LD 39 July 28–31, 2017

The Aftermath

So! I finally found some time to write another (and probably my final) blog post for LD39.

I will keep it relatively short by saying that the whole experience so far has been amazing! As I said in previous blogs, this was the first Game Jam I've ever joined and I never would've thought that I'd actually be able to complete a game in 72 hours.

But I did! And now here we are. While my game does have a few problems stemming from the tight schedule, most of the people who played it seemed to rather like it - which is so fantastic! Some people also asked about making a full version of the game which is a thing I'm seriously considering at this moment. Code refactoring is already ongoing, after which I will make my final decision if Hyper Battery Girl becomes a full game or not. We'll see!

It was also absolutely heartwarming to experience all the support from my Twitch chat which was really active and helpful during the Ludum Dare Gamedev streams. So thanks to every single one of my viewers! You've been amazing!

And finally! During the streams a lot of people did some fanworks for Hyper Battery Girl and they're all fantastic. Never would've thought I'd ever create something that will spawn actual fan art in the end! Haha! :D I compiled all the fanworks in the imgur album below:

http://imgur.com/a/hOLB5

Thanks again to everyone who supported me during this LD! It was a fantastic experience! Really looking forward to participating in the next Game Jam! :D

Looking for Web games to play!

If you have one, feel free to comment the link here and I will check out your game. Here's mine, btw:

https://ldjam.com/events/ludum-dare/39/long-live-the-pig

Play for your planet!

Game: https://ldjam.com/events/ludum-dare/39/scale-of-life We are very happy that you liked our game. Sorry for the broken best result. In new versions, everything will work. GIF2.gif

Can we hit a 60 please.....

I have got almost 54.375 rating, but can we hit a 60 today :pray: ?

Please rate my game MoonBall https://ldjam.com/events/ludum-dare/39/moonball , So that we can hit 60 within today

Please brothers and sisters :smile:

Full Game play video

https://www.youtube.com/watch?v=PvonZb_fW9c

Make sure to like this video and subscribe to our channel for quality and non - monetized content :grin:

Who needs Ratings?!

Hey, I know that some people still need a few rates to complete the 20. So if you need some, make sure to write me a comment with a direct link to your game. Also, it would be cool if you could rate my game in Exchange!

Play my game and I'll play yours

Check out my game and in return I'll check out yours too! Here’s the link https://ldjam.com/events/ludum-dare/39/powerdown

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Postmortem - Legend of Sunflower

Hello guys, I've written my first postmortem, I would be happy to know your feedback regarding it, how I could improve future postmortems etc.

http://firepitgames.net/blog/game-jams/2017/08/postmortem-ludum-dare-39-legend-sunflower/

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Super Helpful Man - A Postmortem

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So, here we are again. Another Ludum Dare in the bag. We really didn’t want to take part this time as it came so soon after LD#38, which left us pretty burnt out. Our last entry, Murder 38 was a lesson in over-scoping. We finished it in time but much was left on the cutting room floor, so to speak. This time we thought if we do take part then we will take it easy and make something simple. Then we realised that we both had the Monday off work.

We’ve never both had the Monday off, luckily my day off always falls on a Monday but Rodo usually spends the day at work. In previous jams, Monday is spent with me trying to polish, finding all the bugs and anything else I can do by myself. Then Rodo gets home roughly 3-4 hours before the deadline and I bombard him with crap the minute he gets home. Poor guy. Actually not poor him, poor me! Ludum Dare is harder than most day jobs. While he is swanning about in work I’m trying to come up with a description for the Ludum Dare website with 0% brain capacity left from the night before.

Anyway, we both had the Monday off this time so we knew we could probably do something decent rather than taking it easy as we had planned.

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So, what did you make?

What we always make, a ridiculous point and click style game. We always like to interpret the theme via story over gameplay, though we do try to make the gameplay fit as best we can but we mostly just want you to have fun and laugh through our shoehorned story. So we made Super Helpful Man, a story about a super hero who is running out of super power due to old age. Super Helpful Man once wielded the Power of DIY but his power has been waning in recent years. You’re gonna have to help him with his last few odd jobs.

It’s classic point and click fare but we think it’s pretty fun!

Well, how did you make it then?

We both wanted “You are not the main character” for the theme. We had a really good idea for that. We pretty much hated all the other themes though once you think about any of them long enough an idea will eventually pop up. Not so much for “Running Out of Power”, it took forever to come up with an idea!

