LD 39 July 28–31, 2017

Rise Shine Fall: Released

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Here is our game: Rise Shine Fall.

It is a place where you can learn secret shamanic techniques and experience what it means to be truly connected to nature. You will feel powerful... or powerless? Maybe sometimes it is better just to let it go.

This time, we, ijona and Supr, managed to implement everything or almost everything we were going too – what a wonderful feeling! The game still needs some balancing, but it is quite finished, and were are very eager to see it being played and getting feedback.

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We are planning to release a mobile version!

Hello everyone,

so... we are planning to release a mobile version for our game so we would like to hear your opinion on what changes we should make/ features we should build in. Any type of feedback would be great. The more, the better. Thank you in advance.

cava.jpg the game: https://ldjam.com/events/ludum-dare/39/atomos

Best regards your DayDreamerStudios.

Woho! First game done!

Hi I am a programmer in the making, who just finnished his first ludum dare game together with the good people from Plebian Studios (Simex, Hengen).

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Would like if people here tried it and gave us feedback on our work Cheers :)! https://ldjam.com/events/ludum-dare/39/socket-punch

WrongWay

This is my submission for this 39th LudumDare session. I had planed to do something in less than 48 hours so as to post my game as a compo project, but a few things which did not work correctly have ruined my first hope. Finally, I did an infinity runner game in which you must avoid obstacles, also refilling your energy bar (this way, it fits with the theme). I hope you like. I wish you the best - my dear fellows. Rate my project - and I will rate yours ++

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

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Can someone beat the boss?

BossScreenShot.png Remember that you have to kill all the enemies to proceed to the next level! Link to the game: https://ldjam.com/events/ludum-dare/39/d34th

RulesQuest version 1.1: bug fixes, optimization. SPEED

Hey there everyone! Since I was rushing this game for Ludum Dare, I had 0 optimization in mind. I have just spent a few hours reducing the amount of objects in-game, so hopefully it will be much faster now. RulesQuest1_header.png Remember that regardless of your system, the .exe version is faster than the HTML5 version. Gameplay has not changed at all since the jam version, it will just be less laggy. Additionally whenever you level up, a "Level up!" message will appear.

You can play it here: https://ldjam.com/events/ludum-dare/39/rulesquest

The Kleptocracy of Rodentia

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Play The Kleptocracy of Rodentia

It was an intense 72 hours, but we managed to pull off a pretty good first version of a stealth game we'd been thinking about.

In The Kleptocracy of Rodentia, you control a sneaky rodent who breaks into the houses of rich cats and loots their valuables. Your only resources are your stealth and a trusty loot bag. However, as you fill your bag with more loot, it'll slow you down and if you're caught, you may have to ditch your heavy loot to escape.

The game's interactions aren't exactly where we wanted them to be, and the AI is laughably bad a lot of the time, but on the whole we were really happy with our game. In play testing, we discovered the beginnings of some fun gameplay elements, particularly emerging from the chaos of random environments and guard patrols.

There were also a few surprises that came up as we worked on the game. Although not originally planned, the game doesn't punish you with instant death when spotted, but instead gives you the opportunity to escape from a chaotic chase, and the bag adds an extra element of risk vs. reward, in that you can ditch it to get away faster.

We learned a huge amount from this jam, and would love to continue with the idea by improving the basic game loop and potentially adding a meta game, so that stealing loot and making money means something in the long term.

We'll write a postmortem at some point, but for now, we'd love your feedback on the game in its current state.

Mac Builds added!

Hey! We added mac builds! Afraid I can't get a HTML5 build to work properly on chrome. Feedback would be greatly appreciated :two_hearts:

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

New Computer and New Games to Play

I bought a computer off of Craigslist to install Amazon Lumberyard onto. Unfortunately I could not even open it because the GPU was so old. About halfway through Ludum Dare the graphics card I bought came and I installed it. Now I have a PC to run all of the windows-only games for Ludum Dare!

You can check out my game here: https://ldjam.com/events/ludum-dare/39/blackout-1

Here's a Screenshot: balance.png.PNG

I can't wait to see what you guys have come up with!

"AEOS", When boats need light to live.

At last, I finally got to join a Ludum Dare which doesn't align with my job stress surges. And like a college project, I submitted at the last minute (God bless the submission time extension).

AEOS is about a boat that needs light to do anything. Beware that your orb will die out if you stay long in the darkness.

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

Inhouse Baristas - Ingame footage

Hey there,

at the moment i am setting up the itch.io page properly. Therefore i've made an animated gif to show you some ingame footage and to explain the gameplay concept.

Remember: You can grab a friend :bustsinsilhouette: to play :joystick: in VS or Co-Op mode!

Hope you enjoy the content! :slight_smile:

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Gamepage: https://ldjam.com/events/ludum-dare/39/inhouse-baristas

PowrConnectr - Play the HTML version

Hey,

I would be happy if you can check out my game and I hope you will enjoy. I'll play yours too.

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Games that do not work.

If you download a game and it will not run or is obviously glitched due to fault that is not in the game, please do not leave all one star ratings, lust dont leave a rating at all. I have to port my games over to windows from linux and the conversion does not work on every windows computer. Do you guys agree with this practice.

My game

https://ldjam.com/events/ludum-dare/39/cubes-run-out-of-power-too

PowerPlay

I'm really glad I did this Ludum Dare :) It was my fourth time, and as usual it was a lot of fun. I did it on my own, at home for once (I used to go hang out with other jammers for company the previous times). It went pretty well! I never do these post mortem things but maybe it'll help someone to see how my jam went.

The game

The game is called PowerPlay, and it pits you as a rugbyman against a vast army of rugbybots, in a game of rugby. Well you have to get the ball on the other side, but apart from that the bots don't seem to care much about the actual rules. You can give it a try there : https://ldjam.com/events/ludum-dare/39/power-play

Here's the trailer for it :

https://www.youtube.com/watch?v=5cTizkWPeKM

Tools

As for most of my game projects these days (and for the past 3 years) I've used mostly Unity, Photoshop, Cinema4D and After Effects. I'm used to these, so I know what I can and can't do and how long it'll roughly take. I've also tried a few new softwares (new to me at least), which in retrospect is a bit stupid as I keep doing that same mistake, and it costs me valuable time. At the same time it's a fun occasion to learn some new things. I've experimented with 3DCoat this time, only to realize that even if it simplifies the texturing process, I'm still really bad at it. I've played with the newly released AssetForge, which is really promising but I've found the current lack of undo and copy paste really frustrating for anything other than small objects.

