LD 39 July 28–31, 2017

My Favourites So Far

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

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

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

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

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

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

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

Thank you all!

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

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

Did My Best!

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

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

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

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

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

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

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

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

VG-LD39-62.gif

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

VG-LD39-66.gif

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

VG-LD39-68.gif

Play on Web

Submission Page

I've got finnaly 20 ratings, thank

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

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

Submission page

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Interested in a post-LD game jam?

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

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

music game jam logo.png

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

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

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

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

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

Cheers! :smile:

Soul Gun Post Mortem III: Sleep is the enemy

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

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

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

And that’s it.

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

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

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

TestPlaceholder2.gif

And even more time passed while testing these obstacles:

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

TestPlaceholder3.gif

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

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

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

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

SPACEJAMMED: selective post-effects

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

ld39emskjerm/em2-kopi2-2.png

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


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

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


Painted background

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

resultat-1.png

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


Clear foreground

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

Simple solution

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

Camera setup

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

kamera-1.png

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

kameramaske.png

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

kamera-2.png

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

Object/mesh setup

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

karmod.png

Result

Et voilà! Clearer indeed:

tokamera.png

Problems

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

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

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

Complex solution

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

Depth buffer

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

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

dypta-2.png

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

Getting depths

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

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

sampler2D _CameraDepthTexture;

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

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

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

sampler2D _ForegroundTex; sampler2D _ForegroundDepth;

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

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

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

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

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

        m_widthLast  = w;
        m_heightLast = h;

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

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

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

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

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

} ```

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

clearcamskript.png

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

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

Compositing and comparing

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

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

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

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

fixed colFG = tex2D(_ForegroundTex, UV);

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

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

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

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

And there we go!

kar-ferdy-2.png

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


Next time

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

Until then, stay safe! 💓

Please keep rating my game MoonBall!

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

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

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

And please, Support me!

Station 5723

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

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

Thanks everyone.

Game Page Title.png

I'm back with the trailer!

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

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

You can play the game here.

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

Audio Hook (Ludum Dare 39) Postmortem

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

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

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

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

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

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

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

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

screenshot-1_shrunk.png

What Went Right

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

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

shrunkdesign.jpg

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

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

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

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

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

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

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

Implement a full play experience before broadening the game.

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

screenshot-2_shrunk.png

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

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

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

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

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

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

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

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

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

What Went Wrong

Take more breaks.

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

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

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

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

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

Design around content taking more time than anything else.

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

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

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

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

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

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

Conclusion

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

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

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

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

PowerDown

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

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

I hope you guys play my game and review it.

PowerDown Cover Page.png

PowerDownScrnSht1.png

Mission Success!

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

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

Just remembering about the 100 ratings challenge

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

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

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

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

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

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

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


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

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

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

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AEOS Version 1.1: Bug Fixes and Tweaks List

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Version 1.1

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

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

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

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

Last Shine v1.1

Hi guys!

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

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

punchingembag/emscreenshot.png

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

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

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

Game Play Video

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

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

Great you've got plenty of Ratings, now make sure you rated at least 20

I understand that rating takes time, but please rate at least 20 games as well! If everyone does that ALL games would be rated*. (And if all games are rated your potential victory gets much sweeter)

Screen Shot 2017-08-08 at 19.15.59 copy.png That number should be >20.

P.S. That is my page, working on it as you read!

*best-case, I'm aware, so rate those in the danger zone!

Thank you for the great reviews of our game, BatteryMan Recharges the World!

From all of us: Xavier Ekkel, Bram van Elderen, Kenric D’Souza, Kirk Markarian, and Ben Lee - we had a blast making the game together, and we're really happy you enjoyed it so much!

Here's a link to the page: https://ldjam.com/events/ludum-dare/39/batteryman-recharges-the-world

We've begun to gather a collection of the video reviews we've received so far here:

https://www.youtube.com/watch?v=0h96zVEKpAc&list=PLkcHh8AASAKcD7mSV1l3aqwGJaGEeGXYN

Hi everyone, post your games below, I would like to play them.

Hi everyone, post your games below, I would like to play them. Please post games for Windows or HTML5, because I do not have any consoles and other operating systems. If you like you can check out our game here: https://ldjam.com/events/ludum-dare/39/no-sorcerers-sky

Bead on the moon : a post-mortem + post-ludum version !

Ok, I think one week after the release of the ludum dare version of Bead on the moon, I am able to write a post mortem about the game. At first, I need to tell : this is the first game jam I participate in, and it is also the first non-web-game I release. So it was a huge (and great) experience making this game. So; here we go !

:thinking: A thought about the graphical direction

At the very begining, I wanted to make the game isometric. I didn't knew how to do it but it could have been pretty good. I forgot the idea because I thought it was going to take me more time. I was true : It's "easy" to program (for the use I wanted), however, it's long to draw. Today (yes, today, this afternoon, I tried. And let me tell you something : the result was good, indeed. But it didn't reflected the feeling I wanted for my game. This is the lesson I got : always follow your instinct. This permit me to save 4 hours and, - god -, thank for it.

:sob: What went wrong ?

  • :head_bandage: The main idea, too big with the little amount of time

    When I first saw the theme - saturday, 5AM where I live -, I told myself "YES I KNOW EXACTLY WHAT TO DO", and I immediatly beginned to programm my game. But the problem is that I wanted a game too complex : and the concept around the theme needed a strong client/monster system, already done. So at the end, I haven't any time to add the power system - at the end of the compo, I haven't any monster at all, I added them during the jam extra-time -. So, the game you'r seing doesn't contain everything I wanted. Beginner error for sure.

  • :scream: Using JSON without testing it when exporting my game

    As you (don't) know, because you haven't any source code, I've used JSON to make the dialogues and the cooking system. It is a great way to stock informations, and I'm going to use the same system everytime I'll need it, because it's awesome and "simple". Yes, simple but i've encountered a problem : when I've first exported my game as a standalone version / webgl version (at the end of the compo, 1 hour and half before the end)... It didn't worked, because the game was unable to find the file path for every JSON files. Panic. I open google chrome, search a way to fix it QUICKLY... But nothing work. Fortunately, there is a ludum dare server on discord, in wich I could ask for help - and thank to Apace and JorgeGameDev, I found a way - wich required to reprogram some aspect of the game, but it was quick). However, when I finished it and was able to upload the game... The submision was "closed" since 10 minutes. Well, I could still upload my game because they were (in reality) still open (because of a bug or something, the creator decided to let the compo submission open during all the event). But to be fair, it was too late. So yeah, guys, here's the conclusion of the story : don't content yourself to test your game in the unity's editor. (yes, I agree, it's a beginner error, once again.)

  • :cold_sweat: The cooking system

    Everyone tell it in the comment section of my game. I agree with that. The cooking system is not very intuitive, as we can see in the Togis's test. Not intuitive at all. That's something I'm looking at very closely to find a way to make it waaaayyy better, and thank to the feedbacks players sent me, I now have something to work with...

  • :cry: NOT. ENOUGH. SLEEP.

    Everything is in the title. Nothing to add. Made me sick and hard to follow the last day. Beginner error once again. Shame on me.

:heart_eyes: What went good ?

  • :money_mouth: The art

    I'm proud of what I've done about it, the art is pretty good and reflect what I wanted about the universe - something both "normal" and "fantastic", with... Funny haircuts, because funny haircuts. However, a four frame animation isn't enough - for me - for a walk cycle like that... I'm already working on new animations for every clients in eight frames - and even more animations for more interactios !). Also, I've changed my mind a bit. I don't know how to handle vector art that well to do a game with it in 48 (and I've spent only 12H on the art so it was just unthinkable), but now that I have more time, i'm doing it with vector graphics. It won't change that much to the aspect of the game - preserve the forms, and the repartition of shadows -.

  • :dancer: The musics

    To be honest : i've never done any music BEFORE this ludum dare. Never. I've composed 6 music for the whole game in 4 hours with bosca ceoil. And you guys tell me they are good. Well, I'm going to take more time to make them even better. (and improve them a lot, because they can be improved a lot)

  • :nail_care: The concept : interactions, etc

    It's something that need to be worked a little bit more - to add more different interactions - but I'm already proud of it.

  • :princess: The universe

    Also a short thing, but I LOVE the universe my game is placed in. I'm going to work a bit more on it to enhance it - because it's something I can do easily -. But I have soooo much possibilities at the moment ! However I wanted the universe to be a lot more uncomfortable. The bar needs to be a "safe place" for the clients (well at least the player need to keep it safe as much as posible). And it needs to be a safe place for the player too. I won't say too much about it - I'm working on it too.

