LD 44 April 26–29, 2019

Day 4 of streaming LDJAM games!

Hello Everyone!

Back at it again streaming more of your awesome LDJAM games!

I am streaming on https://www.twitch.tv/ursagames

If you want me to stream your game, I have a form here: https://tinyurl.com/ursaLD44

Every game that is submitted on the form will be streamed (unless it is breaking twitch TOS)

I don’t do strict time limits on games, so the queue might run slow at times, but there is a spreadsheet that I write down timestamps of when your game was played to help find your game in the video if you miss it on stream!

Also, you can check out my game here: https://ldjam.com/events/ludum-dare/44/grim-adventures

Underbreak now on HTML5 - Team giving feedbacks until Sunday night

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

Now Playable on HTML5 ! Our team will review games for the full week end, until sunday night :D

Underbreak is an Action/Shooter game with rogue-like mechanics, where you have to deal with demons on each level to improve your character (but at a cost : - )). More than 28 different runs with 9 unique demons, and two differents endings ! 15567609112238581.gif ezgif.com-gif-maker.gif

This year, we wanted to create a mood, so we used the theme as a narrative inspiration, and we tried to blend 2D graphics with 3D levels : )

Style Low Poly and Pixel Arts

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Financial Getaway - Now on Windows, Mac, and Linux!

Financial Getaway is my first run at a Ludum Dare, and it was an absolute blast! It was really cool building everything over the course of 72 Hours, and thanks to everyone who has played so far for feedback and rating!

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In addition to making some ports from Windows to Mac and Linux, I also took a tiny moment to patch a few menu issues so volume controls work and controllers work in menus.

If you would like to play, check out the game here: https://ldjam.com/events/ludum-dare/44/financial-getaway-1

Hope everyone enjoys all the games made for Ludum Dare!

I wanna know, Have you eveer seen this game?

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Hey guys, weare currently in progress of a post Jam version of the "Necroblood" and we would love to hear what you think about the game as it is right now (So we can improove it)

Game: https://ldjam.com/events/ludum-dare/44/necroblood

If you want to get notified when we release the PostJam version, subscribe to our Mail List https://forms.gle/A92VnWk5M3aEGAd17

Thank you all for helping us to improove our game <3

Happy Friday! Looking for Peer Rating!

Happy Friday! Finally got some time to play some games! If you are looking for more people to play your game tonight, let me know!

https://www.youtube.com/watch?v=2TT0FIz3Ukw

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Kindly leave any feedback, and I will rate yours!

here's the link of my game: https://ldjam.com/events/ludum-dare/44/robo-portrait

Dynamic Difficulty Tuning in Knit Worth

When it comes to prioritizing aspects of a game during a time crunch like a game jam, playtesting and tuning is usually on the lower end of the list, right behind "make it work" and "oh god, why isn't it working?"

It's difficult to predict how well your players will be able to understand your game, and how challenging it might be to a person who didn't spend 72 straight hours staring at it with out some form of playtesting. Unfortunately, such opportunities are a luxury in such a short amount of time, so we decided to work with our constraints, and came up with a solution that we like to think works pretty well.

"Screw it, if we can't predict a player's skill level, we'll just let the player show us how skilled they are, and tune to that."

Now on the surface, that sounds like a LOT of work, but actually it took a lot less time to implement when compared to gathering data from strangers, tuning the difficulty, and iterating over and over. So here's how we did it!

Sequences

In Knit Worth, players are presented with 8 synapse nodes inside Granny's head that they can poke at with their crochet needles. These synapses can be in 4 different states: Light Blue (Hit me!), Red (Don't hit me!), Flashing Blue (Hit me a bunch!), and Neutral (Don't hit me, but it's not the worst thing in the world if you do, I guess...).

It would have been super easy to just randomly set a state for each synapse and call it a day, but that runs the risk of immediately confusing new players, and robs experienced players from a natural sense of progression and difficulty. So instead, we came up with the concept of Synapse Sequences.

Essentially, a Sequence is a ScriptableObject we made in Unity that contains the designated state for each synapse in a list, as well as a duration in seconds for how long that sequence should last.

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We made a BUNCH of these, and organized them into Easy/Medium/Hard folders in our Resources directory.

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With this sort of structure, we were able to cover the entire spectrum of player skill levels. To give you an idea of what each Sequence difficulty level looked like, here are a few examples:

Easy Sequence

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This is a nice, easy sequence for the player to process. The synapses you want to hit and the synapses you want to avoid are clearly separated. Also, there are a lot of "neutral" synapses. Hitting these will break your combo, but they won't deduct your score and time like the red synapses, which makes them much less punishing to hit.

There's no trickery here. The only barrier to clear this sequence should be the player's understanding of the controls.

Medium Sequence

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A little trickier here. There quite a bit more going on, and the presence of more red synapses means there is a harsher punishment for messing up. However, it's not that insurmountable. Much like the easy sequences, the "good" and "bad" synapses are grouped up and clearly separated.

There are a few tricky patterns in the medium, but this difficulty level is mostly meant to test the player's ability to multitask and hit multiple synapses at once.

Hard Sequence

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This is where we get a little mean, for the sake of pushing the player to their limits. Flashing blue synapses demand a player's prolonged attention while light blue synapses draw their eyes for one-time extra points. "Safe" and "dangerous" synapses are intentionally mixed together to make things harder to process for the player. At this point, "neutral" synapses are almost exclusively used to add information noise to make the game state harder to parse.

The reward for making it to the hard difficulty is the potential for higher combos and points (given the abundance of flashing blue synapses), but the price is a much more challenging set of sequences that were designed to try and trip your brain up.