What went well

  • I finished early. I had a finished product at the end of the second day. I used half of the last day to do some more playtests and tweak the difficulty ramp, and submitted early.

  • I planned a good scope, the game that came out was pretty much what I had in mind at the beginning of the jam (which is a first for me, I usually branch out at some point). The only two things I didn't add were highscore saves and achievements. I wanted to support web and native builds and was worried I'd run into trouble with the save paths and stuff. Too risky even with a few hours ahead of me, and for little value for a jam.

  • I used github, just like for all my other projects, and creating issues, crossing them off, creating small milestones and planning the next day or the next few hours is something that really keeps me going.

github.jpg So many closed issues!

I started using Github's issues years ago as a team but found out that even when working solo it's a great way to free brain space for more useful stuff.

  • I used the recently released Cinemachine for the camera. It took some getting used to as it's not very well documented right now, especially the API side, but once you get how it works, this thing's amazing. I still don't understand a few aspects of it, like how you can't just move a camera around via its handles, but it's great nonetheless.

  • I did some AI and random stuff and it went well. Every gamejam I make, I try to remind myself of two rules : no random, no AI. I managed to break these rules everytime so far, and this one is no exception. It's just so fun to code! I'm really proud of my wall-avoiding AI this time. It's only 10 lines of code but it does the trick I think.

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It's basically just two raycasts and if one hits something the bot will turn in the other direction. Kind of like an insect's antenna I guess. Don't take my word for it I know nothing about insects.

  • I didn't burn out. I managed to eat and shower twice a day, got 6-7 hours of sleep each night, wasn't too anxious or bored. I'm pretty exhausted now but these 3 days went alright.

  • The music is awesome. I didn't make it myself so I guess I'm allowed to say it. As for my past gamejams, my Uniform Motion's bandmates helped me with the soundtrack, and I've been listening to it on repeat (for testing reasons) and it hasn't driven me mad yet.

What could have gone better

  • I lost a lot of time modeling stuff. I'm not really good at it, and I didn't plan too well. For example, I modeled an entire stadium, and it's barely visible in game. The thing even has a roof. I left it there thinking maybe there'd be a camera effect to show it. Yeah right. Plus it's super ugly.

DGISiKjXcAAUylN.jpg 2 hours poorly spent

  • I could have used more testing time. I'm not satisfied with the current difficulty curve, but tweaking that takes ages and there just wasn't enough time. That's the really hard part when working alone on such a short deadline I guess. I managed to get feedback from friends on various Slacks, but it's not the same as having someone on the team that can test builds regularly. Maybe next time I'll force someone to play through my bug ridden builds :)

  • I wasn't very good at self promotion. I really like creating stuff but posting wip shots, writing blog posts to showcase the stuff is really boring for me, so once again, I could really have improved on that.

So yeah, I'm really glad I did another Ludum Dare. Now I can't wait for the next one. I think in the meantime I'll keep working on PowerPlay. I think it has potential and could be really fun on mobile.

Oh and if you want to rate the game (I really could use the feedback), here's the link again : https://ldjam.com/events/ludum-dare/39/power-play/

Ever considered a career in politics?

If you said hell yeah you're in for a ride, we can offer you an incredibly unrealistic non-simulation of how it feels like to be the prime minister of a country where everything isn't going that rosy!

If you said hell no, good! This game will prove you why your decision was the right one! Play it here! candidate2_podium.png

Executing at the Last Minute - Running Out of Power Points

So, during team brainstorming for the main jam project, there was one idea that felt to good to be left behind. So, in the final hours of the last day I came back to it for a small proof of concept. I present to you Running out of Power Points, and absurdist game of building short presentations. Screen Shot 2017-07-31 at 4.26.40 PM.png It's super short because, like I said, pulled it together at the tail end of the jam. https://ldjam.com/events/ludum-dare/39/running-out-of-power-points

Full gameplay video

Hi,

We got our full gameplay video for our game.

https://www.youtube.com/watch?v=mzJq3LAG8

Check it out and test our game here https://ldjam.com/events/ludum-dare/39/step-out-of-the-light

Thank you guys. YOU ARE AWESOME

Surge - beat this time!

Here's evidence of the longest survival time (23 minutes!) I've seen so far in my entry Surge, courtesy of my mate @fazz. I have to admit that the game, while technically endless, is not balanced by this time - I didn't foresee people would or even could make it this far! The gauntlet has been thrown down, you know what to do.

Play in browser: https://machinescreen.itch.io/surge

Ratings & feedback appreciated: https://ldjam.com/events/ludum-dare/39/surge

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I love you

but speed of the site like in the 90s and it often logout itself

Are you the Night Driver?

Hey guys, take a look in our game! We made between two people at full time. If you played, let us a feedback in comments, so we can play yours too. Cheers!

ENTRY: https://ldjam.com/events/ludum-dare/39/night-driver

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ENTRY: https://ldjam.com/events/ludum-dare/39/night-driver

Murder on 39th Street

Hi everybody.

We worked right up till the deadline yesterday, which is at 3am for us. Tired but proudly we present you:
Murder on 39th Street!
https://ldjam.com/events/ludum-dare/39/murder-on-39th-street

Your devices battery level determines the world's time:

Whenever the battery level of your phone/laptop/charger drops, a day passes in the game...
plug in your charger to travel back in time!
(Don't worry, there's also a debug build available for the impatient people)

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Solve the case of your own murder:

At the start of spring, you have been murdered, but your spirit lingers. Every season, the murderer strikes again. Collect clues and figure out who murdered you. Near the end of winter, just as your spirit is about to run out of energy, you can accuse the murderer.

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We are looking forward to expanding the game! There is a lot content we would like to add, but cleaning up the project and setting up some proper content editors is required first.

My game

https://ldjam.com/events/ludum-dare/39/cubes-run-out-of-power-too

ChargeBot

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Come try our entry, "ChargeBot"!

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

Longplay - LD39 the SPACE DOG

https://www.youtube.com/watch?v=vNVqZR04KDE

You have four power consumers, three batteries, two chargers, one reactor. What could possibly go wrong?