:space_invader: What's next ?

(yes i've placed this emoji only because it is cute, problem ?)

As you may have understood, I'm working on a post-jam version of the game wich will be AWESOME. A full BIG game (not only a polished version). The game is going to have a new rythm : at the moment, you must act quickly. This is because for a Ludum Dare game, I thought it wasn't a good idea to make a game where you play in a game that evolve slowly. But for a full game, I can (and it will improve the gameplay a lot). To know more about the full version of Bead On The Moon, please read the tumblr ! If you want, please follow Bead On The Moon to know what's going on !

Logo.png

:bird: Twitter : https://twitter.com/beadonthemoon

:unicorn: Tumblr : https://beadonthemoon.tumblr.com (yes it's a unicorn, because magical girls are unicorns)

Have you played Power Brawler League? The new e-sport has arrived! (maybe)

Hi everybody!

In case you missed it, Power Brawler League can be played here: https://ldjam.com/events/ludum-dare/39/power-brawler-league

Available for Windows, Mac and WebGL. You can play with your friend or against the AI!! We've got some beautiful feedback and we'd like to see if we can get a bit more. This is our first jam entry and it would be lovely to know what you think about it.

https://www.youtube.com/watch?v=ID_LQmtJQv8

Thanks everybody and keep it up!!!

Desperate Programmer: will work for ratings.

Hey everyone, please come play my game, Messy Getaway. I know it's a little bug-ridden and way too easy, but I would like the feedback nonetheless. I still need 10 votes, so... I'd be happy with anything at this point.

Thanks!

Screen Shot 2017-08-07 at 5.42.05 PM.png

New logo with a little bit concept art!

Hello everyone.

At first: we want to say thanks to all people who played our game!

At second: while another developers make posts asking for "more ratings please"

We are working on making our game better!

And we play your games and rate them as well! Скриншот 08-08-2017 223929.png

We just want YOU to play our game! We make it for playing! Not just "raaateee us"

Also: here is concept art on what we are working on, and we make it our NEW logo! BigFishLogo.jpg Thank you for playing Defender of the "Energy"

Sorry for bad English :)

Try not to get lasered!

LD39.2.gif https://schu-box.itch.io/lost-in-the-dark

Try to escape 10 mazes by using your spatial awareness and memory as your field of view constantly shrinks. But watch out... if you make it far enough then there are lasers you can only see in the dark!

Please help me get to 10 votes! Your reviews are greatly appreciated and if you link your game in the comments I'll be sure to check it out!

https://schu-box.itch.io/lost-in-the-dark

Should I expand the game and release it on Steam?

I'm starting expanding my entry called * Plug Me* by adding new levels and maybe release it on Steam in a while...

Do you think it is a good idea or it should be relegated only to the flash market? I like the concept but I don't know if it is suitable to the Steam market. :thinking:

LOGOFINAL.png

PlugemMe/emGIF1_big.gif

If you want to try the game Click Here!

I hope you like it! :grin:

Power Bot updates to 0.4c

Hey guys, thanks to your feedback, we've been working and improving the game and now we got a brand new web build 0.4c !

GifemPost02/emSmaller.gif

Check it out HERE

Don't forget to give us your impressions on our Entry Page it really helped us improve things so far, but we'd like to get as many as we can to see what we could still be missing, and also simply have more people try it out and tell us how they felt about the game

See ya guys around the site testing some games :)

Post-Mortem (Part 2): Quick, Polished Design - Tips, Tricks

Welcome to the second entry in GLOWs Post-Mortem series. I've analysed my workflow and it boils down to two tips. People commented that the "immersion" of "the little world" I made was really great, and that they would love to come back. So this entry is about how I did quick design that has a certain degree of "very polished". While it is very simple on purpose (WASD only) has no text or explanation in the game itself, making level design the only way of communication to the user. I will first explain to you how I designed the world, then I will give you some examples of how it worked out: The good, the bad, and, sure why not, the ugly.

A relink on my article on Audio (from/for noobs) was summoned. So check it here.

The Good

Level design for Game Jams, especially during the ones that are over in the blink of an eye like LD, can be quite challenging if the approach is not very well prepared. However I learned that it is quite possible when you use the right approach, the hard way though. I think I did it with two main thinks I could describe as: 1. Teach as you go 2. Meaningfully Reuse

These two will dictate that you find a process that works great for you. Finding a great workflow is key. It speeds everything up, and forces you to think your design through at every step, while KISSing (Keeping It Simple, Stupid). Even if, like me, you always try to go with completely different art styles, game genres and team compositions. Right between coming up with your idea and actually starting you should define which tools you are going to use, and design a workflow. Last week for me this was picking Illustrator, which I never used in game development before and getting it in Unity (Illustrator->Photoshop->Unity). Idem for GarageBand (GB4iPad->GB4macOS->Unity).

Teach as you go

You are getting a PhD in your own game, you discovered its laws and how they all work together, what's there to teach yourself? Well, getting a PhD is about learning, discovery, what elements will work together. Getting a PhD is also about explaining your findings to others. For each law, and interaction between them think of a way to explain it to someone who doesn't know anything about your world. While you might feel that that is the most important rule in game design, it is certainly something not getting enough care when you are in a rush. So, as you explore the possibilities of your discovered laws, think of ways to show others how they work, and make a level on how you would explain this. Make puzzles like you would make slides for a presentation, just keep in mind that there is no time for questions. If you do it this way, you automatically create some sort of workflow, one based on exploration that helps you generate levels.

Meaningfully Reuse

Only slightly modify the assets you have, don't make new ones. Rotate, scale, skew, warp your sprites, it will look differently. Making a grid based game? Add some detail sprites, which you randomly place of others, don't make ten by hand, just do some simple but clever programming and maybe get hundreds. This also goes for music, just do a quick reorder your notes to quickly make it more interesting, lower your a few octaves and poof a bass line. And even designed gameplay elements, e.g. simple mixing and change the distance between others.

Of course it should be meaningful. Does it make sense? Well, I think this can be answered with the previous tip: If you think you can teach it, it probably makes sense (or its just plain funny) and thus meaningful. Does it make sense to the player to find this plant in this area?

Some things are not obliviously things that can be meaningful. E.g. what colour schemes work, what kind of instruments sound well together. I think things like that boil down to spectra. Colours convey meaning, so thats definitely meaningful. Colour schemes should be well spread-out, but still have some connection to each other, e.g. different colour, same brightness or vice versa. There I think meaning comes from the relation between the colours. Similarly this works for audio. Does it make sense to make this sound when you hit something or pick up that orb. Does this bass line add meaning to the other instruments? I think those are questions that you can ask yourself to make even such abstract choices easier.

For programming this is a tad different: programming at its core, especially Object Oriented is reusing all the way. My tip here is, to embrace simple copy-pasting of code, its only 48 hours. Keep it simple by not over-engineering your game. And in this timeframe you should be able to memorize where you reused code when resolving bugs.

Don't feel like slightly modifying it? Just reuse it. Then mutate it a bit. (e.g. different distance between other elements, increased speed, different size) Especially if are you stuck with design, art, music, programming? The player will recognise it, and know what to do. This is actually a clever core mechanic that will test if the player learned what you want them to learn.

If you get stuck and depleted your resources, go to you stack of brilliant ideas and pick one. Then generate some new ideas and mix it with the others.

Again, tips for your workflow; don't overthink things, it will make you stuck. You don't have time for it and it is not required. Just make sure you teach each element and make sure it's meaningful. (I'm open for alternatives to the term 'meaningful', I'm not 100% happy with the word.)

Examples

Teach as you go

collect.gif The Good Coffee Beans (my preferred of many names, thanks @timbeaudet). Coffee Beans have the same color as the player's light. In addition they are spread around like breadcrumbs showing the path you can move. After picking them up the players light get's brigher. When picked up they emit a chime in the scale of the music. This is the core mechanic of the game, so I am really happy it worked out really well. They teach how light affects the player.

The Bad Switches, Jellyfish and Evil Fish, all initially green are effected by the good color emitted by your bubbles. But it turned out it takes too many bubbles to show the effect of the bubbles. There is some ambiguity in the color green. Fish and Jellyfish deal damage when touched, while the Switches do not. Also green rocks cannot be affected by the bubbles but only deal damage, mixing in 2 different meanings to the color, that are mixed between the enemy type (In binary: Fish:11, Switches:10, Rocks:01). Amiguity is very bad! (Especially since I was aware of it but thought "Ah, who's gonna have problems with that". Rookie "PhD" mistake.).

