LD 44 April 26–29, 2019

"Soul Builder" behind the scenes

The Design

For LD44 I was determined to make a fun game, even if it wasn't the most creative interpretation of the theme, rather than struggle and fail to think of a brilliant idea. For the theme "your life is currency", I came up with the idea of an RTS where the life force that powered your units could be exchanged for different units or various buildings and upgrades. Since a full RTS was totally out of scope, I decided to focus on just the building aspect and let the player drop units directly into the slots for different tasks, like in a worker-placement board game.

Because the game is about waiting for workers to generate resources so you can build structures, it resembles an idle game, but I wanted to keep the experience snappy and engaging because LD voters have a lot of games to get through. I tried to tune it so that there’s value in keeping a close eye on things and actively shifting resources around, but you can also play at a more relaxed pace. Another part of keeping the game "short and sweet" was creating a clear victory condition so that the game has a satisfying ending.

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The Tech

The game is written in TypeScript, HTML, and CSS. At the beginning of the weekend, I tried to set up the UI using Angular, which I was interested to try out. It looked good at first but I ran into trouble trying to figure out the "Angular way" to handle the dragging and interaction. Saturday afternoon I scrapped the Angular components and went back to manipulating the DOM directly. I should have heeded the advice not to try out a new technology during a jam!

As far as the code itself, it turned out very simple. There are only 3 types of objects in the game: Structures, like the Sawmill or Quarry, have Slots which can hold Stacks of resources, including wood, stone, and workers. Each Stack only knows its resource type and count, and can be dragged by the mouse. Each Slot accepts exactly one type of resource and handles a new Stack being dropped by merging it with its existing Stack. Each Structure manages its various lists of Slots: it can be built or upgraded only when its upgrade slots are full; it starts production only when its worker slots and input slots are full; and during production, it creates new resource stacks in its output slots.

This system has very few special cases and almost no dependency between objects other than the Structure > Slot > Stack relationship. Thanks to this, I probably spent the least time debugging of any game jam I’ve done ever - which helped make up for the time I wasted on Angular!

Other than a few sprites, the visuals are all done with CSS, and mostly kept separate from the functionality. This jam really opened my eyes to the power of CSS for decorating game elements in a modular way. For example, each div that contains slots is tagged with the appropriate class, like 'input' or 'output'. In the CSS, slots in an ‘input’ div are given a different appearance than those in an ‘output’ div - and the slot itself never needs to know whether its an input or output slot!

The Future

I'm happy with the game design and code of Soul Builder. The aspect that I most wish I could have improved is the overall look of the game, since the gray boxes don’t make the game look very appealing in screenshots. If I have time, I’d love to make a new version with a more colorful board-game-inspired look. I’m also working on fixing some of the messiest parts of the code so I can share that.

Some commentors have mentioned that they’d like to play a longer version, which is always great to hear, but I’m not sure what I would add to the gameplay if I did continue to work on it. If you played the game and have ideas, let me know! If not, you can play and rate it here: https://ldjam.com/events/ludum-dare/44/soul-builder

ChronoCorp will be going full release

Hey everyone! We are getting very close to the end of that results countdown, very exciting times! I am very keen to tell everyone that I will be working on a proper full release of ChronoCorp over the next few months, and into the future indefinitely. If you like it, chuck me a follow on GameJolt, and like the game there (I will release more free builds before the final one there). :D

GameJolt link: https://gamejolt.com/games/chronocorp/411258

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Currently I am working on a level editor to allow me to quickly iterate over different designs easily, and maybe to release as part of a build in the future.

I also want any of you to let me know if you beat a score of 400, that's the golden number which means you have found a near perfect run.

I hope you all enjoy ChronoCorp, leave comments with your games and i'll give them a play if you still need ratings. :D Good luck in everyone's ratings! :D

The game is here: https://ldjam.com/events/ludum-dare/44/chronocorp

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Making of "Meds of Honor" (Part I)

Hi people! I’m Pedro Fuentes game designer, and with Sergio Martinez (programmer) we made the game “Meds of Honor”.

