LD 39 July 28–31, 2017

Wow ... What a ride...

So our team took off to design a "jump and run"-game. Because last time we did a tower defence which lacked story to 100%, we aimed to make our game more complete. So we planed a small story, an intro and outro scene, a tutorial stage, a player hub and several levels. We achieved most of it except for additional levels so we are quite happy with the result. All of us being hobbyists level design and balancing took too long. Costing almost all sleep in the progress (most of us slept less than 10 hours in these 3 days). 8 Minutes before end of the competition we finished postprocessing and uploaded the whole thing. But more on that in our postmortem post. We would love anyone to try our game and comment what they thought of it.

https://ldjam.com/events/ludum-dare/39/disaster-on-nebula-one

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Bulbino's Quest now has a Mac and Linux edition!

Meet Bulbino. Unlike other bulbs, he is different. He needs excitement in his life… otherwise he dies. Therefore, it’s time to go on a fantastic murder spree while making your way towards the “infinite power source”! Will you make it in time before your power runs out?bulbino.gif https://ldjam.com/events/ludum-dare/39/bulbinos-quest

Dreamlight bug free! HTML, Windows, Mac and Linux builds available.

The Demon

Click Here for The Game

Dreamlight is now bug free! ...or is slowly becoming bug free...

I'm looking to expand on this game for later and I had some questions: * Do you think it is worth it to do so? * Would you play this if it had some adventure attached with it? * Retro-style Shadow of the Colossus maybe?

https://www.youtube.com/watch?v=PkAcoJAZ0kE

Bendy Arrows

Click Here for The Game

Hotfix for Super Power Frenzy

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I've recently fixed a few ~~cataclysmic~~ minor bugs and also added some alternative control options for players with slightly different preferences, as well as making a minor optimisation which may help the game run smoother.

Full patch notes!

Tweaks: - Added left stick support for XBox One / 360 controller as an alternative to aiming - Added A button support for XBox One / 360 controller as an alternative to shooting

Optimisations: - Optimised player gun code

Bug fixes: - Fixed planetoids displaying incorrect power per second value - Fixed item drops incrementing player kill count - Fixed fire button not working on Mac

Link to game entry: https://ldjam.com/events/ludum-dare/39/super-power-frenzy

Away Team Timelapse Video

After a couple failed renders, I got my timelapse properly compiled! Check it out here:

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

Link me your games if you want me to play them and record it.

I think it's really fun to watch others play your game. It's fun to see how they react to things, if something is broken and if some mechanics work out as intended. It's also just nice to know that someone is actually playing it.

So I thought I should play some games and record it. I won't record myself (my voice that is), because I'm shy and awkward, but at least it will be something more than just commenting and rating.

So if you want me to play your game, please post your game in the comments and I'll get to it.

Power vs. Resistance - Who wins?

Our game's post is here: https://ldjam.com/events/ludum-dare/39/discipline-and-punish

Discipline and punish them!

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HTML port of Buzzy Bee and GM deal!

So, I'm not sure if it's against the posting rules, but since I think it's relevant and kinda our thing here, I'll post it anyway.

I found out today that the current Humble Bundle is all about GameMaker. 1.4 to be precise. An oldie, I know, but a steal! Hear me out.

Pay what you want and you get GM Professional. Pay more than the average, currently $10.90 and you get the HTML5 module too. Pay $15 and you get the Android, iOS and UWP modules as well! I'll let you do the math...

Some people may have GM 1.4 but no extra modules, so compiling an HTML5 version, for instance, is out of the question. Which is a shame, as it fits splendidly with Ludum Dare!

I found myself in this position this weekend. I only had 1.4 Standard, so today, I took the jump and bought the bundle, ported my game Buzzy :bee: and published it!

Check either out if you want.

"AEOS", Now available on Linux and Mac.

I have just uploaded the Linux and Mac version of "AEOS" on itch.io (https://yetman.itch.io/aeos)

However, The Mac version is currently untested so I can not verify that the game works from start to end.

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

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Timelapses to go around

I got both ld 39 AND ld 38 here because I couldn't figure out how to compile them till now. For some reason chronolapse cut off part of my screen... try to ignore it.

https://www.youtube.com/watch?v=PPAS3wg3vgw https://ldjam.com/events/ludum-dare/38/invaders-of-yekithar (last ld)

https://www.youtube.com/watch?v=wS6x7YX9vaw https://ldjam.com/events/ludum-dare/39/flower

They're so different! lol

Mad Trax -- Have you seen the boss?

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If you've played Mad Trax and never reached the boss, give it another shot, or at least check out the cool gif!

If you haven't played Mad Trax, check it out at https://ldjam.com/events/ludum-dare/39/mad-trax/ Mad Trax is a Tower Defense / Resource Management / Infninite Runner hybrid.

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Come play Berzerk Hunt, a nordic-themed action game !

This is our entry for Ludum Dare 39 : BERZERK HUNT !

https://ldjam.com/events/ludum-dare/39/berzerk-hunt

Hunt for the glory of Ull, the god of winter, in this nordic-themed action game !

Your Fury is the only thing that keeps you alive in this harsh environment. How long will you maintain it to survive ? Squash rabbits and fight wild animals using your powerful abilities !

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We dearly hope you enjoy our creation. Have fun !

Tales of a Hamster : bugfix

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Hi !

We pushed a small bugfix for our game, Tales of a Hamster : a Clickable Journey. It is a clicker game about hamster, electricity and potatoes.

https://ldjam.com/events/ludum-dare/39/tales-of-a-hamster-a-clickable-journey

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Bugfix : - game now run even when out of focus - clic texts were wrongly displayed - changed the way the game counts and displays your energy (now 100% accurate !) - fixed the ascension system that was breaking the game

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Timelaspe!

Just posted my timelaspe for Fuel Frenzy, my game for Ludum Dare 39!

The timelaspe is here is you want t check it out: https://www.youtube.com/watch?v=Z5xyMtG4OKU&feature=youtu.be

Here's my game too: https://ldjam.com/events/ludum-dare/39/fuel-frenzy

Let's Play "Last Bot Standing"

https://www.youtube.com/watch?v=fMPW9li3Pc4

He accidentally says that the game was made in 24 hours, but he should be editing to correct that.

Anyway, enjoy the Let's Play, then play it yourself (and rate!)

Mini postmortem of Pixel Driver the jam version

I love game jams but often I don't have enough time to enter any. However this time was different I knew that I had at least 1 day that I could make a game in so I decided to go for it. The main purpose for me this time was to learn how to use Asset Forge a new tool from https://kenney.nl/.

Quickly after looking at the theme I knew I wanted to make an endless driver game, ok know I've done that in the past but again the purpose was to learn Asset Forge.

After a fairly fast time I got to the point where I could play the game. 3H.png. From this I quickly added more content 6H collider in place.png and tunnels.

This is the first time I really felt like I had enough time to do the game I was trying to. For the next jam I think that I need to come up with an even more crazy idea. I'm super happy with the end result after working on it for 23 hours. I will defintely keep working on this game and I hope that people will enjoy it.