The Ugly I personally love the movement in my game, to me it really feels like you are swimming through the water; floaty with a very soft gravity. However the way I introduced it can cause many problems. Firstly there is a short animation at the beginning that is supposed to show the three icons that should be collected. However, during this time the player movment is disabled. Because of this being disabled players are focussing on trying to figure out how to move during this animation, often ignoreing the entire animation explaining the goal of the game. A second problem is that the fish rotates towards the direction you are steering in. However if you move to the opposite direction there is no single shortest rotation so the fish just flips, making it harder how the movement actually works. People will figure it out in the end, but it's a very ugly way of teaching.

Meaningfully Reuse

Screen Shot 2017-08-08 at 20.56.57 copy.png The Good (from Bad) Initially I was trying to make my level from specially crafted blocks. Being afraid that people might notic too many repititions. Luckily I quickly changed my mind. (I still made about 20 different building blocks, but 50% of the entire game is made from one single rock). No one noticed and allowed me to make a full "immersive" world in only a couple of hours. Ofcourse I did make some simple changes to some of the same rocks, but that was just quick reshaping for the level design. The rocks that can easily be reused have more meaning (wall, rock,

The Ugly The code for all bubble absorbers is practically the same. On touch: kill bubble, change color and a conditional reaction. Instead of nicely engineering this I just copy-pasted the code. This appreoach works fast and pretty good. Forces me to refactor (actually fully rewrite) most code if I continue. And since this game is so small, modifying all pieces of the code was easy with more quick copy-pastas. Ugly, but gets the job done quickly during a jam.

Final words

I hope you learned something from my approach and perhaps it can be benifcial for your workflow too. I will be doing a few more of these articles, and I will be highlighting some game clever Ludum Dare designs as GIFs on twitter. I only have small hand full of followers, so if you liked it (which is safe to assume; you are reading an obvious shameless plug), want more insights and want to make my day, follow me there: https://twitter.com/abductypus

18 to go !!!

It's my first ever LD ,so I 'am really happy for just to rates :smile:

Check it here: https://ldjam.com/events/ludum-dare/39/cubed

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

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

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

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 !

Imageempost/emludum.jpg

We dearly hope you enjoy our creation. Have fun !

We made it!

Thank you so much for this great event, and this great community!! This was our first Ludum Dare, and we already received over 20 rates!! Thank you so much!! Also, we received very positive and empowering comments. A really motivating experience.

You will see us in the next LD, that's for sure!! R&M

HTML5 Games Wanted

I am going to stream live 8/9/17 at 8pm PDT (just 5 more minutes!) playing and giving feedback on HTML5 entries. Please link your game below if you would like me to check out your game. Looking forward to seeing what you have submitted!

I would really appreciate it if you could check out my game and leave some feedback:

Zombie Power Station HTML5

LudumDare39_large2.gif

Number Station: Intern Position Now Open

You there! Can you listen to the radio? Can you process a stream of numbers? Can you look at a television monitor and read what it says? Well this might be the very position for you. And look at that view!

Number Station NoCredits.png

Join us at this Number Station for the perfect code-processing experience! Here you will learn valuable skills such as:
  • Listening
  • Following orders displayed on a tv
  • Inputting numbers into a phone keypad
  • ~~Counter-intelligence operations~~
  • Bird watching

So don’t delay, we can’t afford to not have you!

Update: Position is unpaid. Also, we ask you not to contact us directly or at all for any questions regarding meaning or purpose of this position, thank you for understanding!

Application: https://ldjam.com/events/ludum-dare/39/number-station-1

NumberStationScreencap.gif

LD Notify: Out now on Play Store

Background

https://ldjam.com/events/ludum-dare/39/battery-low/android-app-to-notify-for-new-ratings-and-comments-on-your-ld-entry

I made a completely free, open source app to check and notify(background) for new ratings and comments on your LD entry. It lacked many features and polish and was available for download only through Github. Announcing it's update, which eliminates almost all its limitations.


New features:

  • Available through Play Store
  • Added much needed markdown support
  • See the name of the commenter along with their about.
  • Tap on name of commenter to open their LD page
  • Comment time shows in human readable form

Screenshots:

About text | Markdown Support :------------------------------------:|:-------------------------: about.jpg | md_support.jpg


Download:

Get it on Play Store

Alternatively you can get it from Github, if you prefer it: https://github.com/RishiRaj22/LD-Notify-App/releases


Contributing:

Feel free to contribute to the Github repo and maybe leave some stars :wink: : https://github.com/RishiRaj22/LD-Notify-App

PS : If you want to contact me, or ask for feature request comment on this thread, or raise an issue on Github, or even send me an e-mail.

Yo!!! (pt 2)

If you made a browser game, comment a link and I'll give it a rating (again!)

Cave of no Return - Postmortem

:arrowscounterclockwise: Cave of no Return :arrowscounterclockwise:

Greetings fools. This is my postmortem for Cave of no Return, the game I made LD39 in the format of the Jam. This was my second time participating (the first being with Pieni Saari for LD38), and I think I am pretty happy with the result. It features a tiny cloaked skeleton, searching a dark cave for his grave. In order to get to your goal, you must find terminals, which let you turn the world around, so you can traverse other parts of the caves.

:bulb: The Jam :bulb:

I got the idea for the turning level mechanic when I tripped off the stairs and fell on my face. As I lay there on the floor, regretting my decision to use the stairs in the first place, I thought "well from my perspective, the floor is the wall now". What followed was a 3 minute long attempt to walk on walls. I'm glad nobody was around to see it. I guess the idea stuck with me. I took out the embarrassing "falling on your face"-part and kept the turning of the perspective.

Since my core mechanic is pretty simple, I got the basics working fairly quick. Admittedly, there's a few bugs, but I think that on a technical level, everything works okay. I mean everything is functional right? Something I regretted last time when I was working on Pieni Saari, is that I had to divide my attention too much on the many different subjects of development (game design, code, art, etc) so that I was not able to focus on level design as much as I wanted. Well I'm glad that this time around, most of my time went into designing the cave. I made some cool sketches on paper (I wish I could show you but I ate them) which helped me visualize how the player would be able to access the different halls of the cave, from different perspectives. There are certainly a few things I would change (make the caves less linear, especially the second half), and I feel the tileset for the cave definitely could use some variation, but it's finished and I don't like coming back to a project that I ended.

For the music I have the amazing Daniel McCulloch to thank, who jumped in halfway the jam and composed me those sexy bleeps and bloops you hear while exploring. The game certainly wouldn't be the same without the track and for that, Danny goes on my nice-guy list.

:thumbsup: What went good :thumbsup:

For the duration of the jam, I kept a cool head. Feels good, to not worry about whether I'll make the deadline or not. Just a weekend of relaxed working on a small game. How did I not get stressed out like usual? I have no fucking clue! If you think you might know, tell me! It could be the key to becoming a more focused developer.

Adding the cool shit like a seamless transition from menu to game, and easter eggs (did you find them all?) was the most fun, and I think that those will be things that people remember after playing the game. I certainly will enjoy them when I replay my game in 10 years.

On the second day I spent quite a lot of time thinking about the ending. At first it involved a puzzle where you tried to climb the branches of a large ash tree. It proved to be a lot of work both art and design wise and I'm glad I realized this early enough to scratch what I had and rethink the ending. The fade out at the grave is much simpler, and somehow fits the game more.

:thumbsdown: What went bad :thumbsdown:

"Well I've been going type-type for a while, now let me just take a little break and-WHOA I JUST TOOK A 3 HOUR BREAK WHAT?" I'm sure a lot of people have had this happen as well. Side effect of feeling so relaxed, is that I didn't feel pressured enough to shorten my breaks. Time spent laying on the couch or playing a video game could have been spent working on the game. I can definitely improve at structuring my time better.

Here is a tip directed towards future-me. When it's the second evening of the jam, and you're pretty focused on your work and actually getting some stuff done, it's okay to say no when your friend shows up at your doorstep with a bottle of wine. Trust me, you are not getting any more work done for that day.

Next time I should plan in some time for testing and potentially reworking parts of the game. While I am working I am constantly testing, but in the end there are a bunch of issues that I know off, but end up not fixing. I don't like going back after the jam, so I should make sure I tie up as many lose ends as I can.

:coffin: Conclusion :coffin:

Wow, what a fucking piece of shit postmortem, don't you think? Reading this thing probably takes longer than playing the dumbass game. Still, it's nice to reflect on things through writing for once, and I had a lot of fun working on the game. If you haven't yet, you should try playing it. Or else I'll come haunt you when you get up to take a piss at night.