Visuals

In this game we didn't have an artist, so we made simple graphics based on Minecraft and voxel art.

There are a lot of references about the old FPS games in our game (we wanted to remember and pay tribute to the old FPS games that have entertained us for so many hours, as Doom, Half Life and Quake, among others…). Here you can see our art based on the old FPS games:

Health Charger based on Half Life MoH_HealthCharger.jpg

Medkit based on Duke Nukem 3D MoH_Medkit.jpg

Zombieman enemy based on Doom MoH_Zoombie.jpg

Lost Soul enemy based on Doom MoH_LostSoul.jpg

End Stage Trigger based on Doom MoH_VictoryLevel.jpg

In the next days we will explain in another posts the tools and another details that we used in the game.

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If you’re interested, check it out here. The game is available for web browser, Windows and MacOSX. Enjoy! (I can play and rate some other games too). https://ldjam.com/events/ludum-dare/44/meds-of-honor

Thanks for playing!

Taste it now in HTML5!

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*One coin, two faces and a crowd of evil rich dudes *

Face for Death is a 2D runner platformer videogame developed for the April 2019 Lumdum Jam, in where you play a two-faced coin with personality disorders who has to scape from a city plenty of evil and greedy rich dudes.

What's new?

We keep working on a modular level generation protoype and some of the mood we want to give it. Most of core mechanics are working on now, some music and sounds were implemented and it would be scaled soon. In next step we will be bussy in level modules design and probably we will introduce at least a pickeable item and auto-ranking, in order to give it some playability.

Now you can taste it in HTML5

Havent played yet? Come and show us how long can you reach!.

https://ldjam.com/events/ludum-dare/44/face-to-death

Don't let them catch you and rate, feed is allways wellcome

NECROMARKET Pixelart Timelapse

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At last, I got around to completing my timelapse video for NECROMARKET, our crafting and trading adventure game. Unlike my LD43 video, this one is not narrated. That simply required too much time and thinking. :dizzy_face: I hope it brings some insight to those of you who might be interested.

 

https://www.youtube.com/watch?v=roxihAjI8O0

 

Issues with the embedded video? Direct link here, and you can check out the timelapse videos of our previous LD games at my YouTube channel.

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Elevator Music: Creating the Soundtrack of “Elevator Pitch”

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Been meaning to post this for a while but I was traveling. If you haven't tried our game out yet you can play online here!

Your Life Is Currency

When the Ludem Dare theme was first announced (your life is currency), my initial thoughts were to create a game that took place in a futuristic or dystopian setting. Maybe something to do with lifetime limits (due to overpopulation or genetic engineering) or people's memories being uploaded to the cloud and sold on the black market for currency (Yikes!). Either that or maybe I just secretly wanted an excuse to compose some cyberpunk music, who knows. Since the jam started I've seen a lot of games like this so far, some of them executed better than others.

Another idea my partner (developer and lead designer) had was to do something involving robots and battery life, which I've seen a lot of as well (My favorite so far is Coin-Op Kid, which features a coin operated robot...even better!). Anyway, after some thought we decided to take a more humorous approach. I suggested we do an "Officespace" like scenario where a disgruntled employee (who spends his whole life working in exchange for currency) starts relieving some built-up stress by breaking everything in sight...desks, chairs, computers, printers etc.

https://www.youtube.com/watch?v=N9wsjroVlu8

After smashing up the place, eventually our character takes an elevator to the top floor to defeat the "Boss". The original concept was to have multiple "levels" and "bosses" (referencing both the world of videogames and office environments) that the player would have to reach and defeat via elevator. Hence the title "Elevator Pitch". Unfortunately we only had time to create one level/boss, but I'm hoping we can expand on it further and apply some of the great feedback/ideas we've gotten thus far.

Another key inspiration was Howard Beale's infamous speech in the 1976 film "The Network": "I'm mad as hell and I'm not going to take this anymore!" We even quoted it in the game during the opening cutscene.

