LD 39 July 28–31, 2017

My Favourites So Far

This is my first jam, and I'm really enjoying playing through all the great games people have made. If you're looking for some cool games (that you can play in your browser), here are some of my favourites so far:

PowerGem Arena - Satisfying arena shooter that kept me playing for much longer than I should have been.

Ghost in the Machine - Creative puzzle game that I hope to see on Steam one day.

Your Friend Is Lost In The Woods - Best use of the theme I've seen so far.

Zone Slayer - For those who think gaming peaked in the 80s.

Back Home - A beautiful, soothing and all-around pleasant experience.

If you'd like to try our game, it's called Cosmo Beat, and we'd greatly appreciate your feedback.

Thank you all!

I’m amazed with all the positive comments, it was not what I expected, at least not so many of them. Thank you all for this awesome experience.

Check it out: https://ldjam.com/events/ludum-dare/39/constellation-exploration constexp1.gif

Did My Best!

After two previous failures, I did my best to make a pretty fun mechanic in this one. Unfortunately there are just bizarre bugs that came up, and levels using objects that are completely functional in other maps just weren't in the later ones.

Because of that, I only managed to get a couple operating levels! I hope you have fun with it anyway! A different style of rhythm game...

https://ldjam.com/events/ludum-dare/39/dance-on-the-wire

If the music is desynced, try refreshing the page. You move on the 'flare-ups' of the points, and you have a tutorial to play with at first!

If I get a chance to debug the issues I ran into, I'll push in the other couple levels.

It's not a bug, it's a feature

LD game code usually is not something you're proud of, it could contain a lot of bugs and exploits. Some of these bugs are not that critical and even able to provide more interesting options for the gameplay.

For instance:
  • You can use fire to fix a hull breach in the same way you can use any item on the ship for this purpose. It is not really safe, but you can try.

VG-LD39-62.gif

  • Since the fire object is just a regular game object, you can use fire as a power source... why not? :smile: Pure energy for your spaceship.

VG-LD39-66.gif

  • Aliens! You can grab and throw them, so try to beat an alien lifeform with another alien lifeform. It's Super Effective! But not that effective as a chair.

VG-LD39-68.gif

Play on Web

Submission Page

I've got finnaly 20 ratings, thank

I've got finnaly 20 ratings, thank you guys :) But if anybody want play also, try it, I will rate you back :)

My third LD entry. Your task is simple, survive as long as possible. But environment in this game is’nt much friendly. You must eat for hinder hunger, heat yourself for prevent freeze in cold night, and lastly defend yourself before zombies, who are wake up at night. Peace time (day) is limited, every day you must prepare for night, make some supplies for next deadly night.

Submission page

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Interested in a post-LD game jam?

Hey everyone! I hope you all had a great Ludum Dare!

I know some of you are keen for another jam, so I'm hosting the Music Game Jam in September, where you create a music-related game in one weekend!

music game jam logo.png

It's not limited to rhythm games - you could create an 8-bit tribute to your favourite band, an interactive music video, a Beethoven RPG, or an FPS musical - it's up to your musical imagination!

There'll also be ~$100 in game prizes, including The Walking Dead, Undertale, Overcooked, Devil May Cry and Worms Clan Wars! Everyone will have a random chance to win these prizes just by participating!

So whether you're a developer, artist, or musician, a complete beginner or a seasoned pro, if you've got an awesome idea, want to try something new, or if you simply like winning great prizes, it would be great to see you take part!

Please express your interest by clicking 'Join' on our jam page!

You can also stay updated with the official Twitter here: https://twitter.com/MusicGameJam

Cheers! :smile:

Soul Gun Post Mortem III: Sleep is the enemy

If you find yourself out of contest, you can access part I here: https://ldjam.com/events/ludum-dare/39/soul-gun/soul-gun-post-mortem-i-a-button-to-respect

And part II here: https://ldjam.com/events/ludum-dare/39/soul-gun/soul-gun-post-mortem-ii-one-pixel-at-a-time

Every wise jammer advised us to have some rest. Even go to the beach (we were in Málaga, at a big jam event). We took their advice into account, but… Well, you know… restless development is what happens when you are busy trying to follow wiser people’s advices. At least we slept the first night. About three of four hours, but we slept.