I hope to be around for LD40. It would be cool to be able to participate three times in a row, you know? Until then, I'm staying away from the stairs. Peace out.

The Aftermath

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

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

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

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

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

http://imgur.com/a/hOLB5

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

Looking for Web games to play!

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

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

Play for your planet!

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

Can we hit a 60 please.....

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

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

Please brothers and sisters :smile:

Full Game play video

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

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

Who needs Ratings?!

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

Play my game and I'll play yours

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

PowerDown Cover Page.png

PowerDownScrnSht1.png

Postmortem - Legend of Sunflower

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

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

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Super Helpful Man - A Postmortem

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

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

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

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So, what did you make?

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

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

Well, how did you make it then?

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

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

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

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

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

Bed time.

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

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

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

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

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

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

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

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

Did it turn out alright?

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

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

Anything else to add?

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

That it then?

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

Play Super Helpful Man

Blackout sent for App Store Review!

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

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

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

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

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

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

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

Post Mortem for Energy Dash

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

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DAY 1:

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

DAY 2:

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

DAY 3:

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

THINGS THAT WENT WELL:

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

THINGS THAT WENT NOT SO WELL:

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

Changes Post Ludum Dare

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

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

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

Escape! - Thanks !

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

I was not expecting such interest for my entry :)

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

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

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

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Code Power Update

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

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

Thanks for the feedback for those who tried my game.

Woohoo!!

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

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

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

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

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

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

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Recharged: Post Ludum Dare

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

Upcoming Features

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

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

Changes

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

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

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

Rats Will Kiss The Gunner's Daughter -- v1.2 is out!

First of all, thanks for all the feedback given! This was our first entry at Ludum dare and, for me personally, my first entry to a GameJam ever! It's been such a great experience, and we've recieved so many good suggestions and great comments! So, the least we could do is to listen to you all and upload a newer version with the best of your suggestions in there.

The texts should now be clearer, the traitor will always be revealed at the end of each game, and you won't need to wait until the last day to shoot someone if you've already got it all figured out.

Here's the link to our game: https://ldjam.com/events/ludum-dare/39/rats-will-kiss-the-gunners-daughter

Thanks to all of you!

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Phew

Just managed to pass 20 ratings today and in a couple days I'm away from me computer for a couple weeks so it's a bit of a relief! Just want to say thanks to everyone who's rated my game!

If anyone else is interested in a puzzley platformer with a cool anti-grav mechanic and some tricky levels, feel free to have a try:

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

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From the Shadows v1.2 up!

Hey folks! Had a blast doing this jam and hope you guys did too!

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Since the jam some more features have been implemented - including the long awaited human AI, meaning you can now embrace the darkness and play as the omnipresent shadows! Over the course of development, who exactly the player was changed many times until we decided that we should just let the player decide if they want to play humans or shadows, or even both! I'm glad we have some (reasonably) decent AI that can at least pose a threat. A few quality of life changes have been made to in addition to explanations of the game, and we finally have instructions within the actual game now for those who don't like to read the lengthy jam entry descriptions.

Thanks so much for all the feedback so far! It's been very constructive and many of the changes have been implemented.

Still not played it yet? Go ahead and check it out! https://ldjam.com/events/ludum-dare/39/from-the-shadows

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Turn the crank, drill the asteroids, fly through space!

What kind of space contraption will you build?

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A big thank you to all the people who have played and rated my game! I got past 20 votes! :checkered_flag: So now you're welcome to just come play the post-compo version - with several bug fixes, a new UI, and other improvements. (Of course if you want to play the LD39 version and give more votes, that'd be great too.) :smile:

Thanks again to everyone who's played, voted, and contributed priceless feedback.

The game: https://ldjam.com/events/ludum-dare/39/star-hopper-crank

The Music Box

Cocoa Moss proudly presents The Music Box, a puzzle-adventure game.

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Something is strange in Possom Town -- the same day keeps repeating over and over again! Can you solve the mystery of the time loop?

Play and rate it today: https://ldjam.com/events/ludum-dare/39/the-music-box

We had a lot of fun making The Music Box, and have added a few new fun features to the post-jam version. We hope you'll enjoy it too. Big thanks to everyone who has already rated and left feedback on our game -- we really appreciate it!

Here's some more screenshots of the game:

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Soundtrack download (free!) is also available: https://ddrkirbyisq.bandcamp.com/album/the-music-box-original-soundtrack

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The incredible art of over-engineering: Everybody Plays Golf Post-Mortem

[Re-posted from our devlog]

Over-engineering: a plan where one adds unnecessary complexity in implementing a simple feature for a technical project. In the same way it's dangerous to plan a game with too many features in a game jam, over-engineering sinks a lot of projects, personal or otherwise. While we've set out to make a satirical game about energy systems, thus providing us an excuse to make a terrible game, we admit that over-engineering has made our latest Ludum Dare game worse than we originally planned. Here's our post-mortem of Everybody Plays Golf, an overly complex game with an ironically simple premise.

What is Everybody Plays Golf?

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Everybody Plays Golf is a tongue-in-cheek riff on the Twitch Plays genre. In this online game, anyone with an internet connection fights over the control of a single golf ball, as they attempt to putt it into the hole at the upper-right hand corner of the stage. The catch is that there is an energy system, à la Farmville and other free-to-play social games, that prevents the player from putting more than 7 times. While the game claims one can recover energy over time, this is actually a bit of a white lie: every player's energy does not recover until the golf ball falls into the hole. Once it does, everyone recovers all 7 units of energy.

It's simultaneously an experimental game about cooperation, a satire on social games, and a technical nightmare for the sole programmer who put all the pieces together.

What went right

Using game jams as an opportunity to learn something new

We've always used game jams to learn something new, such as Blender modifiers, Unity path-finding, story-writing, procedural generation, and so forth. This time was no different: we decided to take what we learned on hack.source.net to make a networked game where everyone controls the same object. In this case, we've taken the time to learn all the moving parts necessary to create an asynchronous networked system: making a server that simulates the physics of the golf ball, using a free trial of Google Cloud to host said server, creating a client that calculates the direction the user wants to putt the golf ball, setting up a MySQL database to store all the players' putting directions, and code a few PHP scripts to get access to MySQL databases. It's a strange framework that gets the job done and forces us to learn and re-learn some critical professional skills, such as SQL, Get and Post requests, networking, etc.

A goofy tutorial

We also took a stab at looking into TextMesh Pro assets from the Unity asset store. While playing around with it, it came to us this asset can be used to create a 90s advert like tutorial. Thus, our cheesy tutorial was born: a ridiculously positive and verbose set of instructions on how to play the game...even though the game is simple enough for one to figure out how to play with enough experimentation. Putting this tutorial in was a bit of a risk at the time because the server wasn't working. We're glad we put the time in to improve the presentation of the game.

Making incremental builds

As usual, we started with building the basic models and scripts to create a prototype where one controls a golf ball with a mouse click. By starting very small, it was easy for us to detect problems early before building new features on top of this game. This vital process kept all the moving parts manageable by keeping the project simple and stable.

Not letting non-working parts prevent us from progressing

For the longest time, the server part of the game was not working: despite having it uploaded and running on a static IP address to a Google Cloud virtual machine, the server would not start listening to a port. While this did delay the development by a significant factor, it didn't keep us from improving other parts of the game that needed attention, including graphics and information sent and stored into the database. Even though the game was unplayable for the grand majority of the development (at least in the way that was intended), we've still managed to find workarounds or working on portions of the game we're more well-informed of while we're trying to figure out what went wrong.

What needs improvement

Overly complex design

The full details of how Everybody Plays Golf works goes as follows:

  1. The client: the PC/Mac/Linux build that the user downloads. It does the following:
    1. Connect to the server. Once connected...
    2. Sync the position of the golf ball in real-time,
    3. Syncs and stores how many times the server has recorded the golf ball fell into the hole. This is used to check if the player's energy needs to be refilled when they open the application again.
    4. Locally how much energy the player has. A unit of energy is depleted each time the player clicks.
    5. Send a Post request to a PHP script, sending information about the name of the player, and the direction they've putted.
  2. The server: a Unity headless Linux build running in a Google Cloud server. It does the following:
    1. Spawn the golf ball, and monitor its movement and physics.
    2. Send a Get request every 0.2 seconds to a PHP script, receiving information on the last set of putts it hasn't read yet.
    3. Uses all the putt directions it receives, and applies them to the golf ball. That's right: only the server moves the golf ball directly!
    4. Sends a Post request once the golf ball has been putted to indicate which directions should be marked as read.
  3. The database: a MySQL database and a set of PHP scripts hosted off of our own website. It does the following:
    1. Store a list of directions, names, and a flag on whether the entry has been read or not.
    2. Provide 3 PHP scripts:
      1. One for recording directions into the database, and automatically flagging them as unread.
      2. One for retrieving all the directions that are flagged as unread from the database.
      3. And one for marking specific directions to mark as read (each direction has a unique ID).