Give it a try: https://ldjam.com/events/ludum-dare/39/pixel-driver Make sure you try the JAM version since I might add more versions before the rating process is done.

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PS Asset Forge really kicks ass however there are some bugs and annoying things in it but it is in BETA so you can't expect a flawless software. Without Asset Forge I would not have been able to complete this game in time since I suck at Blender. Try Asset Forge: https://kenney.itch.io/assetforge-deluxe

https://www.youtube.com/watch?v=FNV7tzeBQ70

I'll review your games!

Please state if it's PC or Web (or both) I can only review those.

If you want to see my teams entry head here:

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

Hope you're all having as much fun as we are!

Dare to Play (Ludum Dare 39)

Are you a Streamer, YouTuber, or other media person?

Do you want some *cough* biased recommendations for games to play?

Leave a comment letting folks know who you are! Also include a link to some sort of sign up form or spreadsheet that people can add themselves to.

IMPORTANT: DON'T POST YOUR GAME IN THIS THREAD! FOLLOW THE LINKS AND ADD IT TO THEIR FORMS!

WE WILL LAUGH AT ANYONE THAT DOESN'T FOLLOW THIS INSTRUCTION! :wink:

Play MOTHER now....

Play MOTHER

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"This is not what we'd planned..."

"Yes, it would seem the ghosts have friends that dwell in the light."

"What should I do?"

"Keep going, these seem harmless."

"Are you sure?"

"Certainty is a luxury we cannot afford..."

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My Game: Computer Crisis

https://ldjam.com/events/ludum-dare/39/computer-crisis-1

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P.S. Decompile the binary in the programming mini-game ;)

First Time Game Jammer Looking for Tips/Feedback!

Screen Shot 2017-08-02 at 6.05.06 PM.png Hi! I would really appreciate anyone that would like to try out my game and give me some tips/feedback! This is my first game jam and I'm new to game development so any advice you have would be greatly appreciated. :smile:

My game is a time management game focused around a character Julie, who is also entering a game jam and needs help managing her time! Here is a link: https://thatguyty.itch.io/coffee-is-power

My entry: Dodge The Box

This was an amazing experience for myself. I have never made a game in under 48 hours and much less after 24 because of a project reset. It was awesome to do and I can't wait for December to come to do it again! If you want to play my entry you can here! Thank you! https://ldjam.com/events/ludum-dare/39/dodge-the-box

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Can we get a 15?

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Please try Powerman. A small 2D platformer. Also If you write a comment and rate, Ill rate you back.

Decisions

Was using an AABB physics engine a good idea?

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Totally. https://ldjam.com/events/ludum-dare/39/wayside-a-little-robots-journey-in-search-of-an-end

LifeRunner - Thank you all!

Finally we got our 20+ ratings, thank you for playing and your support! Special thanks for valuable feedbacks about control - we will keep in mind all of them for next LD.

It was our first entry and proof of concept for our engine. We are very happy with results :)

For those of you, who interested in art creation for this entry here is exported progress from ProCreate:

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

https://ldjam.com/events/ludum-dare/39/liferunner-o

Have fun - we all deserve it! ^_^

Destruction Derby + Power + Tanks = Tank Battle!

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Here is the result ! A fast driven destruction/survival driving game !

Play it right here : https://ldjam.com/events/ludum-dare/39/tanks-battle

XenoSiphon Animation Reel

I've put together a reel of our XenoSiphon alien crab-spider. xenosiphon_anims.gif Idle; Walk; Climb; Feed; Hit; Crush

Play our game here

Working on a WebGL build soon, for now its PC only I'm afraid.

Come play Adrift!

Adrift is a first-person survival-horror game set in a ruined space station. Repair your escape craft while avoiding the... thing... lurking aboard the station. We've almost hit 20 ratings! If you want to give it a try, you can find it here:

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

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Give it a shot, have a laugh, let us know what you think!

This game is the 1st "Complete" game we were able to make during a jam and we are pretty proud of what we made. Our take was a light hearted match 3 mash up with a tower defense.

Have fun!

https://ldjam.com/events/ludum-dare/39/get-off-my-lawnpocolypse

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The Fallen: A Postmortem

This was an interesting Ludum Dare for me, as it was the first time I pulled off a compo entry. Originally, I was going to make a 3d game about being a robot in a dying world (think OneShot but on steroids and with no semblance of mercy, hope, or friendliness) and trying to survive for as long as possible, maybe even finding some way to stay alive indefinitely (e.g, creating a weaker replacement Sun) whilst the odds are stacked against you. The "running out of power" mechanic would be very literal; your character is a robot that relies on power to survive.

But 24 hours into LD, I had made minimal progress; I had an okay health/power/ammo UI, and some decently pretty graphics. But that was it. No mechanics whatsoever. I was like "nah, it'll be fine", but as I was saying that, I was procrastinating and watching Extra Credits instead. Turns out, that was totes worth it. I was watching their episode on the idea of the Minimum Viable Product.

https://www.youtube.com/watch?v=UvCri1tqIxQ

That video basically saved my bacon this LD. Because it was the swift kick to the head I needed; I had scoped WAY too large for a Ludum Dare entry, even a Jam one. So I started over and thought up a new idea. "A top-down game. Hmm, with pixel art? Ooh, and over-complciated power mechanics and basebuilding!" These three ideas combined into what is now known as The Fallen, my entry. I knew at the very least I wanted to have the minimum viable product up and running by the compo deadline, that way if I hadn't actually finished MAKING the game by then, I'd still have a playable thing up and running that just needed content and polish.

It was totally worth it. As it would turn out, The Fallen is one of my best Ludum Dare entries, well, ever. The only other one that I ever felt any draw to post-jam was The Adventures of Cactusman (LD32), and that never really went anywhere because my idea guy/lead artist and I had been on rocky relations for most of 2016 and we never really finished the first of the big post-jam updates.

The Fallen, on the other hand; I've already logged about three hours just playing it outside of LD, just because it's FUN. I'm proud of my shooting mechanics. I'm proud of my basebuilding. I'm super proud of my graphics. I'm proud of the core idea, and I think it can go further. It's GOING to go further.

The only updates I'm going to do during the Judging Period are going to be bugfixes and critical polish, and I'm hoping I don't have anything I actually need to upload, because I do cringe super-hard whenever I have to push a modified copy of the game (e.g, to fix bugs like "win condition is bork because ???", "wiring system locks up for no reason", "bullets don't hit because ¯_(ツ)_/¯)", etc) after submission hour is over.

The biggest regret I have about having sprinted for the Compo deadline and making it into a <24-hour Compo entry is simply how many critical polish elements and gamebreaking bugs are still there; like, I wanted BGM, sounds for walking/getting hit, reloading, etc. With that extra day, I might've been able to add those, and make sure it didn't ship with some of the aforementioned gamebreaking bugs.