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

For the game's background lore, I had an idea to make the main character an employee at a large AAA game studio (conveniently called "Viral Videogames Inc.", just to be super meta). I also thought this was a good opportunity to provide some much needed commentary on the videogame industry in general and the "crunch" culture that many of the big AAA game companies use to make their employees stay late/work overtime without pay..

Main Theme

While composing the soundtrack for “Elevator Pitch”, I wanted to create a quirky, retro aesthetic while also applying some of the techniques I’ve been reading about in the book A Composer’s Guide to Game Music by Winifred Phillips (composer for Assassins Creed, God of War, LittleBigPlanet, The Sims, etc).

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One of the things Phillips talks about in her book is the importance of theme. A well written theme can not only enhance the storytelling of a game but also become a unique part of it’s core identity. With “Elevator Pitch”, I attempted to achieve this by establishing a musical theme (or melody) that reappears in many shapes and forms throughout the game.

elevator pitch themes.png

- As you can see, the notes/melodies are essentially the same but the structure, BPM, and rhythms are varied.

Going Up?

The first track I created was the "menu music". In many video games, the menu music also serves as “main theme” of the game/franchise. It’s usually something very triumphant sounding (to get players excited/amped up) or something very peaceful (to induce a state of calmness). For this game however, I didn’t want to subscribe to either of those conventions. Instead, I wanted to create a sense of anxiety, waiting, frustration, etc. After all, that’s what the whole game is about, is it not?

https://youtu.be/7TvleE0UrUc

With this in mind, I decided the first thing I would use would be the sound of a clock ticking (which would also establish the overall rhythm/BPM). After experimenting with several different tempos, I finally settled on one that’s around 80 beats per minute. After that, I added a simple bassline that was almost meant to imitate the ticking sound that a clock makes. The bassline alternates between three notes, back and forth, creating a clock-like rhythm and the sense of boredom and repetition one might feel at an office-like environment.

going up bassline 2.jpg

Next, I added the main melody. I was trying to create something that was simple yet complex enough to function as an effective theme, and could be utilized in various time signatures, keys, tempos, etc. At the same time I was just trying to go with the flow and play the notes that felt right at the time. My process is usually a balancing act between these two states...having a specific goal in mind and still being open to new ideas. The instrument sound chosen for this melody is also meant to allude to a bell or chime sound a modern elevator makes when it arrives.

Another Day At The Office

During the initial development stages, I had originally envisioned the "main level" music to be something a little more “angry”. I imagined the player destroying the office, flipping tables, breaking computers etc., and I felt the soundtrack should evoke that same type of energy (I was thinking hard rock, electronic beats or some combination of both). However, once I got the first build and saw the gameplay, I immediately began to notice the visual rhythm of the game.

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Once I played it , the game felt a lot more “bouncy” and fun than it did “angry”. Then I started thinking about how the player’s character might be feeling at this point, casually breaking office supplies as if it were a relaxing sport (instead of a psychotic rage). I thought to myself "maybe now that the character has broken free from his capitalistic hamster wheel he can finally relax!", which is what inspired the jazzy groove I eventually ended up with.

https://youtu.be/-aggvCUaOVg

I was also thinking about the “Grand Theft Auto” series, and how it usually involves the player causing some kind of mayhem while a funky pop tune or classical music blares out from the car radio. I wanted to create that same sort of effect of irony within the game. For this track however, I went for something a little more jazzy, and I was inspired by older games like Earthbound, Donkey Kong, Paperboy, etc. Retro games that either take place in a modern setting or have an inherently silly vibe to them.

https://www.youtube.com/watch?v=Doio2m4cgnE

After this newfound epiphany, I started getting to work. First I programmed a jazzy brush loop (or a downsampled SNES/SPC sounding version of it). Then I created the walking upright bassline that does exactly what it's title implies. After that I added some funky organ stabs and a MIDI horn riff to act as a “call and response” counterpoint melody. Last but not least I threw in some oldschool orchestra hits and some DJ scratch FX for the extra hip-hop flavor.

