LD 41April 20–23, 2018

Type 'n Jump - Last call for ratings!

Thank you for all feedback and ratings so far! We hope you had fun playing Type 'n Jump. 🙂

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https://youtu.be/AUiJZZTSeg0

Remeber to type HELP if you get stuck somewhere!

If you haven’t played it yet, give it a try! 👈

Need a Few More Ratings

thumb.png Download at Itch.io

Rate Us

This is our first ever game jam, and thus our first Ludum Dare. We'd love it if you played our game and gave us a rating and a comment as we need just a few last minute ratings to get a score!! Please help us Senpai you're our only hope 😣

The idea is a visual novel combined with a tower defense. The choices you make in the dialog changes the stats of the towers. The tower defense is a strategic tower defense where you build the maze for the enemies.

Gifs:

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Here's a gif from early in development.

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Here's a gif even earlier... (It's not a bug, it's a feature!)

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Be sure to leave a link to your game so that we can rate and review yours as well! Good job everyone on a successful Ludum Dare, whether you finished your game or not we are all winners here because of the knowledge we all gained from this experience!

Now time to go play and rate some LD41 entries :nerd::joystick:

Thank you all!

Just to say thank you to everyone who has tested "snail and salt". I tried to keep counted of a maximune of opinion for creating a Jam post version.

Thank you all!

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*To try the game it's here. ;) *

Got Time

If you rate and leave a comment on my game, I'll check yours out.

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https://ldjam.com/events/ludum-dare/41/123

One last push before the end!

Need for fish

Cute game about racing and fishing! got Html5 version too!

Game page

needforfishgif1.gif

Its about catching fish and riding it to the finish line (featuring actual fish tug of war), a real contrast of patience and need for speed.

So anyone feeling like a last second play, give it a try!

Game page

Real Quick

All the best to everyone for the results. Especially to my 'friends' (I guess I'll call them that if they have no probs xD) @samusoidal and @bluewingtitan - Hope you get great ranks because your games are awesome and you deserve it! :thumbsup:

It has been an amazing ride!

Just wanted to say how awesome this LD was for me. The last one I manage to complete was LD26 (5 years ago!) and I'm so happy I've been able to participate and complete this competition. Also, I loved the theme!

The creation part was a bit of a rollercoaster for me because of my poor C# knowledges but the testing part was just pure pleasure! I'm amazed by the creativity and the talent of the participants. I saw some of the most original games I've played in years!

Last words, I want to say thank you to @pov for his dedication and thank you to the community for its kindness and useful advices!

Hope to see some of your games make it to a full release, and of course to see you guys this august for LD42.

Cheers!

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"Director's Commentary" of my source code

As you all know, participating in the compo also means to share your source code. Whenever I am curious about a certain game and take a look at their code, more often than not I have a hard time understanding what's going on and why, and if something is just a hack for lack of time or a clever implementation I just don't understand.

That's why I thought I make a litte (well) video about my explaining my source code of my LD41 game, "Zoccer", and walk you through line by line:

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

A link to a Windows build and the Game Maker project of the game can all be found on its Compo page.

The Jam Experience

This has been my very first LDjam that I've participated in, and I must say, it was pretty fun-although also pretty stressful and intense at the same time. I enjoyed it overall though. The theme caught me off-guard, but it's those themes that forces people to become creative, haha. I may try to complete my entry as an actual project later on.

Thank you to everyone who rated my game and I wish you all the best of luck on the end result rankings and future jams!

If you haven't tried my game yet, you can do so right here: https://ldjam.com/events/ludum-dare/41/star-shadow-incomplete

If any of you still need some last minute ratings for your game, feel free to post a comment below! I'll take a look at your entries provided there's still enough time left.

Thanks Everyone, and Good Luck!

As rating wraps up on another Ludum Dare, I wanted to say thank you to everyone who rated Get Baked, so I made a nice word cloud out of the comments we got (using Word Art).

LD41 - Wordcloud 3.png

Thank you for your feedback, and good luck to everyone tonight!

It's been the hell of a ride!

I can't believe the game jam is actually ending... 😢

Being my first Ludum Dare I had no idea what the LD community was all about and I was amazed by its talent and good faith . Everyone was super respectful and nice and gave us a lot of valuable feedback. Thank you so much!! 😁

I really loved the theme 2 incompatible genres. That really helped us all think outside the box, which always gives the best results. GOOD THEME! 👏👏

Creating the game was as much fun as the PLAY+RATE GAMES time:

I found dozens of great games and learned a lot just by playing them. 👨‍🎓

Many comments helped me improve my skills as a game designer and others just made me laugh, while some really made my day. :D

I, too, made a lot of new friends, with whom I will keep in contact via Twitter and.. who knows? ..maybe make games in the future. 😸🎮😸

I wanted to thank the Ludum Dare organization for this amazing opportunity and event, and the community for their unbeliavable talent and solidarity. 👌👌

Can't wait to participate in the next Ludum Darem in August!!!

Hope all your games have great results, but remember that the best result is a beautiful finished game! dwight.gif

See you all in the next one! And thank you all who played Survaby!!!

Always in my heart! <3

My thoughts on game jam

THANK YOU ALL

Some time I think why we make games for game jam?

There is no prize, there is no reward,

Why we spend those sleepless day & night to make game which gives us no reward?

Why we keep pushing ourself to make game in 2-4 days?

Why?

Why?

Why?

So I wondered how many games can be made from Theme: Combine 2 Incompatible Genres .

Than I see this https://ldjam.com/events/ludum-dare/41

3051 games submissions made by 8595 gamers all around the world. in 2-4 day's

It's just amazing

Here are my learning from game jam.

  • You can make game on any topics

  • Gamers community is very supportive community. everyone is try to help other developers to grow & gives great advice. everyone is care about each others games

  • Everyone thinks differently. One theme but so many different games can be made from it.

  • Are video games art? For me YES it's ART

  • Making games is fun.

  • blah blah blah .....