Once Ludum Dare's over, I'm going to buckle down and start working on a post-jam version, one with more gametypes (e.g, endless mode, co-op, extended mode, etc), more stuff to do (like more buildings, character upgrades and cutomization, etc), and loads more polish. If it's good enough, I might even put it up on Itch for Pay-What-You-Want, maybe w/ a minimum of, like, $1, rather than forcibly free; but that depends on how well-received it is.

All in all, I'm happy about how this Ludum Dare went. I'm going to get back to playing/rating your games (drop me a link in the comments if you want me to play yours), and pondering what I'd like to work on post-jam.

Last ratings!

The little Energy Thief needs only 3 Ratings to reach his stretch goal and get a score! wanted.png Give it a go!!! :joystick:

Rise Shine Fall: Updated

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We have updated our game: just fixed a couple of problems. Unfortunately, so far we do not have a properly working Mac build, so there is only a Windows version.

You can play it here: Rise Shine Fall.

Rise Shine Fall is a game 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.

Team: ijona and Supr.

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Thoughts on qrttnbpbytroayalid.

Hey there! I wrote up some thoughts and feelings on the jam and our game! Check it out here: https://medium.com/pip-writes-stuff/ld-39-quick-run-to-the-next-battery-pack-before-your-torch-runs-out-and-you-are-left-in-darkness-277523fddb3

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also rate our game here!!! : https://ldjam.com/events/ludum-dare/39/qrttnbpbytroayalid

Delivery To The Underpass: POST JAM VERSION

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Having taken in to account the most common feature requests and comments I've built a post jam version of my LDJAM #39 entry Delivery To The Underpass. This new version has:

Restart Functionality

Now players can press the [R] key on while the game is paused in order to return to the menu and start the game again. Added as some players were getting stuck at the first area of the game due to being able to not return to the previous part of the map. Speaking of which...

Initial Puzzle Change

Moved the first door to actually block players from getting to the next area of the map without hitting the switch.

Platform Colour Change

Simple sprite colour change to make it easier to differentiate between the recharging & moving platforms.

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Ending Fix

Some players were able to break the end sequence. A power cap was added to fix this.

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LDJAM Entry here: https://ldjam.com/events/ludum-dare/39/delivery-to-the-underpass

Give it a try here: https://bocodillo.itch.io/delivery-to-the-underpass

Of course if you haven't yet given a rating please don't play the post-jam version until you have done so. To rate the post jam would be unfair!

Please: A way to filter to only show web-based games

:raised_hand: I'm sure this is an often-requested feature, but it would be really great to be able to filter based on the links provided in the game -- that lovely dropdown with HTML5, Windows, Mac, Commodore 64, etc. (Of course it would be even better would be if we could provide a comma-separated list of tags, and then allow people to search by tags.) I just want to be able to limit my search to games that are playable in a browser.

Agree? :heart: :point_right:

Who's not had any love? - Link your game for me to play

Hey People.

TL:DR - If your games got no love, Post it here, but also promise to play and rank at least three other games! TL:DR2 - If your games getting love, share it around :)

In LD38 I didn't even rank, because I got no love, And the naff feels hung around a while. This LD39 I seem to be doing ok, and that makes me happy.

I want everyone to feel like I do after LD39, and not like I did after LD38.

So if you're getting no love, post a link to your game here. But also please play a few of the other games that get posted below. - (You can also link to this post from your game page? worth it? totally)

And if you've had lots of love, just think how awesome it would feel to leave feedback for someone who hasn't had.

I'll play as many as I can Friday (Night UTC) & Saturday (day UTC) - And I'll record/stream what I can

Some gameplay of our entry "Spaced out"

Recorded me playing the most difficult map on our entry "Spaced out". Placed 3rd, can you beat that?https://www.youtube.com/watch?v=lWCuIm5UGkQ

https://ldjam.com/events/ludum-dare/39/a5tro-spaced-out

Pain That Binds Us - A story driven game

This has been a pretty interesting Ludum Dare so far! All of our team members had never done a story based game and we decided to go out of our comfort zone to take the challenge. The theme made it even harder to make something that it's not obvious or cheesy and we were REALLY worried that the players wouldn't get the story and the true meaning behind the gameplay. It's not easy to tell a story in such a short time without sacrificing other aspects of the development, but we pushed ourselves to make all game elements as balanced and even as possible.

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Fortunatelly, from the comments we got so far, people seem to be understanding the game really well - not only that surprised us but we are really happy about it! It means that we managed to tell the story in a cohesive and concise way, somehow.

We started discussing why it was actually working and figured out that storytelling isn't just about the script, but about how all the elements communicate and complete each other. For example, if we hadn't spent as much time as we did polishing and adding details to the graphics, the message wouldn't get through the same way. Same thing for the audio - if we had the same track all along the game, the impact wouldn't be the same.

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Using a variety of visual elements to help telling the story

What we've learned from that, is that for telling a story in a game, you have to make sure everything else follows the story flow, even if that means a new set of sprites or a new song or even a different gameplay mechanic.

The story has to be thought as a "living creature", and so must be all the other elements that are part of it.

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Audio is also important - the music needs to follow the story's pacing

So yeah, make sure to play Pain That Binds Us and let us know your thoughts on it and what's your approach when developing story driven games!

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

Cheers!

Thanks for 20!

We finally hit 20 ratings! (Well, technically 21, but... semantics) Thank you so much to all of you who rated and left a comment! At the end of the rating period we will be taking all of your feedback and making one final update to polish our game up! If you haven't played it yet, please check it out! All of you guys' feedback is much appreciated!

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

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We Didn't Quite Finish, but It Sure Looks Pretty!

While we didn't have enough time to finish, we spent a lot of time working on the visual aesthetics. Hope you can enjoy that much! Play our game at: https://moistgames.itch.io/qwt Untitled.png

Some Games I Enjoyed and you should too!

Since my game has already reached 20 ratings, here are some of the games I've enjoyed that still need ratings

Dash Fister - pkenney (@pkenney)

A game where your batteries power both your attacks and your defense but fall out when used, an interesting take on the theme.

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

Dash Fister

Powerless World - Marc Grabow (@marc-grabow)

A game where all power has gone out and you must manage the good people of your world, a bit of a stretch on the theme but a challenging game that I spent more than 30 minutes on.

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

Powerless World

Escape the Morgue - Jacksendary (@jacksendary)

This is a nice spooky sort of game that constantly had me worried that something was going to pop up and kill me, interesting puzzle components and they include a walkthrough if you get stuck.

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

Escape the Morgue

Solar Snoop's Star Trek - tweedle (@tweedle), RockinWatson (@rockinwatson), and ropedog (@ropedog)

This is probably the best looking game I've seen yet, the game itself is somewhat simplistic but still enjoyable for a leisurely play. Also some nice voice work done in this one.

https://ldjam.com/events/ludum-dare/39/solar-snoops-star-trek

Solar Snoop's Star Trek

While True Do - Phobos001 (@phobos001)

This one you don't get any description of, it's really a just play it and enjoy... you'll see what I mean.

https://ldjam.com/events/ludum-dare/39/while-true-do

While True Do

Cosmo Beat - Super Shark (@super-shark), evbo (@evbo), and zorsy (@zorsy)

Their description says it best "A rhythm shooter with an original soundtrack! Beat enemies to the beat!"

https://ldjam.com/events/ludum-dare/39/cosmo-beat

Cosmo Beat

My Game - mmason (@mmason), and Growlands (@growlands)

Feel free to also check out the game @growlands and I did, Zone Slayer. This is a NES era styled game about a robot trying to save the neighbourhood. Fair warning, it has tank controls.