  • I feel like a lot of game soundtracks in the 90’s were often referencing hip-hop in some kind of way (as the genre was just taking off at the time), and as a hip-hop producer the influence tends to make it's way into everything that I do. That's why I also included the bonus beats and scratch FX on the soundtrack, something commonly found on 12-inch vinyl singles and breakbeat LPs.

Elevator Music

If you hadn't noticed by now, every aspect of the game is intentionally designed to frustrate the player (just as the character is frustrated in the game). It is designed that way in order to build up the anxiety and rage needed to defeat the final "Boss". The intro cutscene and the elevator sequence (which is basically just an extended "loading screen") are no exceptions. For the "elevator music" I went with a typical bossa groove one might hear in an elevator (except using videogame sounds instead of real instruments).

https://youtu.be/BXmeoUK6Ty8

I originally started out with a live bossa nova percussion loop just to get the rhythm down, but quickly exchanged it for an 808 driven loop instead. This gave it a much more synthetic sound that I was looking for. After that I added a latin upright bassline, staccato piano stabs (which were originally guitar plucks, but that's another story) and a synth lead to carry the melody. The lead is a squarewave synth, meant to emulate the sound of an old NES console. The entire song was also partly inspired "Costa del Sol", the theme music for a small beach town in one of my favorite games, Final Fantasy VII.

https://www.youtube.com/watch?v=hM1xAeErgf0

You’re Fired!

For the "boss battle" music, I decided to incorporate elements from the main menu aka the “main theme”. I used the same clock ticking sound to establish the rhythm, but sped it up to a much faster tempo. I played the same bassline but replaced it with a more aggressive sounding instrument.

https://youtu.be/P-BX-tyxd7s

I also added some organ to build tension and some arpeggiated synths to give it that “videogame” vibe. Last but not least I added the same melody from the beginning music, played by another synth lead. Once again I was also inspired by FFVII, particularly Jenova's Theme, one of the final bosses encountered in the game.

  • As you can probably tell, Nobuo Uematsu (composer for Final Fantasy games) has been a huge inspiration for me and is one of the reasons I got into music production (along with artists like J Dilla, Quincy Jones, Stevie Wonder, etc). I used spend hours trying to recreate his compositions on the MTV Music Generator game for PS1, long before I had a proper DAW setup or knew how to record/mix.

Payday

The last track I created was the “victory music”, aka the music that plays when you defeat the Boss/beat the game. Again, I incorporated elements of the main theme in order to highlight the completion of the player’s journey. Originally, I wanted this to be faster tempo, but I eventually slowed it down to half-time to give it more of a marching band feel. I also knew that I wanted to use major chords this time, and I was listening to a lot of the winning music on games like Sonic and Super Smash Bros. for inspiration.

https://youtu.be/9lJWaGAiK5I

After laying the chord structure down and adding some faux MIDI horns, I played the main melody (the main theme) once again in the form of a synth lead. This is another retro lead reminiscent of NES games like Mario, Megaman etc. Most of these NES style lead synths have been from the Super Audio Cart sample pack, a highly recommended purchase for videogame composers and music producers alike. The other sounds are mostly just Reason Factory Soundbank and various soundfonts I’ve collected over the years.

Tools of the Trade

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Sound Design

In addition to music, I created over 60+ original sound effects for “Elevator Pitch". Some of the other sounds you hear in the game came from royalty free sample packs that I tweaked and edited to serve our game's specific needs.

https://youtu.be/jfZUtKwLxPE

One of the sounds I had a lot of fun creating from scratch was the coin SFX (for when the Boss explodes into a big pile of coins at the end, spoiler alert). I recorded samples of coins from several different countries including US, Croatia, Brazil, and Turkey, which gave each take a unique flavor. I also recorded a lot of sounds with my mouth, including throwing SFX and grunts for when the player or Boss gets hurt.