And that’s it.

The problem was that tinkering the mechanics to create a nice flow were tougher than we expected. Having invested time into the gravity control was a nice idea, but we needed to make some enemies (because the player needed something to shoot at) and some obstacles (because the player needed something to avoid while messing with gravity). That was a problem because if we had decided to focus on action we can have gotten rid of obstacles and if we had decided to focus on movement we could have gotten rid of enemies.

A lot of time passed while we were testing these enemies:

  1. Ground enemies, because they force you to shoot/change gravity (also, they fall vertically when you change gravity).
  2. Floating enemies, because they force you to maneuver.
  3. Stationary shooting enemies, because they force to do both (and are so good to add pressure).

TestPlaceholder2.gif

And even more time passed while testing these obstacles:

  1. Spikes, because it allows us to direct the player and everyone understands that it's never a good idea to touch a spike (unless you are Super Sonic).
  2. Boxes, because we wanted another element affected by gravity.

TestPlaceholder3.gif

And after making all this stuff that has apparently nothing to do with running out of power (although I think our deprivation of sleep really fit this particular theme), the Soul Gun awakened. If the player shoots too much, it drains his/her soul, hence the title. And it solved the game’s main exploit: spamming the shooting button.

All of this was a lot of work for everyone and, in the top of that, we were forced to take a little break to return to our hostel just to pick up our stuff before they give the room to some other group of delusional people. They saved a day of cleaning.

Ok, that’s enough for now. See you in the next chapter, Unity matters.

And of course, you can check our game here: https://ldjam.com/events/ludum-dare/39/soul-gun

SPACEJAMMED: selective post-effects

Hello again! I wrote my last technobabble on a paint effect shader for our LD39 jam entry, SPACEJAMMED, a few days ago, so do have a read to stay up to date on where I left off! c:

ld39emskjerm/em2-kopi2-2.png

Quick update before we start: I set up an itch.io yesterday—and have officially joined the ranks of cool indie kids™—so now SPACEJAMMED along with eight earlier LD games can be found there. I'll dig up some more on my old PC later. I've fixed up old games to work on web too, and most work in fullscreen, so you can play in the comfort of your own browser! 🐱


Today I'll be talking about how I got the foreground elements, or gameplay elements, like the character and the puzzle pieces, to remain clear and unaffected by the painted and smudgy shader effect I'd applied to the image as a post-effect but really only wanted to have on the background. c:

And please do give SPACEJAMMED a play 🎮 to acquaint yourself with it first. ε: It's not as ambitious as our last entry, Blomst 🌻, but hopefully you'll like it anyway!


Painted background

So last time we gave the whole image a bit of a funky, smudgy effect like so:

resultat-1.png

But smudging out the character and the interactable puzzle is not that nice. It might be a good idea to clearly distinguish the immutable background from the gameplay elements, not just from a gameplay perspective, but an æsthetic one as well.


Clear foreground

The solution is more or less complex depending on what we need, and I did initially go for the more complex one before I realised this particular game didn't need it, and ended up simplifying it not to waste unnecessary render time and framerate. Let's consider the simple version first, and then explore why there can be issues with it and how to solve those as well.

Simple solution

The absolute easiest way to do something like this in Unity, which was used for this game, is to slap on another camera linked to the transform of the main camera and set up some render layers. This way we can have one camera render only the background elements and apply the painted post-effect to those, and then have a second camera render only the gameplay elements on top, without applying an effect, or at least not the same one.