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

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If you press ?

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

In this GAME ! ==> https://ldjam.com/events/ludum-dare/39/plug-me

Have fun evrybody !

Very proud of my entry this time!

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My 12th LD entry, but this time it's actually fun to play!

A shmup with a unique energy absorb mechanic!

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

Thank you for all the amazing LD submissions everyone! I'm getting down to start rating :D

Ready to play some games!!!!

Hey y'all, comment y'all's games and I'll play 'em!

P.S. Please check out my first Ludum Dare game too: https://ldjam.com/events/ludum-dare/39/fat-jacks-fun-run

Explain me the rate system please

Is the number of rates matter when you have more than 20 rates ?

I mean, is a game with 20 good rates and an overall average at 4 will be higher than a game with 100 rates but an overall under 4 ?

Shadow Crawl - Where to go from here

Hey everyone!

I'm going to start with a gif of a level I'm not sure anyone got to ;)

If you want to attempt to get past level one, and you are feeling cocky enough to beat all 8 levels, give it a try!

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I felt like doing a blog post on my game, things I've learned, what went wrong, what went right, and where to go from here.

Issues with the game

Level Size

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One issue I found was that the levels were a bit too big with no clear indicator of where you were supposed to go. Because of the limited resources provided on the map, players find themselves running out of ammo and batteries without figuring out where to go. As a developer, I didn't even think of this. Since I already knew my game, I would subconsciously walk towards where I was supposed to go. This is a doubly bad issue because it is the first level where this problem is most pronounced!

Hidden mechanics

One issue I found is that players didn't realize they had a soft time constraint. Because the spawners spawn endlessly as long as you are on the level, you need to beat the level really fast so you don't get overwhelmed. That created a negative synergy with the Sanity effect, which increases the mob-spawning rate by up to 2x if you are at 0 sanity.

Lack of visual feedback

Enemies don't have any sort of indicator they are being damaged or what health they are at. Because enemies can have variable health due to the combining mechanic, and because shots pass through some enemies, players found that they weren't sure if their shots were doing anything.

No tutorial

There are actually a lot of different mechanics in this game. Each enemy functions totally differently from one another and the light affects them differently but the way they function isn't immediately apparent. On top of this, players found themselves not knowing how to light lampposts (whoops), not understanding the sanity mechanic, and being completely confused on the first level making them give up in frustration.

What went right

Mood

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The lighting and shader effects, though subtle, made a really nice mood for the game. Adding a simple lerping of color on the light made it really come to live. Also, the audio effects I added to the crow sounds, the creepy laughing, and the music I made came together really nicely. It definitely had an unsettling feel to it.

Core idea

The idea of a horror/action game where you need to use the light to strategically take down enemies is really, really cool. I've been playing with the idea in my head for a while now and it was so refreshing to finally get it out. I always liked the horror genre, and I think good pixel-horror is underrepresented. Some of my favorite games are Lone Survivor and Distraint, so I've always been really inspired by them. The core mechanics of using the light to slow enemies and navigate a pitch black level works really, really well. Unfortunately the level design doesn't always compliment them so well.

The Sheer amount of content.

The game is hard, meaning players spend a lot of time on one level. It requires learning the mechanics, level layout, and strategy of each level. Each level has a different objective and mechanics, and each world has a different enemy as well as boss. And on top of that, there are 8 levels total in the game. There are also 3 different environment tilesets. There is a lot in this game. It takes me 10 minutes to speedrun it on hard and I know all of the level layouts front and bback. Although, unfortunately, players have no way of learning the mechanics to see it all.

The Soundtrack

For something I put together in Ableton in less than an hour, the three songs in the game sound really nice. One of my friends was shocked to learn that I had made it myself and it wasn't something I downloaded. On top of that, I did a really good job of manipulating the pre-recorded audio effects to be really creepy

What to do now?

So I have this game, it has it's flaws but the core idea is fun and great... so what do I do with it?

Well I've struggled to make a complete game up until now. And now I have a basic prototype and fun idea, so I guess I'm going to try to make it into a full game!

Same core, different execution

I like the idea of the gameplay a lot. But the levels were too big and the game focused more on action over survival. So maybe next time I can focus on making the game take place in smaller, more claustrophobic hallways with each room being loaded as an individual entity instead of one large amalgamation. Giving it a more resident evil 1-esque feel to it maybe. I feel like I could do more with smaller areas and less crazy/aggressive enemies and it would be more manageable to be broken down into smaller bits.

Re-working some ideas.

I like the way that you have to keep moving forward due to the limited batteries, though maybe I should make something to help players out. Maybe a giant pile of batteries that you can go to at any time to get batteries? I'd ideally like to have no spawners and more static enemies, which would go better with my smaller rooms idea. I found that having spawners that spawn every 4-8 seconds eventually produces an unwinnable scenario.

Better story

I basically BSd my way through making a story. There is no real overarching plot, so maybe I could make one? I have some ideas I can merge this with, and maybe make something cool.

Less Rush

I like the tension the game adds on the player due to the constant rushing, but sometimes I feel like it's too much. The doors in the level 1 areas kill enemies, and I kind of like it that way. It gives you a place to feel safe and catch your breath, if only briefly.

Overall I think this was a really fun game jam!

It was my first time doing one of these and I've learned so much about game design as well as Unity. If you haven't played/rated my game yet, it is available here. Thank you all for making this such a wonderful and positive learning experience, and I hope to come back with some friends as team members for the next one!

If you have any questions at all, or if you want me to play your game, leave a comment below this and I would love to check it out! I've rated ~67 games so far and I've been having a blast seeing all the cool concepts people have cooked up.

Where are the youtubers?

Hi guys! On the last LD (LD38), I remember to see a lot of posts from youtubers, asking for playing our games, so... Where are you, Youtubers? :D

Linux port done!

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For all you dozens of Linux users, got my game ported to Linux! (How many of you rely on Linux as your primary OS?) I've only tested it in a VM so far, so feel free to give feedback if there are any problems. Have fun!

Grab the download link on Lamplight's page

Lighbringer- My first work for ludumDare =D

Lighbringer, responsible for keeping the balance and sending the Light of Life to the Light World, was taking a break from her work and wandering around the Palace of Light when she heard a huge bang coming from the control room, immediately felt her powers begin to weaken, her energy was being drained and she was being taken by the darkness, it could only mean that Void, her archenemy, had invaded the palace to bring unbalance to the world, she had to get to the control room, but she need Catch Focus of light to keep your energy strong enough to face it.

PLAY HERE: https://ldjam.com/events/ludum-dare/39/lightbringer

thanks for playing.

