LD 42 August 10–13, 2018

Write a song to save the world!

Overpopulation! We're running out of space! We need to enact Protocol: 47!

Protocol: 47 - In the event of an humanitarian disaster Protocol 47 is used to select a celebrity to release an appeal/charity single or host a celebrity filled live concert in order to raise awareness of chosen disaster.

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Play as a Superstar Producer and pen a new hit record that brings the overpopulation issue to the minds of many.

  • Choose a style of song
  • Create the lyrics by choosing the right words to rhyme
  • Record the song and save the world!
  • Read a personalized review based on your rhymes.

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PLAY - https://ldjam.com/events/ludum-dare/42/protocol-47-superstar-appeal

Shrinking Universe playable online!

Added an online version of my game on itch!

check it out!

https://renier.itch.io/shrinking-universe

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Halfway through !

Hell's Kitchen is ten vots aways from being live ! C'mon guys, try it out ;) !

A Tale of Fish released!

It was a bit of a bumpy ride, but our game for Ludum Dare 42 is now released. You can play it in your browser right here: https://dalton5000.itch.io/a-tale-of-fish Rate it here: https://ldjam.com/events/ludum-dare/42/a-tale-of-fish

A Tale of Fish is a cute little micro-adventure about the fish Santiago, who looks for a new home for his soon to be growing family. But what seemed like a straightforward task at first turns into quite the quest...

Development was somewhat of an adventure as well. This is the first Ludum Dare game for both of us, with Dalton doing concept, art and programming and me doing the writing. The whole game was developed in only a few hours, with the initial idea for it only taking shape on Sunday.

So with no further ado, let's just check it our yourself and maybe leave a comment what you think about it. Or if we missed some bug after all. Enjoy!

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The game was developed in the Godot Engine, while the graphics were made with Aseprite.

You can follow Dalton on Twitter: https://twitter.com/dalton8000

Hey all! First Ludum Dare Hype!!!!!

First things first, this is my first LudumDare with a programming friend! Its been a blast!, and awesome to see ideas people have come up with for the theme!

LudumDare does really have an awesome community! (Atleast what i have seen so far, and the people i have spoken to)

Really enjoyed playing and rating games and looking forward to more! :)

Heres our game, me (Art) and a friend (Programmer) have managed to come up with in 72 hours! (- Work + sleep + social)

You manage the crewmen of a ship that has found the edge of space deflating and are trying to reach the centre, although random events such as asteroids can force you to slow your ship, allowing the edge of space to catch you is Game over! Enjoy!

https://ldjam.com/events/ludum-dare/42/faster-than-space CoverImage.jpeg

This Way Up - Co-op Couch Game for 2-4 Players

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Top down, multiplayer, couch game you can enjoy with 2-4 friends. Load up delivery trucks with packages with the help of your friends before the trucks leave. Work fast for the packages could clutter up the warehouse, look out for a flamethrower to clear up some space.

Rate and Play

https://youtu.be/z2AI1FZ9vKo

Escape From Bugs!!

After a very hot submission day with some burning bugs the game finally seems stable (Please don't crash... please don't crash...!) So I felt that it was time to "Announce" it here :smile: We are very proud of our submission for LD42 and I hope as many people as possible will try it! (And don't break it..!)

https://ldjam.com/events/ludum-dare/42/escape-from-pompeii

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Why not give your brain a soothing massage?

I have just the thing. It starts off sharp and painful, then dulls down to become meditative. It's CLAUSTRO.

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Legal notice: Blinkenlights is not responsible for any injuries or other forms of suffering induced by this or any other Blinkenlights posts. Marketing is not to be taken seriously.

Huge thanks to everyone

I've never taken part in a Ludum Dare Jam before, but my son asked me to join his team, so here I am.

Just wanted to say thanks to everyone involved. Over the weekend it was really uplifting to check out the progress other people were making and to see that it wasn't just us grinding away.

We ended up with a game totally different from anything we had discussed before the theme was announced, but I guess that's the beauty of a jam like this.

If you have a couple of minutes spare and like the idea of blowing up zombies, check out our game: https://ldjam.com/events/ludum-dare/42/$101554

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You can play my game, Disco Lovers ! + gimme your game

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You can play my ludum dare entry (for the jam) here : https://ldjam.com/events/ludum-dare/42/disco-lovers !

Also, if you want me to rate your game, send me the link in the comment of this post, i'll give it a try a give you some feedbacks ! :D

Sidestep your way to victory...

...and see nice patterns :)

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https://ldjam.com/events/ludum-dare/42/sidestep

All caught up, need more games to rate

I've been churning through the list of games to play I had, and I've run out. If you'd like some feedback on your game, please leave a comment below and I'll get to it soon.

If you'd like to see what we made you can check it out here.

My first Ludum Dare game

Hey there my game is called the maze. Please play and rate here: https://ldjam.com/events/ludum-dare/42/the-maze

A game about dodging bouncing balls.

Our game is simple, you are a rolling ball that dodges bouncing balls. There are more and more and it will get harder and harder ! And trust me, it gets h a r d.
But don't worry, health orbs will help you stay alive and get a higher score.

Feel free to post your scores in the comments below, and leave the link for your game so we can try them out.
The current WORLD RECORD is 9400, if you're the new champion, let us know with a screenshot in the comments. :D

https://ldjam.com/events/ludum-dare/42/bouncy-a-bouncing-ball-game/

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Controls :

[Spacebar] To hit the brake

:arrowleft: :arrowup: :arrowright: :arrowdown: To move.

https://ldjam.com/events/ludum-dare/42/bouncy-a-bouncing-ball-game/

TRAILER FOR OVERPOPULATION

Hello, everybody! I made a trailer for Overpopulation. For those who have not played, the goal is to send rockets to colonize planets and save humanity. The game focuses on narration and simulation.

Link : https://ldjam.com/events/ludum-dare/42/overpopulation

https://youtu.be/ocuoJi9-bnM

Thank you!

Some algorithms

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I used Growing Tree and Cellural Automata to create this maze ;)

You can play my game here: https://ldjam.com/events/ludum-dare/42/cyber-duck

Not Enough Space(bar in space)?

It's the distant 2019 and space has been invaded by a giant alien sun that seeks to consume all possible space!

Not really, but you get the idea! ^_^

The game is playable both by download (windows/linux/mac) and HTML5 (web).

Would really love to get some honest opinions and constructive critique on what was good and what we can improve on. Please be honest with the comments and generous with the score! 😏

Oh, and honest reviews are appreciated. We can take it. Also, if you (and/or your team) made a game during this jam as well. Please let us know and we'll try to give it a go and give you our best feedback! If possible, try to have HTML5 versions as well.

https://ldjam.com/events/ludum-dare/42/not-enough-space-2

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❤️

Almost there!

We need 2.5 ratings to get 20 ratings. We would really apreciate if you would play it...AND REMEMBER THERES A WEB https://ldjam.com/events/ludum-dare/42/falling-town VERSION!1775a.png

Judged! - My Second LD Game Jam Entry

Oh boy, this weekend! I was a lot more tired going into this weekend than last LD and where I lived we were going through a nasty heat wave that rendered my AC obsolete at times, but ultimately I was still able to enjoy the hell out of my experience! I know 3 times a year is frequent, but I want more! The two times I've participated in LD I've wanted to do it all over again immediately after the weekend ended. I'm glad LD is as popular as it is since it means we shouldn't be seeing it die any time soon. Anyway, onto my game.