To be clear, each of these parts were either a separate build of the game, or using a completely different scripting language. That meant that often, there were many portions of the code that only applied to one part of the game. Making sure each of these parts were working in harmony took the most amount of time and energy.

Naturally, there are way too many parts for a game jam game, and one that in hindsight, could have been simplified even further had we known how Unity's UNET networking framework worked better.

RemoteSettings not working

The dreaded, "it works on my computer" occurred when we tried to make a server build of our game, and hosted it up to the Google Cloud server. The client would not connect to the server, even through it worked fine in our local setup. After a ton of online research, we soon realized the server simply wasn't listening to the port it was programmed to. For the longest time, we could not figure out why; we've instead moved on to other parts of the game while mulling over it. It was only when we were nearing the submission deadline did we realize through logs that Unity's RemoteSettings, which we were checking its status before retrieving a port number, was not working. Baffled, we've removed the status check before grabbing the port-number (i.e. the equivalent of hardcoding the port number), and the server finally worked.  After that, we only had minor bugs to fix on the client before submission. Still, it was very stressful during the time we had no idea what was broken with the server.

Poor feedback

The game provides no feedback on how many people are playing, making it incredibly confusing to figure out why the golf ball may be moving on its own. Additionally, since the server receives from the database every 0.2 seconds and is the only part responsible for moving the golf ball, there is almost always delay between clicking the mouse and observing the golf ball moving. And for additional pain, the client could fail to send to the database the direction the player putted for any technical reason, yet they'll still lose energy for it. All of this leads to poor feedback to the player, providing some confusing information as to why the ball might be moving on its own, or conversely, why it's not moving when the player clicked.

Legacy UI

There was a pause screen we left in the game, in case we added any audio to the game, so that one can use it to access the options screen as well as the credits. Unfortunately, we didn't have time to fix the text labels on that screen, or had the time to test whether options or credits worked. With such broken features left in the game, it might have been better to remove it entirely.

No audio

If it wasn't obvious, we ran out of time adding audio. Sigh.

What to do next

From the beginning, we knew we were taking major risks working on this game within the Ludum Dare deadline. That said, we probably could have taken a refresher, or made a simple library of codes that would help us accelerate the development than the approach we took for this jam. We should also strive to make a simpler model, removing the database portion entirely. Finally, never use RemoteSettings until we know how it works.

Please play my game

currently sitting at 11.75 ratings for my compo entry. I would love it if it could get the required amount. Here is the link: https://ldjam.com/events/ludum-dare/39/$34441 screenshotshooter2.png Thank you for all your help

