LD 44 April 26–29, 2019

Wrapping Up: The Final Update is here!

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Hello everyone!! This has been a super interesting month for me. It's the 3rd time I try to compete in Ludum Dare, but the first time I actually managed to finish a game. It's an amazing experience, I never thought that the real fun began after finishing the game and entering the rating stage. Getting to play all of your amazing games, and not even reaching 10% of them is overwellming and beautiful at the same time. The amount of feedback and kind words I received has no price, and I apreciate it deeply. I promised to keep working on my game, as many of you suggested. So, I kept my promise, and here it is, the final update. I really took more than I expected but I'm pretty happy with the result. With no further introduction the changelog:

Fixes and changes

  • Fixed a bug where the player was able to interact with the merchant during the fadeout animation
  • Fixed a bug where the player got stuck inside the skeletons when they moved to the same spot
  • Fixed a bug where the player was able to move after finishing the level
  • Fixed a bug where the player was able to buy the Life Merchant more items, making him go 1 year old
  • Player can no longer push rocks trough open gates
  • Skeletons can now be killed using the gate (That one's for you, sadistic streamers)
  • Player can no longer stay over an open gate, It'll be jumped and move to the next spot

Adds and improvements

  • Added fullscreen
  • Added constant moving holding movement keys
  • Added new mechanic press-plates
  • Added 3 new levels
  • Added an intro cutscene explaining a bit of my background idea
  • Added a proper ending cutscene to close the humble backstory
  • Some levels were reworked to complain with the new mechanics
  • Added Life merchant animated Sprite
  • Removed merchant tent
  • Some levels were redesigned to look better
  • Fixed some visual bugs
  • Added new messages

This was a great experience, I thank you all again, And see you next Ludum Dare!!

PS: I'll try to write a post mortem later!

You can play it here!

Wrap up

With the end of LD 44 nearing, me and the team could not be more exited to view the results. If you would like to play our game you can find it here: https://ldjam.com/events/ludum-dare/44/whipout

Also feel free to leave your game in the comments and I'll try to play all the game with less than 20 ratings!

Last passes for being 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 escape from a city full of evil and greedy rich dudes.


What's new in 1.3?

Well, this week we were bussy again. This time we can say we are closer to a playable prototype, even though we have to improve a few more things. We have already finished the modular level generation prototype, its now auto-generating and scaling dificulty and speed by scoring distance ('Look at him, its flying!'). Also we have implemented some new mechanics, obstacles and pickeables, you can join our jam site and see more details about 1.3 updates. As said, its a prototype version and it would being scaled and polished gradually, so dont hesitate to alert us of any possible bug!


Taste it now in HTML5

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

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

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This is over

Congratulations all for your jam games

We hope you enjoyed the party and could discover new and interesting gamedev stuffs like we did. LD is full of amazing non-profit works, with such simple goals as having a good time with mates, learning from others and sharing experiences. That is more than enough, and it is also great.

Your life is not currency.

Thanks for playing!

The Keyboard Cowboys Officially Sign Off!

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Finally, at long last, we've returned the favor to every single person who was kind enough to rate and comment on our game!

There were a LOT of y'all, so sorry it took so long! Understandably, we're a bit burnt out from rating LD games for the foreseeable rest of the rating period, so if anyone is kind enough to comment on our game after this post, apologies in advance. We will definitely play it at some point, but likely not in time before results are announced. :(

If you commented on our game and for some reason didn't get a comment back from me, please let me know and I will remedy that posthaste! For you we will make an exception!

That being said, we highly encourage people to try out other teams' games instead of ours. :) Knit Worth has gotten plenty of attention these past few weeks (and we love ALL of you for the feedback), but other games out there definitely deserve just as much attention.