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My game is called Judged!. Basically Judged! is a simulation game where you sentence criminals to prison or charge them a fine, but you have to be mindful of your jail space or you will run out. You also have to pay attention to criminal attributes such as wealth status and how much they decrease the population by if they are out in the wild. The goal is to have your city's population not reach 0 for as long as possible. So if you're interested, try and see how many days you can survive. - Game Page: https://ldjam.com/events/ludum-dare/42/judged

Enjoy and goodluck on all your entries!

Done Is Done I Guess

We made a game. I'm very proud of it. I also can't believe how easy it was to learn Game Maker Studio. Please check it out, I'm dying to see the ratings and get feedback.

Does everyone always feel like they have 1,000 ideas for improving their game the day after the jam? Is that normal?

ldjam.com/events/ludum-dare/42/this-is-fine

Another day in the life of a Capybara

In my game, CapyBarbra: A New Brow, you get to play as non other than the coolest animal, a Capybara!

Your name is Barbra and you're on a very important mission to save a fellow's confidence... by eating the eyebrow hairs that are taking up space between his two predominate brows.

Do you think you have what it takes?

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Take a BROWse here! https://ldjam.com/events/ludum-dare/42/capybarbra-a-new-brow

Participate to our Hello Ground Great Competition!

Participate to our Hello Ground Great Competition!

GOAL: Get the highest score!!

PRIZE: Glory, fame and a personnalized Hello Ground wallpaper.

The 3 best scores will also have their names quoted in the results post.

HOW TO ENTER: Just post a screenshot of your score with a comment on the game page! No cheating ;)

DATES: The contest begins right now and ends this Tuesday, 00:00 GMT+0200 - it's in about 4 hours so go go go!

RESULTS: Results will be published this Wednesday around 02:00PM GMT+0200 We'll then contact the winner to create his/her future wallpaper with him/her. Now you know what you have to do!

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Our game! Space Delivery!

Hello everyone! Our second entry in Ludum Dare! Last time with 5 people, this time with 2 hahaha. We didn't have enough time to polish a few things we wanted, but we had a blast making this game from scratch and we hope you have a blast playing it too!

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https://ldjam.com/events/ludum-dare/42/space-delivery

Ride above spaceships, collect Space Gems, dodge asteroids and get your payment, all while deciding what to with your money! Have fun and give us feedbacks!

Thank you!

Added timelapse video of making of Night Shift

Come and try it out https://ldjam.com/events/ludum-dare/42/night-shift

Timelapse video if anyoen is interested in the process of making of the game. https://www.youtube.com/watch?v=nfOVJhlLzt8

Baggage Claim Post-Mortem

My LD42 entry Baggage Claim is complete!

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It's a stressful microgame where you must clear luggage as fast as you can. Each new bag must be shifted on the carousel within 5 seconds of it arriving or you run out of space and the game is over. You score for every piece you get off the carousel.

Jam Submission Page: https://ldjam.com/events/ludum-dare/42/baggage-claim

Post-Mortem

I teach computer science at a small liberal-arts college in Arkansas. One of my goals for my sabbatical (yay sabbatical!) this year is to participate in Ludum Dare jams. I want to further test my design and programming skills, and learn better ways to incorporate it into my Game Development class, which I teach every two years. LD42 was my third Ludum Dare, and the first time participating without my students, where I have previously assigned Ludum Dare as part of a final project. I miss the community aspect of developing and playtesting along with my students as they sprint to finish their first real game, but I'm looking forward to having time to play and rate more games online. Here's my post-mortem analysis of what went well this time and what needs improving for the next jam.

Jam Goals

  • Integrate theme
  • Simple to play
  • Audience of at least 3 yr old
  • Refresh Unity skills

I really like how a simple theme can help constrain the game design process. Instead of just trying out anything as you make the game, it gives inspiration to new mechanics and helps eliminate choices that won’t match the theme. I was also looking to make something simple, enough that my 3 year old son could be able to play, but still interesting for me to play. And since the last time I touched Unity was May 2017, I wasn't looking to push and learn anything new, but hoping this would be a good way to get my skills back up to speed as I enter my year of Unity game development.

Recipe for Success

It's really hard to make a game in a weekend! For Baggage Claim, I spent roughly 15 hours over the weekend in evenings and my son’s nap-times. Overall, I’m happy with where my game ended up from the initial design. I’m starting to get a feel for the workflow needed to be successful, similar to the work cycle I advise for my students who participate in the Mathematical Contest in Modeling each year. I think one more time through the jam and I'll be able to write up a general primer for my students to guide their weekend schedules; here is what worked this time.

Brainstorm

I took the first two hours of the jam to write down various ideas inspired by the theme and also fitting my other jam goals. It helped to constantly write every minute, keeping the ideas flowing and spinning until something clicked. Bouncing from cars in a traffic jam to trains delivering cargo to a boat, anything that would fill up physical space and need to be cleared out, I finally settled on my son's excitement with the airport baggage carousels on our recent cross-country trip. My game would be about getting luggage off the carousel before it clogged up, and to make it more interesting, there would be concentric carousels traveling in opposite directions, where you had to match up shapes to move from one to the other.

Find good libraries

One I settled on the luggage idea, I set out to find some reference on coding up smooth object movement on a curve, so I could use it for the rounded edged of the carousel belts. I quickly stumbled upon the Hermite Spline Controller page that was an amazing reference and starting point for my code!

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From the above image, it looked exactly like what I would need with some tweaks, you set down reference points, and your object could loop through them smoothly, and all the math is hidden. I had just spent the last two months coding on a separate research project in C#, and my skills with Visual Studio were fresh, time to get the latest updates to Unity and start coding!

Step-by-step development

One of the hardest things to do in software development is to find the pathway from the empty project to a working product. You know what you want to happen at the end, and might be tempted to code and code and code lots of scripts and create lots of gameObjects, leaving testing until everything is created. I see my intro programming students make this mistake time and time again. But the more you code, the more likely it is that you will make a mistake early and need to rework all of your later coding.

I have found the most successful way forward is to split up your project into very small pieces, each of which can be measured and tested for success. The way to eat the big apple is with lots of small savory bites. You might not end up exactly where you thought the goal was, but you will continually be making progress and having something in a working state. Install a version control system like Github and be sure to make a commit every hour or so. You can see my code and progress for this project over at my RunningOutOfSpace repository.

As a side note, this type of iterative testing and development model would drive my father crazy whenever we worked on a woodworking project together. He would always measure twice and cut once, but I wanted to see the project and assembly tested and fit together at each step, always verifying that it would actually work and we were on the right direction, and it saved us from making large mistakes more than once.

One thing moving

First up was learning how the library worked. The big lesson is that when you see a tutorial you like, actually try to do the tutorial! I could have made a few pieces of luggage on the screen and copied bits of code into a script, but that would have most likely resulted in a few hours frustration since I didn't know how it worked yet. Instead, I spent time getting the tutorial to work, and then I could then extend and modify it to meet my needs, always making changes from a working system.

Multiple things moving

Next, time to get more things moving on the screen. All of them on one belt would follow the same route, and I was lucky the library script was abstracted in the right way so I could make multiple moving objects from the same path waypoints. I found a nice free image, and whala, moving luggage!

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Reverse belt

A little bit more coding, and I could reverse the direction of the objects by loading the waypoints backward as I added in my objects and created their path. With a simple bool added to the script, a conveyor belt became reversible by checking a box in the inspector.

Separate luggage from belt pieces

I had luggage flying around now, but to make it move from one belt to another, I needed to separate out the luggage from the conveyor belt. Time to make some more gameObjects, and give the Luggage and BeltPieces different scripts. I ended up with the BeltPiece having a Luggage component, and it would detect collisions with other BeltPieces to transfer luggage. The Luggage script would be in charge of doing a lerp to move from one BeltPiece to the next. I also set up a LuggageMaker in the center, and gave everything RigidBody2Ds and Collider2Ds to detect when pieces were close.

