LD 44 April 26–29, 2019

Proceeded without thinking

ld44 12.gif I forgot that we aren't allowed to do any improvements post jam and update the build, I also forgot to version at the end of the jam and make an HTML 5 port whoops!

So here's some gifs with some of my improvements thus far, sorry you can't play it with them and sorry you can't play it in web! ld44 13.gif

Fools fortune 2.gif

Don't forget to play and rate Fools Fortune here; https://ldjam.com/events/ludum-dare/44/fools-fortune

You can follow Fools Fortune's post jam development at:

Twitter;https://twitter.com/Gear_Steak

Itch.io;https://gearsteak.itch.io/fools-fortune

Please Test My Game! Protect The Dungeon

preview.gif

I spent a good weekend on this by myself, so I would really appreciate it if I got some feedback for it. I know it's not great and is missing a few things, but I'm really proud that I managed to pull through with my idea.

https://ldjam.com/events/ludum-dare/44/protect-the-dungeon

Bloodletter - Post Compo Dev Stream

I'm streaming post-compo content development at https://www.twitch.tv/shp__ starting right now!!

fte-20190429023208-0.png

The Bloom

Näyttökuva (390).png

Tree sprites sacrifice their lives to take care of their mother tree. Help organizing the sprite village and ensure the greatest bloom!

https://youtu.be/gSM7GLe45tQ

Play and rate The Bloom now at https://ldjam.com/events/ludum-dare/44/the-bloom

Check out our LudumDare entry :D

So, LudumDare44 was our second LudumDare jam and third jam generally. Perhaps some of you remember our previous entry Drunken Soviet :D!

This time we had a real blast with development as the theme really resonated well with us. In fact, we spent the last few days nearly without sleep constantly working on implementing features and tweaking things. In the end the game we ended up with might not be the most complete product but it’s at the very least playable.

We really liked the idea however and are even considering working on a full version with much more involved and complex mechanics. :)

Cheers!

lifeloan_cover.png

Now built for Linux & MacOS!

I've had some great feedback from people but a few where unable to play since I had only built for Windows. The game is made using FNA (which I've grown to love quite a bit) and I've never built for anything other than Windows. So down the rabbit hole we go.

Luckily there was a pretty handy guide on doing exactly that on the FNA page. Some different files where needed and configs configured but I got it together and I was able to test the Linux version using VirtualBox. Somewhat to my surprise it worked on first try! There is always some issue when trying to get this kind of stuff going, especially in a VM.

So now all you Linuxers & Macers (?) can try it out too!

1TL5DBmxyE.gif

The game :)

Ratings received: 22.375

many thanks to all :) I am very happy for the comments, and for criticism, whoever wants to play will be very happy

https://ldjam.com/events/ludum-dare/44/the-game

Playing your games on my channel

Note: I'm just a 14 year old with some editing skills.

Channel link: https://www.youtube.com/channel/UCq7pbSyOvrurXLAMiSs1w

Survey link: https://forms.gle/W7wCsBB8TpRV1rfs6

Banner2.png

How to resum the party

Imagine it, you go to the bar with your friends, you buy a beer, some time passes, the party begins to be boring, what to do to save it?

It is the perfect moment to take out the phone and start Bet Your Life and start the party again. It is a simple party game like Russian roulette, which we created on this Ludum Dare. First, see the teaser we've been exploring and then play while having fun, leave reviews and judge.

https://www.youtube.com/watch?v=pcSTZW3-PBw

Make The Party Great Again

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

Seaway Wallpaper

gtOGpN.png usYWRE.png

Did you know you Seaway could make wonderful wallpapers ?
Just press Space to take a screenshot without any UI !

Try it yourself !

Fixed most of the bugs people mentioned this morning :)

Uploaded to a seperate build so you can still experience the raw more brokened version on itchio that was made within the time limit if you wanted to :) GameScreens1.png https://ldjam.com/events/ludum-dare/44/your-life-is-my-money

Behold, She streameth.