Check out the game here:

https://ldjam.com/events/ludum-dare/39/space-dog-ld-39

The Greater Good - HTML5, Linux and OSX build

I have added the Linux 32x and 64x and OSX build for The Greater Good. Also the HTML5 file: https://pulkitoki.itch.io/greater-good Link for the game: https://ldjam.com/events/ludum-dare/39/the-greater-good Cover.png

Alright, first bug fix for Bead on the moon !

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I've done some bug fix on my game so it's now cleaner and better. You can see a list of what have changer here :

  • :rainbow: Fixed colors (somes clients had the same color as other elements (background), now you should see them correctly !)
  • :point_up: Fixed ending text (there is 5 endings and not only 2 : 3 bad endings and 2 "good" endings)
  • :coffee: Fixed client's tastes (giving every clients just a hot chocolate made them happy ! There were missing a condition to check if they totaly like the meal or not...)
  • :eyes: Fixed client's panel (you could click on a client, talk with him, close, re-open the window and them talk with him again. Same with baking meal. Now you can't cheat by doing this, sorry !)
  • :raised_hand: Fixed dialogue speed (if you don't want to read what you should read)

Also keep in mind that you must RIGHT click on clients !! Left click on them will do... Nothing.

(please note that only the webgl version is bug-fixed, other versions (windows, windows x 64, mac os x and linux) are not bug-fixed !!)

Play the game here : https://ldjam.com/events/ludum-dare/39/bead-on-the-moon

Ported to HTML5 finally

Bought Game Maker 2, bought the HTML5 exporter, converted the old GMS files to GM2, fixed the incompatibility errors and uploaded to Game Jolt.

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Play the HTML5 version here: http://gamejolt.com/games/torch-boy/272794

Ludum Dare page: https://ldjam.com/events/ludum-dare/39/torch-boy

The Breach: Windows link fixed

There was an issue with the windows build link, but now it is resolved!

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The Breach is incredibly pretty, extra challenging pixel art platformer. If you haven't tried out it yet, you can do that here. Don't forget to rate!

Asteroid Miner

Ever played the original asteroid? We hope you'll enjoy our entry then! Blast through asteroids and space pirates in order to make the most money possible, make sure to rate it and tell us what you think!

Asteroid Miner - https://ldjam.com/events/ludum-dare/39/asteroid-miner

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At last you can meet Penelope : bug fixes

Hello everyone ! Here are a couple of necessary bug fixes to fully enjoy the show :

  • change of the consumption variable during the landing process. The former one leads to a game over after 2 or 3 planets...
  • the "you win" sequence is now available. You can now meet Penelope, but for the dinner...ok I don't spoil :grin:
  • drill/mining sequence : you can now read the complete instruction text
  • game over : now you go back to the start title
  • correction of a few graphical bugs
  • finally you will find on itch.io a stand alone executable

Enjoy your Odyssey!

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SKELLY ZONE WEBGL

I've added a WebGL version of the game for folks interested to play:

https://ldjam.com/events/ludum-dare/39/skelly-zone/

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Top down shooter! Robots say what?!

This was our second Ludum Dare. With that said we really learned a lot both times, and I’m pretty sure that will continue to be the case no matter how many we complete.

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Pros for this round:

  • Our scope was greatly smaller
  • Overall process went much smoother compared to our 1st jam
  • Top down shooters are great fun

Cons:

  • Might have gotten stuck with small details (not visible)
  • Didn't get around to making proper audio
  • We knew the scope were smaller, and as a result didn’t push ourselves as hard as we should have

Feel free to check out our little entry, and keep an eye out for the post jam version coming later this week: https://ldjam.com/events/ludum-dare/39/scrap-metal

Hope you all had as much fun as we did with the 39th Ludum Dare! Looking forward to trying out ‘all them’ games!!!!

Here's our game : The Hackerman

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This game has a very simple pitch : you want to hack the government but forgot your laptop charger, and must do it in a tiny amount of time ... Face the greatest hacker ennemy : Spams and girlfriend !

Hope you guys will like it ! :)

Thanks For All the Feedback!

Oddly enough, the biggest complaint was a conscious decision by me to make the game crazy and hectic. (shrug) i will release a post mortem soon, detailing what i did and why.

Rock on Jammers!

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Tiny Warlock

patch #0.1.3 on its way, to fix more bugs ive found while recording gifs.

Looking for games to play.

I plan on playing some games when I get home from work in a few hours. If you want me to try yours just leave a comment below with a link and I'll get to it as soon as I can. I'll play all the ones I can run *(Windows and Web), and I always try to leave good feedback.

Station 5723: Reactor Down is my game if you want to play it.

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My game

https://ldjam.com/events/ludum-dare/39/cubes-run-out-of-power-too

Lets do this! Post your web games here and I'll get around to play them all!

I enjoyed this last Ludum Dare, and as I am one of the dozens of people with a Mac I can't play a sizable chunk of games here. So, post your web game here and I'd love to play and rate them all!

If anyone would like to share the love a bit, check out another commenter's game or even (gasp) my game!

My game, Potential Energy: https://ldjam.com/events/ludum-dare/39/potential-energy

I look forward to playing some games!

Game Page Update - Better Instructions

Hey y'all,

So I've had feedback, and it seems like people like the game, but my instructions were not up to scratch. So I've updated my game page with better instructions (and a link to the story behind the game, I realized I had missed that off :-/ )

I would really appreciate feedback on if the instructions for the game are clear, and does the game make more sense after reading the story that inspired the game!

Thank you to anyone who's willing to give it a try :)

My first Ludum Dare - Post mortem

Hi ! I made a game for Ludum Dare 39 ! This was my first Ludum Dare - or, rather, my first submission for Ludum Dare, after a few attempts. It's here ! https://ldjam.com/events/ludum-dare/39/a-led-story

So first, I'm really really happy I made it through ! And I just wanted to write down some thoughts, now that I've finished, posted, had one or two days to cool down, take some rest, show the game, play some other's work and have some feedback ! (And eventually, play my own game once again, with some tears of blood when I see everything that I don't like 😢 )

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Read the rest here : https://medium.com/@hairaz/my-first-ludum-dare-post-mortem-e7d1f7b3d2d1 (Posting in full length here would occupy a large chunk of the homepage, sadly much larger than my ego.)

I made a game too!

It is called Snow Train. Why? Because there is a train in the snow (I am not good with names). I would like it if you guys gave the game a shot. Here is a gif: gif train.gif Oh, and before I forget it, here is the link: https://ldjam.com/events/ludum-dare/39/snow-train

Feedback is appreciated!