That's enough for today. and again Thank you all

I would like to know what you learn from this game jam

& why you makes games

Help us getting some rates

Rate us plz we need your support thnks ^^ https://ldjam.com/events/ludum-dare/41/space-faze

I Urgently Need Votes

Hey everyone, my game urgently needs 15 more votes to enter the rankings. I'd greatly appreciate it if you could all give it a try!

https://ldjam.com/events/ludum-dare/41/rhythm-massacre

Thank you for your time!

Cross Word Shooter

It is your last chance to play and comment on Cross Word Shooter - the combination of FPS and Scrabble. I am really curious of what do you think and what could be done better in your opinion. Thanks for feedback in advance!

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

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Waiting for the end

While the time is ticking and we are waiting on the results, we continue our work. If you haven't tried our game yet, you can still change that HERE.

If you would be curious about further progress you can follow me on Twitter, but of course we want to share the progress here as well. Design of new levels is in progress (here is an early draft).

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We would like to thank you all that have played and rate our game and would also like to congratulate all of you that were able to finish your game. There are a lot of great entries!!

So long and thanks for all the fish. See you Next Time ;)

2 more hours

If you want to test my game on last minute, here you go:

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

Thanks :D

LAST CHANCE TO RATE!!

If you have time, please rate my game here: https://ldjam.com/events/ludum-dare/41/patricks-shoot-towers-pew-pew

Last 5 hrs 49 Mins.... Lets Keep on exchanging ratings...

Hey Guys! Only last few hours are left.... Come on leave a comment down below with the link to your game and I'll make sure I will rate it before the end of this rating hours.

Also here is the link to my game: https://ldjam.com/events/ludum-dare/41/memebumps do play and rate it. Lets exchange some ratings brosss!!!!

really proud of this baby

I'm actually super proud of the game we made for LD41, if you haven't seen it yet, please give it shot. I'm also going to play the HECK out of some LDjam games for the next couple of hours. If you think yours is cool and good, comment and we'll play :D.! 138d8.png

https://ldjam.com/events/ludum-dare/41/timestaar-turn-based-bullet-hell yee haw. GG everyone, this one's had some super interesting games.

PLEASE RATE SPIKE BALL

I said this yesterday, and I don't want to seem spammy, but I need a ton more ratings on my game before the rating is over! As I've said, this is my fault because I didn't rate anyone elses games, but there is an hour and a half left of rating so if you are reading this, PLEASE COME RATE MY GAME

https://ldjam.com/events/ludum-dare/41/spike-ball

My siblings made games for LD41!

I love game jams and try to share my enthusiasm for making games with others around me. Ludum Dare 41 is the first time I convinced both my siblings to also participate, and I couldn't be more proud of them. It's interesting to see how we each have our own style, approach, even game engine despite playing the same games growing up!

Please check their games out! Shooter Maze in particular doesn't have enough votes yet. Thanks!!

>> Shooter Maze <<

shipmaze.png Genres: bullet hell and maze

>> Solitairey In School <<

solitairey.png Genres: card game and dating sim

please help, get 4 vote :)

please help, get 4 vote :)

https://ldjam.com/events/ludum-dare/41/orcs-attack

thanks a lot ^-^

Final hours!

Good luck everybody! 😊

You can check our game here: https://ldjam.com/events/ludum-dare/41/shuffle-climber

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Title

Say something

Last Chance to Rate Super Slime Slasher Ultra

There's not a lot of time left to do ratings!!

We'll return the favor by playing and rating the games of everyone who comments on ours!

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

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As we reach the end...

The votes are almost in.

As some of you know, this was my first Ludum Dare, as it was with many others, and...

I don't care about the votes.

I don't even care. Not in a bad way, like "MY ENTIRE GAME WAS A FAILURE", which it wasn't, but even if it was, I wouldn't care. Even if I won, and i'm not going to win, I wouldn't care. I don't think anyone should.

I think that Ludum Dare is just a fun experience that I was very grateful to participate in.

I have no clue why i'm writing this. @connell just came up and asked why i'm writing this and i'm blank. I'm just sad it's over.

See you all in august!

Last hour to play Steps

I would like to reach 20 ratings to get ranked.

If you like chiptune music, rhythm games and "platformers", then this is the game for you!

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> Play here

(Sorry for the spam, have a great day!)

Only Two More Ratings Needed!

Help us get ranked by getting us our last two ratings! It would be much appreciated!

https://ldjam.com/events/ludum-dare/41/2048-survival-1

1 More Rating! (ALREADY RATED)

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I have 20 ratings in all categories except for audio! I would really appreciate one more rating so I can get rated in all categories, thanks :grin:

https://ldjam.com/events/ludum-dare/41/turn-basedball

I need a bunch of ratings!

I'm short of a whole bunch of ratings to get rated, got started pretty late. I'll help rate your games too!

Link

Thank You to Everyone!

thumb.png Download at Itch.io

Rate Us

Thank you so much to everyone who helped us by rating our game and leaving a review!! We are nothing without you Senpai

This is our first ever game jam, and thus our first Ludum Dare. We'd love it if you played our game and gave us a rating and a comment in the last 20 minutes of ratings!

The idea is a visual novel combined with a tower defense. The choices you make in the dialog changes the stats of the towers. The tower defense is a strategic tower defense where you build the maze for the enemies.

Gifs:

thisisagamerite3.gif

Here's a gif from early in development.

thisisagamerite.gif

Here's a gif even earlier... (It's not a bug, it's a feature!)

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Be sure to leave a link to your game so that we can rate and review yours as well! Good job everyone on a successful Ludum Dare, whether you finished your game or not we are all winners here because of the knowledge we all gained from this experience!

Now time to go do some last minute ratings!:nerd::joystick:

Need help people! Spare some ratings?

If you could give our game some ratings that would be lovely. We barely have a few! It's a dating sim + pet raising game where you train a monster of your choice to overcome its akwardness and flirt with other monsters in a series of fast dates!

https://ldjam.com/events/ludum-dare/41/monster-dating-coach

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We need your help!

We're missing just 6 ratings to get a score. It would be greatly appreciated if you guys could rate the game before the timer runs out.