With that being said, for our final Keyboard Cowboys Recommend...here's a list of our personal favorite entries we've discovered from LD 44:

BETRAYDED: For hilarious multiplayer action and absolutely excellent name. Creators: @barbiche, @drestin, @entropy, @acoussat, @roilbauk, @karreg

Ghostly Tricks: For innovative puzzle design and elegant mechanics. Creator: @nelson-william

Goals: For engaging, easy to understand puzzles and unique narrative. Creator: @vanleiden

Your Last 10 Seconds: For being hands-down one of the most unique games we played this jam. Creators: @oursbleu, @boris, @guimero64

Knock Knock...The Travelling Soulsman: For unique premise and absolutely delightful character design. Creators: @tbaudon, @sentsu, @turbogros, @bola, @esquimaupeche, @thom-pico, @megaelod, @camille-illustrason, @angry-squirrels

Dr. Ectomy: For excellent puzzle design and deceptively deep mechanics. Creator: @boxedmeatrevolution

Zap Signal: For having the only "audio-based" control scheme we've seen this jam (and for being super duper all-around cool). Creator: @christina-antoinette-neofotistou

Fluffensnuff: For absolutely stellar puzzle design and unique mechanics. On top of having an adorable art style. Creators: @idinakloppstock, @m2e, @kekeldy, @rongo-matane

Sick Business: For most original and "complete" experiences, on top of being darkly hilarious. Creators: @duke, @m2u-84, @byzanth, @collateralmind, @deusprox, @cee-dee, @very-dark-lord

LIFEPOWERED: For retail-ready mechanics, art, and audio working together as one cohesive whole. Seriously all it's short on is additional content, but even what it has here is impressive. Creator: @hawec

Lousy Life Lessons: For being hands-down the most stylish game we've played. Creators: @egonbegon, @awesomealliterationalliance

Sword of Hearts: For downright clever puzzle platformer level design and surprising secrets. Creator: @msiddeek

Good luck to everyone tomorrow! Y'all should be ridiculously proud of what you've been able to accomplish. We'll see you on the other side...

'Til next time! :pointright: :cowboy: :pointright:

Last chance to vote for our game "Elevator Pitch"!

https://www.youtube.com/watch?v=gU6L5y9uVVg

Feel like breaking some stuff?

Watch the trailer and play online here: https://hugimugi7.itch.io/elevator-pitch

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Thank you to everyone who has commented/voted so far!

Automatic replay + hot code reloading

I built automatic replay and hot code reloading on top of the Phaser game engine, using my compo game Jumpcoins for testing. It captures game state & inputs, loops, and loads code changes right into the running game without starting over. These, especially combined, make an EXTREMELY satisfying dev experience!!

I couldn't upload the demo gif to the LD site since it's a minute long, but you can check it out here.

 

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I really wish I had this setup in time for this past LD! What does your development feedback cycle look like?

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HonestDan & Elysia Griffin's LD Results Stream - Tonight (18:00 GMT / 14:00 EST)

Very pleased to confirm I'll be co-streaming the results stream with Ludum Dare's very own Queen of Button Feedback - @ElysiaGriffin. I've played 60 games on stream this year, and Elysia got through over 120! This evening, we'll both be playing through a handful of select LD44 games from 18:00 GMT / 19:00 BST / 14:00 EST onwards in the hours leading up to the results and then checking out a few of the winning games!

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It won't be an open queue system like normal; it's more of a chance to explore specific games we enjoyed and discover a few new games. It will be about enjoying what makes Ludum Dare great! Lets build some hype for the results and see which games managed to top the different categories this year.

Did any games stand out for you this year? Please drop a link in the comment section with any games that really stood out to you this year that we may be interested in playing (avoid self-promotion here).

We'll be staying live during the results, so feel free to hang out and chat about your results and how you feel! Remember, LD has never been set up to be a competition with a "balanced rating system" - we all know it has its strengths and weaknesses - so don't let the results take away from what is a great event. It's about having ideas, turning them into a reality, and letting other people experience it for their selves!

Post-results we'll be playing a couple of the top ranking games live on stream to see what some of the winning games have to offer this year!

Start time:

TONIGHT - Tuesday the 21st of May - 18:00 GMT / 19:00 BST / 14:00 EST

HonestDanGames on Twitch

ElysiaGriffin on Twitch

How we made the intro cinematic for our game!

Hi everyone! Since we are quickly approaching the end of the voting part of LD 44, I wanted to share a little about the intro animation we made for our game and go over all the different elements at play.

First, let me introduce you to the different people (and their LD profiles) so you know what individuals I am referring to in my text below.