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Automated movement

The pieces were coming together, now time to focus on game flow. To know if my idea of movement between the carousels was going to work, I created some methods to fire every time a valid collision occured. By putting off the user interaction, I could see the best-case scenario of playing the game to watch for buildup scenarios. In this stage I adjusted some of the collision sizes, moved a few waypoints to give better opportunity for collisions, added some connection LineRenderers and highlighted matches with opacity settings.

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User directed movement

Finally, time to move from just a simulation to a game! A few OnMouseDown() methods later, and the user can click active connections to make the luggage move! Getting the state right was a little puzzle, and it's still not fully working, but I activated each BeltPiece when it entered the collision with another BeltPiece, and deactivated it when it left. If it activated with two, it would remember the most recent one.

UI and Sound

At last, time to polish and deploy! A quick trip to bfxr and I was ready with some sound clips to give the user some feedback on their actions, and tick the time away. I overlaid some UI elements for a start button and a TextMeshPro spot for tracking the score, and it was a working game! Hooray!

Also, to have the game be replayable, a little trick was necessary. In Unity, you can make a Singleton instance to track the game state and status of the other object. This makes it easy to have the UI tools get game data without needing component links to prefabs and generated content.

Here is the final gameplay!

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Abstraction can come later

When I look at my code, there are many places where I think there should be abstraction, but due to the time crunch, I left these until later. For instance, I made a separate prefab for each of the five luggage types instead of a general prefab that I configured later. I also hand-placed all the movement points for each carousel. If I wanted to extend this game with new levels or change the number of carousels, I would definitely need to refactor what I did, but the time investment would not have paid off for the jam.

Prototype is good enough: Stay away from shiny time sinks

At the end of the jam, I feel what you need most is to have something working, not the best game ever. The jam is to put you through the pressure cooker and give you a deadline to make something work. When I've used Ludum Dare in my classes, the jam is only the first step of my student's final project. We take at least a week to playtest the games in class and on campus, and a large portion of their grade is determined by how much they are able to improve on their weekend sprint.

You can see that come through in my Baggage Claim entry. I made quick use of online public domain clip art and stayed away from the temptation to spend tons of time making new icons for the passengers at the end. And you can still see the Unity blue screen in the background. Again, what works for me is to keep the focus on making incremental and testable progress toward what will get you a working game.

Future Plans

I made a game! It worked! But there's always room to think about what could go better next time.

Build early to find build bugs

This was my biggest mistake of the jam. On Monday morning, I started getting the design complete and tried my first WebGL build from Unity. The progress bar made it to 90%, then froze and my processor and fan started spinning away. Oh no! I spent an hour worrying and reading about IL2CPP, thinking that was where the build was getting stuck, and trying to reconfigure my build preferences. Finally, I tried one more time, went for a snack break, and came back to the build finishing, hooray! Had I been building earlier I would have been prepared for the delay time and not freaked out with only hours left in the jam.

Allow time for tuning

The mechanics worked as I expected, but I never really had time to tune the game play experience. Most of the numbers hardcoded into the game are just what I thought looked good at the beginning of development, with some small tweaks at the end. While I think an earlier focus on the player interaction would have slowed down development time, getting the mechanics working is only half of the task, and I'll put aside more time for playtesting a working game at the end next time.

Explaining the rules

Like my previous entries, I have a hard time explaining the rules in the game itself, I rely too much on the entry page and editing the html build site for detailing what is going on. Again, if I could get to a working prototype earlier, then I would be able to spend more time on the UI and a tutorial level with popups for the rules. This will probably affect my scores, but as I said, to get the game completed, compromised abound.

Build new skills

I relied on what was familiar to me with making this game, a 2D simple interactive setup with collisions and mouse input. While that's necessary to getting a complete game at the end, I will be spending time between now and the next jam building up new skills. I want to practice making an RPG, an isometric design, use my Oculus setup for VR design, etc, so that I can hit the next jam with new possibilities for development.

Twitch

My work environment for making this game was just my laptop in various rooms around the house. Because the jam is on the weekend, that's just what is going to happen for me, but I hope in the months to come, I will be streaming to Twitch with my office setup as I make more games this year.

Conclusion

Thanks for reading! I am continually impressed by the Ludum Dare community, and find the emphasis on post-mortem posts to be an amazing source of personal reflection and community building. I hope you found something of value in my analysis. Off to start playtesting and rating the other LD42 games! Congratulations to everyone!

Random Accesss Memory published!

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It was kinda hard, as we didn't have so much time as we wanted to, but it went cool anyways! Here's our second Ludum Dare game: Random Access Memory!

CHALLENGE: Beat us in the leaderboard! :)

Have fun!

Link: https://ldjam.com/events/ludum-dare/42/random-access-memory

Relentless Siberia

Come play our the game you will have a blast i can guarantee it! Have fun! Main Menu.png

The Game Lies In Wait For You...

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The game is available to play here: https://ldjam.com/events/ludum-dare/42/zombie-escape

Another reminder: The controls are on the home screen.

Can YOU beat level four?

Greetings! I don't know about you, but I had a fantastic time getting together with friends, bypassing sleep, racing the clock, and creating for this dare. This was only my second dare, and I owe any and all success to my agile, rollicking, zealous, creative-genius teammates. We would be honored if you would drop by and let us know your experience with GET TO THE AIRLOCK :) Can YOU beat level four? LDare42emtitle.png https://ldjam.com/events/ludum-dare/42/get-to-the-airlock Get to the Airlock is a game where the main character is literally running, or jetpacking, out of space before her air supply runs out. Collect the crystals, stick it to the man, and survive to tell the tale as you traverse dangerous, alien mines. Dodge sharp edges… If you don’t, your air supply depletion will accelerate leading to a compromised spacesuit. Whether you take your time to keep yourself from getting damaged, or go quickly to collect all the treasure, don’t forget that to survive, you must GET TO THE AIRLOCK! LDare42/emlevel1a.png LDare42_level1b.png Controls are simple. Up, Down, Left and Right keyboard keys plus we have added Controller Support. Press Esc to exit the game.

Downloads and Links Windows http://alienairship.com/bin/gttal/GTTAL.zip

Have you ever wanted to save grass well now you can

then what you need is "re: growth"

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help root on her adventure to save her forest of grass

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Play in you bowser now. Or the grass will parish :'(

Link: https://ldjam.com/events/ludum-dare/42/re-growth

Can you unlock all 4 skills?

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https://ldjam.com/events/ludum-dare/42/running-out-of-graves

In "Running out of graves" you are the gravekeeper in charge. Bring down the dead before they rise again. Keep away the arsonists and protect your graveyard!

Looking forward for your feedback.

HTML5 Games Wanted

Hi LD Jammers! I would like you to link you HTML5 game to this post. I want to rate games on my lunch and I can't install stuff on my work computer. I will play / rate and comment on every HTML5 game linked here!

While you are linking your game feel free to play rate and comment on my

HTML5 Game Tetroids Here

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Feedback from other game developers is what it is all about!

I'm Azon - There are never too many warehouse simulators

Just added a gameplay to our game page so check it out! Feedback is very appreciated and if You let us a comment, We'll play your game too! :) Warning: carrying more than 4 boxes at once is nearly impossible

https://youtu.be/u9gJB2OsUlE

Bytey Bits' Epic Adventure [for LudumDare42]

This is the game that I spent the last 72 hours making. I made the code and art by myself 😅

"Bytey Bits' Epic Adventure": Play as a sentient piece of software living inside a phone running out of space. Fight through the levels to save your house and achieve the nirvana by moving to live in the cloud :smile: https://ldjam.com/events/ludum-dare/42/bytey-bites-epic-adventure

https://youtu.be/DE0uYMMKbpM

Rating web games

Who has some web games drop a link and I will rate them and comment.