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PotatIO OST

Many people liked the soundtrack for PotatIO So here it is!

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Soundcloud - https://soundcloud.com/popsicle-music/sets/potatio

Bandcamp - https://popsicle-music.bandcamp.com/album/potatio

Application - https://ldjam.com/events/ludum-dare/39/potatio

Battery Penetrates updated with a better tutorial, and some minor stuff...

First of all, I would like to thank everyone who played, rated, and gave comment to Battery Penetrates here at ldjam. And second, I'm sorry for some confusions that caused some players to just play without getting much of the mechanics. And also, I apologize for one sound that made you mute the audio ... how about my music though? hahaha.

So I got something for you (tell me what you think about this one, although the game is already updated hehe): Tutorial1.png Tutorial2.png

Was that cheating because you updated?

Okay, I don't make the rules of Ludum Dare, but this update has nothing to do with the gameplay controls nor the essential game graphics itself. It's just some slides just to avoid some confusions (although some people can understand the game, still, better safe than sorry.), and a sound file fix that screeches your ears and an add-on to the menu when you submit a score. That's all :)

My plug won't be that shameful

For those who want to play (and don't forget to rate, comment, and give critiques) the game, here's the link: https://ldjam.com/events/ludum-dare/39/battery-penetrates

Cheers to all, more games to play. Oh and if my plug is that shameful, comment this post with your games so I can try them out (sometimes it takes a lot of time to search... that's why) :D

Gem Diver - Post Mortem and Timelapse

This was my second attempt at the Jam, and I'm definitely a lot happier with my entry this time around. It's a lot more polished, less buggy, and more fun. Because of work, I didn't exactly sleep much. Something like, 3hrs of sleep on the first and last nights, 6hrs on the middle night, and I'm pretty sure on the third night I was awake for 24hrs before passing out. Do not recommend, as a general rule. I don't regret it though.

The Good
I knocked out a playable prototype quickly, and the game could have technically been called "done" by the end of the first night. The rest of the time got to be used polishing, improving, and drawing. Lots of drawing. I'm pretty sure every level has at least one unique sprite, as well as a unique background. I also managed to actually build a total of seven unique levels, as well as a sorta decent, for the time I had, random endless run. I even managed to make use of free time at work to draw a handful of sprites. Overall the game turned out good enough that I was excited to show it to people.

The Bad
A few bugs made it through. The most obvious being that moving objects freak out if they intersect, which would have been fine without the vertical moving bubbles in the water level. Not the worst thing though, just obviously buggy on a visual level. I wish I could have spent a little more time on sounds. I had been hoping to have each level have a sort of ambiance over the background music. In the end, I just had to go with a hastily put together background track. Sorted still fits the light tone I was going for at least. Game name, I don't really care for it. And I really wish I could have spent more time improving the "endless" mode. It's kinda slapped together at the moment, and the blocks still have a tendency to overlap a lot.

The Timelapse
https://www.youtube.com/watch?v=YRXw5CwB66w

Sensory Post-Mortem Part 1:

Starting off, a quick pitch, Sensory is a game in which you must choose which sensors to power in order to make it through an environment without running out of power or taking too much damage. If you have not done so, I recommend playing the game first before proceeding with this post as discovery is a significant portion of the game.

Link to the game: https://ldjam.com/events/ludum-dare/39/sensory

This is my 4th ludum dare attempt and 3rd submission, and I’m quite happy with how this entry has turned out. I’m going to make a quick post to discuss some stuff that I feel like I did differently this time that improved the quality of my game with the next post being over some of the design decisions I made. Splitting this into two posts to avoid a giant wall of text.

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Applying lessons learned from previous Ludum Dare participations:

First off, my number one issue for short time period projects is that I always over design them. I tend to try and write every component in a way that will be versatile, reusable, and extendable. This time, within reason, I forced myself to throw out that methodology and focus on getting to do the thing I set out to do. For example, the radar/sonar effect in the game could be implemented in a lot of ways, but I went with a quick and dirty method of having a preset 8 float4’s passed into the shader for the world geometry. They are initialized to something very far away and moved to a location upon use. Probably not the way I’d do this if I were making a full game, but it was quick and easy to implement.

In a similar fashion, I broke my design into tiers where stopping at any tier could be a full game. My design has three obvious tiers in this case, the three sensors used in the game. I started with just the sonar effect, designed a couple of levels that could be played and beaten with it, then moved to the infrared/heat sensor, and then to the sound sensor. I have more designs stacked up behind those, but I made it to my self-imposed cut off for new features and this is where I was. I then designed two final levels that incorporated all of the sensors and that was it for the bulk of the content.

Lastly, I knew I was entering the jam, it’s my personal preference for Ludum Dare, so I left the entirety of Sunday night and Monday morning to playtesting, sending out versions to all of my friends and letting my coworkers try it. This gave me a lot of good feedback to make adjustments and it really helped the feel and communications of the game mechanics.

Next post will be about the coming up with the idea of the mechanics and how I iterated on the design.

For those interested the tools I used were: - Engine: https://unity3d.com/ - Level Design: http://sabrecsg.com/ - Audio Editing: http://www.audacityteam.org/ - Graphics/Editing: https://www.getpaint.net/

PLASMAGUN! - a post mortem for Ludum Dare 39

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So, I just finished writing my post-mortem for PLASMAGUN!, but it became so freaking huge, that I'm kinda afraid of posting it here, since it doesn't have that "Read More..." thing, like WordPress does.

So, if you don't mind, you can read it at my blog here: http://blog.yuiti.com.br/2017/08/02/plasmagun-a-post-mortem-for-ludum-dare-39/

Here's a small TL;DR of what I think was best and worst for me during LD:

The Worst
  • Chose a genre! Nice! But I changed genres as soon as I finished up coding the first style;
  • I changed the GameMaker version I was using DURING the development;
  • I also ended up watching too many tutorials and doing them all, instead of filtering stuff I needed;
  • Besides making lots of projects, I kept using the 1st version of GM to prototype;
  • I left finishing the story, graphics, music and audio, to an extent, to the very end.
The Best
  • The theme was favourable to me, so reaching a decision on an idea was easier;
  • I could keep my calm way better than previous jams;
  • I had the opportunity to use GameMaker Studio 2 (and learn a LOT from the experience);
  • I also had a lot of fun recording and making the music and sound effects for the game;
  • The game, even not 100% as I wanted, with all its faults, has a replay factor to me.

Thanks for checking out, and Good Luck for Everyone! :smile:

Also, here's a timelapse:

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

What I Learned From Making Stargust

https://ldjam.com/events/ludum-dare/39/cloud-game-early-build

Whew! What a ride! This was my first Ludum Dare, and I'd be lying if I said that it was easy. Here's how my weekend went:

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Friday: 1. Created a concept for a lightbulb-robot puzzle-platformer, then scrapped it for a single-screen arcade concept, featuring a cute cloud and her garden. 2. Posted a witty gif of my progress, and went to bed.