Concepts

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Some early concepts from the first day of work

The game is: https://ldjam.com/events/ludum-dare/39/the-breach

Playable In Browser Games

So its something that the LD Site isn't great for filtering to so I made this label to stick on my thumbnail but thought i would share for anyone else that wants to use it

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We made a game !

Myself and Pip made our first game, an infinite runner, as a team this weekend - it was my first pixel game, and Pip's first game jam (!) so we're super happy with what we made, and have plans to improve it!

~~ https://ldjam.com/events/ludum-dare/39/qrttnbpbytroayalid ~~

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My first time for Ludum Dare

Hi, my name is Peter Sheehan! Check out my game at this link for the Ludum Dare: the Leech. Downloadable for Windows. This year was really crazy and I just got some much needed rest after spending basically 68 of the 72 hours awake. Here's the link: https://pjsheeha.itch.io/the-leech

Mad Trax Post Jam Update

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Thought I'd publish some quick fixes to our game so it doesn't end up in a lose-state you can't prevent. If you haven't checked out Mad Trax, it's a Tower Defense / Resource Management / Infinite Runner hybrid set in an retro 80s style. Play it at https://ldjam.com/events/ludum-dare/39/mad-trax/

Bug Fixes 8/1

– Prevented Enemies from crossing the tracks causing unreachable enemies that still kill you

– Fixed enemies becoming ‘glued’ to the train preventing the turret from hitting them

– Fixed checkpoint rewards not being reset on scene reload

– lowered boss requirements since it was borderline un-reachable

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Let's talk about No Colors Here!

​According with Hate Crime Statistics (2015) - FBI, there were 5,818 single-bias incidents involving 7,121 victims. Of those victims, 19,4% because of a sexual orientation and gender identity bias.

Have you ever imagined yourself in this situation of colorful people?

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https://ldjam.com/events/ludum-dare/39/no-colors-here-my-first-ludum-dare

Have you guys seen it? If you don't, give me a feedback! It will help me a lot :)

The making of Plasma Arena

https://ldjam.com/events/ludum-dare/39/plasma-arena plasmashot2.png

The challenge

To create a game in only C code!

The Idea

This is one of my favorite ludum dare themes ever! The Idea came immediately! I had been playing a lot of quake 3 (one of my favorite games) and had the sound of the plasma gun stuck in my head. I imagined gameplay focusing around the constant collection of ammo and a never ending barrage of skulls.

Day 1

First, I set about implementing quake 3 movement into my engine. I found the original quake 3 source code on github and copy-pasted it into the engine with a few tweaks to make it work. Air strafing and strafe jumping seemed to work, so it was time to move onto the weapon. I implemented the plasma ball as a physics object with height velocity and used sweeping collision detection to make it function correctly. I made it instanced with the size of the instance buffer object remaining static, but the contents of it changing. I was working in pure C so I had no std::vector to work with, so i opted for a solution where I allocate a fixed amount of memory for the plasma ball instances and keep a count of which ones are begin used. Then when I wanted to create a plasma ball I just upped the count variable and put the mat4 for the new instance into the next location in the array. When the max amount of plasma balls had been hit, the buffer index counter would return to zero, essentially beginning to refill the array with new values and not actually allocating any new memory. This made it extremely fast due to the lack of constant memory allocation.

Day 2

Now it was time to setup the enemies! I created a skull sprite by downloading a picture of a skull, used tools in gimp to get only the skull from the image, and then reduced the resolution of the image to make it pix elated. The final touch was to reduce the number of unique colors to make it more simplistic. I then quickly implemented a vertex shader to make the skull sprite always face the player in the 3d world. The use of sprites saved a lot on performance and allowed the use of up to 500 skulls being drawn and simulated at once (could probably simulate more if I added octree optimization for collision detection). I did the same technique of a preallocated array to create the array of mat4s for the instance buffer.

Batteries Sold Separately!

This is the end of our first LD39, and this is what we have. Tell us what you think!

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Link to our game: https://ldjam.com/events/ludum-dare/39/batteries-sold-separately

My game

https://ldjam.com/events/ludum-dare/39/cubes-run-out-of-power-too

Zone Slayer! The long awaited sequel to Zone Enforcer

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Finally, after 26 years of development, the totally awesome sequel to ZONE ENFORCER has arrived! See it here for the first time before its official cartridge release! Try this rad game out and have the 411 on it before all of your friends.

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Try it here first

https://ldjam.com/events/ludum-dare/39/zone-slayer

Running Out of Power Rangers

Obviously, we never go for classic interpretation of themes. We got stuck on Power Rangers and did this game of stylized combat. Selecting powerful moves specific to your team or enemy knock down your enemy's stamina bar - when it hits zero they're out. But if that stamina bar maxes out - the best will last out and knock out one of your Power Rangers. Game over if you completely run out. https://ldjam.com/events/ludum-dare/39/$46059 7390.png DGHV7V7UAAA-_P-.jpg-large.jpeg

Inefficient Plasma Weapon - Post Mortem

My Ludum Dare 39 entry is called Inefficient Plasma Weapon and your objective is to keep providing fuel to your plasma weapon so that it will continue to rotate the killer plasma balls that are used to destroy alien ships. I feel this way after every LD, but I think that this is my best entry out of the five Compos I entered. I’ll get into why I feel that way in a bit.

Pre-Theme Announcement

I spent a couple of days looking at the final list of themes and trying to determine what I would develop if that theme was chosen. I was not a fan of most of these themes, to be honest, and that made it difficult for me to plan something I really wanted to create. Out of all the ideas I thought of, I really liked the basic idea that became this game, and I tried to make it fit into multiple categories, just in case they were chosen.

Friday Status

As usual, the theme was announced and with a little extra planning I started. I spent about an hour trying to create a concept of trying to shoot the path that the plasma balls are travelling to expand them out into space, but I just could no get that to work, and decided to scrap it… I can’t waste any more time on that, so I decided that the balls would travel in a defined circular pattern.

I worked about 6 hours Friday, into the wee hours of Saturday, and put together a simple concept of rotating balls, moving a player, and having enemies track the player… all using simple Unity objects.

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Saturday

Man, I spent a lot of time working in Blender… that UI just eats me alive. I think I exhausted my limit in 3D modeling, but the models in my game are the best I have ever done. Notice the models are solid colors? That’s my limit and actually getting a model to have 2 or more different colors is an amazing achievement for me!