Bag Man

An evil wizard has put a curse on you adding gold to your backpack. Run out of space and you die. Run through 32 rooms looking for backpack space to lift the curse. It's challenging and will likely take you 2-3 tries to win.

https://ldjam.com/events/ludum-dare/42/bag-man

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Nearly Over Review

I've had a lot of fun with this Ludum Dare! Played some pretty cool games. Experienced ldjam having some serious performance problems lol.

Here are my favorite 3 games I played:

Super Responsible Parent by dietzribi 17968.png (Image from https://ldjam.com/events/ludum-dare/42/super-responsible-parent)

Sword1 by Lawrence 16b6a.gif (Gif from https://ldjam.com/events/ludum-dare/42/sword1)

Get Off My Lawn by silkworm-sweatshop getOffMyLawn.png (Image taken from my twitch stream at twitch.tv/bigbosserndog

These games were really good, enjoyed playing them a lot!

Anyways, there's still time. Going to be playing more. Feel free to join me at twitch.tv/bigbosserndog, I accept requests to play and rate games :)

Don´t Hit The Ducks!

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This is my first LudumDare and I had a great time making the game. I hope You enjoyed as much as I did.

The Game I made is "Don´t Hit The Duck!

link to game: https://ldjam.com/events/ludum-dare/42/dont-hit-the-ducks

A shooter game about missing your shots. are You bad at shooter games? Congratulations, been bad It´s going to be a good thing in this game (disclaimer, it doesn´t)

Look at those cute animals, Please miss your shots, don´t hit that poor things. Sounds easy to do, but there are so many stupid cute animals. Be carefull. PLS!

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Streaming LD42 games!

form.png I'm playing LD42 games on stream! How fun! https://www.twitch.tv/lumpytouch

Submit yours! Or come chill.

For the third

It's my third entry in Ludum I hope what we done this week is fun to play

Tell us !

https://ldjam.com/events/ludum-dare/42/born-to-jump

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GOD INTI UPDATE

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The god "INTI" protects you it will give you additional chances to save the village of TUNAPADTWA!

https://ldjam.com/events/ludum-dare/42/tunapadtwa

Minor update "GOD INTI": - The enemy damage makes you lose a life and do not start again at the checkpoint as before. - Fall into the void makes you lose a life and start over at the last checkpoint as before. - When you lose all your lives you start again in the village with 3 lives, the god "INTI" steal all your gold but your progress is saved. - You can buy up to 4 lives from the village merchant.

Another daily stream

Once again doing another stream in around 15, 30 minutes or so, if you'd like your game to get rated, please leave a comment on my entry. I'm working from the top down in blocks of ten. Just downloading the next block of games and boiling the kettle so enjoy some gamedev chillout music for a while.

Stream here: https://www.twitch.tv/namyodev/

My entry: https://ldjam.com/events/ludum-dare/42/red-square

If you leave a comment today, I'll do a stream of yours tomorrow most likely, or possibly later tonight. Just depends how it goes. After the stream is over, I'll rate and comment your games, with a link to the stream recording.

Previous stream, with the first ten entries: https://www.twitch.tv/videos/296991095

Thanks!

Failed LD42 Ideas

So this jam has gone rather poorly for me.

The theme itself was actually quite good, and I was quite excited about it. But I soon realized that it was actually a difficult theme to use both in an original way, and in a non-shallow way. What I mean by original should be easy to understand, just something you haven't seen before/often. And with non-shallow I mean that I want the gameplay itself to be influenced by the theme, not just the styling or a side feature. Those are the 2 most important aspects to pull off in this competition in my personal opinion.

So I basically couldn't think of any ideas that I was really happy with the first day, and eventually settled for a somewhat comedic idea: A person that eats food and grows bigger until he runs out of space. But I couldn't even think of any concrete gameplay yet, only that basic idea, and possibly the idea of him taking big dumps in order to decrease his size again. I decided to make it a top down view and figured I would come up with the gameplay down the line. I started by making the blob, but ultimately ran into trouble here already. I managed to get some satisfying physics in the blob, but it wasn't as neat as I imagined. https://youtu.be/Wt8J8v4RL4k I also couldn't work out how to make it not able to consume blocks, without giving up the bouncy physics. I spent about one and a quarter day trying to get this issue fixed, but didn't manage to. https://youtu.be/VA8yi1CIVMs The problems that existed with the blob were too big for me to ignore, so I had to come up with another idea. One that I could pull off with only about 2 days left.

The next idea was actually not too much inspired by the theme, but was more an attempt at original gameplay. I have just published a project of mine recently, which allows you to easily add shadows to the 2d webgl pixi renderer: https://www.npmjs.com/package/pixi-shadows. So I came up with the idea of actually turning the shadows of object in the world, into the world itself. By this I mean that the player is able to interact with the shadows themselves, and not only the objects. The idea to incorporate the theme was to somehow make the light(s) shrink shrink slowly, which would somehow make it more difficult. Once again I had no concrete ideas for gameplay. And once again I failed with the execution of the core mechanic. https://youtu.be/54fpAV6eMjI By the time I realized it wasn't going to work out, this time due to me not being able to adapt my collision detection code to this more complex scenario, I had reached the end of the second day.

I had basically been way too ambitious with my first two ideas. Both of them I could probably pull off with enough time and experimentation, but just not in 3 days. So eventually I decided to go with something easy that I am familiar with, and could actually fit the theme very well: Cellular Automata. I made a generalized platform for creating 2D cellular automata using simple html, css and js in a couple of hours and then started designing a rule set that works as a proper game. Then I added some simple nice graphics and sound effects on top of that, and eventually managed to end up with a pretty decent result: https://ldjam.com/events/ludum-dare/42/anti-automata

So yeah, that was my journey this Ludum Dare. I wanted to share it somewhere, because it would be a shame to let my original two ideas go to complete waste. Now I have at least shared them, and perhaps somebody gets inspired by it.

If you want to have a look at the the original 2 ideas, here is a link that includes source code of both: http://www.mediafire.com/file/7m9wa6q0ydf6ara/Failed+LD42+Ideas.rar

Just run npm install and npm start in either folder to start them up.

Cherrytales - Cherryboy and Briar Princess

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Do you like cute graphics? Turn based strategy? Cool boss fights? And love stories of cherries and briars? Then give our game a try!

https://ldjam.com/events/ludum-dare/42/cherrytales-cherryboy-and-briar-princess

The best using the brain?

What about you guys?

Who believes best when thinking fast?

I do not think they can beat us, we have reached room 11 in Slime Running! (https://ldjam.com/events/ludum-dare/42/slime-running)

It would be great if they could surpass the creators, but seriously, we know that is impossible .... Or not?

Why do not you show us your mental agilides in this great game !!!!!

Need some suggestions for cool web games to play!

We hope you all enjoyed the event and that you didn't freak out too much during the submission crazyness :smile: The screaming Discord sub-chat was fun to read during that time! :smiley:

Anyway, we would really like to get some links to your cool web games we can play. You might also want to check out or puzzle web game entry:

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The above gif is a bit misleading since you don't really have to hurry through the levels like that. It is actually turn-based.

Seems Simple Enough

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Get the ship from planets 0-4 using black holes as guides. No downloads necessary.