Saturday: 1. Reveled in the Twitter-likes for my gif. Felt good inside. 2. Worked my butt off for one hour at a time, but took plenty of breaks. Took a walk to the market, spent time with my wife, sat on the deck. 3. Drank 3 energy drinks and polished gameplay and effects until 3 AM, when I realized that my sleepy-time code was causing more problems than it was solving. Lay in bed, wide awake, bugeyed and worried that I wasn't going to finish.

Sunday: 1. Woke up at 7, overtired and grumpy that I hadn't worked hard enough on Saturday. 2. Nailed down the rest of gameplay, planning to spend some time in the afternoon on UI, music and sound effects in the afternoon. 3. Frantically realized that Sunday is a family day for both my side of the family, as well as for my wife's family, and as a grown man, I can hardly just sit at the dinner table on my computer, ignoring the people closest to me. 4. Stressed. 5. Nearly threw in the towel. 6. Received a pep talk from my wife, and submitted what I had, even though I wasn't satisfied with the product at the time, and didn't even have a name for it. 7. Sunk into the depths of despair. 8. Got over it. Realized that I made a cool game, and was amazed that Stargust hadn't existed just days before. 9. Regained composure and took control of my life once more. The end.

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So, let's analyze my performance.

Bad Choices I Made! 1. Spent too much time on Twitter. Maybe it's a gamedev thing, or just a social media addict thing, but I love gifs. I spent hours on Twitter during valuable hours on Saturday, checking out gifs from other devs, and enjoying the attention that my own gifs were getting. While I'm still glad that I had the chance to check out other Ludum Dare work and get acquainted with some really cool people, I do wish that I had kept my nose to the grindstone a little more during the early hours on Saturday. After all, I wasn't overtired during these hours, and a little less procrastination could have saved me a ton of stress on Sunday! 2. Too much caffeine on Saturday. I need caffeine. It's who I am. But a grown adult like me should know better than to pound three energy drinks after midnight. Seriously. That's just ... profoundly foolish. I could have slept much better on Saturday night if I had just closed my laptop at 11, and accepted the fact that Well-Rested Andrew will code much better in the morning than Miserable-Toxic-Green-Drink-Hangover Andrew. 3. Focused too much on my intro in the last hours. Making a nice, clean intro interface, along with animations or a game-over screen, can be a very time-consuming experience. I should have taken these last crunch hours and spent the time writing up my Ludum Dare page, prepping my game for upload, and/or coming up with a proper name for the game. Not many people checked out the game when it first launched, probably because I uploaded it as 'Cloud Game - Early Build'. I might as well have launched it as 'Cloud Game Please Don't Play This Game I Am Dissatisfied With It So Leave It Alone Okay'. It just wasn't appealing, and certainly didn't match the spirit of the game. In the end, I didn't finish my intro anyway, and it marred my otherwise polished game with a tacked-on, unfinished opening screen. In the future, if I'm lacking a proper intro at crunch time, I'll write up my controls and instructions, slap them in the game's Ludum Dare page, and let the user find the instructions that way. It's cleaner, easier, and much less time-consuming.

Good Choices I Made! 1. Opting to make simple arcade-style game. My original game concept was cool, but I knew immediately that I wouldn't have time to commit to its complex level structure, puzzle design and complicated physics. Dropping the complicated concept was a great idea, and saved me a ton of frustration. Stargust's simple structure allowed me to focus on gameplay, animations and the sort of things that matter most to me, instead of slaving away just to create a working physics system or passable level design. 2. Spent time with my wife and family. Even though these weren't technically 'productive' hours, the fact is that even though Ludum Dare is a competition, spending time with the people I love should still be a priority, even if I don't feel like making the time for it. 3. Submitted what I had finished, even though I didn't want to. Maybe it's part of being a creative person, but there's a tendency in me to view my art as a boolean. It's either true or false. Worth it, or not. In times of stress, the grey areas between ON and OFF can be hard to see, but that in-between space is there, objectively. Yes, my game launched without sound or a proper intro. And yes, it wasn't what I had hoped to submit. But I'm still glad I did. Stargust is a cute game, and one that I'm immensely glad to have made. It taught me a lot about what I can accomplish in a short period of time, and the game's activity on Twitter introduced me to a ton of other jammers who I'd never have otherwise connected with.

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So, to summarize: Ludum Dare is great! I'll play again! But next time, I'll focus harder on dev during the early hours, treat myself a little better in the late hours, and avoid sweating the little details in the last minutes. We make games, after all! This should be fun, not an exercise in self-destruction. So, with that said, I hope you all enjoy Stargust in its unfinished form, and I'll be sure to make a big deal about it on Twitter when it's time to launch the final version! :D

WrongWay

As usual, my entry needs to be tested by other LD members. Take a look at my project - then evaluate it and please leave a comment. Using your nickname, I will find yours. This way, I will play your game so as to rate it. Also I posted a video which shows you the main gameplay - if you don't want to download my submision. Thank you. Have a nice day ++

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

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Monetizing Your LD Game Download

Please don't. It's tacky.

Yeah, I know it seems customary to ask for handouts on the Internet at every possible occasion, but really folks, let it go just one day every four months, huh?

Mac + Windows build

I just created a mac build from a mac and want to see if it works on other computers. People also keep on reporting a white screen "Not responding" error on windows, which I think I fixed. Could somebody on each of these OS's test it out? https://ldjam.com/events/ludum-dare/39/one-in-the-chamber-one-in-the-socket

Ludum Dare 39 Games List with Search and Random.

Just made a google spreadsheet with all the games to make it easier to find games, includes random feature. Link: https://docs.google.com/spreadsheets/d/1C0138WmZDEO70DpgxUG2M-33A4CfIhOgwwsZnomTdjM/edit?usp=sharing

Post-LD Updates for Plugging Away

We listened to (much appreciated) feedback and made some changes to our game, Plugging Away! This is our final update for Ludum Dare. We had a blast. Thank you to the players, the commenters, and the people who watched our stream!

Now featuring: - Difficulty levels, including Easy, Normal, and Hard modes! - Moving background effects - LAMP! - and more!

gameplay5.gif

Come check it out!

OMG 30 RATINGS ALREADY

i wasnt expecting this but my game just 30 ratings that is amazing i never excpected to pass 20 ratings and i love people's comments in the game telling me what is bad and what could get better so ill link the game here so you guys can give me even more sugestions20170801030258em1.jpg20170801030007/em1.jpg20170801030258em1.jpg20170801030126/em1.jpg20170801030254_1.jpg

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

Best game to date?

Hello! I just found what might be the best game of this LD:

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

Definately check it out!

((Think there are better games? Please post links below and I will be glad to check them out too))

The Sorcerer's Apprentice: Bugfixes & Thanks

First of all I would like to give out a big thank you to everyone who has already played my game and left feedback. After entering during the last 24hours of the jam I never expected that whatever I managed to create would be so well received and would receive such amazing feedback. It's really those kinds of things that keep pulling me back into entering LudumDare.