I substituted my new models for the primitive shapes and everything was working nicely. It’s now Saturday afternoon, and I still do not have any game play developed, other than enemies tracking the player. Added pressure, but time to step it up… I spent the rest of the day and late night on game play.

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Sunday

always like to have game play finished by Saturday, and spend Sunday working on the UI, sounds, music, tweaking, testing, and visual enhancements… and that is exactly what I did. I spent most of Sunday working out the game play, and the afternoon was spent adding effects, sounds, and other cool things.

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What Went Well

  • My Blender modeling. I have a long way to go, but I can successfully create “simple” objects, export them to Unity, and script them to add/remove/change colors. I listed my Blender skills as a weakness in my previous LD entry for Contamination, so it’s good to see some progress here.*

  • I’ve improved in sound (better sound effects, and no one said “Your sounds are too loud!”).

  • I improved in UI and in-game notification. Plasma balls and explosions look like plasma balls and explosions. Visual and audio cues tell the player to do something. I generally forget about these extra things, but the plasma effect and the multiplier effect, along with the inventory panel really helps the game… and those things were added very close to the submission deadline.

  • I scrapped ideas that were taking too long. I could not create a way to expand the rotation, and I could not get a cool border effect going, so after about 30 – 60 minutes, I just moved on. What

Could Go Better

  • Again, my Blender skills. Need to improve a bit more. It’s taking a lot of time and frustration to get any output.

Links

Inefficient Plasma Weapon on Ludum Dare

Game Play Video

Time Lapse Video

If you have any VR gear, play my game!

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It's a SteamVR-powered game! You need an HTC Vive or a Rift+Touch to play!

Works with a 180 setup though!

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https://ldjam.com/events/ludum-dare/39/punchey-vr-only/

The Last Light

Hello Everyone!

I joined the Compo for the second time :) I really had a lot of fun with creating my game i especially learned a lot again during the development :) (And afterwards especially about the unity webGL build and an nasty bug which took me some time to fix, find more infos about it here: https://loktor.itch.io/the-last-light-ld-39/devlog/6378/fixed-issue-with-chromeedge-clicking)

I would be really glad if some people try my game and give me honest feedback what they think about it :)

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My game

https://ldjam.com/events/ludum-dare/39/cubes-run-out-of-power-too

I made a couple of videos showcasing my game

Do you want to see how it looks like? How's the music? What's the final boss? Here's some spoilers on how you can do the Easy mode, even without using your powers.

https://www.youtube.com/watch?v=yJWmDr40pL4&t=3s

But Easy mode really is meant to be a playground to get familiar with the powers, The tactical use of powers really comes into play in the harder difficulties. Here's a showcase on how five different powers can be used to do the same first couple of patterns;

https://www.youtube.com/watch?v=TlMHpF_jk4c&feature=youtu.be

If I managed to grab your attention, here's my project's page https://ldjam.com/events/ludum-dare/39/ai-overlord-runaway

Gem Diver (HTML5 & Windows Standalone)

Someone has stolen the gems from the rainbow that colors the world. It's up to you dive into the color portals, avoid crashing into anything, and collect the gem from the bottom of the level.

Includes seven levels, each with their own art. Experimental "Endless" mode is also included as a proof of concept.

Game is available for Windows and HTML5

https://ldjam.com/events/ludum-dare/39/gem-diver

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Timelapse - President of Zorga

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I made a small timelapse of my journey in LD39

This is my second LD, and like the first time, I had to skip some ideas to be able to finnish in time. I uploaded 2,5 minutes before deadline! Hopefully I will learn someday, that 48 hours is not a long time. I'm happy with the result. Though the game has minor bugs, it's totally playable, and I hope you will give it a go! See you out there, I'm gonna play and rate all of your awesome games now!

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

Hotfixes to Abandon Ship

Spent this morning playing peoples games, before deciding to hotfix the few common bugs in my game!

You can download the new version at:

https://futilrevenge.itch.io/abandon-ship-ld39

``` v 0.11

Fixed - mislabeling of buttons in game. Fixed - enemies with guns running back and forth in front of players Fixed - the few instances of getting stuck while moving Fixed - killing an enemy while they are shooting locking them in the firing animation Fixed - dead bodies blocking shots Fixed - Hovering above elevators/Falling into elevators when possessing or dying ```

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The original version (These bugs and all!) is still, obviously, on my game's page as the primary download link: https://ldjam.com/events/ludum-dare/39/abandon-ship-1

Play it here "The Color of Days to Come"

The Color of Days To Come is a narrative experience about dealing with breakups and depression. This game represents the developer’s feelings with a surreal and dreamy aesthetic. I would really love if you play it and rate it!

https://ldjam.com/events/ludum-dare/39/the-color-of-days-to-come

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Ed in his green vehicle

SmallEdVehicle.png Hello, that's my first game using Unity. I’ve learnt a lot and I’m sure I’m going to create something else with this engine. That was a hard time but I’m happy that I could participate this time. Play and give some feedback!! Ludum Dare entry

GMS Humble Bundle

Humble bundle has this great deal on right now! $1687 worth of Gamemaker Stuff, including all Pro for just $15 dollars! and its charity! Screenshot (273).png if you liked my game Tiny Warlock, please consider donating on Itch so i can afford this as well :)

Day after submission

We're glad that we decided to participate in out first Ludum Dare. We had an excellent day after submission, discussed the competition and our game all day long.

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We eagerly wait for feedback of those who didn't left one yet. And we also will gladly check out your games.

Link to our game: https://ldjam.com/events/ludum-dare/39/$34494

We wish luck to all participants.

Escape!

Here is our 2nd LD game. Hope you like it.

LINK https://ldjam.com/events/ludum-dare/39/escape-1

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Don't forget to rate the game :)

My first Ludum Dare was a blast!

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I'm so glad I was finally able to participate in a Ludum Dare! This past weekend was an incredible time and I'm so glad I took the repeated suggestions to participate in a game jam. It was one of the most fun times I've had with a computer in years and was a fantastic reminder of why I taught myself programming in the first place so many years ago.

I took a short break on Sunday afternoon to have lunch with my mom. I explained to her the concept of a game jam and why I was acting half crazy and hyper focused, she said "so you haven't left your house at all?" and "I hope some good can come of all this." :laughing::thumbsup:

I'm going to get some rest today, but I'm excited to play and vote on some other entries.

Anyway, here's my entry! Escape Velocity

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

Personal takeaways

  • Writing terrible hackjob code can still work just fine.
  • I'm glad I cut myself off while making animations too early on
  • Task triage! I categorized features into groups, "nice to have" stuff got deferred until the game mostly worked. If I hadn't done this I would have probably spent 6 hours just drawing sprite animations.
  • I really enjoy this stuff, and the people who told me I'd grow out of wanting to make games can shove it.

Things I wish I had done

  • Been able to sleep more -- I was enjoying myself so much and I was so excited that I was only able to pull about 5 hours of sleep each night because as soon as I became self-aware I'd immediately launch myself from bed and start guzzling coffee. If I had managed my full 7-8 hours I wouldn't have spent the entirety of Sunday unable to perform simple maths.
  • Categorize game mechanics -- The game as it is now, only has a few of the core mechanics that I originally planned. Lots of ideas were left on the cutting room floor due to time constraints. I think if I had identified specific game mechanics earlier on I could have prioritized my time better. But, dreaming big left me with a ton of exciting ideas that I want to add to a post-jam version.
  • Write some Gimp plugins ahead of time for working with dithered gradients -- I don't do much pixel art, but this would have made my life much easier.

Anyway, that's all for now! I hope everyone else had as much fun as I did :smile:

-- Mark @klowner

My game

https://ldjam.com/events/ludum-dare/39/cubes-run-out-of-power-too

I'm testing your games on twitch, come and suggest me your entry!

I'm testing your games on twitch, come and suggest me your entry!

add your game to my queue

https://www.twitch.tv/togislp

To add a game: just type

!addgame yourGameUrl

in chat

for instance:

!addgame https://ldjam.com/events/ludum-dare/39/thirst

Blackout - HTML Version Uploaded

I've uploaded the HTML version of my game, Blackout. It seems to only run in Firefox. However I've only tested it in Firefox and Safari. It should work in Chrome but I have not tested it. I'd still recommend the downloadable versions as you'll probably get a better experience.

Here's a GIF of my game: blackout-gif.gif

Check out the Compo Page: https://ldjam.com/events/ludum-dare/39/blackout-1

And Check out the HTML version on my website: https://brodyeller.com/ld39/

Thanks for the great feedback so far! Send me some of your games to rate as well!

Thank you for your feedback!

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This was my first time participating the Ludum Dare event. It was totally awesome. I got a lot of constructive feedback from you guys, after the first day, which is amazing!

I will defenetly make a post Ludum Dare version out of it, regarding your tips and whishes.

Check my game out, if you haven't yet :)

https://ldjam.com/events/ludum-dare/39/lets-go-to-the-mall

Keep playing!

Thank you!

I have received over 20 votes on Dodge The Box! That's amazing! Thank you so much for taking the time to look at and play my submission! If you haven't yet and want to, you can here: https://ldjam.com/events/ludum-dare/39/dodge-the-box Thank you so much again!

Postmortem for: MICROSCOPIC

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What I did right:
  • Art: I think this time around I did art REALLY well. The graphics were clean and sharp.
  • Sound: The audio and the music were some of my favorite parts of this. They fit together and it's atmospheric in a way.
  • The Idea: Using a cell as a way of "losing power" was a great spin on the theme.
What I could improve on:
  • Time management: I didn't use my time as effectively as I wanted to, which is what hurt the most to the game.
  • Features: The game doesn't have as many features as I was hoping for when I started the project.
  • Working when on my meds: I'm on two sleeping medications, most of this game was done while on those (they dont work very well, they just make me slower mentally)
Screenshots:

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Check it out!

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

Super Handy Man: An Old Man Super Hero Handy Man Simulator

From the creators of Murder 38 and How To Cope With Boredom & Loneliness, Point Bleep Studios bring you...

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Enough hyperbole, go play our game! It's another silly one...

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https://ldjam.com/events/ludum-dare/39/super-helpful-man

Limited Light (Tech Demo)

Lightning has struck the apartment building, all power is down. Descend into the basement to restore it.

I didn’t manage to make it into a proper game, that’s why it’s labeled “tech demo”. I hope it’s still a good start for something that could become a full game in the future.

Game page (Window only, WebGL hopefully soon)

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Mahou Shoujo Shoot 'em up done during the LD

Doki Doki Magica

https://ldjam.com/events/ludum-dare/39/doki-doki-magica

Here it is, our Mahou Shoujo Shoot 'em up. It was really an awesome experience to get out on our comfort zone to try doing this project.

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On the enchanted lands, there lives a little witch who wanders in the night skies to protect those that live there. Follow her in her quest. But beware, since you cannot be reckless with where or who you shoot your magic bolts, they might not be enough if you don’t use them wisely.