Camera setup

The first camera should work as usual, clearing to a skybox or a colour or what have you, and draw everything considered part of the background, but not the render layer for the foreground elements (in my project called Clearer):

kamera-1.png

Note the setup for the culling mask, excluding this layer:

kameramaske.png

The second camera, for the foreground, renders only this layer, and has been set to clear depth only, so that it renders right on top of whatever was below:

kamera-2.png

Finally, the foreground camera has a higher depth value than the background camera so that it draws last, and of course only the background camera has the MainCamera tag and an audio listener.

Object/mesh setup

Then the objects with the 3D meshes themselves need to be marked accordingly. I simply left the background elements on whatever layer they were supposed to be anyway, while all the foreground elements, such as the character model, were set to the Clearer render layer, like so:

karmod.png

Result

Et voilà! Clearer indeed:

tokamera.png

Problems

However, this only works because our game happened to have a fixed camera where all the foreground elements are in front of the background elements! Look what happens when I move the character behind one of the parts of the spaceship interior sticking out from the wall, compared to how it's supposed to look, when looking at the editor where the character is rendered properly:

in-game | editor - | - kar-spel.png | kar-editor.png

Since everything on the foreground layer is drawn after everything on the background layer, it doesn't matter what's actually in front of what; foreground elements always end up on top! Again, not a problem for this particular game since this situation would never happen, but let's look at how to solve it anyway, since I actually did solve it initially before I realised it wasn't necessary.

Complex solution

To fix this, we need to do what is actually done to solve problems like this for each individual camera anyway, as the objects rendered are not necessarily drawn in order of their distance from the camera either, and even if one object has its centre farther away than another, there may still be parts sticking out of it that should occlude objects whose centres are nearer the camera, so that solution doesn't work either.

Depth buffer

Instead, a depth buffer is used to encode the depth of any pixel, or fragment, rendered to the screen, and whenever something new is to be rendered in the same position, it is first checked whether the depth of the new pixel is less than the old value for that pixel, and only then will it be considered in front and replace the old value.

Here's an example of the depth buffer of the scene, with both the foreground and the background elements:

dypta-2.png

White pixels, which have a value of 1.0, represent pixels far away from the camera and black, 0.0, ones very close. Then there's a greyscale in between. We can use these values to compare depths and figure out whether to override an old pixel with a new one whenever we draw something, based on whether it's actually in front, i.e. has a smaller value.

Getting depths

Luckily for us, Unity has made it quite easy to get to depth buffers, tho we need to do it two ways. First, we need to change up the pipeline a bit. Now we want the foreground camera to draw before the background camera instead so that it's all done when we get to the background camera, because we're going to manually be drawing what the foreground camera sees on top of what the background camera sees in the same post-effect shader that applies the painted effect.

To get the background camera's depth buffer in the post-effect shader attached to it is easy as pie! 🍰 Unity already has a built-in sampler, _CameraDepthTexture, which we can get like any other sampler by doing this somewhere in the pass block:

sampler2D _CameraDepthTexture;

We can then use this in the fragment function. But hold on for a moment. We need the foreground camera's depth as well. This is slightly more complicated, but not terribly so. First we need to add two texture properties to the shader that are going to be filled in by a script later.

_ForegroundTex ("Base (RGB)", 2D) = "white" {} _ForegroundDepth ("Base (RGB)", 2D) = "white" {}

We'll have to add samplers for those as well:

sampler2D _ForegroundTex; sampler2D _ForegroundDepth;

The first, _ForegroundTex, will represent what's rendered by the foreground camera. _ForegroundDepth will hold its depth buffer. Now let's attach a script to the foreground camera, so that we can fill these values in.

``` public class ClearCam : MonoBehaviour { [SerializeField] private Camera m_maincam;

private RenderTexture m_tex, m_depth;
private int m_widthLast = 0, m_heightLast = 0;

void Update()
{
    int w = Screen.width;
    int h = Screen.height;

    if (m_tex == null || m_widthLast != w || m_heightLast != h)
    {
        var cam = GetComponent<Camera>();
        cam.depthTextureMode = DepthTextureMode.Depth;

        m_widthLast  = w;
        m_heightLast = h;

        if (m_tex != null)
        {
            cam.targetTexture = null;

            m_tex.Release();
            m_depth.Release();
        }

        m_tex = new RenderTexture(w, h, 8);
        m_depth = new RenderTexture(w, h, 8, RenderTextureFormat.Depth);

        cam.SetTargetBuffers(m_tex.colorBuffer, m_depth.depthBuffer);

        var mat = m_maincam.GetComponent<CamPost>().material;
        mat.SetTexture("_ClearTex", m_tex);
        mat.SetTexture("_ClearDepth", m_depth);
    }
}

} ```

This is quite a bit of code, but fear not! I shall explain. 🙀 First, we need an inspector value where we can pop in the other camera, the background camera. I've called this variable m_maincam, since the background camera has the MainCamera tag. So in the inspector, drag that there:

clearcamskript.png

Then there are two private render texture variables to hold the colour buffer (simply what the camera sees) and the depth buffer, which correspond to the two texture properties and samplers we just added to the shader. Finally two variables to keep track of the last width and height of the screen so that we can recreate these textures in case the resolution of the game changes, so that they're always the same size as that.

In the update function we get the foreground camera's own camera component, and we check if we need to update the buffers, or create them for the first time. If we update them, it's important to manually release the old buffers, or we'll be leaking memory and the computer is going to have a bad day eventually. Then comes the important part: use SetTargetBuffers() to be able to specify colour and depth buffers separately as render targets for our camera, and then finally get the post-effect shader material from the background camera and pass the buffers into it.

Compositing and comparing

Now we can finally use those samplers in the shader with the correct data in them, and do the final composite. After applying all the paint effects to the fragment from the background camera's colour buffer, at the very end of the fragment function, we'll do a few more things.

First, let's get the depth values for the background and the foreground respectively:

fixed depthBG = tex2D(_CameraDepthTexture, UV).r; fixed depthFG = tex2D(_ForegroundDepth, UV).r;

We can use the same UV coördinates we used to sample the background's colour buffer, as in the post-effect shader, all the values simply correspond to the entire screen. These are only single scalars/values since depths are greyscale and we don't need multiple colour channels, so we're only grabbing the first value, i.e. the "red" value. Then we need the colour buffer of the foreground:

fixed colFG = tex2D(_ForegroundTex, UV);

Assuming our background colour buffer variable has been correspondingly named colBG, we can now alpha blend the foreground texture onto the background texture, but only if the depth is greater. One way to do it would be like so:

if (depthFG < depthBG) colBG.rgb = colFG.a * colFG.rgb + (1.0 - colFG.a) * colBG.rgb;

However, branching is discouraged in shaders, and it might be faster with a convoluted hack like this, tho I haven't done any benchmarking:

float alpha = colFG.a * ceil(clamp(depthBG - depthFG, 0.0, 1.0)); colBG.rgb = alpha * colFG.rgb + (1.0 - alpha) * colBG.rgb;

And there we go!

kar-ferdy-2.png

⚠️ Note that to get the complex method to work, at least for me, it's necessary to set the cameras to forward rendering instead of deferred or no foreground will show up! ⚠️


Next time

That is it! Like I said at the end of last post, there is still a bit of a lie in this image: at this point the shadows from the gameplay elements were not actually cast right below them as there are light sources coming in from the sides in the scene. This was confusing from a gameplay perspective, so a little trickery was taken to in order to force those shadows to be cast right below instead. That's for next time!

Until then, stay safe! 💓

Please keep rating my game MoonBall!

Please Download, Play And Rate my game here - https://ldjam.com/events/ludum-dare/39/moonball

I want to reach a century!, So please help me reach a century :smile:

Comment below your game links so that I can play and rate them

And please, Support me!

Station 5723

Hi all, life has happened and I have not been able to rate nearly as many games as I usually would. I could use your help to get to the 20 votes.

I'll do my best to play the entries for everyone who rates my game so if you leave a comment on my games page I will really try to get to yours eventually.

Thanks everyone.

Game Page Title.png

I'm back with the trailer!

Unfortunately right after Ludum Dare deadline, I had tons of other work and couldn't rate, play or even fix stuff in my game. But now I'm back and I will try to rate and play as many games as possible.

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I also prepared small trailer for my game. It's a first person puzzler inspired by Talos Principle and Portal. All the feedback is highly appreciated.

You can play the game here.

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

Audio Hook (Ludum Dare 39) Postmortem

My previous participation in Ludum Dare involved music for seven game projects, and sound effects for one. That went super well, because I needed that many projects to occupy me for the entire weekend. I even had a painful amount of downtime and wrote a couple bonus songs.

This time, for Ludum Dare 39, I created Audio Hook in 48 hours. This showed me how little down time you get if you make a game entirely by yourself. Games are huge, complicated beasts, and 48 hours isn't a huge amount of time.

Something else totally new: I streamed the entire event live on my Twitch channel. You can watch the full recording on YouTube starting with the video below. But be warned: I overworked myself and might be a little zanier than usual.

https://www.youtube.com/watch?v=rVZ0FPslC-M&t=25s&index=1&list=PLUoOzzJDDg5f6O5fUhfqnX1BgwyHQ5P

My past couple experiences with this - LD 34 and LD 36 - were meant to be Compo entries. However, by the time the 48 hour deadline started rolling around, I decided it would be impossible to have a finished, working game in that time, so I took on the extra 24 and entered the Jam instead.

For LD 39, I used what I've learned about time management (at least in the context of game jams) to force myself into the Compo, whatever it took. And I succeeded.

As always, this document is meant primarily to tell my future self what to do and what not to do with the next Ludum Dare I enter. There won't be a lot of info about the game itself, so you might want to glance at the Audio Hook LD page before reading.

Take my advice with a grain of salt, because it's specialized to my particular situation. I hope you can get something out of it. Feel free to reach out if you have any questions about my experience, or want to talk about Ludum Dare in general.

screenshot-1_shrunk.png

What Went Right

Have a solid idea before going to be the first night - and sticking with it.

The first night, I paced back and forth in front of a whiteboard, marker in hand, spewing out whatever came to mind. This eventually paid off in the following design:

shrunkdesign.jpg

The next morning, I had doubts. The idea had holes, didn't fit the theme perfectly, and might require a ton of music. Also, there would be several graphical assets to produce.

The takeaway here? Stick with it. The 48 hour limit doesn't give you time to redesign after spending a night sleeping on an idea and dreaming about its possibilities. Maybe you'll fix the problems, maybe not. But commit to succeeding or failing the whole jam.

Doubts are a good sign. You should be even more suspicious if you think the idea is perfect after reflection. This means you're blindly loyal to it, and that could cause more problems in the end.

Commit to requirements (in my case, minimal graphics with a focus on audio/gameplay) early.

I'm basically an audio person, with a strong programming background and a bit of dev/design experience. The gaping hole in my skillset is visual art. With enough practice, maybe I could be okay at sprites and models, but since my interests lie elsewhere, it's difficult to polish up this skill.

With this in mind, I set out trying to create an audio-focused game with minimal graphics. My approach for Ludum Dare 36 was to make a text game, but I don't think this appealed to much of an audience. Having some kind of graphics and a more traditional video game (with actual visuals) sounded like a better idea.

This one was a double-edged sword, though. I'm not totally satisfied with one or two of the game's sound effects, and the music could use some extra polish. However, I spent very little time on graphics. At one point, I made the misguided attempt to texture the hookshot line. This turned out okay, but I could have spent the time and energy better elsewhere.

Implement a full play experience before broadening the game.