Programmer: Eric @xand Artist: Belle @belle Musician: Daniel @danield Main Voice: Dianna Conley (No LD name. Her twitter is @DiannaConleyVO) Other voices: Franki @hankshaw, Zach, Aiko, Dove and myself @langotriel Writing, direction & sound FX: Me! :D @langotriel

Other people on the team that focused more on non-intro stuff: @Simon-rahnasto (programmer) and @deoduckla (sfx assistant)

You can see the intro in a video here: https://www.youtube.com/watch?v=xANlQdlEh1w

STEP 1 - THE SETTING

Before we could create an intro sequence, we needed an idea of what would go into that sequence (seems obvious, I know). I am not the person who came up with the initial idea for the game or universe so the first port of call is communication!

1.1 Communicating with the team is super important. I talked to @belle a lot about her idea for the game world and I was informed that the game was set in a dungeon where people were being judged. They had to go through this dungeon and if they come out alive at the other end, they have proven themselves innocent. Fantastic! With that core, I approached belle soon after with the idea of having a religious figure judging prisoners in front of an unruly jury.

1.2 The image i presented @belle with was a very crude compilation of clip art and terrible paint skills. I wish I had kept the image but I did not. Trust me; it was bad. However, it conveyed clearly what type of imagery I had in mind and how I wanted characters arranged. Belle understood my vision and went on to create art while I got going on the script writing.

Step 2 - THE ART & SCRIPT

2.1 I wanted to keep the intro relatively short so wrote what I estimated would end up as 45 seconds or so, while cramming all the information I wanted in. This proved to be too long and so was eventually shortened to about 30 seconds. I knew I wanted the religious figure to be imposing so I made sure to fit in big scary words like "castigated" which sounds intimidating :O. I also knew I wanted some rowdy crowd interaction so I wrote the script with some pauses to fit in some odd shouts like "off with their heads" and "yeah!".

2.2 @belle had been working hard at creating the art for the scene and despite me only asking for a single image, she managed to pump out 3 layered images to give us more to work with. I think it turned out great! Here is what one scene looks like with all the layers being added 1 by 1. 3993d48c9402ce32c1deef71c01cbe6f.gif

We had grand plans to add rain particle effects behind the wall layer and so on, but that was something we didn't have time for, unfortunately. Still, the final result looks fantastic and really helps set the scene (literally).

Now that the art and writing was in order, we had to start putting it together in code at the same time as recording voice work!

STEP 3 - VOICE AND CODE

@Xand is a genius. A lot of programmers need lots of explanation to get how to portray a scene without sufficient storyboards or whatever. Not @xand. He just seemed to pick up what I was putting down and so, even with crude descriptions and poorly worded explanations, he got to work on putting the scene together.

3.1 I had told @xand that I wanted the religious figure to appear as a white silhouette on a black background as she shouts her first words. This was for 3 main reasons.

The first was to make her stick out and convey to the audience that she was the key character in the scene. It was also to portray her as the supposed light in darkness, which went well with the religious theme. This "light in darkness" thing contrasts with her tone of voice to create a very dominating and intimidating religious figure. The third was to not give the player too much visual information and rather let the thunderous voice work of @DiannaConleyVO give the first impression, making the art all the more powerful as it fades into colour.

The rest of the scene was put together according to how I had written the script. Certain parts of the script went with certain images. On top of all that, @xand found the time to make the background character bob up and down and added some nice movement to the Dianna's character which you can see here: e8db4151e9e60becce6e079637a66e95.gif

I think the end result looks awesome!

3.2 While this was being done, I was communication with the voice actors @DiannaConleyVO, @Hankshaw, Zach, Aiko and Dove about their lines (both for the intro and in-game). Dianna was the main character in the scene and we talked on discord and she recorded a lot of her lines live with me in the call so I could give real-time feedback on her work. For Ludum dare, real-time feedback is pretty essential for the bigger roles as it takes a lot more time to receive a file, listen to it for ages and give wait for a new one. The rest of the voice work was done after a quick call with each actor so they could get a feel for their lines.

The intro is made up of 3 main voice pieces. 1. The religious figure. This is the main speaker and she dominates the space. 2. The outbursts. These are audible and clear lines you hear shouted from the back of the jury crowd. These voice lines are tactically mixed in during the pauses in the main speech. 3. The mob grumble. Both the rowdy jury and the begging prisoners have their own crowd sounds which consist of a lot of unintelligible mumbling. This involved all the voice actors and is probably made up of about 15 different audio clips playing together. The grumbling/mumbling is incredibly important to create a soundscape that feels real. Even if you don't notice it that much while watching the intro, I can assure you that you would notice if it wasn't there.