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What we tried to do but failed to get done before the deadline: - Platformer stages to mix up the gameplay. The balance on it was just broken and we had to choose one mechanic or the other; - Intro Cutscene. We began to work in it until we had to stop because of a unexpected bug T.T.

We cannot wait to see the feedback. We truly hope to continue to work on this game afterwards.

The Fun Post-Jam Bugfix Experience

Shipping The Fallen after creating it in under 24 hours came with a cost: bugs. Lots and lots of bugs.

The most critical one, one I thankfully discovered before anyone else seems to have played the game, is simple; the win condition didn't work. I hotfixed that IMMEDIATELY.

Then there were some smaller, but equally game-breaking ones. For instance, one that would cause the wiring system to lock up; I still don't know why it does this at all, but I put in some emergency resets so if you turn buildmode on/off again it should work. That's a game-breaking bug, however, as without the wiring system, it's literally impossible to actually recharge the batteries required to win the game.

There've also been documentation errors, like not including the controls; some people simply have outright been unable to play the game because they couldn't find out how to build things. Whoops.

I'm not entirely certain at what point the line between "critical bugfixes" and "altering the core of your game" is drawn, but...yeah. I'm still fixing those bugs.

My 3rd Go At Ludum Dare

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On the night of the theme announcement I sacrificed my sleep just to get a glimpse of what will ~~plague~~ occupy me for the next 72 hours. Needless to say I was pleasantly surprised because I got to use the idea I had in my mind when I was looking through the final theme voting round a few hours before. It was basically supposed to be an arcade shooter with realistic movement based on physics and realistic gravity for planets. I had wanted the planetoids to play a key part in the gameplay, by providing the player with power and such, and also perhaps allowing the player to exploit the gravity of a planetoid to maneuver in space. Sadly the planets ended up being quite useless past the initial start of the game, but they do provide much needed power at first! And also the gravity on them is a bit weak so, umm, yeah, pointless, other than looking cool! Maybe I'll fix that later on. But what I was very pleased with is the upgrade system I implemented, allowing for all sorts of SUPER HEAVY AUTO SHOTGUN madness, and also I implemented a max power upgrade to the game to help the player survive longer against increasing hordes of enemies, which rendered the planetoid power recharging mechanic a little useless, other than at the initial phase of the game, when the player has barely any health at all! But the absolute coolest thing about this game for me personally is the vast amount of enemies which attack you once the game progresses say 5 minutes in, since I'm using an exponential function to spawn the enemies (which also means some machines may be rendered molten after a bit, sorry! I might cap it...). Oh and the enemies die in one hit and explode in coloured squares so that's cool. :P

I have received some critique though, which revolved around the controls and difficulty. I may address the controls in the future, allowing for re-binding and such. As for difficulty I might add some difficulty options in the future, but I'm going to keep the core physics based movement, though I might tweak the thrust of the ship and how the analogue input from a controller translates into it.

If there's anything I'd change I'd probably add more gun types and maybe some different weapons like mines or missiles, I'd also probably include more enemy types. One thing I really wanted to include was different colour themes, which I'll definitely look into doing in the future. But all in all, I was really, really satisfied how this game turned out, and I hope you enjoy playing it as much as I did making it!

Game link: https://ldjam.com/events/ludum-dare/39/super-power-frenzy

PS: Bet you can't beat my high score!

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Balance Patch and Video Walkthrough

I've provided a separate build alongside the submission build

I feel like my second build is withen the update rules due to the sheer difficulty preventing players from seeing the whole game. Ideally you play the easy build to see the whole game, as well as play the original build to see how it was originally. The easy balance build just provides a better way to see it all, and should primarily be used to see stuff you didn't manage to see in the submission build..

Video Walkthrough

I've provided a video walkthrough for the game for those who find themselves stuck.

It can be found here: https://youtu.be/VA0clW2dLnA

Easy Balance Patch

Due to the difficult nature of the game, and people struggling with it even on easy, I've changed the balance for easy mode to make it significantly easier.

Don't play on Normal unless you want a challenge, and avoid Hard unless you want to really struggle.

Balance Patch Notes - These changes only affect Easy mode, nothing else was affected.

Easy Light Duration increased to 2x - Was 1.5x

Spawn Multiplier decreased to .6x from .8x

Moth speed decreased to .7x from .9x

Brainly speed decreased to .5x from .7x

Spinely shoot cooldown increased to 1.4x from 1.2x

Projectile speed from spineleys and bosses to .5x from .75x

Damage decreased from .8x to .3x

Last boss moves significantly slower

Small Fixes

Game name on title screen now displays properly and no longer moves around

Thanks to everyone who has played it so far!

Game can be found here: https://ldjam.com/events/ludum-dare/39/shadow-crawl

My submission : Escape!

Hello guys, I made this little game, in Java, from scratch, in like 2/3 of the compo time (published for the jam).

I used Eclipse as IDE, paint.net for 'textures' and some old sounds I got.

Each move you make cost you 1 / (2 * your total power), you have to escape the jail, good luck !

Hope you'll have some fun ! :D

Leave me your feedback, thanks and play gamess !

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

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2nd experience - 1st complete game

When I made my game in my 1st LD experience at the LD38, I was a newbie. It was not really good actually. Since that, I practice and overall, I learn how to pixel art. And that's the real improvement that I needed. Because I was able to compete for the Compo. This is the result : https://ldjam.com/events/ludum-dare/39/harvest-and-extract

First, I'm really happy about my menu. It's simple but it's more professional than just put a picture with a script on it. Then, the game begin with a scenario that you can read to explain the context of the action. After that, you'll be spawn in the middle of a grassland : Sans titre.png

Your Machina can move, drill, teleport and extract. You can see the instruction at the left of the hud. In the middle, you have the status of you power count. And at the right, you have some information to establish your strategy along the levels.

There are 5 maps of different type. Each type have different element like trees, rocks... The generation is random. The oil spawn are random too. Sometimes, you only have 3 oil tiles. Sometimes, you can have 15 oil tiles. I'm working on a 1366x768 screen. When I tried a game in a 1920x1080 screen, that was really tiny. So I manage to adapt the window game to the resolution display. And voilà ! So the more your screen resolution is big, the bigger your map will be. Magic! At the end, win or lose, you'll have a screen to tell if you run out of power or not. And you'll have your statistics of your game played. With that you can adjust your strategy.

Things I'd love to do if I had more time : - make the terrain increase or not the cost move - add barbarian units or wild animals to stop my progression - add a gun to shoot the barbarian and the wild ;-) - work more on the teleport animation with transition screen and teleport on the new map - adjust a little more the oil spawn to get the game harder - adjust the spawn (oil and extra elements) in relation to your actual power level to get the game more challenging

I hope you'll enjoy playing this game. And I'll see you next Ludum Dare ;-)

The rules about update the game

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Now it's time to get feedback and see what didn't work, right?

I spent half my time with the design level, it was my first time with a kind of game and it was really hard to do it. But the feedbacks I'm getting now said the game is unnecessarily difficult, and they can't play until the end. That's really disappointing, because the game is also the story.

So, what I want to do is balance the difficulty, Like change the speed of the platform/turrets/walls, to the player can reach the end of the story. But I do not know if it is fair to other developers. If we look at the rules, I see no problem:

The rules: - Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline.

I'm not adding resources, just fix the difficulty. But I'm not sure I'm right. So, is there a problem if I do?

*I hope you understand my english.

Normally, bug are fixed

Normally, bug are fixed (Long time loading and player can't move) Can you play it ? https://ldjam.com/events/ludum-dare/39/plug-me screenshotld_2.jpg

Larry is Playing Your Games on Youtube

https://www.youtube.com/watch?v=Kxb8N-An7GY

Howdy Folks! Your pal Larry is back for another round of Showcase videos for Ludum Dare 39! So if you'd like to have me play your game and record it, then click on the link below!

Essentially what I like to do is create a mini Let's Play / Review video for selections of 2-3 games. Play them a bit to showcase what they're all about and then review how they fit into the Jam theme, the graphics, sounds, etc.

If that sounds like a slice of fried gold them click here to send me your games! Otherwise best of luck in the voting period =D

Handy Dandy Google form for Submissions!

Artax Soundtrack Available on soundcloud!

Hi everyone,

I put some good thoughts into musical form for our latest game for LD39, Artax.

I’ve uploaded the soundtrack to soundcloud for all to appreciate, including the awesome final level theme that I doubt anyone will get to hear otherwise :P

https://soundcloud.com/theectocosm/sets/artax-soundtrack

Each of the tracks is created to loop, but I may indulge one or two into full pieces in the future :)

20 Votes!!

Finally reached my 20 votes for my game, I'm super excited and looking forward to seeing what I scored! :D If anyone has any games that they desperately need rated link 'em to me here!

https://ldjam.com/events/ludum-dare/39/deep-space-nine-volts

Is my game too hard?

I received several comments saying that my game is to difficult. Should I tweak the difficulty ? and can I still make small modification like adding some souls that I removed in a hurry because I was afraid the game to be too easy. Please give me your thoughts on this.

https://ldjam.com/events/ludum-dare/39/daemon Capture d’écran 2017-07-31 à 23.38.24.png

Recharged: Post Mortem

Well Ludum Dare's 48 hours have passed and we've entered the judging period. I have to say the feedback has been great and I really appreciate it all.

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What is recharged?

Recharged is a game where you play as a robot who is constantly running low on power. He needs your help collecting batteries to keep his fuel up so he can keep chugging along!

Along the way you’ll be able to pick up one of three power-ups. The solar panel which allows you to periodically generate your own power, the gas can which increases your maximum fuel capacity, and the efficiency drive which decreases the rate you lose fuel.

Tools used

The game was written in Java with the LibGDX framework. I planned to use IntelliJ as my IDE but it was acting up so I used Android Studio instead (they're basically the same IDE anyways). The art was created using both Photoshop for menu screens and Piskel for the sprites. Finally the music and sounds were created using Ableton Live and Audacity.

What went right?

The idea

I was planning to spend upwards to an hour after the theme was announced to figure out an idea but luckily I didn't need that. It took around 15-20 minutes to come up with an idea that I found interesting and was able to spend more of the time actually programming and less about having to brainstorm ideas. I also was able to ensure my scope was small and didn't bite off more than I could chew meaning I could have a completed game by the end of the 48 hours.

Responsive controls

The controls feel very responsive and solid. I was able to get the controls down rather quickly in the initial prototype which was good because it meant I didn't have to deal with polishing up messy controls later. In my opinion it's kind of rigid with only 4 directional movement and it'd be more fluid with omni-directional movement but I'm very satisified with the controls.

The art

This may sound surprising seeing as the graphics aren't anything to write home about and they're rather simplistic but I'm still proud of them. I'm definitely not an artist so the fact I got some good looking sprites was better than I was hoping for. I'm especially proud of the battery and gas can sprites.

The sounds

Almost every review so far has acknowledged the sound effects for the game are very well done. Originally I was planning for a more chiptune sound design but it was simply annoying to listen to so I later decided against it and I'm rather proud of it. The sounds weren't too difficult to make (the battery sounds are just little bell jingles and the music is a simple 4 bar loop) but they definitely make the game better and so I'm rather proud of that. The sort of last minute robot dialogue also adds a bit of character to the game which is nice.

What could have been better?

The difficulty

I've received some feedback saying the game is too simple which I can agree with. All that you can do is walk around collecting batteries and there isn't much challenge. This means that when the player loses they don't feel they lost because they handled a situation wrong, but because there was nothing they could do.

The battery spawns

Right now the batteries just spawn randomly after a certain amount of time (starting at once per second and moving to once every 3.5 seconds). I've noticed that even with all 3 power-ups after around 2 minutes the batteries spawn too infrequently that you just auto-lose (haven't heard of anyone reaching more than that yet). This should be fixed so that a player can last more than 2 minutes without autolosing.

The power-ups

Not gonna lie, the power-ups were a last minute idea I had on Saturday night and I didn't have much time to think that through or balance them. First off the actual power ups themselves (besides the solar panel) don't make much sense. How does a gas can increase the fuel capacity of a robot that uses batteries and how does a microchip increase it's fuel efficiency? The power ups themselves don't really make a noticeable impact. The gas can is completely useless, the solar panel's generation is so little it's irrelevant and the efficiency drive doesn't increase your efficiency enough to be noticeable. Earlier on they were stronger which I nerfed but I ended up nerfing them too hard. If I had more time I definitely would have balanced them better.

The player sprite

The player sprite was rushed with like 20 minutes left in the compo and looks like garbage.

Closing Remarks

Despite this being my first Ludum Dare and the second game I ever created I feel like I put out a solid game. My last game was a buggy piece of crap that took 3 months to make whereas this game is relatively good despite being made in only 48 hours. There are many things I'd improve on:

  • Add some type of enemy or something that adds difficulty to make it more engaging to the player.
  • Change the controls to be omni-directional and possibly add controller support.
  • Make the sprites better and add animation
  • Change how the batteries spawn so they spawn more common and not just completely random locations.
  • Make the power-ups more relevant and not feeling completely useless.

All in all I'm rather proud of myself and this game. If you have yet to try out Recharged you can play it here: https://ldjam.com/events/ludum-dare/39/recharged

Post Jam Showcase Stream!

We had a ton of fun this jam and while it wasn't always smooth sailing we feel really good about our game this time around! Now that the creation period of the jam is over it's time to start my favorite part of the jam and check out what other people have made!

The very next day after Ludum Dare 38 I started streaming jam games because even though judging was not yet implemented I really wanted to see what other people had made and give people a platform in which they could show off their game. This jam I plan to do it again!

If you would like to show off your game I would love to see what you accomplished in such a short time! Stop by my stream over at https://www.twitch.tv/drazil100 and type !addgame with a link to your game to be added to the queue!

I am really looking forward to seeing what people have made this jam and especially so with this theme so I can't wait to start playing games!

Try our entry! Pain that bind us

We made a game about a superhero who's losing his powers.

https://ldjam.com/events/ludum-dare/39/pain-that-binds-us

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