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E̵̓͋̃̈́̓̋͆͊̓̅̀̂̎̇̈́̋̊̈́͗͒̾̾̇̐͌̐̉̂̆̀̉͆̒̉̃͐̃̔͛̌̇̍͂͋́̇̚͝͠͝͝͝͝R̸̛̈́̃̿̍̽͂̈̈́̒̃̃̇́͂̌͒͆̐͐͋̐́̍͊̇͑̓̒̓̊͐̓̉̂̃̚͘̚̚̚͠͝͠͝͝͠Ṙ̸̛̛̂̽̀͗̎̓̔͛̍̈̀̆́͐̇͂̽̎͗̏̅́͐͛͗̆͗͗͊̀͛̀͗̋͑̒͗̋̔̂͗̓͑͊͆̿́̋͂̂͂̑́̽͂͑̅͘͘̚̚̚̚̕͘̚͝͝͝͝͠O̴̓̔̓͒̆͂̇̏̀́̍̏̃́̊̇̔͑͆͂̽̂͆̄͛̾̈͊̇͆́͂̔̊́̿̓͐̓̓͑̈́̓͘̚̕̕͝͝͝͠͠Ṙ̶̛̑͌̒́͗̇̃̓̽̔̍̓͒͗̾̂̒̍͂͒̀͂̄͌̓͊̾̅͆͗̄͛͑̓̈́̂̆͗͐͌̉̄̾͆̀̎̈́͆͗̍̾̾̈́͑͊́͐͐́̌͋͊̇́̈́̑̆̍̄̈́̂͐̀̈́͐͑̓͘̚̚̚̚̕͝͠͝͝͠͝͝͝͝͝:̴̛̛́̿̇͒̓͋̏̾̆̀̾̿͛̔̈́̽̄̑̋̈́͑̓͆̅͋̓͆́͊̈́͐̔̇̏̊̇͛͒̏̇̉͐͌̔͆́̀̂̈́̄͂͗̌͒̍̊̏̈́̔̀̿̓̈́̏͗͂̑͛̈̾̄͑̑̈́̅͛̎̀͑̚̚̕̚͠͝͠͝͝͠͝͠ ̷́̈́̓̈́͗͑̓̈́͌̒͌͂̓̃̒̾̆̽̈̇̅́͐̊̄̌͛̌̀̿͌̓̾̃̐̂͗́̑̇͂͆͒̋͛̀̚̚͘̚͘͝͝͝͝͠͝F̵̛̈́̔͗̀̀̍́̊̐̇̈̉̈͌́̒̽̈͌̋͂̂̄̂̎̓̓͗͒̔̈͗̓̎̔̽̐̊̾̍̒̑̂̓̽̀͊́̓̊͘̕͘̚̕͝͠I̸̔̈͐͊͒͛̃͊̑̐̈́́͗̔̉͊̾̓̈́̀̍̀̍̾̌̋͑͋͋̍͆̓̃̊̒̄̿̅̒̾͐̿̾̄̂͌̔̏̽͑̑́̂̓͊̈̂̈́̀̈́̅̾̅̓̏̇̋̓̂̀̋̋͋̎͂̆́͗̀̔́̄̀̕͘̕͘̚̚̚̕͠͝͠͠Ĺ̴̇̈̄̍̌̅̐̀̅͊̓̈́̀̐̐̉̿͛̂́̋͆̍̏̇̀͊̈̐̅̐̔̍̓̊͂̔͂̀̉͌̊͗͊̾̉̈́̐̓͑̍̌̈́̾͂̔̓̈́̽̎̿̔̓̌̓̾͘̚͘̕͠͠͝͠͠͝͠Ë̸̐̈́̐͂̽̄̃̓̀́̈̂͊̋̎̉̊͑̓̈́̿̈̑̇̾̇̀̔̂͂̏̓̉̊͊͊͊͂̍̆̀͘̕͠ ̴̛̛̇͆̇͐́̎̑̋̉̃̓͗̋̉̿̀̒́̈́̂͒̀̉͑̉̄̏̓̂͐͂̂̓̿̆̈́̉̋͒̓̃̅͂͌̋͛̐͌͐̋͋́̕͘̕̚͝͠͝͝͝N̶̛̛̎̂͒͑̀̀̈́̂̈̑͆̈̂̅̓̽̈́̽͑͂͒̋̏̾̂̾͛̾̄̓̃̆̈́̔́̐̆̽͆̈́̑͌͆̕͘͝͝͠Ơ̸̅̃̓͗̉̄̀̽̃͌͂̽̎̅̑̈́́̿͑͑̊̔̏̓͒̊̈́͂̈́̐̌̀́͊͒̓̑͊̾̊̒̏̔̈̓͆̓͑̑̑̿̽̏̚͘͠͠͝͝T̷̛̛̛̛̛̾̋̑̍̑͛̂͋̓͗͒̈̀́̂̐̆̍̀̈́́́̃̇̐̔͒̎͑̐̾̋̂̏͒̏̀̒͗͊̃͂̓̊̌͆͌́͛̓͂͒̽̌͛̅̈́̐̊̈̆̐̿͆̐͂̇̑́̾̈́̿͛̔̆̊͐̊͒͊̒̄̎̆́̕͘̚̕̚̕̚͝͝͝ ̶̛̽̔̊̑̀̑̈́̈́̄̾̃͆̈͑͋̍̓̾̍̅̍̉̀̀̓̎̌̒̈́͂̈̈́̎̊̽̄̒̓̂̋̑̌̏͑͊̊̔̑̋̒̓̒̇̅̌͒̃͐̐̈̾̾̂̏̌̋̃̂́͛̎͒̾͘͘̚̕͘͠͠͝͝F̵̛̛̏̓͊̂͋̈́̂͋̊̈́͌̌̆̑̍̃̊̅̔̌̓̀̏͑̑̆̉͛̾̈́̏̐͂͛̏̃̂̋͆̇͒̃̇̂̓͐͘͘̕̕̕̚̕͝͝Ơ̶̛̂̋̿̊̏̍̾̀̃̿̈̎̇̄̊̃͂͂̇̀̇̇́̎̊̋̋͗̎̀͊͋̈́͋́͆́̅͐̔̊͊͊̔̍̏̅̉̑͌̈̌̓̈́͌̎̍͆̎̒̕͝͠͝͠͝͝Ư̵̑̈́͛͑̑́́͐̀̔̅̃͛͋͆̓̽͐͗̓̿̿̈́͛̐̈́͌̂͌̋͐̅͐̿͊̾̉̔̅̐̂̔͂͑̾͒̾̿̀͌̓̊̏̊̈́͋̇̄̐̔͐̿̏͂̂͊͌͋͒͑̇̚̕̕͠͝͝͝N̸̛̄́͛̍̆͑̂͊̆͂̌̑̂̀̑̅̾̀̀͆̋̓̅̀͂̆̓̈́͊̎̇͆̇̏͌̊́̅̌̈́͂̌̿̋̐̽̂́͋͆̉͂̎̋͋̈̆̋̀̎́̆͆̅̃͊̊̈́̌̎̿̚͘͘͘͝͝͠͝͝͠͝D̸̛̛̛̎̄͑͂̈́̌̿̑̏̈́̓̄̄̓͒̅̋̾͐̀̎̊̎̐͐̐̆̅̊̎͒̀̓͆͑͋̂̍̌̔͛͘̕̕̕͘̕̚̕͘͠.̴̛̿̒̂̎̑̍͑̒̃̂̽̀͂̾̽͒͆̐̂͐̑̒̽͐̾̈́͋̾̇̍́̓̓̿̓̀̽̎̍̄̏̄̈́̽̽͌̂̓̀̏̎̚̚̚̕͠͝͝͠͝͝͝͝͠ ̸̛͑̄̋̀͆́́͐̆̐̀̀̀͂͂̄́͗͒͛̾̐̌̋̿͒̈́̎́̊̉̈́̎̊̕̕̕͝͝͝͝D̷̛̛̛́͐̉̔́́̀̅͋̽̏̐͐͗͐̓̔̋̀̈́̍̍̅̾͗̽̔͆̈́̋̑͊̽͂̄̾̍̈́̀̚͘͝͠͝Ơ̸̛̛͌̋̎͋̄̊̌͂̾̂̉̆̀̔̈́̄̈́̆̋̆͑̆̑̊̌̍̈̓͑̿͑̊͘̕̚͘͝͝͝͝ ̷̛̛́̀̔͋̌̈̅̏̍̀̒͑̔̐̓̈́̀͗̏͐͒̒̈́̌̈̓́͂̔͊̄̌̃̐́͆͋̉̿̍̍̑̈́͆̓̇͛̔̈̇̓͂̆̂̒͂͒̄̃̒͆̾́̀̅̉̓̐̅̓͆̓͊͘̕̕̕̕̚͠͝͠͠͠͝͝͠͠N̸̑́̈̇͐̔̆̊̒͐̆̋̃͋̏̊̌͗̿̐̊̓̄̄̈̀̓̅͗̉͂͛̀̓̌̈́̀̀̓͌̈́͒͒̏̔́͆͗̎̊̈́͊̎̈́͛̀̾̈́̕̚͝͠͠Ơ̵̛̛̍̌̐́̈͆̀͛̒̔̃̑̐̂̀̉̓͐̅̾̒͋̆̾͌̄̉͗̂̉̾̑̇̐͗̐̿̄̔̀͛͛̉̅̊͑̃̚̚͘̚̕͘͝T̶̈̽̑̓̀͆̓́̒̈̎̎̓̃̓̌̓̈̒͋͛͑̾̽͗̂̾͆̓̐̓̈́͊͆̈̂̊̔̉̕̕̚̕̕͘̕͠͠͝͠͠͝͠ ̸̛̛̛̀̐͂͂͗́̂́̌̅́̂̂̊̔̈́̏͊̌̽̅͆̄̀̏̀͂̏͋̐̎̌̌̅̈́͆͐̓̿̒̎̍͌̈̿̐̓̎̂̑͌́͘̚̚̚̚̚͝͝͝͝͝͝C̸̛̛̛͋̍̓̔̓͐͗̔͑͑̆̐̈́̃̾͊̈́̎̄̾̈̈̑̾̆͂́͌̂́̃̔̅̀̋̑̑͛́̅̄̊͗͘͘͘͝͠͝͝͝͠L̸̛̋̋̍̌͒͊͊̒̔̀̏͌̿̔̈̆̅̿̔͗͆͑̎̉͌̏͆̽̉̏̅̈́̋̽̆͛̎̿̋̄̀̊̇͛̅̓̎̉̄̑̾̒̂̈́̀̑̋̉̌̄͋̈́̀̊̕͘͘̚͘̚̚̕͘͠͠͝͝͠͠͠I̵͑̄́̆̏͆͆̊̂́͛̅̃̀̆̈̀̈̿̆̔̀̽̅̍̉̀̍̉̐̎̅̽̀̽͗̿̃̏̍̚̚̕̚̚̕͘͘͠͠Ć̸̛̛̛̾͛̽̔̈́̄̌͑́̀̈́̌͗̎̋̀̓̃̓̇̐̆̈̓̍̈̐̀̋͑͐̎̌͑͑̅̈́͐̄̀͂̋̀̂̋̂͆̓̾͌͐̎̃̚͘͘͝͝K̵̛̒̄̌̇́̂͆͛͊̈̓̐́͛͒̈́̾̄̓̃͑͑́͊̂̉̇̽̅̀͗̂̋͂́̉͆͗̕̚̚͘̚͠͠͝͝͝͝

3d-graphics in our LD entry - Energy Scraps

I'd like to show our 3d-content creation process and highlight some tips along the way.

Our Entry: https://ldjam.com/events/ludum-dare/39/energy-scraps

So, this is what we've achieved during Jam: blogpost.jpg

Our plans were to make a relatively large location for player to explore, including both exterior and interior parts.

The first thing we've done was modular pieces of interior. It was really draft at start, but we managed to assemble a simple test scene, animate doors and pass all of this to programmer as fast as possible: Clip2net_170804101730.png I've created colliders and prefabs from this sketch models as well.

Meanwhile, I've updated models and animation: Clip2net_170803202001.png

When models were done, the only thing that is left was to update test scene. And all I had to do is to replace meshes and pick new colliders' mesh in prefabs in the engine. Door animation were replaced in the same fashion. By doing this we've saved a lot of time and the scene was refreshed automatically and remained playable: Clip2net_170804103632.png

In the final version interior part has evolved. The modularity of the blocks really helped us to reduce time needed to create location. All this work came down to copy-paste pieces and snap them to the grid in the engine: Clip2net_170804105219.png

The situation was different with outdoor part of location: it wasn't necessary to align objects to a grid anymore, but I had to keep number of unique models as little as possible and somehow fill the canyon. And we wanted that player had ability to jump around the canyon, so we needed a platform-model.

We got off with this most minimal set: Clip2net_170803202714.png

It's only two wall pieces: the platform and the column. To make the whole location out of them, they had to be severely scaled, non-uniformly as well. Appearance of the meshes was acceptable, but the difference in texture scale and offset was obvious. As a result, the view of the canyon was a mess.

We solved this problem with shader based on the world coordinates. Thus, all the pieces have the same color variation in vertical direction, and the overall canyon looks more consistent. An additional advantage: we didn't have to bother with UV-mapping. ezgif-4-ead77c6aa4.gif

Props and enemies that were done as well. It was just basic modelling. Clip2netem170803203257.png Clip2net/em170803202836.png

To avoid making explosions or some kind of death animation I quickly made another shader, that we animate through the script. It also uses only the world coordinates, so it is suitable for all enemies. bandicam-2017-08-04-11-33-59-752.gif

By the end of the Jam we've managed to create a location of this scale: Clip2net_170803204538.png

It took us about 10-15 hours to model and texture everything. It should be noted that even in this short-term project about half of the models was re-modelled, some of them completely from scratch. The rest part of Jam I was building shaders, improving the visual appearance and creating location (here we worked together). Making final build and publishing also ate quite a large chunk of the last day.

It was a crazy little Jam, but we've managed to get quite a lot of experience out of it! Thanks everyone for your feedback!

Can someone play my entry?

I only have 2 ratings so far and they aren't the best. Link: https://ldjam.com/events/ludum-dare/39/get-energised

thanks!

Help us get feedback :)

Hi, This LD was quite a rush for us this time. I didn't had time to post during the event on progress because we had a game only 1h before submission :p But i liked the idea we came up with, even though the execution need quite a lot of polish to be an interesting game, we are thinking to do it and maybe release it for free on android. So the most feedback we can have we'll help us !

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You play the new warden of a prison, right after your arrival, the prison ran out of power and you need to manage your generators and inmates to hope keeping everything in order until power come back.

I just added an updated version, with a playable pace and some fix for the game. Here is the link if you have a moment to try it : https://ldjam.com/events/ludum-dare/39/blackout-for-the-new-warden

Thank you !

Thanks for rating BUG SQUASHER 9000!

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Happy to report I've now hit the crucial 20 ratings mark in each category. I've also had some great feedback which should hopefully help me to improve in some areas. It's also been a lot of fun playing everyone's games, which I will continue to enjoy doing over the next days!

It's here if anyone wants to try it -- leave a comment and I'll check out your game too!

[Discord] Game Dev / Game Jams

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Hello there wonderful developer person!

I heard a rumour that you Ludum Dari (plural?) like making games. We run a partnered server over on Discord called GameDevNetwork for all things gamedev, whether that be in the form of code support, bouncing back story ideas or just sharing your lovely work.

GDN is a friendly, supportive development community that aims to help you become the best developer you can be!

We host monthly(ish) jams with fabulous prizes (by which I mean stickers and PR mentorship, we strictly avoid monetary prizes, we're here for creativity after all!) and love spreading community flair.

We also have a #gamejam channel reserved to contain the intense action of fantastic jams such as Ludum Dare.

Drop by and talk about anything from your Ludum Dare project to what your favourite pizza topping is over here: https://discord.gg/gdn :tada:

I'm also an avid game jammer/hackathoner, feel free to poke me about AR/VR, code things or just some of the cool projects you've worked on :heart:!

Oh hey! we've also got an awesome game jam coming up next month! Check that out here: https://itch.io/jam/game-dev-network-dragon-jam

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OMG 93 ratings already lets complete the challenge today

omg 93 ratings and we are only at the half od the week this is amazing you guys are amazing lets try a little more and get those 100 ratings today

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

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

Planer

Just 5 More Votes And Im Through!!!!!!!

Please Play My Game Here:

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

It Would Be My First Time To Get A Score So Please Play It.

Btw Im 11

Help me get 7 more ratings

I just need 7 more ratings to reach 20, please help me reach it and if you want me to play your game, just give a link.

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

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Come And Keep 'Em Alive

https://www.youtube.com/watch?v=3BuhLWP9C38&feature=youtu.be

https://ldjam.com/events/ludum-dare/39/keep-em-alive

Energia: the strategy game about conquering power plants.

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The energy market is yours for the taking in Energia, where you'll need to capture power plants owned by the city. That won't be easy, of course, because the city can and will fight back for what's theirs.

Use your hard-earned power plants to generate money and energy to upgrade your attacks, defenses and utilities and drain the city of its power.

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

Drone Supervisor Drones On

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I've added some polish, much needed undo/redo/save state/load state features (for those of us who love optimizing) and some jam-quality audio to Drone Supervisor, my Compo entry which has been destroying hours of people's time (although no one has yet matched or beat my high score on Level 2 ;).

  • Como Entry: https://ldjam.com/events/ludum-dare/39/drone-supervisor
  • Updated version: http://www.dashingstrike.com/DroneSupervisor/ (WebGL)

Well, Here's My First Game Jam Entree

My 2.5th finished game and first ever game jam, there definitely isn't anything amazing, or fully functional, about it. But making an game in a weekend also seemed to cram several months experience into one weekend. It was that sole thought of "Don't worry, it won't be so bad next time." that helped me get through this. Here's my game and what I learned from it.

Siege Tower: https://ldjam.com/events/ludum-dare/39/siege-tower Aviary Photo_131460622251238012.png

You are attacking an enemy fortress. Unfortunately for you, your magical siege tower, has just run out of the magic which propelled the tower towards the wall. But just as your power runs out, the defenders of the fortress summon golems to ward you off. And so you must take the magic from the golems by defeating them and giving your tower the energy to finish it's task.

The Bad - Did I explain anything from the last paragraph in the game? Not at all! In fact I hardly understood it myself. - Originally, I was going to help a large group to do the Jam, this didn't work out so I did everything myself. - As didn't have the brunt of the work and have a busy life, I planned little time to work on the game. Huge regret. - My drawing tablet broke so all the art was done by mouse. - No audio - I might have gotten more ratings if I had posted this earlier.

The Good - Since I did everything myself, I got to upload and submit the game myself which I actually didn't know how to do before. - The art wasn't bad considering I'm a amateur artist using his mouse. - The next game will be better.

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

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

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

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 !

Play Plagued Station!

I live for feedback, baby!

https://ldjam.com/events/ludum-dare/39/plagued-station

-

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If you like turbo blasting your way around obstacles, saving identical people and experiencing a bullshit randomised finale, you'll love Plagued Station.

Ludum Dare 39 Post Mortem - Happy robot and tired developer

This was my second Ludum Dare, and phew I didn't tought I would make it this time !

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As I explained on my game page, I was super busy this weekend. I made this game in about 3 hours, late at night, super tired and sick. But I made it ! It works ! Well, it kind of work. I didn't playtested it in other browser than Mozilla and I discovered there is weird glitches on Chrome. My bad :(

Aside from that, I don't think I can compare this game to my previous LD experience. It was just a little experiment more than a real game. I work well but I had to cut a lot of content (a fun but useless intro custene, a bigger map...). I used code from my previous LD game and other various projects (remember kids, recycling is good ). The resulting game is short and maybe a bit repetitive, but I think i can expand the concept to a full game. Will I make it ? I don't know, at least I keep the idea on my head.

The feedback so far have been really positive, I'm really surprised considering the circumstances. I know I will not win but I'm happy peoples enjoyed my game. I'll certainly participate to the next Ludum Dare, I hope this time I'll be totally free to make a bigger, more interesting game. I really enjoy participate to thoses game jam and play all the differents game. Such a great experience.

If you want to play my game it's right here : https://ldjam.com/events/ludum-dare/39/low-speed-internet-space-robot-adventure It's short and fun, and feature a robot !

If you interested also I have a website : http://touloutoumou.com/ I post here updates about my various projects. It's still on work but there is a bit of content, if you want to check out.

Play the Electrician on Mac and Windows

I was able to build for macOS and Windows even being a mobile game.

Hope this could get me some feedbacks... please do!

=)

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

Cheers!

The Joys of Alternate Control Methods

This is a repost from the devblog here

Currently Recharged’s only control scheme was with a keyboard. While this was fine at first, the game’s needs have evolved since then.

Firstly, having just keyboard input meant porting to mobile (Android and iOS) would be impossible. Someone playing on a phone can’t use a keyboard to play. Enter the on-screen controller. Right now it’s a simple quad-directional d-pad but it get’s the job done. Here’s what it currently looks like (Looks will definitely change in final versions)

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(Ignore the debug lines around the player and batteries)

The on-screen controller wasn’t too hard to implement, it just checks if any of the buttons have been hit and moves the player accordingly. With this it means that porting the game to mobile is just about complete.

I also wanted to give the game support for controllers. It wasn’t necessarily needed but it was just something I wanted to add.

Adding support proved a bit harder than expected, seeing as I’ve never used LibGDX’s Controller library before. Unfortunately LibGDX doesn’t support the Xbox controller (the first controller I’ve added support for) out of the box, luckily the internet came to the rescue. I was able to come across this thread which contained the Xbox 360 controller mappings (The Xbox One and 360 controllers have the same mappings on PC). Adding those into a class allowed me the ability to easily access any of the controller’s buttons. After that it was a simple matter of polling which button (or analog stick) was hit and perform the appropriate action.

As of now the game now has keyboard/mouse, controller, and touchscreen controls. Right now the only supported controllers are the Xbox 360 controller and Xbox One controller (as I mentioned before they have the same key mappings). I’m hoping to add Playstation controller support if I can get my hands on one.

Please Rate!

We want all the feedback we cant get! This is our first published game and we want all the help we can get to improve ourselves. 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! 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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The castle

I'll write what went well and what went badly in the game.

Here's the main features(in order of creation): 1. Castle built from voxels 2. Grass 3. Sun 4. Fence 5. Sheep

Originally I obviously wanted sheep to move, but there were several problems with that plan: 1. builder doesn't allow custom algorithms to be used, so movement needed to be done via generic features, and built from small pieces 2. moving sheep had problems with sheep direction and orientation 3. there were significant bugs in the moveml primitive. It seemed that quakeml primitive didn't work well with moving operation, thus when both were needed, it transformed the 3d objects wrong 4. these all issues meant that sheep movement couldnt fit to the LD deadline

After finished, we got the following feedback: 1. Graphics is ok 2. There's no gameplay 3. Sheep doesn't move 4. Sun looks like fried eggs 5. there's nothing that can be done in the game

After some feedback about no gameplay, I invented small tasks for players: 1. Count the sheep 2. Count the fence posts 3. Count the voxels 4. Count the blades of grass

This fix slightly helped, but didn't remove the feedback about missing gameplay completely.

Here's the screenshot:

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

Try this!

Hey everyone,

If you have some time and need some ratings, go ahead and rate my game. If you leave a comment with play it and leave a comment, I'll rate you back!

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Link: http://ldjam.com/events/ludum-dare/39/powerman

Need some more ratings?!

Hey if you want some more ratings, just leave a comment with a direct link to it below. If you read this, also just go ahead and rate the games of people in the description and comment their game, maybe you can get some of their ratings aswell! Also, it would be cool if you could rate my game in exchange: https://ldjam.com/events/ludum-dare/39/powerman

Constellation Exploration

Thank you all for the feedback! If you haven't seen yet, check it out:

https://ldjam.com/events/ludum-dare/39/constellation-exploration

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Lost in translation at Space

If you try our game you will instantly make the world a better place, or not, it's up to you.

https://ldjam.com/events/ludum-dare/39/lost-in-translation-at-space

We just reached 50 reviews, thanks to everyone for your feedback.

Play our tower defense game

Here's our entry. It's a game where you harness wind power to power the towers to stop the waves of grunts attacking your castle. The original link to the game is there of course, but in the description I've included an updated version that has a tutorial.

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Enjoy!

Jupi and the 20

It's always nice to see someone else playing your game, and this time Jupiter Hadley played my little game, Long Distance Runner. Thanks, Jupi!

https://www.youtube.com/watch?v=qYbvh0qo8Vs&feature=youtu.be

I also wanted to say thank you for all the people who has played and rated it! I've reached the magical 20 votes. Your feedback is really appreciated :)

Right now I'm busy porting it to mobile and adding new features and fixes based on your feedback.

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https://ldjam.com/events/ludum-dare/39/long-distance-runner

Come join Music Game Jam! Win prizes and help push the genre forward~

Hey everyone!

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

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

There'll also be ~$100 in game prizes!

Including: - Telltale's The Walking Dead - Worms Clan Wars - Geometry Dash - Devil May Cry - Undertale - and more...

Everyone will have a random chance to win these prizes just by participating!

PLUS there'll be content creators waiting to play your entries and give you great feedback!

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

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

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

Cheers! :smile:

Mr Mayor's Energy Crisis Post Mortem

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The ducks are back, this time in a supporting role.

The day before

Installed Unity 2017.1 and started playing around with the novel features. Had an idea for a time travelling shmup using the shiny new Timeline feature, but it wasn't quite as neat and simple as expected (the timeline scripting API is still in its infancy). Still, that was my backup plan if the theme would fit and I, for some reason, had no better ideas.

The design

Came together pretty fast in the morning of the first day and the core ideas were certainly very interesting. Had a design document down within an hour containing all the required mechanics and a few more which were cut later. Some ideas, like the newspaper, came up later in the day (designated as nice to have!) after hacking in the basic systems.

The basic systems

Were hacked in on the first day. It was not pretty, a text based GUI for debugging and no graphics, but it worked. Had the crisis take 30 days initially, which turned out to be way too long for the amount of content I managed to make in the end so it was toned down to two weeks.

Graphics

Were a high priority this time too. The buildings were done and dusted by the end of the first day. The eagle had to way for the next morning (too tired). The ground was the last 3D asset and it required tweaking even in the evening of the third day.

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The eagle isn't very visible in the final product so here it is in all its low-def glory!

GUI 2.0

Less text, less buttons, more icons. There you have it. Took some thinking, but it works. The only unused asset in the whole project was made for the GUI:

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Had no time to make any positive events, so the happy face doesn't show up ever. It is already in the code though.

Newspaper

Writing! More writing than I've ever done for any project before. In fact there is so much writing here that I consider it the main attraction of the project itself. The management side is very simple, but seeing your choices affect the town and its people is the interesting bit. At least that is the way I see it.

Issues?

Uh, not really.

Interesting tech?

Used AnimationCurves and Serialized objects to great effect in the world stats update and the events database. Will have write ups for both of those in the near future.

Fun event?

Yes!

Productive event?

Yes!

Pix or didn't happen!

Ok, fine. Here are some development screenshots.

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GUI 1.0 and temp cubes

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Nuclear plant spews out dark smoke, realized that error later.

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Good old Arial, soon to be replaced!

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The happy face shows up in testing.

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Final build. A few graphical tweaks here and there.

Link?

Link!

Planer Post Mortem

Hi Guys,

This Is A Post Mortem Of My Game "Planer"

BTW Im Only 11

Sound

I Think I Should Have Done Better With The Sound As The Music Was Created In Ten Minutes By Me Drawing Random MIDI Notes In Ableton Live. Also I Think I Should Have Done Better Sound Effects. I Got The Error Sound But Thats All I Had.

Graphics

I Think My Models Were Ok But I Could Have Done Better. Although I Have Only Used Blender For 6 Months Now. Also I Think The Orbs Like Energy And Coins Could Have Done Better Than An Isohedron And A Isohedron That Is Squished.

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Also The Trails On The Enemy Planes Were Out Of Place Because For Some reason The Plane Models Was Imported Sideways.

Gameplay

I Liked My Smooth Controls On My Plane To Stop It From Turning Sideways As You Can Only Turn To A Certain Position. Lots Of People Were Asking For An Inverted Y Option And The Only Reason Why I Didnt Have It Is Because I Dont Play Many Plane Sims And I Find It Easier To Use WASD.

Also The Enemy Planes Were A Nice Edition Because It Game Some Kind Of Thing You Have To Dodge And Sometimes When You Need A Orb To Survive The Enemy Plane Just Comes Through The Orb And Hits You.

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For The Energy Bar It Was A Little Glitched And Even If The Bar Was Half Way Full The Float That Controls Energy Was near 0 So You Died When You Didnt Think You Would.

My Favourite Power Up Was The Boost Because It Made You Go Really Fast And It Reset Your Energy.

UI

My UI Was Quite Terrible But It Was Better Than Having A UI That Was Attached To The Camera. I Hate UI Attached To The Camera Because Of The Size And Placement Differs On Different Resolutions So I Normally Have Them Atleast As An Object Attached To The Camera Or A World Space GUI So I Dont Have A Massive Canvas.

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Am I Proud Of It

Yes, This Has Been My Only Game To Get Over 20 score And This Is My 3rd Ludum Dare. All My Other Games Are Terrible And This Is The First Game I Actually Felt I Had Time On.

Idea

I Didnt Get The Idea At First. I started At 7:00 And Had Already Finished A Game Idea By 9:00 And By Finished I Mean I Had IT Polished By 9:00. So I Thought:

My Holiday Is In Two Weeks, To Go On Holiday You Go On Planes, All Planes Have Fuel, Fuel Runs Out, LIKE DOES ENERGY!!!!

And So I Spent Two Days Creating A Flight Sim.

Link

Download Here!!!!

Have a play of "Clone Colony"

Clone Colony is a strategy game with "eXploit, eXpand, eXterminate" features. You lead a team of clones to extract minerals on a distant planet for the company. However, it's not only mineral & profit waiting for you there, a good bunch of Alien hives are burrowing under the planet surface, and they're not very hospitable. It's a pity that the company cannot provide a transport to get you back due to the profit margin. You are suggested to use everything you have to eliminate the hostile native creatures and keep working for the company's interest.

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PLAY CLONE COLONY