I added some effects like reverb and delay to the appropriate places and tadaa, the voice part was done. However, voice was not the only audio to go with this intro!

STEP 4 - MUSIC

@Danield was given a rough draft of the intro as well as the length of the intro. With that, he created a piece of music that slowly builds over the course of the cinematic and finishes in an epic fashion as it blends directly with the in-game music loop. It is simply put a work of genius and it works so seamlessly with everything else. The brass elements lend their sound of authority and the brooding percussion helps set the dramatic pace of the intro. It's a wonderful work of art.

We put the music at a volume that went well with the rest of the audio and put it together.

Then we had to compile it all into one glorious intro sequence

STEP 5 - FINISHING TOUCHES

With all the pieces, @xand put the music, art and voice together. He also added the visual effects, movement and scene changes as well as adding much needed subtitles to the intro.

What we ended up with was a cinematic that really helps convey to the player why they are doing what they are doing and sets the scene for what we consider one of our best LD entries. We are all very proud and if you should feel inclined to do so, you can find our entry here: https://ldjam.com/events/ludum-dare/44/path-of-redemption

Hope you enjoyed this post and I wish you all a good day!

Conclusion

Hello folk

This ludum dare take end early, then i have decided to write a verry last post from my first COMPO : Escape From Hell.

First, I want to thank you for all your feedback!
You were very numerous to test my game and you made me want to finish this concept.

Escape from Hell

An action game where you have to escape from hell to defeat your enemy… 23a66.png

I continue to work on this game to create a more complete version of it.

24be0.png * devlog 1 * devlog 2

You could have news by following me :

My selection

At last, I want to congratulate all the participants of this jam, you made really great job !
I made a list of my favorites among all the games I had tested, please go see them if you don't do it yet :

Utsvulten by @ditto (COMPO)

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go to the page

Seaway by @0x0, @maxime-catel, @blobinet and @constantin (JAM)

seaway.png
go to the page

Biomass by @flavoredpickle and @jobus (JAM)

biomass.png
go to the page

DEA-7H by @b3agz (COMPO)

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go to the page

Snek Farm by @failpositive, @hermbit and @t3nshi (JAM)

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go to the page

Sheep it by @fluffy-kaeloky and @anstabo (JAM)

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go to the page

Wild card Necromancer by @jorbits (COMPO)

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go to the page

Cursed Samuraï by @palsina (JAM, but for me it's more like a COMPO than a real JAM)

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go to the page

There are many other great work i couldn't see yet... sorry.

Anyway, congratulation again for you all !!

Final 13 hours!

It's final 13 hours!

Play my game Life Engineer! It's my first game and first game jam. I'm 12 years old. In this game you will create strange creatures! Make your own Frankenstein!

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Wrapping Up: The final Update is here!

bannerUpdate.png Hello everyone!! This has been a super interesting month for me. It's the 3rd time I try to compete in Ludum Dare, but the first time I actually managed to finish a game. It's an amazing experience, I never thought that the real fun began after finishing the game and entering the rating stage. Getting to play all of your amazing games, and not even reaching 10% of them is overwellming and beautiful at the same time. The amount of feedback and kind words I received has no price, and I apreciate it deeply. I promised to keep working on my game, as many of you suggested. So, I kept my promise, and here it is, the final update. I really took more than I expected but I'm pretty happy with the result. With no further introduction the changelog:

Fixes and changes

  • Fixed a bug where the player was able to interact with the merchant during the fadeout animation
  • Fixed a bug where the player got stuck inside the skeletons when they moved to the same spot
  • Fixed a bug where the player was able to move after finishing the level
  • Fixed a bug where the player was able to buy the Life Merchant more items, making him go 1 year old
  • Player can no longer push rocks trough open gates
  • Skeletons can now be killed using the gate (That one's for you, sadistic streamers)
  • Player can no longer stay over an open gate, It'll be jumped and move to the next spot

Adds and improvements

  • Added fullscreen
  • Added constant moving holding movement keys
  • Added new mechanic press-plates
  • Added 3 new levels
  • Added an intro cutscene explaining a bit of my background idea
  • Added a proper ending cutscene to close the humble backstory
  • Some levels were reworked to complain with the new mechanics
  • Added Life merchant animated Sprite
  • Removed merchant tent
  • Some levels were redesigned to look better
  • Fixed some visual bugs
  • Added new messages

This was a great experience, I thank you all again, And see you next Ludum Dare!!

