LD 44 April 26–29, 2019

Got a little PvP for you! With controller support! :D yaaaay

hey there fellow game developers,

would appreciate if you'd check out our game. :) It's 3D and low poly and cute aaaand hopefully fun and you can play it against another person :id: (You can also play it alone, but then you will definitely win, haha)

It lso stars cows and aliens, so WHAT AR YOU WAITING FOR?! :D

https://ldjam.com/events/ludum-dare/44/calienows

<3

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Play the game: Life Engineer

Make some very strange creatures! Have fun! https://ldjam.com/events/ludum-dare/44/life-engineer vid.gif

Chicken Out!

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Businessmen want to take over your farm! Use your own chickens to fend them off…


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Originally I wanted make this game for the Compo, but on Sunday at 10pm got an idea... So I decided to keep working on it for another day.

At first the chickens just exploded when hitting the enemies, but when I added the bounce to the chickens it got fun! So naturally I also needed a combo multiplier. I used the 3rd day to implement that combo multiplier and added more stuff to the level for the chickens to bounce on.

I'm pretty satisfied with the result, and I hope you like it!


https://youtu.be/m5BvpBYPPnA


Play the game HERE (WebGL)

The LD game page is HERE

Scooter Looter

If you get chance give Scooter Looter a whirl :) Ride your scooter, Steal everything, Evade the police!

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https://ldjam.com/events/ludum-dare/44/scooter-looter

The making of Bankin' Bacon: A dev experience we can take to the piggy bank.

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

Initially, when we heard about the theme "Your life is currency" we were a bit bummed since we were set on doing a roguelike shoot em' up game and were not so sure how to fit the theme into the mechanics, however, after a few cups of coffee and a brainstorming session around the whiteboard we ended up coming with the idea that would flesh out to be Bankin’ Bacon.

We discussed using lifesteal mechanics, simply addressing the theme through art assets, using HP for upgrades (but adding a lot of upgrades would take time away from polishing) and more. Eventually we ended up going for the idea of having HP being your ammo and the price to pay for every skill.

Once the core idea behind the mechanics was settled, we needed a main character. We tossed around many ideas like a gold golem being chased by dwarves, bankers throwing money stacks at each other but chose to go with a lovable character that would fit the theme perfectly… A piggy bank that shoots its own coins.

A few hours later our awesome artist had this bouncy fella ready for integrating.

https://youtu.be/D4b8xZXzGBk

So, now that the character was settled and that the artist was working on the environment art we had to fully define the game’s mechanics.

Since we have some game jams under our belt we’ve learnt the hard way that the best way to address features during a jam is to have the ideal game in mind and the minimum viable product to call it a closed game. Then, start building the MVP and polish our way on top of that.

Our main goal was to make a game that would deliver a fun couch multiplayer experience but instead of shooting like crazy you’d have to be frugal about it and make your shots count, after all… Your life is currency.

In order to make the players play frugally, we needed mechanics that would encourage that sort of play.

Planned mechanics that made it into the game :)

-Shooting does self damage to the shooter.

-Getting hit does more damage than shooting. (so shooting would make sense)

-Players die if getting shot drops their HP below zero.

-Dashing makes you invulnerable but costs HP.

-Players with no coins won’t be able to shoot. (So you can’t die from shooting.)

Planned mechanics that didn’t make it into the game :(

-Starting out with 50% max HP

-Dashing into coins would steal the coin shot.

-Player scale would vary according to HP. (so that the winning player would have a bigger hit box)

-Player speed would vary according to HP. (So that the losing player would be faster)

-Different coin values (i.e. quarters, nickels, pennies, etc.)

Why mention the mechanics that didn’t make it into the game? Well, to convey the whole "ideal game vs MVP" when it comes to jam development and also to explain the reason behind adding a new mechanic, coin dropping.

https://youtu.be/6sCsStbnifY

Even though we managed to make the game encourage players to be frugal about shooting and dashing, we were encouraging players not to do anything that was fun in the game, therefore, we needed a way to keep the coins around so players could keep playing, but doing regular powerup drops would inflate the game’s economy, thus, making about 80% of the coins used drop around the level was the right way to go.

When it comes to level design, we started by trying out Unity’s Probuilder, which came in handy for prototyping really complex levels with tunnels and nooks to hide in that would turn the game into more of a hide n’ seek type of play, but two issues came up from doing that:

-The camera needed for using tunnels and the like was a bit hectic for the type of game and stretched the art assets, so we ended up switching to a fixed camera.

-Doing that sort of levels would require an amount of art assets that would be impossible to make during a jam without sacrificing the art standards.

However, even though we didn’t use assets made in Probuilder, it played a crucial role alongside Progrid for testing out level sizes, prototypes and ultimately assembling the level with the final assets. After several iterations using complex designs, simple levels with little obstacles proved to be the way to go leaving more time for polishing the environmental decoration.

In conclusion, the overall experience was more than satisfactory, leaving us with a somewhat polished game that could provide plenty of fun couch multiplayer experiences.

https://www.youtube.com/watch?v=_Jo0FVdeCYU

Check out the game and leave us your feedback here: https://ldjam.com/events/ludum-dare/44/$153838 https://gemserk.itch.io/bankinbacon

Thanks from:

Ariel Coppes https://twitter.com/arielsan

Enzo Gaiero https://twitter.com/playorbust

Rubén Garat https://twitter.com/rgarat

Anthony Garcia https://twitter.com/@thonyg09

Gemserk https://twitter.com/gemserk

Some eye candy for getting all the way down here:

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Finished, although it's short

So I finished my second Jam Entry (first was during LD42). I was sick for basically the first 2 days, but I still got something completed, and you can play it in all it's shortness here:

https://ldjam.com/events/ludum-dare/44/bzzorp

Just so maybe people can see where I was going was sort of a Zelda/Binding of Isaac style. However, Gamemaker: Studio and I had a lot of uh, disagreements on how things like data structures work (only around the 3rd time I've ever tried to make anything of substance with the program to be honest lol)

Anyway, go play it. The best "procedural generation" I got to were the enemies spawn in different areas/amounts between I believe 2-7 baddies per room. Every playthrough is technically different, although I had planned on implementing a dungeon generator as well. Most likely will happen in the post-jam edits!

So, play on, enjoy it for 3 minutes, leave some feedback. And as always, link me your game in a comment and I'll do my best to play it and leave you a rating as well! :smiley:

Check Out My Game

i tried hard to make a unique idea game on this game jam and it's my first game jam at last i make one game its idea is unique from all others and based on the theme check it out and help me to improve and fix bugs if the game have. This is link https://ldjam.com/events/ludum-dare/44/boxes-rush-1

Enter the portal !

Real time

is a shoot-em-up where your life is time that you can trade for upgrades.

This game features a portal that you use to go to the next wave of ennemies.

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Coinscape available for PC/Web!

We are excited to share with you guys our game Coinscape, a literal take to the jam's theme! It's now available for PC and playable on Web browsers as well! (In addition to the original Android build) Here's the link: https://ldjam.com/events/ludum-dare/44/coinscape Any feedback is appreciated, hope you guys have fun! https://www.youtube.com/watch?v=EgtpyIndzGk

Chatting and hacking

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After adding a small feature to make chat from dev tools visible on the canvas and a feature to beep when people join, I had a long conversation with a player and I showed him a few hacks for the game.

After playing at very high speeds for a bit I thought of a cool "catch the lazerbeam" game.

He was never able to get "shift + mouse scroll" to work or the command (from dev tools console):

emit('control', { name: 'onwheel', value: { shiftKey: true, deltaY: -1 } })

But if you get it to work you can go fast without the "grind". Let me know please if it functions for you. Also the player mentioned something about issues in chromium (NaN).

I will try to clean up the chat a bit to keep it out of the play field, and I will add a button to hide it. Any drastic changes not addressing server up-time from now on will be on a separate sub-domain for at least the next 21 days 5 hours and 24 minutes.

Cheers and have fun!

Zoltan's Idea gameplay

Made a little video about Zoltan and the city were he is kidnapping the most evil cats( and some good one)! If you don't want any spoiler,and prefer to pick up cats by the scruff yourself... skip it and

Play Zoltan here!

https://youtu.be/VUaicgZISSc

My Game Is Published. (My First Ludum Dare Entry).

I just launched my game please take a look. Please rate as return gift I also rate your game.It is only managing love and peace amoung us. Cheers. Enjoy LD Jam #44Screenshot (44).png

Beam Over to Specimen Delve

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Bring your tentacles and ray guns to Specimen Delve, a 2D Platformer set in the caverns of a dying planet. Collect specimens of the alien life, avoid the harvesting Sawbots, and mine your way through the planet. Send as many specimens as you can back to your ship until your engineer decides that it's time to jump the ship a safe distance away, with or without you. Offer delicious lifeforms as bribes to stay just a little bit longer, and try to save enough to make a profit.

Head over to Specimen Delve and comment with your high score!

Penny Arcane Soundtrack

Hey Ya'll! Hope everyone had a good Jam or at least learned valuable lessons for the next one.

I was responsible for the music and audio for Penny Arcane.

bandcamp-cover.png https://juniperparadise.bandcamp.com/album/penny-arcane-original-soundtrack

Doing the music was a lot of fun. I kind of just jumped right into the first song which ended up being the boss battle song. I had downloaded a few drum samples from Sophie's sample pack on Splice because, at the time, our game brainstorming session was sounding like the game was going to end up fairly dark/intense. It didn't end up being as dark as some of the initial ideas but I thought I would still use the samples and it ended up working well as a high intensity ending song. Go here to listen to Trial By Fire.

That song had a bit of a hip hop edge to it so I thought I would continue that sound and started making the song that ended being the menu music. It was a lot more subdued and melancholy so it seemed more appropriate for the menu than the main game. Listen to Small Million-Dollar Loan here.

Something similar happened with the end credits song. I was trying to purposefully make the main gameplay song and came up with a nice guitar part. It kind of felt like it wanted to be a four-on-the-floor house style song. I liked what I came up with, but I agreed with the other team members that it didn't really strike the right mood for the gamplay, but it seemed good for the credits. You can listen to Death And Tax Evasion here

Lastly, I came up with a chord progression that I felt had the right emotional vibe for the actual game (finally!). I messed around with some different instruments to play it and drum styles and ended up just getting frustrated because nothing sounded good. I decided to open up a new project and start over. Pretty quickly I made a drum sequence that I felt had the right groove I had been looking for. I then tried that same chord progression again with a new instrument and things started jelling pretty well. I also found a bass part that I really liked which was a huge part of the difficulty previously. Basically I made the exact same song but just from scratch and it worked lol. Lesson learned, if it's not working out, sometimes just start over. Fight The System is available here.

Sound effects were a lot of fun as well! It was the first time I've really done game sound design so I felt pretty good with the result. Usually, a sound was a combination of 2-5 different sounds that I EQ'd, pitched, trimmed and compiled together to achieve the impact that I wanted. I think the two sounds I'm most proud of are the coin shield sound and the fireball explosion. For the coin shield, I got a sword shing sound to represent the metallic nature of the shield and a retro gameboy sounding bloop thing to make it feel more magical. The coins spinning around was a whip of some kind being twirled around that I slowed down to make the frequency better fit the rotation. The fireball explosion just felt really good because the combination of sounds that I put together gave it a really decent amount of punch.

You can check out the game here https://ldjam.com/events/ludum-dare/44/penny-arcane Leave a comment if you're able; I try to leave feedback for everyone's game that comments.

Developer Story Reveals

In my project (https://ldjam.com/events/ludum-dare/44/developer-story) I fall into classical problem of development: biased attitude. When you play the game often, you can't decide wisely. In my case I underestimated difficulty level for fresh players. So, almost all people only see very basic parts of gameplay. But if you play further, you can be promoted to higher positions and see much more possibilities (like real life, yeah?):

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I like that random events actually make gameplay deeper and adds replayability (they have some bugs in generation, but in common it works as expected): 3.png4.png

Also I found some minor bugs later (like sometimes incorrect study prices, changed in last hour), but I don't think that patches after actual development is finished is fine for jams (and I don't have mental power to do anything after last crunch weekend).

You can play the game and check results :)

P.S. I think that 'die in 16 without money and because of hearth attack or mind issues' is pretty accurate representation of our industry sometimes.

We're wondering how much people will manage to score!

Our entry is a stealth game that becomes more challenging as you collect more coins to increase you're high score. If you just want to complete the game and read the story go right ahead! If you're aiming fulfilled piggy bank, make sure you tell us how many coins you managed to collect and keep in the comments!

You do digest the coins over time and when you use you're stealth power, so keep that in mind if you want to min max your score.

https://ldjam.com/events/ludum-dare/44/hammed-robbery

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He used to be a powerful mage, now he is just a...

Mr. Mage and the Bag of Coins. We wanna do it so many things in this game, like a background story, some comic style cutscenes, but the time was too short. Anyways, we are pround with what we achieve for our first Ludum Dare! We Hope you guys can play our game!

Coment here so we can play and give feed back to your game as well!

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