2018-04-24/em01-36-12.png

Some time to spend tonight; exchange reviews ?

Hey guys,

I've got some free time tonight, and I'd like to review some of your awesome games! If you could comment this post with a link to your project and also test ours, it would be awesome.

Here is the link: https://ldjam.com/events/ludum-dare/41/shady-cards

Cheers

Hi There!!!

Hello! i’m here to invite you all to try 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

Feeling already rewarded!

A friend incited me to participate in the Jam.

I wasn't sure as that weekend I had to go out to some work meetings but I'm SO GLAD that videogame adiction was stronger and sacrificed my sleep to make it possible. I've been making some games in the past years. Dedicating all my spare in some unfinished proyects. With this challenge the game was afoot, a perfect time to prove ourselves.

These days have been flooded with atonishment and surprises testing other people's games. Comparing how different our concepts of fun can be and how much more is to explore in the videogame industry. The feedback I'm recieving makes me grow everyday and gives me this warm sensation that we're not alone in this utopian niche. That gives me the pride and confidence to shout to the four winds: "COME AND TRY TACTICAL HYDRA!"

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Something that started with so personal feelings about the gaming industry turned in something I'm always looking for when I'm browsing the internet and the playstore. Something that deep down we know more or less how it should be.

This post is a depiction of my gratitude to all of you... Thank you so much =O)

Check out Ludums Kitchen!!

Check out Ludums Kitchen!

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

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

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.

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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.👈

New Challenge: The Platinum Trout

This morning, something special happened. The very first documented trout was witnessed!

https://www.youtube.com/watch?v=AuYLONPxtp0

A new challenge was needed... and so I introduce to you - The Platinum Trout Club.

Rules: Earn a trout (4 lines simultaneously) without losing a life (this means you aren't able to abuse the ball respawn timer). Post a video of it on my page if you succeed. Successful applicants will earn a spot in my post-jam version credits, and earn my respect! Goodluck, trouters!

[link to game: https://ldjam.com/events/ludum-dare/41/honest-dans-trout]

Design document for Super Soup Slicer

Since I loving looking at the design process and documents of other developers myself, I though I'd share my incredibly detailed plan for Super Soup Slicer.

Head over to itch.io if you want to have a look what came out of it at the end ;)

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“Just One More Flap” game playable on mobile and tablets

I like to browse the Ludum Dare page on my iPad and I just found out that my game is perfectly playable on my iPad on Safari. So if you are also on your tablet or smartphone and want to play a game. Check out “Just One More Flap”

https://ldjam.com/events/ludum-dare/41/just-one-more-flap

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Filter games by platform!

It's annoying clicking through the boatload of Windows-only games when you're not on that platform, and this new and apparently modern website doesn't even have a basic filtering function.

I quickly threw together some fancy web cloud 2.0 scale node mongodb on rails.js stuff and ended up with a huuuge list of all the games, able to filter all the platforms with no javascript, just pure CSS!

Behold:
https://tsjo.st/r/ld41/

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(Beware it might be a little bit slow if your computer isn't from this turn of the decade)

Now I can finally go back to playing and rating games 😄
If you'd like you can also play my game here!