We finally came up with the idea of a super hero handy man that is still working at age 80 with poor vision, mobility and hand eye coordination. It would have a point and click puzzle game framework with little mini-games that display Super Helpful Man’s decline in health/power.

Day 1: We hash out the game from start to finish then I start some basic drawing while Rodo sets up Unity and lays out the rooms and stuff. We remind each other that we’ve somehow agreed to make a handy man simulator and get working.

For Murder 38, I spent the first morning writing a game design document for the first time. It was invaluable! So I did it again this time. It contained all the rooms, characters, puzzles, object descriptions, rough story and all the dialogues. Whilst writing it I am constantly stressing about the time wasted doing that instead of drawing or the million other tasks but once it’s complete it’s worth every minute spent. When I came to write the script properly having that backbone already in place really helped.

Once the GDD was finished I hit the art hard cause Rodo needed it to continue. He had spent his morning doing all the jobs we usually do 5 minutes before uploading like a title screen so it was nice having that stuff out of the way already. Once given the placeholder art he set up the game world and added the interaction hotspots. We couldn’t do anything in our game world but we had a game world all the same.

Bed time.

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Day 2: I wake up at 9am and notice I have a text from Rodo from only 1 hour ago. Rodo is 4 hours behind me so that means he’s gone to bed around 4am. Awesome that he’s been at it all night but that means he won’t wake up for another 7 hours. I’m a big boy, I can work on my own but losing that communication for that long can be painful, especially if I’ve broken Unity and can’t do anything until he wakes up. Luckily, I didn’t break anything but that feedback loop is definitely missed. Well, I miss it. I think he stays up late to work cause I’ll be asleep and won’t stop him every 5 minutes asking if this looks like a cat..

48463EDF-D30B-4060-AA32-8E79E5C63213-2822-0000050E9B05EC7C.png It’s clearly a cat.

Anyway, while I waited for Rodo to sleep I completed 90% of the art and began writing the story properly. By the time he woke up we had the bulk of the game, content wise, it just had to be put together. This is when we had our first conversation about scope.

We had plans for mini-games that play on Super Helpful Man’s age. We wanted his vision to be in and out of focus for certain quests and counter intuitive mouse controls to suggest his loss of hand eye coordination as well as some interesting physics based puzzles we had in mind. We wasn’t really sure how to implement those features though so we had to make a call between spending all day working that out, possibly finding out it’s unfeasible and being left with nothing or just get what we already have in the game and see where we stand after that. Well we decided not to gamble it and we agreed that Rodo should start getting everything into Unity at the risk of having a less exciting game than we could potentially have had. That turned out to be a good call because just getting what we had meant working harder than we have ever worked on a Ludum Dare game. On the plus side we did get the out of focus vision in for one of the puzzles.

Rodo got the content in then spent all night on the first puzzle and I finished the story and input it into our lovely Speecher program.

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Day 3: I hated day 3. It made me question if I’d really like to be a game developer full time. I couldn’t work at that intensity 5 days a week during crunch months, it was absolutely exhausting. We barely stopped all day, only to grab bites to eat. It took me about 6 hours to record and trim all the voice over and then correct all the times I went off script so the subtitles match. Rodo pulled his hair out all day fixing the conditionals on all the puzzles. “We’re making a first person shooter next LD.” he says. I tip my hat to Rodo cause he had some serious work to do on Monday and he’ll probably make sure he is at his day job on the Monday come the next Ludum Dare, it will definitely be an easier shift.

We had both each wrote a song the week before so we decided to use them for our game plus we created a couple of little piano loops to play for the rest of the soundtrack. We didn’t have enough time for many sound effects, sadly.

We finally had the entire game minus a bunch of polish about 2 hours from the deadline. 2 hours of furious polish and bug squishing and we get it uploaded in time only to find a massive bug that rushes you right to the end if you click on a certain object. Rodo stays up late, really late, once again to fix it.

Day 4: There isn’t technically a Day 4 but my first time of playing the game properly is downloading it myself from our itch.io site. There are so many typos that I have to go in and fix some of them. We won’t touch it again now as a Ludum Dare entry, it is what it is. However, we will continue polishing it for release as part of Point Bleep TV where we hope to implement some of the mini game features we missed.

Did it turn out alright?

I think so. For 3 days work I am really proud of what we accomplished. It’s our most feature rich game and it feels like we’re improving in design and efficiency each time. We didn’t finish the final puzzle completely but it still works.