Adapting to Player Skill

Initially, when we implemented the Sequence loading system, we had the difficulty "level up" based on how much time was remaining in the round. 50% time remaining would bump you to medium, and 30% time remaining would bump you to hard. After some consideration, we decided that this was probably the wrong way to implement a difficulty curve for our game.

For one, if players struggled to learn the controls or mechanics, they would very quickly get overwhelmed as the game ramped up in difficulty before they were ready to tackle it. On the flip side, if players picked up on our mechanics quickly, they would be bored for 50% of our game before things maybe got challenging for them. We wanted to aim to have players having fun for 100% of the 90-second duration of our game.

In an attempt to achieve this, we implemented a behind-the-scenes "streak" system that counted how many consecutive sequences a player cleared (hit all the light blue ones) without making a mistake. If the player clears 10 in a row without messing up, they will automatically be bumped to the next difficulty level. This way, players who are still learning the mechanics can do so in a safe, non-punishing environment, and players who have maybe played before and thoroughly understand the mechanics can fly right to hard mode without wasting too much time being bored.

Obviously this wasn't an exact science, and it's still super tricky to predict what players will find easy, medium, or hard. But we believe we came up with a solution that at least feels semi-organic and friendly to both new players and veterans alike.

For those who have played Knit Worth already, did you notice the dynamic difficulty? ;)

For those who haven't played yet, check it out for yourself, and let us know how we did! https://ldjam.com/events/ludum-dare/44/knit-worth

Anyone willing to try our pickpocketing game from Prague?

Our game is located in Malostranské náměstí in Prague and we have voiceovers from there. You are playing as a pickpocket and your goal is to collect different currencies from unwary tourists =D However, you will find not just money in their pockets ;)

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During afternoon: screenshot2.jpg

Oh wow. Just found a new favourite image editing software

I just tried Krita and wow.

I don't think I'll ever use paint.net or gimp again. I can't recommend this enough, it blows my mind that such quality freeware exists. I've only been trying it for an hour, but already I've found a hundred things I couldn't do before. Not much of a photoshop user, but I truly believe Krita to be of the same quality level (maybe even higher, for the low price of free).

Hope this resource helps someone else!

So close to 100 ratings!

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Please come and play Enemy Of The State! https://ldjam.com/events/ludum-dare/44/enemy-of-the-state

Postmortem

About Ten Years

https://ldjam.com/events/ludum-dare/44/about-ten-years

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During the game jam I have learnt a lot about Unity (especially the animator), tilemaps, and mostly about my own ability. I’m actually surprised I managed to finish with the 5 levels I had decided on. The 5 levels were important as I wanted to add the 5 different ages of the character. He starts off at about 30, then 4 levels later he finishes as a slow 70 odd year old man with a walking stick.

I had to rush most of the levels, and I certainly didn’t get the whole story in. I’m pretty sad about that, but I will continue to develop it.

Crunch Time

I should have been creating and testing more development builds as I went through. I only tested Level 1 before building levels 2-5. When it came to uploading, with just an hour left, I had a massive panic (felt like a heart attack!) because it would repeatedly crash at random moments. Plus more than half the cutscenes had vanished. I did manage to fix the crashes, but had to leave the cutscenes for a bug fix.

Post Release

The reviews I’ve received have been very helpful. Ratings are one thing, but I was most looking forward to the reviews. I wanted to have feedback and know where I went wrong/right.

It seems the biggest problem was the unfinished story. The end didn’t quite work out. Half because I wasn’t exactly sure how it should end, and half because I didn’t have time to add anymore to it.

Verdict

I have enjoyed this Ludum Dare even more than I thought I would. It’s the first one I have done, but it is definitely not the last. I will definitely work on ‘About Ten Years’ for a little bit. I feel the story needs finishing before it gets put to bed. But with other projects like ‘Custodian’, ‘Little Dipplepatch Music Festival’, and a steam train simulator (for my son!), I’ve got a lot of other projects to get my teeth into.

https://ldjam.com/events/ludum-dare/44/about-ten-years

A Good game to play with your friends

Money Fighter is a Versus Fighting Game where 2 players can battle for the glory of money ! Play this game with a friend on the same computer keybord and have fun to play and to try 3 unique characters with a unique special attack you can use when you pick up money !ITiIxp.pngGNdkCo.png

New title art!

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Coming to you shortly

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

a short post-mortem.

we made a game. it is called jon needs 10$.

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usually people says to stay in your comfort zone during game jams. we did not. we made hand-drawn graphics and a story. not stuff we are used to.

but people like it, it seems. thank you so much for all the wonderful feedback.

so we want to tell everyone: go with the idea you feel like. inspiration is more important than familiarity!

link to our game: ldjam.com/events/ludum-dare/44/jon-needs-10

thank you all for another incredibly fun year with loads of amazing games!

Looking for HTML games to play

So yeah, that, gonna be heading out for a break in a couple hours so I'm looking for HTML games to play then. Please link them below and if you got time also check mine out!

Cheers!

Wild Card Necromancer

Wild Card Necromancer is a game where you control a necromancer and his army of undead. Try to create as big of an army as you maximally can.

LD Page: https://ldjam.com/events/ludum-dare/44/wild-card-necromancer

Itch.io: https://jorbits.itch.io/wild-card-necromancer

You can play it in your browser! :smile:

+ If you link your game under this post, I'll check it out :wink:

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Pandora's Rising

Hi everyone !

We create a game for Ludum Dare 44. A little dungeon explorer game with tiny character. We had a lot of laught and real fun creating this little game. You can play it here : https://ldjam.com/events/ludum-dare/44/pandoras-rising

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I hope you'll have fun playing our little game ! Thank you for reading me !