Here's the game: https://ldjam.com/events/ludum-dare/41/mobile-in-the-automobile

I hope you like it! :smile:

Solitary

Hi, everyone. This is my LD41 game Solitary. A combination of base defense/management and survival. I made it using GameMaker which I learned in two hours before the jam and later on while working on Solitary.

It is a very rough prototype I would say since I didn't have enough time to make everything I planned. Let me know what you think of it, I very much appreciate your feedback :)

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

SolitaryemScreenshot/embase.png

Good luck everyone and thank you!

This was our first jam and we are very thankful to have enough ratings in the end. It was a very nice experience and we will certainly do this again! Great experience, great people, just great :D

Combining the Incompatible - Super Slime Slasher Ultra Design Postmortem

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For Ludum Dare 41, the theme really got my team's designer sense tingling. It was a difficult challenge, to design a game that combines two things that are incompatible, but we took this challenge with confidence!

What Went Wrong

Controls

Originally the game didn't have separated aim and movement. The sword would point in the direction you were moving. When we had some peers test it around the morning of the second day, they said it felt bad. So, we changed it. It's hard to prove, but the controls feel so much better than they did with our original control scheme, even though they still aren't great.

The controls can and do feel unresponsive at times. So we tweaked and we tweaked, but the ways we were handling it on the most basic level were creating the problems. We'd have had to rewrite the entire aiming and attacking code, so we opted to just ship as is. The game controls especially poorly on a mouse and keyboard setup, which was our original intended control setup.

The reason the mouse aim is so twitchy is because it's using mouse axis as a replacement to controller axis for aiming. This means that it's not pointing towards the mouse point but rather the direction the mouse moved in last. This is why showing the cursor isn't an easy fix for the mouse aim.

Hitboxes

Collisions

You may have noticed that the game is actually fully 3D and not 2D. This was done mostly to allow us to use Navmesh to implement our AI. It came with it's own disadvantages though, and hitboxes are one of them.

The awkward perspective mixed with the fact that the assets are actually 3D lead to some seemingly weird bounds for the hitboxes. It's something that's pretty easy to fix, but we hadn't really noticed until after we shipped.

Attacking

A lot of people have told me the attacking feels inaccurate, and to them, I say: you are absolutely correct. This is because the hitbox that's cast when you attack was, until hours before launch, for a horizontal slash attack. We opted to change to a stab motion very late in development, and when the hitboxes got changed to reflect that they broke everything for reasons still unknown to us.

I panic rolled it back to the old one since there was not time left to fix it and ended up releasing it as is.

What Went Right

Combination of Genres

Our design goal for Super Slime Slasher Ultra was to seamlessly combine the two incompatible genres. The goal was to make the match 3 mechanics feel natural in the action gameplay.

To do this, we tore apart what the defining traits of each genre were and took the best from both to make our design.

Here's what we decided we needed to include from both genres.

Match 3

  • Getting 3 or more things in a row.
  • Exponential scoring.
  • Combining colors or types.

Action

  • Free movement.
  • Real time combat and player interactions.
  • Death fail states.

By taking all these elements from the two genres, we managed to make the game you see today. Slimes run around like traditional action enemies with various subtle AI behaviors, and attack you when you collide with them. The fail state of the game is also dying from being attacked by slimes, as it would be in an action game. The match 3 mechanics are more subtle, requiring the player to kill 3 or more of the same slime color in a row to earn points. Killing slimes still plays like action, but in order to get points you need to think about the game like a match 3 game.

Polish

Apart from a few minor bugs and technical issues, the game ended up very polished. We set out to make a small, polished game instead of an ambitiously large unpolished one, and I think that decision paid off. The animations, voice acting, sounds and music make for a much more complete feeling experience than what most jam games tend to achieve.

I think the tutorial was also a good touch for polish points. Tutorials in jam games really make the game feel more finished, which is why we really pushed to put it in ours.

What Was Learned

Scope Small & Polish

A small game with more polish shows and (usually) plays better than a large game with less polish.

Find the Right Friction

This is a bit more theme specific, but a lot of the games used two incompatible genres as the friction in their designs. Putting two games into one that you play at the same time is a fun idea, but it's really hard to pull off in practice. Avoiding this by combining the genres in a way that makes them work well together creates a more fun and playable experience.

Test Test Test

Testing is important in jams. We started testing with friends and peers on day 2, which in hindsight is much too late. As soon as you're playable, someone else should play. Take the feedback and make changes. The sooner you get the feedback, the more time you have to implement changes, if you'll have time to implement changes at all.

Thank you all for playing Super Slime Slasher Ultra. I can't wait to see you next Ludum Dare! Thank You.png

Check out the post on itch too!

PLEASE!!!!!!

we need 4 more rates PLEEEEEAAAAASSSEE ! We'll be really grateful if we could be ranked for our first game jam ! :)

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

Rating period over, but can still vote?

I am still playing through some games, will carry on voting on games if it counts. Any official word on this? Is this just the site hasn't "updated" yet to the "end of voting phase"? If the votes count, I'll keep going <3

Ratings. Bots need help. Need 4.

Still need 4 ratings also to reach the twenty needed. If the ratings are still not over, I guess it's my last opportunity to ask.

Ever wanted to start a robot uprising in a Stealth STR game ?

https://ldjam.com/events/ludum-dare/41/asimovs-breakout

And the ratings are closed.

Great job everyone, and good luck, just a few hours to see the results. Super nervous this time :)

Results for Ludum Dare 41

And finally, Ludum Dare 41 has ended.

The results for each category can be found here:

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

You can check your game page for your individual results (via the My Game link up top).

Congratulations everyone! You did it! You made a game!

Ludum Dare 42 - August 10th-13th, starts 3 hours early!!

It's science experiment time!

You can read more details here, but I often get e-mails from folks in the EU asking for the Theme early, instead of at 3 AM or 4 AM local time. We are not the Global Game Jam. We are an event that exists entirely online, so handing out themes early just isn't practical for us. That said, I hear you.