What could go wrong?

https://ldjam.com/events/ludum-dare/42/last-shot

Android version

Now you can play our game also on Android! Give it a try :) and let us know what you think 3D6D5891-2B2B-49F5-BB43-7F47856D5AF2.png

Cyber Janitor

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Play and rate: https://ldjam.com/events/ludum-dare/42/cyber-janitor

WebGL version, itch page renovated and more

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Hi there everyone!

How's playing and rating going? I still gotta get down to it myself but so far I've seen quite some interesting stuff that I'm keeping on separate browser tabs to check out. Anyway, someone who couldn't play the game, because of Mac reasons, requested me a WebGL version or something so I went ahead and did it, as well as fixing a couple of bugs among the way, mostly unity's canvas and wrong respawning.

So now that that's fixed time to get to playing. If you have a game you would like me to play please just comment and if you have the time try out mine too!

Cheers!

Cluckbait now available on Linux!

For all you Linux folk, Cluckbait is here! Check it out! As always, if you play Cluckbait and drop a comment on my page I'll do the same for you! :chicken: :yellow_heart:

Stack Master, Ludum dare 42 - Brasil

Stack Master is a stack stacking game, make as many points as you can, come and test Hardcore mode where only the strong survive, we did our best, we hope you have fun.

Stack Master é um jogo de empilhar coisas, faça o maximo de pontos que conseguir, venha testar o modo Hardcore onde só os fortes sobrevivem, fizemos nosso melhor esperamos que se divirtem.

https://ldjam.com/events/ludum-dare/42/stack-master

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Pursuit of Freedom is shipped

Now infused with patented WebGL technology!

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It's all about pursuing freedom, in space or elsewhere. https://ldjam.com/events/ludum-dare/42/pursuit-of-freedom

My vacation Ludum Dare 42 Entry :)

I did it REALLY - i am on vacation on the beach and in the evening i did the Jam :D Well it was not much time that i could spent (i think it was around 12 Hours at least).

But anyway it was a cool experience.

So feel free to comment, rate and play my game here. https://ldjam.com/events/ludum-dare/42/escape-alienation

And bash some enemies :D gameplay.gif

Memories

This time I made a tiny cinema.

—

Have you really forgotten this?

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https://ldjam.com/events/ludum-dare/42/a-little-game-about-your-lost-dad-1

Constructive, detailed and critical.

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Still have space for more 10 games to be reviewed.

No pat on head as if it was perfect. If you want to continue developing your game and see suggestions to improve what you currently have and idea to what you can do with it. Send me your game.

Also consider leaving an honest critique on mine. I don’t care about ratings, I’m here for written feedback.

Anyone have less than 20 Ratings!

* I'm willing to help you get to the post-20 rating. Send me a link. *

You can check mine out here: https://ldjam.com/events/ludum-dare/42/bunny-bazooka

Got a friend at hand? Might want to try out AEKI Wares

If you're looking for some split/shared screen action from this LD, you might want to check out our entry, AEKI Wares. It's a warehouse simulator, where you have to sort incoming items, pack proper items into boxes as you receive orders and ship them off. Sounds easy? It isn't. Not even for us, the devs :wink: Supports 1-4 players on a single keyboard.

Check it out here: https://ldjam.com/events/ludum-dare/42/aeki-wares Screenshot from 2018-08-13 19-51-39.png

Ahoy!

Have you ever felt the need to shoot a chicken from a cannon? This game is for you!

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🐔 PLAY NOW 🐔

And don't forget to leave a comment with your feedback... Yo-Ho!

Come and try to beat the best score at SHBLOW !

Here the best score so far from one of our composer :

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Think you can beat it ? Want to show them who's the boss ?

We hope you'll have as much fun playing it than we had making it !

Rate us and give feedback if you like right here, we'll do the same :)

AlphaBetaGamer gave a great review to our LD Game!

L-An-Interactive-Mystery-game-download.gif "It’s a great piece of storytelling with some excellent writing and voice acting throughout as your daughter’s life, loves and fears are all laid bare as you unravel the mystery of her disappearance. Highly recommended."

Thank you AlphaBetaGamer and also to everyone who has played and commented already!

The Game: https://ldjam.com/events/ludum-dare/42/l-an-interactive-mystery The Review: https://www.alphabetagamer.com/l-an-interactive-mystery-game-jam-build/

New Gifs and presentation !

Since we have more time we recorded some gameplay and turned them into gifs, we also have a video on the way with full gameplay since a lot of people are wondering what happens after surviving :)

https://ldjam.com/events/ludum-dare/42/crumble

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https://ldjam.com/events/ludum-dare/42/crumble

LegDos is out

Remember when I said that I'm adding you games into mine. Well... I wasn't joking, you can actually find your game if you have send me everything that i've asked for.
Now to the best part khm:

BEHOLD! The most realistic game dev simulator ever created: LegDos! Only in this game you can expiriense all frustrations that Windows users encounters: never ending, very annoing popups, overpriced programs, mental disorders, and the worst of all: Viruses! Check it out, I have some cool easter eggs, espetialy for those who have joined LD discord group. Play now, maybe you will find your game Logo.png

Game Page Is Beeing Ready!

Finally Finished The Game Page for How to Bee a MailBee :grin: :bee:

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*...Maybe you'll even want to play it? :grinning: * https://ldjam.com/events/ludum-dare/42/how-to-bee-a-mailbee

RGBot has been released!

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RGBot is a platformer all about toggling colored switches. Your goal is to make your way out of a rapidly degrading hard drive without running out of space. Within the hard drive, data corruption has been moving in on your robot. Can you make it out alive?

My friend Ben Lirio, and myself made this game as our first jam game and we hope you all enjoy it!

Page link: https://ldjam.com/events/ludum-dare/42/rgbot

All honest ratings and reviews are much appreciated! :)

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Post Mortem - The Fall of Arcology ONE

This was my first LD, and first attempt at using Unity. - https://ldjam.com/events/ludum-dare/42/the-fall-of-arcology-one

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Just before 11pm on Friday

"Please let it be Decay.."

11pm on Friday

"Oh. I hate this theme. I have no idea what to do."

Saturday

The initial ideas

After sleeping on it, it was initially down to something to do with Arcologies (a whole city inside a massive building), a Resident Evil 4 style inventory management game, or something to do with exploring space and founding a colony to escape overpopulation on Earth. My first thought with Arcologies was a Sim City style thing, until I remembered there was a SimTower game by Maxis during the 90s, and Tiny Tower has done it more recently. Then I starting thinking of a scene in a Neal Asher book where an Arcology is being destroyed and collapsing into the sea, so I settled on an escape platform game.

The first vision

This was to have been a single screen platformer that fills up with water, fire, or rubble, where the player has to get to an exit lift to get to the next floor avoiding obstacles and collapsing parts of the level. You'd be able to rescue trapped people for bonuses and shoot obstacles and the nihilist terrorists.

Getting started

So I booted up Krita. I started trying to draw a nice stylised character, but the higher resolutions meant I'd need to do more in the art department.

So I booted up Aseprite. 16x16 pixel sprites and tiles for the win.

hero.png For some reason the above png (and a few others) ends up having weird colours in Unity. Haven't been able to figure out why (if anyone knows please leave a comment).

By lunchtime I'd got the basic physics completed (copying and hacking code together from various other projects) and a test level. When messing around with the camera size, I found I preferred a zoomed in, claustrophobic, look and so I abandoned the idea of a single screen.

Then I went to spend time with my better half and our kids at the local shopping centre.

Saturday evening

After filling up on burrito and nachos in the town centre, I got back to the grindstone. I implemented the moving wall of fire and also a bullet firing mechanism which explode when they hit a wall.