PS: I'll try to write a post mortem later!

You can play it here!

Thank you for all the ratings

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My entry, The Insured Man got enough ratings to be scored. Thanks to everyone who played and left a comment, and sorry that it's not even what I imagined it be and kind of.. bad.

You can still rate it for a few hours, but it would be better if you go ahead and go rate games in the danger filter:

https://ldjam.com/events/ludum-dare/44/games/danger/all

Those are the games that are missing only a rating or two.

Just discovered 'Salvage' to be salvaged

found this beautiful game that need 3 more votes to be saved.

I loved the mood the graphics and the addictive gameplay. If you loved the amusement park claws but never thought it could be dangerous..

Play it here

12 Hours to Go!

Don't miss out on rating some games!

https://ldjam.com/events/ludum-dare/44/tunnel-bug

Last passes for being 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 escape from a city full of evil and greedy rich dudes.


What's new in 1.3?

Well, this week we were bussy again. This time we can say we are closer to a playable prototype, even though we have to improve a few more things. We have already finished the modular level generation prototype, its now auto-generating and scaling dificulty and speed by scoring distance ('Look at him, its flying!'). Also we have implemented some new mechanics, obstacles and pickeables, you can join our jam site and see more details about 1.3 updates. As said, its a prototype version and it would being scaled and polished gradually, so dont hesitate to alert us of any possible bug!


Taste it now in HTML5

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

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

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This is over

Congratulations all for your jam games

We hope you enjoyed the party and could discover new and interesting gamedev stuffs like we did. LD is full of amazing non-profit works, with such simple goals as having a good time with mates, learning from others and sharing experiences. That is more than enough, and it is also great.

Your life is not currency.

Thanks for playing!

Full Game with Seven Endings Now Available!

Running low on credits? SELL YOUR MEMORIES at the Souvenir Emporium! - Got an embarrassing moment you'd rather forget? SELL YOUR MEMORY - Want to watch your favorite TV series again without knowing the ending? SELL YOUR MEMORY - Constantly playing the worst events of your life over and over in your mind? SELL YOUR MEMORY

We buy ANYTHING, no questions asked!

We guarantee you will leave with a lighter mind and heavier pockets!*

Life is short. Forget your troubles.

Play the full version of Maeko's Memories here. Now with seven unlockable endings, (more) crime, (more) tears, and (about the same amount of) love. https://ldjam.com/events/ludum-dare/44/maekos-memories

*Heavier pockets is figurative. This is a cyberpunk world, and all your currency is electronic.

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When I sat down to write a visual novel, I knew what I wanted. The game would start in the middle of the week. Maeko, the protagonist, had already sold her memories for the first three days of the week (including her memory of selling these memories in the first place). You could then play the next three days of the week, selling new memories, buying back old memories, remembering and forgetting. Depending on what you remember (or how much money you get from forgetting), you could experience a variety of endings focused on different goals: love, family, wealth, jail-time, career, etc. Throw in a 15-year-old daughter, a non-binary love interest, a mysterious corporation, and a talking cat, and I thought I had the makings of an original story that would shine in its depth, humor, and cyberpunk art.

Hahahahah this is Ludum Dare NOPE.

By the time I had written the entire story in a Google Spreadsheet, I knew I had fallen victim to overscoping. My amazing team had already done all the art, including the endings, the game engine, and the music. I couldn't let them down. There was nothing to do but dash through an implementation of the first day just to meet the deadline. But even as I submitted our game, I knew I had to return to complete the story.

And here it is! Check it out! It has all the endings! I played through the whole thing (2,523 times) to get the endings so I guarantee it! It's so shiny! I'm not biased! Though it's too late for the rating, it's never too late for you to experience the full dream that is the horror of walking out of a store on a Wednesday night with no memory of what you've done for the past three days (and you did some serious stuff). So go to our game page, where you can play the original version (and leave us a rating) and then the full version (and leave us a comment) to experience it all!

If you've read to the bottom of this, here's the link to the game page again: https://ldjam.com/events/ludum-dare/44/maekos-memories

Oh, were you expecting something more? Uh, have a hug.

-hug-

The game has multiple hugs though, so you should play the game instead. Just saying.