I’m a fool for the creation process of anything, knowing that on Friday this game didn’t exist at all, now it does and other people are playing it. If the game is good or bad it doesn’t matter, we created something that wasn’t there before and that is a really satisfying thing which makes this process so much fun.

Anything else to add?

Yeah. I always have music on in the background but this time I listened to loads of comedy on Spotify. It kept me in a good mood and got me through the difficult hours. I heartily recommend it.

That it then?

Yes, that’s it. Fine, I’m going. I hope you enjoyed playing and if you haven’t played it then thanks for reading this ramble. Take care!

Play Super Helpful Man

Blackout sent for App Store Review!

I've ported my Ludum Dare Compo game to mobile and have submitted it to the App Store for review. I'll post again if/when it gets approved.

You can play my game here. I'll be removing the web version as there is a weird bug in it. For now, the standalone versions work as expected. I'm close to the elusive 20 reviews and I'll be sure to keep reviewing everyone's games!

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POWERCUT, Inc. - Coming soon on iOS and Android !

We've been impressed with all the positive comments and reviews on our game, POWERCUT, Inc. Thanks to everyone who played the game so far, and to the Ludum Dare team :smile:

As a consequence, we're working hard on a full version for iOS and Android ! This new version will include much more levels on multiple worlds, new gameplay elements for funnier situations and improved graphics and audio. Best of all, it will be FREE !

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In the meantime we will also keep reviewing more LD games :smile: The playing/rating/commenting system here on Ludum Dare really fuels our motivation and we hope it will be the same for you too !

If you want to keep in touch and be notified when the full game is released, you may : - like us on Facebook - follow us on Twitter

Post Mortem for Energy Dash

Greetings! I figured since I’ve spent enough time rating games for now I’d take a little bit of time off of that to write a quick post mortem for my entry – Energy Dash. Hope you enjoy!

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DAY 1:

As usual the theme gets announced in the very early hours of the morning for me so I decided to sleep it off and start brainstorming when I wake up. Although I hadn’t done any pre-planning on any of the possible themes (in fact I hadn’t even looked at the list prior to the actual theme getting announced) that didn’t bother me as I had previously decided to purposefully have a more chilled out and not so worrisome LD experience, regardless of the quality of my final product. As usual, I decided to look through other people’s posts on the site to get my brain in a LD mood and hopefully brainstorm an idea. After not too long I settled on this idea of a wave-based shooter where a robot obtains energy dropped by enemies in a factory and then decides whether to spend it on themselves for a quick boost or use it to keep the factory from exploding. It seemed like a solid enough idea so I got to work. I focused on getting all the mechanics I’d need for it to work without spending any time on art or sound yet, which is something I suggest everyone do. By the end of day one I had most of the main mechanics down.

DAY 2:

On this day I decided to start turning this into an actual game rather than just an engine containing the mechanics. I finished up the remaining things I’d need for it to work and implemented a second type of enemy which flies. At about the middle of the day I started working on art. I first got the tileset out of the way settling for a metallic factory look (I still hadn’t decided it was going to be set in space at this point). It was originally this dark blue, but I wanted everything to pop and in order to achieve that I needed to use complimentary colors. In more layman’s terms, if the tiles were blue I’d need to make the background orange to make them really stand out. However, I figured that having such a bright and striking color for the background would get tiring to the eyes so I just switched it around and used an orange for the tiles and blue for the background. As silly as it may sound this color choice dictated the change in setting as dark blue is most often a color associated with outer space. After getting a decent tileset done I worked on the player who I decided to make a spaceman. I googled some images of astronauts for inspiration and after a quick while I had his basic graphics done. I cheated a bit on his walk cycle as I didn’t actually animate it fully but rather animated only half of it, but it worked well enough due to his cartoony anatomy. Plus, it saved me some time. After getting the animation work done and implemented I noticed that he looked a bit out of place due to the white color scheme so I took the easy way out once again and just made him a bright orange to ensure he’d fit the rest of the game’s assets. And so concluded day two…

DAY 3:

This was without a doubt the most stressful day for me. Even though I promised myself to take it easy I still managed to be freaking out by the end of it. I finished the palette swap and then made a couple of sprites for the enemies. These were very quick and honestly probably the laziest and worst looking part of the game. I just wasn’t feeling inspired, I suppose. After that I made a nice space background, consisting of several parallax scrolling layers to mimic 3-Dimensional depth. I adjusted enemy spawning so it was a bit fairer and made some tweaks to the stage for the same reason. Then I focused my efforts on a soundtrack which I honestly got quite lucky with. I’m no expert at music so it often takes me a long time to make a good song, but this time I was able to do it rather quickly and the song came out pretty good, as well. I got to implementing it and then I also added some sound effects. Afterwards came the most boring part of game jams for me and that is all the extra fluff that goes into the UI elements, title screens, tutorials, etc. Not much to say, everything was straight forward, just a lot of boring work. At the last minute I implemented the actual waves mechanic and made it so it got progressively more difficult in the most arbitrary way possible – just increase the enemy amount. Honestly, this part of the development process was really rushed, which explains the slightly unforgiving balance of the final game. I added an icon for the launcher, made sure things worked okay and then uploaded it to the LD site with about 2 or 3 hours left on the clock. Feeling good about myself I went to sleep.

THINGS THAT WENT WELL:

-the graphics: once again the strongest feature of my entry; -the soundtrack: it’s simple and a little repetitive, but I thought I did a good job given the time; -the core gameplay: it’s fun, if a bit difficult and I think the main mechanic of choice between powering up the player or the stage gives a nice twist to what is mostly a classic shooter; -the game feel: I implemented a lot of touches that made the game more fun to play and feel more satisfying (screen shake, enemy flash, explosions, particles, freeze, etc.).

THINGS THAT WENT NOT SO WELL:

-the lack of features: I originally had plans to make more enemy types, have the stage evolve over time to become more difficult and so on, but I was too stressed out and pressed on time to get all that in there which resulted in a repetitive experience; -the balancing: I definitely could have done a much better job at balancing the waves so they progress slower and the game feels more fair; -the controls: I find them pretty intuitive and I have no issues when using a controller, but some users have noted that the control scheme is a little weird for them or hard to use due to non-QWERTY keyboards; All in all, congratulations if you read all that, and if you haven’t already feel free to check out Energy Dash: https://ldjam.com/events/ludum-dare/39/energy-dash

Changes Post Ludum Dare

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Hi!! First of all we wanted to thank all the people has voted us. We are very happy with the comments we have obtained. But we know the design was simple and even boring, so we take your feedback and try to improve it.

Before you could only recolect resources during the day, so you only had two possibilities: pick wood or pick food. Now you also can build a raft to escape from the island. And to build the raft you need wood, so now you can consume resources during the day too. We've also tweaked some values to add a little more difficulty. This way we think the game is more interesting, but you have to be the ones who judge it!

You can play this new version on https://noisybass.itch.io/embers

Escape! - Thanks !

I would like to say a big thank you to all the players for playing to Escape! and for the feedback !

I was not expecting such interest for my entry :)

Here’s the game for who would like to give it a try:

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

Play games, have fun and stay safe ! :grin:

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Code Power Update

Hi all. After few days, I can proudly release an updated version of my Game Jam submission: Code Power. It's basically a fix for the notification system I did. It didn't work properly and it's been mentionned by players.

So, here it is. Windows: https://drive.google.com/open?id=0Bz-TIMscpkElSS1wM1o4eHFGZ2s

Thanks for the feedback for those who tried my game.

Woohoo!!

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Wanted to say thank you to the community for the ratings and feedback A Mr Mom Quest has received. Finally hit 20 ratings and am so very grateful to those that took their valuable time to leave comments and suggestions. If you haven't tried the game out yet please do: https://ldjam.com/events/ludum-dare/39/a-mr-mom-quest

I'm always doing Game Jam/development stuff: @Josh_Burleson

Oxenout Cover

New cartridge cover for Oxenout! Link to play: https://ldjam.com/events/ludum-dare/39/oxenout/

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Now it's decent to play "Robot Power Strat"

Play and rate my game, a theme apropiated rts thingy. drop a comment and make my day punk! I double dog dare you (or aske you respectfuly , whichever entices you the most!)

https://ldjam.com/events/ludum-dare/39/robotpowerstrat

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Recharged: Post Ludum Dare

I've finally got around to creating the post-compo version of my entry (Recharged). I've gotten some great feedback and it's time to put it to work!

Upcoming Features

While the basic game is already created. There are some features I'm planning on adding.

  • Mobile and possibly web support
  • Controller support
  • New upgrades
  • Challenge of some kind
  • Leaderboards (cross-platform)
  • Achievements

Changes

There are also a few changes that need to be made in my opinion.

  • Updated graphics
  • Improvement of some sound effects
  • Huge changes to current upgrades
  • More maps
  • Better looking HUD

I'll be sure to update people with more detail about the new changes and features in the future!