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Another section I enjoyed working on was the beginning cutscene, where the character begins to have his breakdown. For this scene I wanted to emphasize the anxiety our character is feeling in his office prison. I started with a looped recording of typing noise as a foundation and kept adding to it until I had created a “symphony” of office noises (printers, fax machines, air conditioning, phones ringing etc). I purposely spaced the phone ringing apart further and further so that just when you think it’s stopped completely, it starts ringing again...

https://youtu.be/TN0kw-qtrpE

The last thing I did was record myself saying phrases like “Viral Videogames, can you hold please? Just a moment..” and then pitched it up to sound like a receptionist at our fictional game studio. Combined together all this creates the overall ambience and tension needed to move on to the next part of the game: breaking stuff!

Conclusion

This is the first game soundtrack I have ever produced, and I still have a lot to learn. If I could go back, I would probably embellish the songs more, creating longer and less repetitive loops. That said, I think it went quite well considering we only had 72 hours to create the whole game. The amount feedback we have gotten so far on both the game itself and the audio portion has been overwhelmingly helpful/positive, so for that I’m thankful. I'm also hoping we can update it at some point in the future, adding more levels, bosses, security, etc. In the meantime, I look forward to learning more about the world of game audio and collaborating on more game soundtracks as well.

Still looking to build my game audio portfolio so if you would like to collaborate or need music/SFX for a post-jam version of your game I'd be happy to collaborate. You can reach me via emaill at amerigomusic@gmail.com or on Discord (AmerigoGazaway#4558).

I would love if you'd give Bloodalchemist a play!

If you are into shopkeeping and crafting, then this game is for you! Gather some materials, create potions and make your customers happy. Getting tired of customers? Gift them a potion you brew and see their reaction!

I will return feedback to your game too, so don't forget to leave a comment.

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

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Only Five Days Left! Let's Help the Less-Rated Devs!

We've got five days remaining in the competition! I'm grateful for everyone who has played, rated, and commented on Mint Sprint. We surpassed the minimum 20 ratings a good while back, and I've been rating everyone who's commented on our game in return. However, there are still a lot of games that are under the average 20 ratings that they need by the end of Ludum Dare 44. Without an average of 20 ratings across their categories, they won't get a score. Everyone's worked hard on their projects, so let's give these devs a chance to get scored too!

Click here to see games that almost have 20 ratings!

These devs are almost there. Let's push them over the top!

Click here to see games that have no ratings!

These devs need the most help of all. Remind them to play and rate other games too, because it will make their games more visible!

DEADline does have upgrades, you know

DEADline :keyboard:, the typing game meets platforming craziness, does indeed have upgrades. I've spent a decent amount of time of the jam working on that particular system. Finding out from streams, the comments and from friends that most people don't take advantage of the upgrades makes me a bit sad. (I'm not saying all of them are good, some are though :smile:).

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I'm planning on revamping the upgrade system (I'm thinking more along the lines of Nuclear Throne) in the postjam version. In the meantime I'd grateful for critical feedback. If you were so kind to play it, I'd love to hear your thoughts on the upgrades/shops.

You can spend all your hard-earned ₩(ords) on great-to-questionable upgrades in DEADline :keyboard:

Yodin Defense Post-LD aka "What You Won't See In the Current Build"

We decided to make a post-jam version of Yodin Defense approximately a week after the initial release. Life did kinda kick in so progress is slower, but oh boy it's fun to see the ideas we didn't manage to implement in time actually become parts of the game!

Core is watching you now: round.gif

The Swarm is following you as well! fly.gif

Feel free to try the game here: Yodin Defense

Blood Money - Shoot'em Up that trades life for power-ups

Hey all - Just after the LD event I went abroad for a short vacation and when I got back I was overloaded with work. But now, I'm finally able to play and rate some games.

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I'm working on a tweaked version of the game to balance the game play a bit and I'm also considering hosting a competition like I did with my last entry, Blót.