For those of you who haven't played it yet there is some good news to be had too! The feedback I received helped me identify bugs a little faster than I would have been able to on my own so as a result bunch of small little bug fixes have been implemented that should make the experience smoother than ever. So if you are still hesitating please give it a go, the game is playable in any browser and takes around 5 minutes to complete depending on how proficient you are with 2D platformers.

Play The Sorcerer's Apprentice Now!

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Feedback and Thoughts

Hey guys! I'd appreciate some feedback on my entry, Hypersquare. Of course, if you leave a link to your game, I'll try to play/rate it. Thanks in advance! Desktop 07.31.2017 - 19.11.05.01.png Desktop 07.31.2017 - 19.11.19.02.png Desktop 07.31.2017 - 19.12.07.04.png

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

My game need few more votes

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

Any one interested to play.

Thanks for voting.

:)

Soul Gun Post Mortem I: A button to respect

Maybe we were influenced by Mark Brown's Game Jam (really great game design channel), maybe we are diehard fans or Sonic or maybe we felt that unifying mechanics under a single button were kind of poetic…

It doesn’t matter. The thing is that we came with the idea of a platformer that could be played using only three buttons:

  1. One button (A) to move to the left. Really boring, pretty standard.

  2. Another one (D) to move to the right. Again, nothing new under the sun.

  3. THE BUTTON (Space) that shoots, controls gravity and, little by little, sucks the life essence from the main character.

Since the beginning, it was obvious that making the third button feel right was going to be key to the game flow (sorry for the bad joke). So we started messing with the gravity mechanic, tinkering Unity’s 2D physics variables until we reached a control system that felt good to us. It took us a good part of the first day.

In fact, in the beginning, the main character was going to float in the middle of the screen. In the end, we chose a control inspired by VVVVVV and , although our character would be able to maneuver in mid-air. This last detail really made the difference, because the feeling is more unique and, we think, more suitable for an arcade platform game. We also took inspiration from Astrorobo Sasa control.

Here is a gif from the first prototype:

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From there, we got a canvas to work with. But we will talk about it in the second part: One pixel at a time

You can check Soul Gun's page here: https://ldjam.com/events/ludum-dare/39/soul-gun

Elysia beats The Breach, finds all the bugs

Elysia makes it through our terribly designed level, breaking the game in process. Enjoy :)

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Looks like ldjam doesn't support embedding twitch videos, so here is the link:

https://www.twitch.tv/videos/163709399?t=1h48m53s

Achivements implemented!

Achivements are now a feature of Candy Wars, with 16 achivements, two of which are special!

You unlock those achivements as you play the game, and will have to play the game multiple times in order to unlock them all!

Also, I've had some requests to add a skip button into the game, so, if you complete the game at least once, you will be able to skip the dialoge, and progess further much quicker!

In addition, now completing the game automatically sends you back to the menu, so you don't have to reload the game each time you beat it!

I need some more ratings

Hello everyone, my game needs some more ratings to get 20. Please rate it if you would like to play with an arena shooter.

Desktop 07.30.2017 - 23.53.38.01.png The link: https://ldjam.com/events/ludum-dare/39/on-demand-power

Thank you!

Post-Jam Deadline Update!

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game window used to have a fixed height of 960, obscuring the play area for some players.

this has been fixed, so the height, width and scale are all autoscaled from the users monitor height, maintaining aspect raidou and all that. when voting, please keep in mind that this wasn't in place at the time of deadline!

give it a play, i'd love to hear your feedback! https://ldjam.com/events/ludum-dare/39/burn

Battery Blaster minors fixes for major benefits!

Hey everyone! :grin:

The three of us tagged in as Jam competition, and we succeed it on time! After some tests, people post some feedbacks. Major issue was with the controls (as long as we are french frogs, we forgot to put WASD in the hurry of the end). This issue was fixed 2 days ago, in order to allow allf of you guys to play :video_game:

In the webGL version, you can move with both ZQSD or WASD. But I recommend to download it (webGL is quite slow), and you can custom your input before you launch the game.

Also, I found weird the fact that some people found it difficult to die. :thinking: So I looked a bit deeper, and I fix something.

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Now this jerk can't be stuck in the walls, and sure he will follow you everytime! He was stuck at the door of each room even when the door was open... So, I fixed it. It's a minor update, according to the rules, we can do that :wink:

Here's our entry, named BATTERY BLASTER : https://ldjam.com/events/ludum-dare/39/battery-blaster

The game should take between 15-20 minutes to finish (or less), but it's really funny, so please take time to play it!

Don't forget to tell us your score at the end, or to post a screenshot of the end, like this one: :smiley:

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*PS: As a reminder, you have to destroy the 3 objectives :dart: (Red, Green and Blue) in order to power off the shield :shield: of the boss. This jerk will follow you until you didn't destroy these three pillars! But, when they are down, he will return to his original room: the yellow one. You have to search for him a bit! Also, each timer you enter a room you never go in before, there is a challenge for you. You have to deafeat all the ennemies in the room in order to re-open the doors and continue your exploration. Some ennemies are moving, some not, so check all the places in the room! *

Moody,Pretty,Simple,too f@cking large while being a 5 min game

hey guys i decided this time to try 3d for the first time and chose ue4,i was used to gamemaker and when i saw such POWER i couldnt resist the game is very short though 200mb but its very pretty in my opinion and the atmosphere is solid if you like this kind of game check it out here and be sure to tell me what you dont like https://ldjam.com/events/ludum-dare/39/blood-in-the-stars

Want to play a little runner ? ;)

Want to play a little runner ? Go check my game here -> https://ldjam.com/events/ludum-dare/39/runn-score Here is some screenshots. mainMenu.png gameMenu.png Please rate and give feedbacks if you like it !

Compo rule question - Are you allowed to let a tester play your game?

Are you allowed to have a friend, family member, stranger on the internet (e.g. somebody you find on LDJAM) to test and give feedback for your Compo game before submitting it?

I played a game that had strange steering that made the game to hard (the developer memorized his game level while testing it himself). If he had let some fresh eyes play it and give feedback then he could have fixed it.

In the rules it says: "Compo games are created entirely from scratch by one person" and also "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."

Did you find the path to Karola?

Check out our entry 👍: https://ldjam.com/events/ludum-dare/39/the-light-city-of-karola

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WOW!, Somebody played my game on TWITCH!

Go, Watch his stream - https://ldjam.com/#tv/twitch/lerpish

Thank you soo much for playing, He didn't make till the last level, He was in the last level, but he didn't finish it

Thank soo much for playing and rating it

Not played MoonBall Yet, Play it here - https://ldjam.com/events/ludum-dare/39/moonball

And, we reached 20, Happy for that! Untitled.png

Thirst is now available on Itch.io, GameJolt and Newgrounds!

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Play the game

  • ITCH.IO: https://togis.itch.io/thirst (Browser & Download for windows)
  • GameJolt: http://gamejolt.com/games/Thirst/273998 (Browser & Download for windows)
  • Newgrounds: http://www.newgrounds.com/portal/view/697361 (Browser)

Rate the game

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

Get up high!

Game: https://ldjam.com/events/ludum-dare/39/icarus-launch

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

Is no one rating anymore?