Stream here: https://www.twitch.tv/nayakidraws Signup here: https://docs.google.com/forms/d/e/1FAIpQLSdCJ5qTx8Tcczbx0xhF7bPJnjeFHGELDa1mK75bSfDY9ariw/viewform?usp=sflink

Programmer Art

Being a coder creating art for my prototypes has always been difficult, so many ideas I ended up discarding because I knew I couldn't create art decent enough if I couldn't find anyone to help. So I've been practicing for a while now and wanted to challenge myself in this Jam. I'm happy with the result but I'm so slow that I couldn't finish in time for the Compo and I submitted for the Jam. The game is missing a few crucial things that would make the story easier to understand, as well as a few planned extra enemies and a lot of polishing, but I'll be happy if you all can try it. samuraiemforest.gif samurai/emduel.gif

https://ldjam.com/events/ludum-dare/44/cursed-samurai

The postmortem is here (Warning: super long)

Ludum dare has just ended and wow, as a second time participant, things went nowhere near as smoothly as I hoped. Here's what I've learned by going through that grueling journey:

  1. Sh*t happens. If I had to describe this year's ludum dare in a nutshell, that's how I would describe it. The artist I was working with had to leave on the same day due to RL issues. That left me with with a very small amount of usable assets and not enough time to look for premade ones. I had to somehow work with that. Then My university decided to randomly hold classes on the last day of ludum dare. Then, as if that wasn't enough, They announced that my yearly result would come out on the day before. I spent the second day frantically refreshing the results page to get some peace of mind so that I could work on the game. Naturally, progress came to a halt. Which brings me to my second point.

  2. Don't give up before the end. I almost did. My motivation was already running low with all the issues I was having outside of the game. 12 hours before the submission I realized that I might not make it even if I crunched all night. I closed unity and basically gave up. I procrastinated for two hours playing Sekiro. Weirdly, beating one of the bosses I was stuck on for a while gave me the motivation to retry. Then, I somehow submitted the game less than an hour remaining.

  3. Cut your scope again and again. Don't bother with extra features that you don't have time for. In my experience, UI falls in this category. I spent the majority of the second day implementing the UI for an upgrade menu before deciding to replace it with a more simple one. I didn't even bother with a title menu since the game is not very replayable. I think the game is better for it. But this will vary from game to game.

  4. Don't be overly worried about clean code. One of the reasons the upgrade menu was taking too long was because I was trying to code everything the clean way. I threw away all of it for a more simplified upgrade system that directly modified the variables in the code. And I just copypasted the same code for all the powerups. It took me just a couple of hours and I never had to look at that piece of code again. Plus, when you do something the wrong way, you have a better understanding about what the better approach might be.

  5. Making an actual playable build is important because you'll probably mess up your first time. I said this last year as well. This time I decided to do a webgl build. I didn't know that itch.io requires you to upload a ZIP file, not a rar. It's a simple mistake but I was stuck on it for an hour. I don't think I'll ever repeat it now. So fail fast and make those mistakes early.

  6. Do not be complacent with your progress early on. The first day went really fast for me and I had a lot of things done. But that's only because I was doing the simple things then But progress was slow afterwards and I almost ended up missing the deadline.

  7. Know your toolset. I lost a lot of time integrating an external pathfinding library. I also wasted a lot of time writing a save manager (which didn't even make it in the game). Pathfinding and serialization is one most common things you need in games. Learn them before hand so that you don't have to waste time.

  8. The theme will always suck. Don't avoid participating on the jam because you didn't like the theme or some other external reasons. I skipped ludum dare for a year making various other excuses. What matters is not the theme but how you approach and design based on it. I don't think my take on the theme was particularly unique, but it is still MY interpretation and all the weirdness that it entails.

  9. Accept that you'll never be able to do justice to your ideas. There were a lot of things I wanted to implement but I didn't have the time for.

  10. Polish your game- I was going say this but I should really practice what I preach. Unlike last time, I didn't have time to polish the game and it really shows. The main thing I realized from playing other people's games was that theirs was much more polished. In a sea of games, polish is what will separate your game from the rest. Obligatory link to THAT video

  11. And last but not least, don't beat yourself up by comparing to others. There will always be people who have accomplished much more impressive things in three days compared to you. But know that they still had to reach that point by trying and failing again and again. Your first game jam is unlikely to be that great but over time you will learn and improve. But I'll admit that I still don't understand how people can make such amazing games on the 48h compo.

Overall, this ludum dare has been an enlightening experience for me. I hope you guys enjoyed these past few days as much as I did.

Traitor To The Nation!

24219.png

*You should have known better than take capitalist offer komrade. *

https://ldjam.com/events/ludum-dare/44/enemy-of-the-state

Begin new development

Waoh, many feedback for Escape from Hell, thanks !
Today i began working on a complete version of the game, first goal; complete the fight system.
I'll post some news soon ;)

Escape from Hell

21968.png