The advice I hear over and over, and constantly gave myself in previous postmortems, was to start with a tiny, playable experience. Get that working, and the rest is just filling in content. Although I ran into some roadblocks for this (see the bit about the audio system in the next section), I did manage a complete playable experience with a single level before expanding to more.

screenshot-2_shrunk.png

Cut corners early to start release process with several hours left before the deadline.

The initial plan was to have a full playable on the first day. That didn't happen. I pushed it back to noon ET on the second day, then 3pm ET on the second day. The deadline was 9pm ET.

Eventually, I started cutting corners when it got to be around 3 - 4pm. With the deadline fast approaching, I knew it usually took more time than estimated to produce the final executable and make sure it works. The build came around 6pm, leaving me three hours until the deadline (with an extra hour of leeway for submission).

This was a fantastic idea, because the built version immediately showed critical problems. The whole time, resolution hadn't even entered my mind. Unity uses a free-form shape when playing in the editor by default. This doesn't show you how your interface will look in, for instance, 16:9 or 4:3.

When I played windowed mode at the lowest resolution to test (640x480), a viewer on the stream pointed out that the interface was getting chopped off. Sure enough, he was right. Wish I knew his handle because I'd love to credit him for it. This is one part of:

Stream the event. This forces you to work diligently and gives you pseudo-playtesters in the eyes of the viewers.

Streaming might not be for everyone. Some people don't have the setup, some people just don't like it. I thought the experience would be far too distracting because I enjoy interacting with chat.

The result was the opposite. Because I had to come back for streaming, and I knew there were people watching, there was an extra urgency to getting back to work. Most jams, I'd take all sorts of breaks, convincing myself they were needed. For the most part, they're just a waste of time, and streaming helped me focus on the task at hand.

As previously mentioned, viewers can also be a sort of playtester. They'll spot things you might miss while you're focused on something else. This simultaneous feedback is hugely useful because you rarely have time to iterate during a game jam. It just takes too much time to get the game into someone's hands and take their feedback into consideration.

What Went Wrong

Take more breaks.

Although streaming helped me avoid taking too many breaks, in the end it ended up forcing me not to take enough, either. The streaming+jam mindset had me locked to the computer more than a usual jam, feeling like leaving the house would be problematic.

I took one break on Sunday to get the mail. Other than that, my breaks were just grabbing food or coffee, no more than five minutes. This led to some of the more frustrating moments which could have done with a brisk walk out in the fresh air. Usually I can approach problems from a new angle when I come back from such a break.

Build the critical system first (in my case, audio layering).

I knew from the first hour that the game would involve layering of audio stems as a core mechanic. With this in mind, it should have been one of the first systems I developed, if not the first. Tacking it on after the code had already become a bit of a convoluted mess led to many problems.

Eventually, I scrapped a lot of the code I'd written to rewrite that particular system. It ended up a bit too coupled by the final product, a mess I could have avoided by taking some breaks (see previous note) and making it before anything else, so the critical bit would be working first.

Design around content taking more time than anything else.

A common piece of advice for game jams, especially short ones like Ludum Dare, is to use procedural generation as much as possible. This allows for a larger game experience in a limited design without the need for loads of content.

My design worked well for procedural generation of levels and graphical content. Not so much for audio. See, each level needed its own unique audio stems to work. Even if I had multiple levels with the same song, I would have to manually split into a different number of audio stems in order to handle a different number of in-game stems.

I'm glad I went forward with it because I like the game's design, but ultimately this led to having three levels in the Compo version rather than the planned eleven (or the currently planned 16).

Pick a name early on so you can reflect on it.

Right as the clock was ticking down and I was putting finishing touches on the build, I pulled a name out of nowhere: Hook, Beat, an Keeper. I thought it was a clever take on "hook, line, and sinker" and loved that "Keeper" was a reference to football (soccer).

Turns out, people thought the game was about hooker and beer. Names are important, friends.

Conclusion

This Ludum Dare was more successful than any previous LD for me. It's the first time I've streamed the entire event and the first time I submitted to the compo. The votes and feedback are rolling in from all sorts of awesome people, and I've even made a few potential friends along the way.

Next Ludum Dare, I'm streaming the whole thing again, whether doing music or a game of my own. However, I'll take more breaks, make sure the game's size isn't limited by the amount of content, and maybe experiment a bit more with graphics.

Thank you for taking the time to read through my reflections. I hope you found something useful, and if you aren't already interested in Ludum Dare, I encourage you to dive in with the next event. You can learn a lot in a single weekend, especially working with a team for the Jam.

Again, feel free to reach out to me through Twitter, email, or checking out my Twitch stream on Mondays, Wednesdays, and Saturdays. I'd love to talk about my experience, Ludum Dare, or game development in general.

PowerDown

The Game that I made : ‘PowerDown’. This was my third LD.

Here’s the link https://ldjam.com/events/ludum-dare/39/powerdown

I hope you guys play my game and review it.

PowerDown Cover Page.png

PowerDownScrnSht1.png

Mission Success!

Despite my last/first Ludum Dare entry failing quite miserably, this years LD was really fun! I'll probably be participating in the next one!

My game: https://ldjam.com/events/ludum-dare/39/greenville-deliveries Cvr.png

Just remembering about the 100 ratings challenge

remembering that until the end of the week we gotta get those 100 ratings

https://ldjam.com/events/ludum-dare/39/drain-2

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https://ldjam.com/events/ludum-dare/39/drain-2

60 Ratings! A round of appla... coffee for everybody!

First we would like to thank you all that played and rated our game! (60 freaking people rated our game! Hell Yeah!)

We are really proud of what we manage to accomplish in this jam (our first one!) It is really satisfying to see that so many people enjoyed (at a least a little bit) playing our game, our hard work.

Also, thanks for the awesome comments and feedback you all gave us! We read and cheered with each one of them <3


Now, we are aware that the game is a bit difficult to understand at first and we listened you all! A "tutorialized" version is available, with some improvements on the mini-games as well!

Go to the link below and choose the first download if you want to rate our game on the jam or/and the second download to play the post-jam version.

LINK: https://guilb.itch.io/coffee-hero

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AEOS Version 1.1: Bug Fixes and Tweaks List

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Version 1.1

Based on the feedback (Thanks to everyone who commented), the following Bug Fixes and Tweaks have been included in version 1.1 on Itch.io (https://yetman.itch.io/aeos): * ​Lowered default mouse sensitivity from 10 to 5. * Added control over mouse sensitivity​ using "+" and "-" keys (+Numpad). * Lowered boat turning torque from 5 to 3. * Lowered the emissive power of everything. * Added missing colliders on a few objects. * Less boat rocking while moving.

Problems not solved yet: * ​Increasing boat speed since it will require tuning other game-play parameters. * Some light leaks due to low lightmap resolution. * Checkpoints (Highest priority right now).

Note: The original version (Ludum Dare Submission) is still uploaded on Google Drive.

LD39 Page: https://ldjam.com/events/ludum-dare/39/aeos

Last Shine v1.1

Hi guys!

We've released a post-jam version of our game, Last Shine. We've made the following changes:

  • A lot of people told us that the character's movement was too slow. We've increased the player's movement speed by 1.5x approximately.
  • We've changed the controls, as they were annoying because of windows' sticky keys. You can find more info in the "How to play" menu or in the game description on itch.io.
  • We've added a punching bag in the first screen of the game and allowed the character to use his whole movement set, so people can get used to the controls.

punchingembag/emscreenshot.png

  • We've fixed a bug where sometimes the enemies could throw you out of the screen and you couldn't get back, forcing to reset the game.
  • When the game ends there's no easy way to close it, besides alt-tabbing or alt+F4. Now, when you get to the last screen the game will close when any key is pressed (this doesn't apply to the browser version of the game).

If you guys want to play the original one you can find it in the "download" section on itch.io.

https://ldjam.com/events/ludum-dare/39/last-shine

Game Play Video

I decided to post a game play video for Inefficient Plasma Weapon. Thanks for all those that played so far, and for those that will play in the future... I will return the favor and will check out your game.

https://www.youtube.com/watch?v=koXh0SDw4u8