What are the stats on when people rate? My game was downloaded 17 times the first day, and 5 times since. Only, the game wasn't playable the first day so i dont have many ratings. But i have rated a few other peoples games, it feels like i should get more ratings on mine. How few people are there who rate after the first day?

Also pls check out and rate my game ---> https://ldjam.com/events/ludum-dare/39/pathfinder :)

Space ship and chill?

Hello there!

I'll start by saying hi :wave: This was my first game jam and it was a blast. When I started I planned to go for the 72 hours. At the time my expectations were that I would overscope and run out of time as I usually do with small projects. I started solo with plans to have some friends join in to make assets, but quite the opposite happened. After day 1 of the jam I realised that I had scoped so small that the gameplay was essentially done after 15 hours. That was quite a surprise to me and as a result I changed my plans, got rid of any assets that weren't created by me, announced to my friends I was going full solo and prepared for a long jam day 2 after some sleep ofcourse :sleeping:

My thoughts going into this

Quite often a game is designed to get you excited and reward you enough to keep coming back for more. I decided that this wasn't the rule and tried going in a different direction. Rather than exciting the player, I focused my efforts on bringing down the excitement and relaxing the player. A lot of this I can attribute to the music and sound effects I made with some degree of experience and the almost completely greyscale art (with much less experience). But what easily goes unnoticed is the design decisions of the gameplay itself to evoke that mood. I guess I'll introduce the game here and the words can wait:

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Lost Cluster is a game where you hopelessly roam around a large, randomly generated asteroid field in search of batteries to keep your ship active. As your ship weakens your visibility drops until you cannot continue. It's really that simple.

Gameplay to create mood

Alright back to those words. Like I said, the intention here was to create a mood of relaxation rather than excitement. Given that statement, I don't expect anyone to play this many times. Once or twice is enough for the intended effect. You'll notice that I've left things rather empty and spacious, it's just you, the asteroids and your constant struggle to keep yourself going until finally the lights are out. I wanted to avoid adding in extra things like enemies or hazards as these distract from the mood I was trying to create by giving the player more to think about, and also partially due to computational reasons. I know these things would be useful tools to increase play time but that really wasn't the purpose here. Survival isn't really the objective, even though it seems like it is. I will point out that it is technically possible to survive forever but due to how much information is restricted and the nature of randomness, it is likely you will only last about 5 minutes max. It wasn't intended to be hard, but it wasn't intended to win either. Essentially, "not surviving" is the end goal here which is a bit hard to rap your head around but it is.

What I've learned

  • Quite a lot actually, especially about my own limits. I certainly thought I wasn't capable of doing anything I could enjoy within 2-3 days, but here I am.
  • Admittedly, I am aware the control scheme could have been slightly better. I was running under the assumption that pressing up to go up, left to go left, etc. was intuitive but eventually I saw that it wasn't. In this particular genre I learned that what I should have done was have up to go forward and use left/right to steer. I would disagree that the controls as they are now aren't smooth, definitely once you get used to that difference in controls the movement is much the same as it could have been if I'd gone with that second schema.
  • Honestly, I know very little about making the art assets for a game. Starting with greyscale wasn't because I was thinking about the mood rather just thinking about my lack of experience in creating art. At some point, with much of the assets made in greyscale I began experimenting with colour and it just so happened to be on the battery asset that I realised how much just a small amount of colour could affect the mood via contrast with its surroundings. Consider my mind boggled.

Links

Lost Cluster: https://raymoclaus.itch.io/lost-cluster It can be played in the browser here but because of the amount of objects active at a single time I've had to reduce a couple of visual effects for the browser version. I've included a downloadable Win executable in a .zip on that page if you don't want to miss out on those visuals. For those without Windows, don't worry you're not missing a great deal, just a couple of small animation and particle effects. Here's another link just in case you're a member of Newgrounds. I used to post my music here a lot so I thought I should try uploading my first solo game here too: http://www.newgrounds.com/portal/view/697212

Just a few more!

First of all, we have been playing games a lot, and WOW. This LD was great! So many nice projects that we really hope to see taken further! If you don't mind we need just a few more votes for our game ^^ https://ldjam.com/events/ludum-dare/39/with-extra-steps

Why aren't you stepping on your Gooble Boxes?

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Gameplay Video of our entry, INFERNO

Hello, we have released a video showcasing some gameplay footage of our Ludum Dare entry.

https://www.youtube.com/watch?v=uqqHsjXMG4Q

Inferno is a brutal arena shooter where you play as a knight who was sent into the depths of hell by an evil cult, you must fight against demons and other fierce creatures in order to regain your freedom.

DOWNLOAD: https://ldjam.com/events/ludum-dare/39/inferno

Congratulation to @timothy-hoffman

He has found the secret passage in my game :smile:

Please check his game. It's a wonderful piece of art. https://ldjam.com/events/ludum-dare/39/growing-pains

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This is very difficult!

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If you play this game, you will know the value of this screenshot!

The game is very difficult to play, Only 4 stages but within these stages, The last stage is the hardest one...

Play MoonBall Here - https://ldjam.com/events/ludum-dare/39/moonball

I am not getting enough time for searching and playing the LD Games, Please comment down and give your game's link so that I can play it, rate it and comment down!

Yay potato cake!

One of the Galvanica developers - Graal is celebrating today!

Happy Birthday! Let the chair be with you.

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Urban Campaign needs you

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Having a disagreement with a friend? Settle this on Urban Campaign, our 1v1 game entry for the Jam!

Any feedback is welcome!

Hopped on the HTML5 Bandwagon

Thanks to the latest humble bundle, I was able to port my entry to HTML5. Now it's... a browser game I guess? Geez, it seems so much more legit running natively :thinking:

Oh well, wider audience and easier access!

Escape! Linux (+ Mac OS ?) support !

Hi !

As recommended by some testers, I added the Linux version of the game.

I think it may work on Mac OS too but I'm not sure as I can't test !

I would be glad that someone tests it for me, I would much appreciate it !

Ludum Dare Escape! page : https://ldjam.com/events/ludum-dare/39/escape-2

Unix support itch.io devblog : https://damoy.itch.io/escape/devlog/6579/unix-support-

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Thanks for your feedback :D,

Damoy

Post Mortem on "Electric Neon"

I wanted to create a quick post on some of the techniques that i learnt while creating "electric neon". I have watched alot of "game feel" videos before this ludum dare.

What Went Well?

  • Field of view changes based on speed: (car feels faster)
  • Camera looks left and right based on steering amount (to simulate user looking into corners)
  • Car rotates left and right based on steering amount (to simulate car roll)
  • 80s artstyle allowed me to create a simple artstyle that was striking
  • Using the post processing stack allowed me to create a neon world
  • UI all being on the car itself made the game more immersive
  • Car audio was funny as i made it all with my mouth but people liked it lol

What Didn't Go Well?

  • Battery was in wrong location as it was hard to see
  • Steering was broke while reversing
  • Batteries were often hard to see in level

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Play and Rate

Thanks for Reading, Hope you enjoyed.