Leaping into Beepbox (www.beepbox.co) I knocked up a basic tune (the song that plays in every level (sorry)) and got that playing.

By 11pm-ish I had the core of the game essentially complete. For Sunday I intended to implement the collapsing stuff, enemies, etc.

Sunday

From waking up at 6am-ish I spent several hours implementing death/retry screens and continue screens (learning about Unity UI stuff from scratch). I thought I could maybe make 30 levels during the day, but it turns out that level design is not as easy as I thought it would be.

More family time for a few hours (it was Pokemon GO's community day), and back to trying to design levels. Thanks to a couple of Unity crashes, and my own stupidity in not saving the scene, I lost a few versions of levels. It was close to 5pm and I realised I didn't have time to implement the enemies or the other obstacles (e.g. collapsing things, water, etc). A buggy version of the shooting (slow bullets) still exists if you press left-shift (I forgot to remove it).

I knocked up the ending level and tried to squeeze a few more levels in (there's only 8). Spent about an hour on that title screen (I found an amazing stylised line art picture of an arcology on Google and decided to rip off their style) and realised I needed an intro and outtro. Knocked up a couple of comic style pictures depicting the escape and the arcology exploding and ended up using them in a scrolling credits style (following a tutorial on youtube).

Build and submission

About 8pm I decided to learn how to build the executable. Creating a Windows build was easy enough, so I eagerly playtested it.

The collision detection physics no longer worked..

Desperately searching Google I discovered that Unity can sometimes mess up the collision mesh of tiles. Regenerating the mesh for the white outlines (the collision bits) solved the problem. Now 9:30pm.

Created an itch.io account and decided that it would probably be better to do a WebGL build. So I did.

It hung during the build process.

Restarted Unity. This time this seemed to complete, but the folder is empty. Restart computer, twice. No luck.

Just about 10:45pm I give up.

I upload the Windows build to itch.io, fill in the details and also submit on the LD site 10 minutes into the submission hour.

I crawl up to bed, ready to shed my weekend persona of game developer hero and revert to a mild-mannered technologist at a financial firm.

Tuesday

Find out that I didn't make the itch.io page public (because I was logged in I could view it without problems). Feel like an idiot.

Lessons learned

In hindsight using Unity was probably a mistake due to my unfamiliarity with the system. I should have stuck to Monogame where I could code everything myself and not have to work around the Engine/Editor and its API.
Like many others, I overscoped and ended up disappointed that I didn't achieve what I wanted to.

Level design is not easy. If lots of levels are needed then some of procedural generation should be done, or take part in the Jam rather than the Compo.

Next steps

I'd quite like to realise the original vision and make it into a disaster-movie-like escape game with more dynamic levels, obstacles and enemies. Also I'd like to fix those weird colour glitches.. (edit: looking closer at the screenshot at the top, in some of the tiles there does seem to somehow the 2 tone grid that Aseprite uses as the background. Maybe something odd with transparency?)

Have you played The Void?

screen1.png Good news, everyone! The space in not infinite. We're already running out of it, somehow, and the edge is coming. The void is consuming everything! It is good news, right?..

Play The Void here!

i Need 10 more ratings

i Need 10 more ratings on my game https://ldjam.com/events/ludum-dare/42/you-should-be-executed-1

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Web Support Vertex

Vertex is now playable in browser ! https://sticks-n-stones-studio.itch.io/vertex 2018-08-14 (3).png

Finished ! we can finally breathe

ok finally ready, you can test our game. this is our first LD, we did what we could in 72 hours, it's really not easy ....!

https://www.youtube.com/watch?v=gylu3pWKDVA

you can download our game : https://arbaalus.itch.io/projectbreathe

Baia-kun is here!

Are you gonna help this cute pufferfish to stay alive?hoorayemno/embuttons.jpg We had a lot of fun doing it, I hope you have too! Still a work in progress, of course... :)

https://www.dropbox.com/s/8ve7n1sap3jf0i0/BaiaKun01.apk?dl=0 https://www.dropbox.com/s/4ru5eaqns0ghjwg/BaiaKunPC.zip?dl=0

SpaceOut Screenshot

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Just wanted to share a quick screenshot of our game, which is kind of a mix of breakout and space invader type of games.

Will share more with you all later! (still exhausted from the jam!)

Axie is available

After many difficulties submitting last night and having been at work all day today we finally submitted with 1 hour left on submission day! We have a blast making this game and we look forward to the future competitions! We would appreciate it if you played Axie, and gave us your honest opinion. We would've liked to improve some features such as more enemy variations, better animations, and an overall better map. But we did what we could in the constrains and we'll work harder next timeWallpaper[3803].png

Very Original Puzzle Game: Post-Mortem

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So... yeah, it was tough. Here's a little something to recap my experience this time around as I turn over to playing your games instead of stressing about my own.

I started this Jam with my main computer being broken, and used my old computer that now has Arch Linux installed. This meant several changes in my toolset, mainly Unity -> Godot and Reaper -> LMMS (which I aptly didn't even get to use).

I gotta say, the theme wasn't too bad this time around (WHAT?!). I mean, you can get a lot of fun and workable ideas from Running out of space. Our original idea was a hyper arcade shoot 'em up in a destructible arena that encloses on you. Not original, but could've been a fun one.

>> Enter LD Sequence >>

Starting up: Isometric 2D

@Mindhead was offline the whole first day and half, so it was up to me to decide on the course of action. We had a little talk just after the theme reveal on what to do, and I took up the shoot 'em up idea since it rang best to me. I went for an isometric approach, but quickly came to a stop since I couldn't get isometric collisions to import from Tiled to Godot (the plugin didn't seem to support the non-default shapes). In addition I couldn't get the Y-sorting with TileMap to work, which was important because you could fall off in this game.

Next: 2.5D

I decided to rewrite the whole thing to 3D. While this solved my Z-indexing (or Y-sorting) problems, I was now without an outside tool for map making. Godot's GridMap doesn't support custom cell data out of the blue, so I would've had to devise a tool for that (which in the end would have been the right solution here). The bigger problem here was this Sprite3D billboard rotation issue (#18296). Again, you could probably cook up a shader of your own to work around this, but I had already enough on my plate with a totally unknown engine as it is.

Back to plain 2D

Okay, how about angled orthogonal 2D? Let's rewrite again! I had already used up the entire first day trying to find a fitting solution, and now the second day salvaging what was left of the effort. Y-sorting still proved to be a problematic issue. We started scaling down the idea to such degree that it honestly just sounded like shit. Additional roadblocks with my understanding of the engine finally resulted to us giving up.

... Until the last 8-9 hours

Giving up didn't feel like something I do. So instead of leaving things to ruin, I decided that as long as I make something, it's fine. I took a new approach to the theme, a simple puzzle game where moving leaves a trail of walls behind. Collect keys, open locks and go through portals. I quickly fired up Pyxel and drew the barest set of tiles needed to get this stuff working. I threw the earlier code to a backup folder and started from scratch, and got the bulk of the game done in a couple hours. I even got an auto level importer plugin done. Regardless, the mechanics were too few and time was short, so there's only a small handful of levels.

<< End LD Sequence <<

So, how do I feel about Godot?

I really, really like the Node structure. You only need to wrap one concept around your head and you're ready to make the most of the engine in a multitude of ways. I don't necessarily like GDScript (I humbly thank thee for the future C# support) or the fact that you're using Strings for almost everything, but at the very least the "lazy" approach gets you results quickly. This is also a pretty artist-friendly approach, so I could see the prospect of teammates picking up the workflow rather quickly. I also like semi-manual memory management. I have enough Unity under my belt to appreciate the possibility of avoiding big lag spikes due to garbage collection with intelligent design.

But, I need to mention this since I see a lot of seemingly blind praise for Godot though. Godot is a great open source engine that is capable of a lot of things, but it has one glaring problem.

That is documentation.

Throughout this whole time, I fought with either misinformation or lack of information. Godot has undergone a big makeover with its 3.0 release so some documentation problems are to be expected, but many things hampered my progress.

For example, spritesheet animation. You have a Sprite node and an AnimatedSprite node. You'd think the latter is the correct choice, but it isn't. While the Sprite (HFrames & VFrames) + AnimationPlayer (Animate the Frame parameter manually) workflow is just fine once you know it, it is not at all obvious. There's no examples of this in the documentation anywhere either. This is easily misleading and results into frustration.

Or how about setting a script file to a Node through code? If you were to believe Godot's auto-completion, internal or external documentation, such a thing would be impossible. Yet, it isn't. There exists a script variable that takes in a path, which is what I blindly tested while creating the auto-map loader. How many other hidden variables and functions are there?

These are just a few examples though. I truly hope people help out with the documentation of the engine features since there's simply huge potential, and while the engine itself is a very powerful tool while being beginner-friendly in essence, I cannot with good conscience recommend it to anyone who is not as stubborn as me.

As for me, I intend to play around with it some more. I'm interested to see how well the 3D side actually performs compared to other engines out there. I really hope they fix the Sprite3D Billboard rotation issue soon as I've really taken a liking to 2.5D styles as of late.

In any case, that's my weekend in a nutshell. Hope you people had fun, and see you in the rating sections!

Junkyard: Crash it & Cash it

Howdy folks!

We believe in your management skills, so from now on you will have a unique opportuninty to administer the Junkyard!

There’s plenty of old, rusty cars and trucks waiting to be left in our fab yard. Drive in with as many vehicles as possible and remove any obstacles that stand in your way.

Time is money, and cars are too, so you need to respond fast. Customers are getting annoyed while waiting for too long! Sadly, you must also be nice to them to get tips just to pay the damned taxes!

Our pal Joe will guide you. And remember: do not run out of space!!

Jam entry

Web player & downloads

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Mad Desert: Post-Mortem

We already have experience of Jam because we have participated in several previous editions. Before me, Sabrina Lacerda, and Djosef Wytemalhos played games together with other friends, but this time we decided to do it in pairs. First when the theme came out, we started to research and think about what we could do. Several ideas emerged, and the first one was to make a runner in which the character grew. The ideas came, but we wanted our game to be different. So we decided to do a re-reading of Tetris, a classic game that marked our childhoods. We researched how Tetris works and how we could do something more interactive with a comic character. For the plot and visual of the game, we thought that a pyramid could match well with the mechanics of mounted blocks, where an Egyptian worker could push them. With this we have an interesting visual narrative, with a comic cartoon aesthetic and mechanics inspired by tetris.

asdasd.jpg Game in initial prototype.

Mechanics: We use 2D platform mechanics where the player controls an Egyptian worker to push blocks and form ranks, which add up to completing, similar to the Tetris game. The difference is that there are blocks that can destroy other blocks, and also a controllable character.

Aesthetics: The game is stylized cartoon, where the character and interactive objects have lines at the edges, and the background has a flat art aesthetic with textures. The character animations were made frame by frame, and have comic features such as "stars" over the character's head when being hit by a block. The audios were picked up and mixed through the site "Free Sounds", with songs referring to Egypt and some audios with comic connotations.

History: The story of Mad Desert was not as thorough, but it is an Egyptian worker building a pyramid wall. We wanted the game not to weigh in on a story, so focus is more on the gameplay and fun of the player. The idea of making a comic character served to make people more attractive and funny.

Technology: We use Photoshop for most of the game's visuals and animations, with some Construct 2 effects elements. The game was developed in Construct 2, as well as the Audacity tool for mixing sound effects.

Learning: With Mad Desert, the programmer (Djosef Wytemalhos) learned to solve some problems of game mechanics like Tetris, because at first he had a little difficulty, but he managed to think of different ways to program until he was able to arrive at a result satisfactory. And I (Sabrina Lacerda) was able to train a skill that I had not tested before. Usually I made art, and other friends animated it on Spriter. But this time, I had to turn myself to make art and animations, and challenged myself to make frame-by-frame animations. It was an arduous experience, but it made me learn a lot about Sprite sheet, and made me become more interested in the animation area.

jogo agora.jpg Game ready.

The good: The game has an aesthetic with Egyptian references, a well-defined color palette, and frame-by-frame animations that make possible more fluid and comic animations for the character. The visual effects of dust, along with the sound effects bring an immersive and fun feeling to the player.

The bad: The limitation of the theme generated very similar games, with little innovation. But despite that, the game was well done with everything we wanted, with only a few crash bugs, where the character could climb two blocks up without falling, but eventually became a feature on the part of the programmer to help the character's mobility.

Initial Feedback: We had few feedbacks, but they were all great, and most people found the game fun, with beautiful graphics and nice audios that go with the game.

Link to play: https://datopgames.itch.io/mad-desert

Thank You everyone <3

"Noah's Help" Postmortem. What went well? What went poorly? What was learned?

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What went well?

The Art

Immediately upon starting there was a core question: Could I make a style for animals on a grid ?.

The answer was yes, but it wasn't obvious to me when I chose the idea. Typically I'm a programmer, but I do have design knowledge. I just wasn't sure I could pull off the animals in a way that looked good.

I designed the giraffe first:

Giraffe (3).png Giraffes have distinct snouts, so squashing the giraffes face down into a square felt wrong and I was worried I had removed what made it "giraffey".

I posted on twitter and here to get a sense for what people thought of the style, and people really liked it! I decided that maybe there's merit in the art style so I tried a few more animals. In the end the art was a big success, and I've come around to really liking how all the creatures look.

The Tools

I used Unity, which many of you are very familiar with. I tend to not use anything crazy noteworthy in Unity, but two of the things I felt were really useful this time around were the built in Unity buttons and the Animation curves.

It turns out there's a setting to make buttons change color on hover state and press states, so I made two button images for the two buttons in the game, and then I just set the colors for hover / press. Total it took a few minutes and helped a lot to escape that default-Unity-button feel.

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The other thing I really liked was using animation curves to edit the title screen. It made it easy to make them bouncy without spending a lot of time on it, and it drastically increased the impression that this was a polished game, but only took a few minutes!

Figma

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I'm most experienced with Illustrator, but I don't have a license right now and I didn't want to get one for this gamejam. So I used Figma!

Figma (https://www.figma.com) worked amazingly well. It was easy to create assets quickly.

I laid out a grid to create the animals on so I could quickly test them next to each other and ensure they fit within their bounds.

With Figma I was able to set up exports so with one click I could export all the animals for download and import them into the game. I would do color tests in Figma rather than Unity to quickly get a sense for what backgrounds and colors worked with the animal shapes. Then when I felt the colors were good I'd bring them over into Unity.

Figma definitely helped me crank out art at the rate needed.

Designing levels

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I created a system for making levels pretty early, which was great as it allowed me to iterate quickly on level design!

I would lay out the available animals on the left, and the solution on the right. A system would then take the solution layout and turn it into tiles. This meant I could rather quickly create levels and play with their designs, which helped me quickly iterate on difficulty.

I learned a few things about designing levels pretty quickly:

The more square the solution, the harder it is! Giraffes make for hard puzzles. Penguins (take up a single tile) can make people feel like they have more choice with how to approach a level, but can be used to mask difficulty as well.

When I made the levels I would playtest them myself after. I was so sleepy that I would usually forget the solution and struggle with the level myself. I developed an informal sense of how difficult levels were.

At one point I had someone playtest the game and I realized that the levels were actually harder than I realized! I moved the third level to be the final level and in general adjusted the difficulty curve of the game. For a gamejam super difficult games aren't a great idea, so I tried to aim for slightly harder than the average Ludum Dare entry to make the game feel more substantial but not like a waste of time.

Pacing and Difficulty

pacing diagram (5).png I wanted to pace the game slightly differently than the straightforward "easy to hard" pacing.

The idea was that if the game had really short "fun" levels periodically you'd feel more of a sense of casual progress. It would make you feel good at the game and like you're on more of an adventure. However some difficulty is necessary to make the entire game not feel meaningless. I think this progression wasn't perfect, but it worked better than I expected! Watching some people play it was clear they weren't really into the game initially, but because of the progression of difficulty and the pacing they found themselves enjoying it in the end.

Nintendo is really good at this style of progression, and I was inspired by the game they published "Pushmo". Periodically in Pushmo there are levels that look like a character or object, and I tried to do something similar with levels like this one:

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What went poorly?

Music

I don't know how to make music, and music could immensely help a game like this!

Narrative arc

This game doesn't have a sense of progress in that you can't tell where you are in the game. There's no goal you're working towards, or an ending that you can sense approaching. There isn't an ending to speak of.

When the player finishes the game they aren't left with any feeling beyond "well, it's over". In the future subtle little progression indicators could go a long ways. Even a Level 10 / 16 displayed in the upper right would have helped people feel more of a sense of progress. Level names could have helped establish a loose narrative and been an opportunity to introduce more personality to the game.

The Name

"Noah's Help" is a lame, very bad name. It isn't punchy, clever, or memorable. I knew this immediately upon naming it, but I didn't change it! The reason for the name is because I created the animated sequence where the animals are on top of the ever shrinking island and they yell "Help!". I realized I didn't have time for a title screen, so I had to make that animation the title screen. I also wanted to somewhere introduce the idea that this was a game about Noah's Ark. So given time constraints and what I had available, I just put the word "Noah's" above the animals cry for help, and that became the title.

In the future I should try to avoid boxing myself into a situation where I give the game a poor title, because titles matter a lot!

Humor

I chose this concept because I thought I could make it humorous, but in the end I didn't have time for any of the humor I had hoped for! This is in part a failure of planning, but also I could have identified simple ways to make the game more humorous that would have taken little time.

Silly sound effects or physics could have gone a long way!

What did I learn?

I think in the future I would like to think about how I want the player to feel when they finish the game. Even if they're just playing a gamejam gam for a few minutes, if I had a sense of the emotions I wanted the player to feel when they're done I could tweak the game design to better encourage those feelings.

I should learn how to make some basic music and better sound effects!

When I'm planning an idea I would like to create a breakdown of a few core categories of gamedesign and how I can make them work well within the time alloted. For this game I think I cognitvely blocked thinking too much about the weak parts of the game because I liked other parts, but having a more formal process for considering all aspects of the design might help me create a stronger design overall.

All this said, I'm very happy with the end result! I've learned a lot making this, and many people seem rather pleased with the game. Thanks for reading, and if you haven't played the game give it a shot!

Just submitted my first Ludum Dare! Woo :)

Hi All! I'm Colorfiction and I'm a solo dev and VERY excited to participate on this edition of Ludum Dare, my entry AGAIN is about trying to escape from an always shapeshifting and shrinking 3D maze! Hope you all enjoy the game.

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The Yellow Bird - a little story about it

The Yellow Bird pictured here in the centre is a special ship in SpaceOut

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This ship was designed by my 7yo daughter.

At the time I was just letting her join in with me when I was drawing.

In the end it was decided it should be in the game. So not only happy to get the game finished in time for the jam but also to have my daughters ship in it.

Screen Saver

Hi! this is just about my game, Screen Saver. It's a game about deleting and compressing files to save space. If you want some nostalgia, check out Screen Saver Thumbnail 75%.png Play it here: https://ldjam.com/events/ludum-dare/42/screen-saver

Dark Plague

Hello guys! This is my 9th entry: Dark Plague.

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I tried to implement the theme in two ways: the scenario is reduced while you play and the number of objects you can store is limited, being necessary to drop objects to catch others.

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The Dark Plague is here. To fight it, you must pick up the magic spheres to use your power. Be careful with the stones!

You need 3 spheres of the same color to use your magic, but it is more powerfull using 4!

Your staff can keep 4 spheres only, so you can throw a random sphere whenever you need.

You can play and rate it here

No Space In My Stomach update

Our first players reported that the game work slow in Chrome and sometimes too fast on Windows. We addressed these issues (not completely sure about Windows, but really hope so). Always test your game on as much possible platforms and browsers as possible! :)

Give our game a try!

https://ldjam.com/events/ludum-dare/42/no-space-in-my-stomach

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Random Theme Generator ??

Can any one guide me to a good game Theme Generator since it makes it more easier to come up with idea ?

Here is my game

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Hi guys!

I made a strategy / puzzle games where giant animals crush evil humans.

Try it!

I am happy that I managed to do something playable. Turns out my knowledges about matrix calculation were a bit rusty so I had a hard time trying to code a proper grid movement. So I had to improvise :)

I hope you guys had a fantastic Ludum Dare! And now, let's play lots of games !

Cheers!

Constructive, detailed and critical.

ldjam.png And it still 5 entries left... Come on, who wants to take the game you've made a bit forward?

No pat on head here. If you want to continue developing your game and receive truly honest criticism and suggestions to improve what you currently have, send me your game.

Also consider critique mine, I don’t care about ratings, I’m here for written feedback.

Some tips for general feedbackers out there: - Playtime - Struggle with controls? - Intuitive or Instructions? - Did you finish or Quit? At what point? - What is nice about it? - What they could improve? - What is intangible?

You don't need to be rude, you just need to be honest.

Win Prizes

:rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit:

You can win prizes by playing my game: https://ldjam.com/events/ludum-dare/42/easter-shabobble

https://youtu.be/3YjHUBlYs-A

:rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit:

There are two prizes which will be made available to everyone. One prize will be unlocked if you post a screenshot of the completed puzzle in Easter Shabobble's comment section. The second prize will be unlocked if you provide a screenshot that proves you've beaten any of the following highscores:

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:rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit:

HOT FIXES & UPDATES!!!

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Check out our Game!!! - https://ldjam.com/events/ludum-dare/42/al-a-choose-your-own-adventure

Thanks to everyone playing and giving feedback! We made some fixes to smooth out the experience. The one you've been waiting for. AUTO SCROLLING!!!!!!

  • Some people were getting stuck, so we added a tiny hint system.
  • Minor bug fixes.
  • Spelling and grammar errors. There’s still quite a few left :(
  • As per the Ludum Dare Rules: We’re not adding any new features or gameplay, just smoothing out friction points.

Running out of events

LD42 is over and construct3 free edition is running out of events. But we have finished out game anyway! Relax and pop some popcorn here: https://ldjam.com/events/ludum-dare/42/pop-it :v: 253152dfabd02f6ed20a1f551da16c92.gif Survive.png

To hard ?

Hey, nobody has beaten my game yet, wanna try ? https://ldjam.com/events/ludum-dare/42/space-intruder Tell me if you succeed in the comment :)

do you need ratings?

post your game in the comments and i will rate it, hopefully you can rate mine too

ChoppaFly now also for Web

You can now play it also directly in browser. Lets see how fast times you can set :)

https://ldjam.com/events/ludum-dare/42/choppafly

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