So in an attempt to be a little more EU friendly, and because Science, we're going to try starting and ending the upcoming August event 3 hours early. That looks something like this:

  • 3:00 PM Friday on the West coast of USA/Canada ***
  • 6:00 PM Friday on the East coast of USA/Canada (me)
  • 10:00 PM Friday UTC
  • 11:00 PM Friday in the UK
  • 12:00 AM Saturday in France, Germany, Sweden, South Africa
  • 1:00 AM Saturday in Finland, Belarus, Moscow
  • 3:30 AM Saturday in India ***
  • 6:00 AM Saturday in West Australia, Taiwan, Hong Kong
  • 7:00 AM Saturday in Japan
  • 8:00 AM Saturday in Sydney Australia

(My apologies if I omitted you... there are a lot of you :wink:)

And as always the event goes for 48 and 72 hours, with one hour each to submit after the end (Submission Hour).

As you can see above, the problem times are if you're on the West Coast of the USA (i.e. San Francisco) or Canada (i.e. Vancouver), where more than likely you're still at work or school. Also, those in India run in to the same problem as those in the EU. The fact is there's no perfect time to schedule an international event like ours, at least if we're going to fit the full 48 hours in.

That is the plan (August only). We go back to the regular start time in December.

NOTE: If this becomes a regular thing, it'll effect the August event ONLY. April and December Ludum Dare's will continue to be run at the regular time. This would only impact 1 of 3 events we run per year.

Again this is just an experiment. We'll be doing a survey after to see what the consensus is.

Stay Informed!

Want to be reminded of the upcoming event?

Sign up for our mailing list here:

http://ludumdare.com/compo/ludum-dare-mailing-list/

Or follow us on Twitter:

https://twitter.com/ludumdare

Wrap Up

My apologies for the lack of website updates this time. It's been a bit of transition for me, the past few months looking for a job, and starting that job 3 weeks ago today (the Tuesday immediately after Ludum Dare ended). I'm still getting a feel for how to balance work with personal projects like Ludum Dare (I even took the day off today). I'll figure it out. Not having to stress about how I'm going to pay the bills is already a huge weight off my shoulders. :wink:

That's it for me. We'll see you again in August.

Congratulations to all

Congratulations to all! That was one heck of a game jam, and I think the theme was spot-on. It brought out so many bizarre and wonderful games, which I've really enjoyed playing.

Flappy Blocks smashed it, getting 10th in humour and more surprisingly 8th in theme. I am so proud.

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I'm working on a mobile version 2, so please follow me on Twitter if you want to see that bloom into a frustration-inducing flower!

Thank you everyone ! :)

I hope you learned many things from this game jam like i did (raycasting and simple ai and level design) and I didnt believed that mostly i ended in top 500 out of 3051 (except for humor :3 148th )

Congrats to all!

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I have to say, I was not a fan of this theme. I felt that forcing devs to combine two incompatible genres meant that to do it right you had to end up with a game that shouldn't be any good, and somehow you had to shoe-horn the 'good' into it.

We gave it our best shot, and made our goal to hit mood, audio, and theme as hard as we could to see where we'd land (Don't get me wrong, we tried as hard as we could to make it fun!) . I have to say, we did well in the categories we focused the hardest on and we're extremely happy with the results!

Just because you don't agree with a theme in LD, you can still use it as a learning experience and try to hone other skills by participating - make the best of it!

To those of you who did manage to hit high fun and overall ratings, great work! It was a challenge, and this was by far the most challenging LD I've done to date.

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Thank you

Midway through the jam I realized there was no way I would get a good score on gameplay or graphics, but I knew I could try and get a good score in Humour. I got 430th in Humour, the rest was above 1000. So mission accomplished. I'm really happy though and these results doesn't really mean that much to me, what I find amazing is how many of you guys actually played a game that I made and gave them feedback! I appreciate it!

I should give up...

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My 7th Ludum dare jam and got my worst scores overall nearly every category...depressing

F-First PLace in Graphics?

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Guys I can't even express my gratitude for all your glowing reviews. Thank you all so much! Josh and I worked very hard on crafting a soothing, zen experience that people would enjoy playing with loved ones (or alone!).

Wow. I'm actually so thunderstruck by this haha.

If you're interested in seeing more from us in the future please check out our Twitters:

twitter.com/flightyfelon :bird: twitter.com/qkjosh :bird:

Josh is currently working on a game called Moonflight, which deserves all the hype! So please go check him out.

See you all next Jam! GifemSLow/emOptim.gif

DANG SON - A technical post-mortem and reflection

Ludum Dare #41 - Post Entry Write Up

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Conceptualization

We imposed the limit of only a few hours to spend on this and made this a priority of Friday evening. Determined to settle on a concept that had a lot of potential, fit the theme, and provided a level of scope that was doable became our top priority in the dare’s first few hours.

Quickly, we began coming up with genre combos that made us laugh or delivered some kind of inspiration. We got stuck on the idea of doing an 80s era text-based RPG around several truly incompatible genres, including sports, replete with cardinal directions based navigation, old-timey names for other characters, and old rpg flavor text that’s pseudo formal.

The idea for Modern Fairway was sort of cemented we we discussed how to mix and equal amount of FPS with an equal amount of golf. The best idea came to us when we nailed down the mechanical mix- shoot the golf ball with FPS weapons. Using FPS theming for the menus, sound, and UI assets juxtaposed against the cutesy golf look sold it for us, and we knew the jarring difference between art styles would only raise the impact of the humor.

Framework

Saturday - Begin 6am Terrain Generation FPS Engine Ball + Physics Main Menu Graphics Logo and Button Design Terrain Sculpting

We decided to drop the load out screen as it didn’t bring anything meaningful to the actual game.

Sunday - Begin 3am Create win condition Create second environment as level two Trawl internet for free use music and sfx for menus and during gameplay Amass free use low-poly models to populate course with

Monday - Begin 6am Sculpt paths in terrain Populate terrains Lighting UI tweaks Build Credits scene Screencaps + video footage for social media posts Post game Run Dread game as promised like a FOOL

Prioritization

We prioritized anything that served the Ludum Dare theme and/or built on humor. We trimmed or let go of ideas that didn’t directly offer payoffs in these two priorities. We specifically made the text and menus as dramatic and over the top as possible so that it would play off the cute, low poly look of the golf courses and in-play music.

In addition to the load out screen concept we had, we also had to trim extending the variety of weapons in the game. A true scoring system also didn’t quite make the cut.

Obstacles

Our biggest hurdle by far was distribution of skills paired with the stipulation of not purchasing assets and the absolutely oppressive time crunch. We’ve differentiated our skills as much as possible but neither of us are artists. We relied on free commercial use assets, models, sound, fonts, and music when we needed. All assets were used with permission.

What Went Right

Our ratings have surpassed our expectation. What we completed during the dare period is not complete, but stands alone well. Social Media/Marketing outreach. No bug-fixes or improvements have been made to the game after submission. Many people have offered well crafted critiques should we push forward with the game Networked with several devs on various social media.

What Went Wrong

Several UI bugs that we did not have time to fix Floating tree/cactus models that we didn’t have time to fix Terrain Size Lack to time to familiarize ourselves with FPS games and their typical feel, leading to mouse sensitivity issues.

Final Takeaway and Results

Rankings are up now and we were very pleased with the results:

406th Overall (3.6 avg rating of 82) which is the top 13% of all games and top 21% of games that ranked. 362nd in Fun (3.5 avg from 82) 200nd in Innovation (3.788 avg from 82) 57th in Theme (4.341 avg from 84) which is top 3% of ranking games 80th in Humor (3.987 avg from 80) which is top 4% of ranking games 349th in Mood (3.545 avg from 80)

Total Ludum Dare Submissions: 3050 (Jam: 2019, Compo: 1031) Total Ranking Games: 1898

Ludum Dare was definitely challenging but I take some pride in knowing that we were organized and crafted a workable scope that allowed us to finish a salient product within the time limit with limited resources. Even though we are still before the official judging period, we’re happily surprised by the response we’ve been getting and the connections we’ve forged during the rating phase.

If we decide to do another Ludum Dare- which is probably likely, though maybe not the next one- we’ll likely try to implement the same mode of attack, so to speak. Conceptualization was highly satisfying as was submitting a mostly finished product.

We want to leave Ludum Dare #41 with a shout out to all the cool people we've met here, who've carefully critiqued and commented on our game and whose game's we commented on. Ludum Dare #41 hinges heavily on its community and it was a really great experience working with and connecting with all you designer/devs. As always, hit us up on twitter --> @SoftDutch and see you next jam!

WAIT... WE WON ?

DARK SOIL, our LD41 entry that merges Dark Souls with a garden game got 1st place Overall, silver medal in Graphics, bronze medal in Fun and 12th place in Audio! We still can't believe it :o

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Play DARK SOIL

From the Dark Soil Team, thank you so much, there were so many amazing game, one of the best gamedev community ever for sur ! See you soon on a next LD !

PS : That's the 3rd time I worked on a game that got Gold Medal Overall in Team category, thank you so much <3

Pietro Ferrantelli - Game Design, Programmation Twitter : PietroFerrantel

Sylvain Guerrero - Game Design, Programmation & Tech Art Twitter : Zylvaingue

Robin Chafouin - Character Design & Animations Twitter : NoNameNoSocks

Joachim Leclerc - Environment Art, Title & UI Twitter : MoJo

Boris Warembourg - Music & SoundDesign Twitter : GrizzlyCogs

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22nd in MOOD!!!?

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Thanks so much! Out of thousands of games, this is awesome! Nearly the top 20s in Mood, and nearly the top 100s in Innovation!

I'm glad the feel of the game got through to you guys. I have an Extended Version up! I watched several streamers play my game, got their feedback as well as many others, and molded the game accordingly. I also added some new things to add to the feel of the game, adjusted the difficulty, and added a little more to the story. You can play it here: https://ldjam.com/events/ludum-dare/41/operator. Thanks again :).

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thank you all

There were really good and interesting games

I really enjoyed it

* Thanks*

Thank you for playing Poker-Man !

This was an amazing experience! I got a lot of fun coding this mix of an arcade and card game.

Thank you for your feedback, I am now working on an new post Ludum Dare version!

New features :

  • A new intuitive UI and 3D graphics : pokerman3dP5.gif
  • A shop to buy new powerups and special characters : pokerman3dP5Shop.gif
  • New mechanics ( fold, blackjack mode, roulette gameplay )
  • An official Android release
  • And....... a Multiplayer mode !

For more updates about the post ludum dare release, follow me on:

Twitter
Facebook

Thank you!

Thank everyone for playing and participating in Ludum Dare (twice to those, who crossed my game), especially those who commented (twice to those, who comment and rate ... as just rating is pretty much pointless).

See you in August!

Blind Faith: Post-results musings

First, recapitulating: Blind Faith is a stealth god game. You are a deity. Your worshipers always thought you were invisible, which is unfortunately not true. So, you must do your god things while hiding from your worshipers, as being seen would reduce the faith they have on you.

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Recapitulating even further to the past: "This time I’ll try to come up with something simpler, and spend more time making it more enjoyable. Let’s see how it will go!" Aaaand, I failed miserably. Or did I?

  • Blind Faith is still too complex for a compo game. All the compo games I really enjoyed playing were simple, but quite polished and well-balanced. I simply cannot do this with a game as complex Blind Faith (or Metal Fear, for that matter). But, hey!, I don't want to make simpler games! So, should I forgive myself for this? Yeah, maybe. After all, this is all for fun, right? Right. But I still know that going simple and polished would be a wonderful exercise -- one that I must do some day, either in my next LD or in my "normal free time".
  • I spent too much time doing the graphics. But, hey!, I had just got a new drawing table, and had a lot of fun using it. I forgive myself on this one.
  • The game is not enjoyable. Maybe some people could enjoy it a bit, but most people wouldn't (and for good reasons). I'd say the biggest issue was that most players wouldn't know what to do. Metal Fear was better in this regard: the very concept was more familiar to the players, and I even added some tips in each screen, explaining the mechanics as new elements were introduced. I'll count this as a lesson learned.
  • On the positive side, and still related with enjoyability, I think Blind Faith is much more successful than Metal Fear in giving feedback to the player. The players might not know what to do, but (generally) I think they know what is happening!

So, what about the scores? This time I opted out of Mood and Humor (incidentally, humor was my best score for Metal Fear). In the other categories I improved my score and ranking:

  • Overall: 3.146 (up from 2.328)
  • Fun: 2.708 (up from 2.438). So, while not really funny it is funnier than my previous entry.
  • Innovation: 3.739 (up from 2.453). My best score. I liked the idea, indeed. Maybe I could try to work further on it.
  • Theme: 3.583 (up from 2.75). OK, fair. I not-so-humbly think the concept was 5-stars in regards to the theme, but 3.5 is very good for the execution.
  • Graphics: 3.28 (up from 2.094). Quite an improvement, but I really hope to spend less time on graphics next time.
  • Audio: 3.104 (up from 2.71). Not bad for a theme song played on a kazoo and a Pilates ball! And this time I even had the time to make the audio play from both speakers!

All in all, again, I am very pleased with the results, the overall LD experience and with the learning! Thanks so much for everyone who player Blind Faith and left comments!

Woah!

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Woah! :O Thanks so much everyone who voted and played Darkade !! This was an awesome LD with a heap of great games. Whoever suggested the theme, I grant you three wishes! As soon as I become a magical fish!

See you in August!

Meanwhile, | _

THANK YOU VERY MUCH! 1ST COMPO!

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Thank you very much!!! I am extremely happy and thankful for the results!

After 12 entries I have finally made a nice game haha!

I will probably write more about the game itself later, right now I am just feeling :)

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Type 'n Jump - Results

Here are the final results for Type 'n Jump!

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Thank you so much everyone! We learned a lot during this journey!

We hope you had as much fun as we had!

See you guys soon!

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Feel free to add us on our social media and keep in touch with us, we'd love to keep in touch with other devs!

Richard Nunes da Silva​

Eduardo Scheffler​

Congrats all

I hope those who tried Honest Dan's Trout will remember the frustrations it caused them!

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Very pleased to be within top 100 in a few categories - but even more pleased with the many kind words that I've received in over 200 reviews of the game. It's so rewarding when you think about the time people took to play and hearing about their experiences and the joy (or frustration!) it brought to them.

This isn't my first Ludum Dare. For those of you who feel disappointed by your ranking - try not to take things to heart. There is always going to be a lot of variance in rankings; when some games come 1st with 150+ ratings, and others come 1st with 20 ratings... but there isn't anything you can do about that. Be proud of your own efforts, read the feedback you got from others and think of the positive experiences and accomplishments this game jam has given you.

Stay classy all, and if any of you want to keep in touch with my development, I stream daily on twitch. Links below.

Twitch Twitter

PLAY TROUT

Couldn't be happier!

I'm so friggen ecstatic! For my very first jam, I think this went super well!

I'm super happy with the results for the FUN category. That's the one that mattered to me the most at this stage. The graphics are just placeholders (in hindsight, probably should have opted out of graphics since it's all just blocks), and the theme is more of a suggestion, but the fact that people found the base game fun is the best result I could ask from a 48 hour prototype! results.png

I'll be spending my time before the next jam polishing this prototype (already gotten started! You can see it below). I can't thank you all enough for your feedback! I feel so energized, and I can't wait to come back in August to do it all again! 14d76.gif

Thank you all!

Resummee and our Kickstarter campaign

Thank you very much for your feedback on our game. We really appreciate it. Too bad we were not able to implement all the stuff we wanted to. We will do better next jam.

We decided to bring out our game CornWars and we appreciate your help (sharing or caring ;) ) for it! We started a kickstarter campaign - Feel free to have a look and ask any questions.

See you in August for LD42 - Be prepared!

https://ldjam.com/events/ludum-dare/41/ld41-1

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The image links to our kickstarter campaign!

Order Up! (version 2)

Just wanted to post for anyone that may be interested... I've made some changes to my game based on the user comments I received. Thanks for another great Ludum Dare! Looking forward to the next one...

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

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Oregon Trail: Hot Pursuit Post Mortem

Results are in! I almost didn't participate this time around, but my wife said she'd be disappointed if I didn't make a game. She seemed pretty excited about it, so I couldn't let her down. I don't remember exactly where I got the idea from. I was watching some of the LGR Edutainment Month reviews and at some point must've put rockets and Oregon Trail together. I drew the rocket cutscene and the rest of the game planned itself.

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From the start I wanted a parody of the Apple ][ version of Oregon Trail... the one I played in elementary school where we had to double up on computers because there were only enough for half the class. Your party was doomed from the get go if your partner insisted on spending all the money on bullets. Oregon Trail--Test of Friendships.

This was my best rated LD game since I started with LD 31. First place in humor? Exciting! Thanks to everyone who played and rated!

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Usually I like to go all out with game mechanics and code. I'm a programmer, not an artist, musician, or designer. I like solving programming challenges. But this game was what I needed--an excuse to be silly. It's not the LD game I'm the most proud of, but it was the one I had the most fun making. I like to think that shows.

What Went Well-- I didn't lose much time to hunting down bugs. From the start I had a good (and accurate) idea of how long each piece of the game would take. Planning is very important. I spent my first hour creating a roadmap of the entire game, and I knew exactly what to cut if time started running short. I had a reasonable scope for this project. Everything I felt was an important feature did get implemented... even the little hunting minigame.

What Didn't Go Well-- Balance. I threw the difficulties in at the last minute as a last-ditch effort to strike a balance between the two ends of the difficulty spectrum. I think it turned out okay after I put that selection in, but I can't claim it isn't luck. Variety. It's a parody of Oregon Trail and racing games. Well, mainly Oregon Trail. As a child of the 80's and 90's, I grew up on a lot of edutainment games. There were plenty of opportunities to poke some fun at the more absurd parts of the genre. Unfortunately, I had to pass them up. Maybe next time.

Closing-- Congratulations to everyone who participated. See you next time!

Turns out VRn't that bad

Hey VRn't did pretty well! Thank you everyone who took the time to play our silly little idea. Ya'll rock. Keep the furniture together and the birds in the sky!

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Thanks Everyone!!! Results Are In!!!

This is my first Ludum Dare 41, and Escape did really well!

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I am not going to lie, I definitely had hoped the game would have scored better, however I am proud to share with everyone...

The Results!!!

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There was definitely room for improvement on my game, and I so wish that the version I am working on currently was the version I had submitted, but alas I was not fully prepared, and could not make use of the full 72 hours that I gave myself after switching away from compo. (That will change in the future, and I will definitely be more prepared for my next Ludum Dare!)

Anyways, I will continue to work on this game, for a fully featured version in the future! I really appreciate everyone's insight and positive support!

On a side note, how did I manage to get a 2.775 in Humor when I didn't even know about Humor being a category?

Thanks again everyone!!!

If you haven't played my game, you can find the link below! (It's web-based)

HTML5 (web): https://gamekrazzy.itch.io/escape

As expected...

Compared to my previous entry, Excessive 2 had lower scores, except for the mood score, which is an improvement. Sequelitis kicking in, perhaps?

LD41 results

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LD40 results

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Thanks to those who vouched for having a good mood ranking.

Now back to my regular job of writing for a yet-to-be-announced commercial visual novel...

(Cross-post: https://jollysword.livejournal.com/160579.html)

My Results! ^-^

My results are in! 05-15-2018-20-06-59.png While my game didn't really stand out anywhere, I got what I was going for, which was an all-round solid game. In LD 40 and LD 38, I went for more aesthetically pleasing games. LD 39 was my last attempt at an all-round solid game.

Here's my LD39 game: GIF.gif

Here's my LD41 game: gif_6.gif

The main issue I had with this game was... Actually underscoping. I completely underscoped this project and the art style made it so I couldn't make very many visual improvements, so I ended up taking a few hours of breaks because I didn't have much left to do. My LD39 game was properly scoped (for my skill level at the time) and it compressed the gameplay into a short amount of time. My LD40 game was very long for a game made in 48 hours and suffered because of it. By suffered I mean that people only played like one fourth of the game. I planned it out properly when it came to completing it in time. Hopefully next LD will go as well as LD39, because my skills in gamedev have definitely improved since then.

Here's a graph of all my LD scores: ld_scores.gif

One thing I'm surprised by is how low my audio score is. Everyone I know in real life likes the LD41 music more than my other games, but it was by far my worst score. From what I heard, the music is a bit grating until you get used to it (which seems to be the case with all of my music). There weren't any consistent criticisms to the game design. Most of the criticism was based on personal opinion and varied from person to person, which was great.

I'm looking forward to the Ludum Dare 42!

AAAAAAAAAAAAAAAAAAAA

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https://ldjam.com/events/ludum-dare/41/paddle-pals

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Humor 15th!

So this ludum dare is over! I improved a lot on each year and i am very happy with this entry, here is my stats:

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I probably think that the audio is underrated but anyway i take note about the issues i had with the music and improve it in my next entry!

Also i am quite surprised about getting 15th place in humor

There is the stats from my LD40 entry "Greedy Robot Fight":

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There is a huge improvement!

Thanks everyone for the ratings & feedback and congrats to winners in each category! Cya in LD42! ;)

Thanks for playing and rating Toodee and Topdee!

We're really happy with these results! toodeeTopdeePoster.png results.png

We also made an updated version for Kongregate, it has a level select and (hopefully) better performance...

But the best part is, if you have a Kongregate account you can compete for speedrunning highscores for each level!

You can check it out here: https://www.kongregate.com/games/dietzribi/toodee-and-topdee

Jam version: https://ldjam.com/events/ludum-dare/41/toodee-and-topdee

Thanks so much!

My scores this time around show a marked improvement: 8C963FFF-14D2-4B38-9618-5C9990618A55.png Plus 87th in humor! Thanks to everyone that rated my game!

6th in Graphics!! THANKYOU!!

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Wow, so my second ever LDJAM went really well :flushed:

Thankyou so much to everyone who played my game!! This experience has been amazing and encouraging. I especially loved all of the honest feedback, it'll help me to make even better games in the future.

I was even honored to be included in one of RandomiseUsers videos! I couldn't believe it!!

https://youtu.be/AAUYImhPFw4

I was also extremely flattered by everyone who thought I'm a team :joy: I'ma solodev! Being assumed to be a team is probably the biggest compliment I got.

I intend to make a full released version of this game for PC and hopefully smartphones!

I'll be removing the drug joke and calling it "Caffeine McBean" to make it more family friendly :joy: I'll fix all the problems mentioned in the comments and just overall improve on the game itself. I hope to really expand on the levels, art and especially the controls and mechanics since I was quite lacking there with this entry.

If you'd like to follow me for future updates, here's where you can find me!

:bird: https://twitter.com/Goat_Toaster

:video_game: https://goattoastergames.itch.io/

For reference here's how my first ludum dare went:

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Thanks again everyone!! See you next jam!!! :grin:

It's a Wrap!

OffTheHookLD41WrapUp.png [Arrows indicate how we did versus last time.]
https://ldjam.com/events/ludum-dare/41/off-the-hook

And we're a wrap! Great job to everyone this Ludum Dare! Just finishing is a huge accomplishment but congrats to everyone with enough reviews to get a score. I am sad only 60% of the games submitted got scored, and wish I'd had as much time as LD38 to help push games over the threshold. We're eagerly looking forward to LDJAM 42!

Give us a follow over on Twitter:
@OccultSoftworks
@OccultGameDev
@FiresongBard
@DevRaccoon

And Reach out! We love connecting with other devs around the world. With that, thanks to all who played, and we'll see you all next time!

First Ludum Dare Done!

Results Final results Overall: 259th (3.78 average from 27 ratings) Fun: 131st (3.917 average from 26 ratings) Innovation: 330th (3.64 average from 27 ratings) Theme: 439th (3.78 average from 27 ratings) Graphics: 735th (3.231 average from 28 ratings) Humor: 782nd (2.542 average from 26 ratings) Mood: 583rd (3.292 average from 26 ratings)

Is this good? Is this bad? I have no idea! But I'll definitely aim to try and do better in the next ludum dare. Thanks to everyone who played my game, and see you guys in 86 days!

Well, that's it!

Thanks everyone who play my game, and left some valuable ratings and reviews. These were my results:

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Wow, 15th overall!

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Results my younger self would have only dreamed of getting. Surprisingly enough, I placed highest Overall than in the other categories?

Quite considering fleshing out this idea into a full game later down in the line, with many exciting ideas that I didn't have time to put into the LD version. Thanks to everyone that played and rated Hyper Beat Engine!

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Rhythm Quest Results

My highest overall and fun to date! Not bad for one of my least favourite themes ever.

Thank you to everyone who played and rated! That average rating on overall means that most of you gave me a 5 which is honestly very flattering.

If you are interested in following further development of the game add me on twitter or follow me on itch, I have already started work on a post jam build.

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LDJam page https://ldjam.com/events/ludum-dare/41/rhythm-quest

Twitter https://twitter.com/achebit

Itch Profile https://achebit.itch.io/

Dragoon Drop Postmortem

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We did really well! The team is super stoked about this score! It's the best one we've gotten so far!

In honor of our score and all the great attention we've gotten, I've decided to write my first ever postmortem. Sorry in advance if its a little rambly.

Origin of the Ideas

Dragoon Drop came from a discarded idea we had had previously. We’d thought a bit about making a live-action card game/ 2d fighter. It was one of those ideas that was too ridiculous to explore, but when the incompatible genre theme came up, we decided that it was a good place to start.

Here’s the actual Discord message that outlined the game:

“You have a hand of cards that refreshes every turn. You're in a situation where there's a swordsman in front of you with a sword poised, there's a goblin diving at you above, and a spike trap behind you. Each round is broken into 6 beats (or some number), you play 1-2 cards per beat, in the order you want to. you play a dash back, a dash back, a jump forward, a strike, and a strike. Character dashes back into the spike trap (which springs after 1 beat, so he's safe so far), the swordsman stabs and misses, the goblin moves closer, 2nd beat you dash back again, the spike trap pops, the swordsman is still in cooldown, the goblin falls on the spike trap. 3rd beat you jump over the impaled goblin and land in front of the swordsman. 4th beat you strike the swordsman, 5th beat you strike him again.

The game is just a generated situation like this over and over again, with card rewards.

and deck customization.”

What Went Wrong

4 Beat System

By day 2 we had a little prototype together. At that point the game worked on a 4 beat system, where you would lay out up to 4 cards that would play out in order. This forced the player to think about the game in 4 step increments. This played out pretty badly, because if you made a little mistake on beat 1 or 2, then you’d take a ton of damage from spikes or the basic walker enemies (which didn’t have a cooldown at that point, so they’d just keep running into you).

The 4 beat system also required the player to select which direction the cards were going to be played in by selecting little arrows to the right or left of them, which got really tedious really quickly.

Card potency and Movement

I’m pretty sure the first cards we made were “Step: Move 1”, and “Strike: Attack.” With those as baselines, you can imagine that the other cards were pretty unimpressive. Sure, moving was precise, but it took forever and it wasn’t very dynamic. We eventually decided that we’d rather the player be forced to move too much than be struggling to move enough. We probably haven't gone extreme enough in the movement direction, as I think the game can still be a little sluggish at times.

We also gave a lot of the cards downsides in the form of Warm Ups and Cooldowns. So you’d have to time your cards out. This was especially difficult to navigate with the beat system. You’d play a card with WU 1, so the beat before the beat you played the card would be crossed out, because you’d be caught up in warm up for that beat.

At some point, we got rid of warm ups and cool downs, then later we got rid of the beat system all together. It was at that point that the core gameplay became what it is.

What Went Right

A lot of the games best features came about from quick, seemingly unimportant decisions.

Drag and Drop

When we dropped the 4 beat system, we needed a way to choose which direction to play cards. We didn’t want to make dedicated left and right cards, because we were afraid players would end up with a bunch of cards they didn’t need. So we just went with dragging them to the right or the left of the protagonist, which I think worked out really well. We might run into challenges later if we want cards to target things more specifically, or in different ways, but we’ll cross that bridge when we come to it.

Bopping Enemies

We were pretty worried that our game’s genres weren’t going to be incompatible enough, so we were insistent on adding platforming elements. This led to jumping, which led to falling. Andrew asked the group what should happen if you land on an enemy, and we just kind of defaulted to bouncing off of it and dealing damage. At the time I don’t think we realized how important to the game this was going to be. It acts as a way to get free movement, damage, and jumping, and kind of becomes the characters primary means of travel (so long as there are enemies around).

What next?

We are working on expanding the game! It’s been really amazing and encouraging how much attention and feedback we’ve been getting, so thank you to everyone who left us comments and to the youtubers who played it!

We’ve been working on a plan to improve upon and expand the game, and it’s still pretty up in the air, but we have some basic goals in mind.

Make it harder

Let’s face it, the game gets pretty easy once you get the hang of it. The game needs more variety and harder challenges.

Specifically, we want the enemies to be smarter and for the game to be more densely packed with danger. When the player is in the middle of a fight, each move should have to be very carefully considered.

Squad Based Enemies

We have a plan to make enemies work in squads with one-another. Currently the enemies just kind of murder one-another if they get jumbled up. We intend on making enemies that pay attention to each other and to traps in the environment. Enemies will still be able to be hurt by each other and traps, it’s just going to take a lot more player influence to get it to happen.

More Cards, and Possibly Trinkets of some Kind

Obviously we need more cards. And not just more cards that shuffle around move, draw, and attack, but we need some more unique abilities.

We have… some ideas…

Trinkets or equipment would be cool, too! Mostly just little stuff that would influence your character slightly, like, “when you vanquish an enemy, the next card you play has quick.” Stuff like that.

Stay in Touch!

We’re not really sure when the next version of the game is going to be available, but its coming! If you want to keep up with what you’re doing, follow us on one of these: https://strangespaces.itch.io/, https://www.patreon.com/Romi, https://twitter.com/JoeHasDiedGames.

Thanks a bunch! See ya all next LD! -Joe