I hope you get a chance to play and rate Blood Money, it's available in Web/HTML5 - what score can you get? I'll play and rate your game if you post a comment after trying the game - feedback is most welcome and appreciated =)

https://ldjam.com/events/ludum-dare/44/blood-money-3

LD 44 Postmortem - Operation Cartwheel

Hey All,

Rocktavious from Red Owl Games here - We had a fun LD44, didn't get as much done with our game as we would have liked (and we had travel plans post LD and then the whole family got sick so we didn't get much time to play other LD games) but it was a huge learning experience for us as a team. Since LD44 finished up we've been looking at what's next for Red Owl Games and we've finally decided on a direction.

We posted in a subreddit /r/gameideas looking for a coop game idea from the community. I'm here today to let you know we've chosen an idea and you can read more about it in our blog post https://redowlgames.com/blog/project-three and join our discord https://discord.gg/7TKhQXg to chat and eventually help us beta test it!

The game idea is (drum-roll please): "A Defender-style side-scrolling shmup, but the top half of the screen is the sky and the bottom half is underwater. One player flies a plane up top, the other pilots a submarine on the bottom."

Tentative Title: Operation Cartwheel

Time Frame: Approximately five months

Working Cycles: 2-3 two week sprints per cycle, for a total of about 4 cycles

Start Date: May 12, 2019

End Date: September 30, 2019

Cheers!

Still need ratings for our game: With All My Heart

Our entry "With All My Heart" still needs more ratings. We're busy reviewing games as well, but we'd appreciate if anyone was interested in trying it out, giving it a rating and providing any feedback.

Our game is a Tower Defense game where your currency to buy and upgrade towers is the same as your health pool the enemies damage if they reach you.

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Please consider giving it a try: https://ldjam.com/events/ludum-dare/44/with-all-my-heart/

What if you were currency?

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*One coin, two faces and a crowd of evil rich dudes *

Face for Death is a 2D runner platformer videogame developed for the April 2019 Lumdum Jam, in where you play a two-faced coin with personality disorders who has to scape from a city plenty of evil and greedy rich dudes.

What's new?

We keep working on a modular level generation protoype and some of the mood we want to give it. Most of core mechanics are working on now, some music and sounds were implemented and it would be scaled soon. In next step we will be bussy in level modules design and probably we will introduce at least a pickeable item and auto-ranking, in order to give it some playability.

Now you can taste it in HTML5

Havent played yet? Come and show us how long can you reach!.

https://ldjam.com/events/ludum-dare/44/face-to-death

Don't let them catch you and rate, feed is allways wellcome

Post LD Update

Hi all,

I started a little video dev blog for the post-LD progress of my LD44 entry. If anyone is interested, you can watch it below.

Also if you haven't played/rated my game, I'd love you for literal minutes if you did; https://ldjam.com/events/ludum-dare/44/dea-7h

https://youtu.be/rKDsa9nkhXs

Someone has claimed the highscore slot in my game! And its... ME

So I made a little 'MMO' for this Ludum Dare. It's simple, but pretty fun? I showed it to some people at work and noticed there were some pretty high people in the high-score tables. "Troy Harper" and "Polly Boyd" had managed to become... multi-trillionaires?? That's a lot higher than I thought anyone would get!

We decided to work together and dethrone them...

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I believe the term is multi-quadrillionaire :stuckouttonguewinkingeye: I'm Madge Grant, and the other top 3 players are my friends.

If you feel like trying to usurp me, go for it!


And I'll reveal the secret trick to making so much money: When you win a battle, you get half someone's money, but they don't lose any money. If you're working with a friend that's a powerful combination if you keep battling each other :P

There are 23+ multiplayer games in LD this time!

There is still time to rank/feedback some games! For example, here is a list of all games that describe themselves as multiplayer:

http://ludumdata.openfu.com/event/75?q=multiplayer

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I wrote this tool to make it easier to find games made for certain platforms and genres, may this be useful to you!

Hell's Garden

Please leave some feedback on my game: Hell's Garden https://ldjam.com/events/ludum-dare/44/hells-garden

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There are only four days left... I think I started asking for ratings a little late this time around :laughing: