LD 44 April 26–29, 2019

I need YOUR feedback!

Fools fortune title.gif

Fools Fortune's post jam development is going swimmingly, I have almost all major features implemented (code wise) and a decent chunk of the art finished but I could use some feedback on two ideas.

The first idea is an "unhinged" joke set of scenarios; As of right now there will be 154 scenarios that are more or less completely serious, I'm debating adding a 6th suit of cards that would consist of 5-7 cards (10-14 scenarios) that would all be humorous.

Now the concern with this is would this break the immersion and feel of the game? any feedback on that idea is greatly appreciated!

SprTarotCards_strip3.png

The second thing I need feedback on is the item cards; Since the jam item cards have been implemented, these cards are given to the player when they choose an option that boosts a stat with specific items being tied to specific stats. Now none of the art has been done for these cards, the thing is that there are essentially only 8 functions these cards will serve with 5 of them being the heirloom cards that will be hard to obtain.

If you were playing this and got the same item every time your strength stat was increased would you be annoyed? Would you want more than one item visual even if it did the exact same thing?

I look forward to hearing any and all feedback this community may have!

SprTarotCards_11.png

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

Playing LDJam games live!

https://www.twitch.tv/jesusache You can come in, drop your link in the chat and I'll play it. (No promises tho, if stuff gets out of hand)

Start screen

The idea of start screen of our game for LD44 was very sudden. I invented her right after my teammates, who were searching for sounds, had found the 'AAAAAAAAH' sound for our kamikaze frog.

New Piskel.gif

https://www.youtube.com/watch?v=zc48G7WlGWE

Sneak peak of post jam in-development version

sneak_peak.jpg

I've gotten a lot of positive feedback on my entry, Labyrinth of Souls, but there was a lot of room for improvement. I've been working hard this week to improve the visuals and the audio of the game and HOLY COW is it ever so much more intense now. Above you can see a sneak peak of the player about to enter the soul altar chamber. Be careful, you never know what might be lurking around in these halls...

I hope everyone has a great weekend. Thanks to all who have played, rated and commented on games this week. You've helped other developers and deserve some kudos. So... KUDOS!

Mouse problems fixed !

Hey, we fixed few problems for peoples with double screen !

Come play the retaked version HERE

01.png

Full gameplay

So, three people said my game started lagging so I decided to record full walkthrough in case they still want to see the entire game. Btw. comments are super nice, thank you all :)

https://www.youtube.com/watch?v=QWPFLiGPAG8

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

Lifeforms In Space

Hey all, check out our LD44 jam entry! This game is a turn based strategy in space! Rate and Leave a comment and I will be happy to play and rate yours. NEED JUST ONE MORE RATING TO MAKE 20!

HTML5 https://ldjam.com/events/ludum-dare/44/lifeforms-in-space

cover_01.jpg

Using "Billboarded" 2D sprites in 3D space, like Doom or Wolfenstein

GIF-Billboard-Demo-2.gif

For those unfamiliar with the term, a "Billboard" sprite is a 2D image that always faces the camera, so the player can't "see around it" to notice that it's just a flat image. You've undoubtedly seen this done in old games like Doom and Wolfenstein 3D (even the corpses of the monsters would continue to rotate with the camera).

I've always wanted to experiment with this old school technique, and Ludum Dare seemed like a great time to try it out, especially because I don't have any 3D modeling experience but wanted to do a 3D project.

GIF-Billboard-Demo-1.gif

I thought it would be fun to share what it looks like in Scene view compared to the Game view in Unity. Pretty funny to see what the sprites are actually doing in response to the camera motion. The script attached to the sprites is super simple:

void Start()
{
    cam = Camera.main;
}

void Update()
{
    transform.forward = -cam.transform.forward;
}

If you want to see this in action and nuke some Ghost Spiders, please play and rate "Darkling" here:

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

Hey check out our game!

https://ldjam.com/events/ludum-dare/44/blob-world blob.gif

Kard

Console.WriteLine(kard.GetPin(0).value); Console.WriteLine(kard.GetPin(1).value); Console.WriteLine("bugs fixed: " kard.getPin(2).value.GetPercent().ToString());

-Run

Save the world

2D platformer

Bugs fixed: 50%

-Play it

That's a Wrap on our first LD!

We had a great time participating in our first Ludum Dare and are pretty happy with the results! We tried out "Crypt of the NecroDancer"-style gameplay/music synchronization and it came out well for the time we had! If anyone has any recommendations for Unity packages or techniques for this kind of thing, please reach out! I'd love to explore this topic further.

Come play our game! And thanks to everyone who gave feedback already!

DDtB.png https://ldjam.com/events/ludum-dare/44/dont-drop-the-bass

It's Online ! :D Version WebGL

For WebGL, Linux and Windows

WEBGL.png

2444e.gif

And if you have not tried yet, come and test it !

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

I want to rate your adventure game!

Turns out Zoltan loves them.

adventur.png

I would be happy to try and rate your adventure!

This has always been an interesting category, one I'm very curious about, so...

comment below and I will do my best to rate you :)

Shrubs for the game "King's Alchemist"

To begin with, I created a sketch of how many stages of growth we will have. VdUGsExyqZI.jpg There are 2 frames to make, then the growth is quite fast and inconspicuous. Therefore, set the frame in 4 frames.

Then I drew in the vector the simplest model for the programmer, with which he can already work. Plants.png

It was decided not to make a large number of details, but then you need to work with color so that the plants can be easily seen on our background. It was very important.

Well, the result was such a result. Plants2.png 0pIJjCIikj.gif

You can play the game through your browser at This link.

Buffs.png

Deep Space Prospector Gameplay

a player (@icxon) added a nice video of his playthrough of Deep Space Prospector, i wanted to share this with everyone...

https://www.youtube.com/watch?v=MdjSECR3amk

Deep Space Prospector is a mining/survival/exploration/space shooter with a nice mood to it (I hope). Roam the vast space of the cMonkeys Empire for precious energy. Upgrade your ship during your adventure to survive scavengers and be able to pay the Empire’s energy tax. Punishment for not paying your tax is death!

https://ldjam.com/events/ludum-dare/44/deep-space-prospector

My Ludum Dare Experience

Well that was quite a ride, as always. I worked with two of my closest friends and I think we made something pretty weird and cool. Here's an analysis of how the event went and what I learned for the next one:

https://www.youtube.com/watch?v=yRl5uMUTc-o

TVGS will play your games on Sunday, May 5th, 6 - 9 PM EST

Hey, everyone! Once again, Tech Valley Game Space will be live-streaming this Ludum Dare, starting on Sunday, May 5th at 6:00 - 9:00 PM EST on:

...all at once (cause we can). We'll also stream a week later on Sunday, May 12th, from 3:00 - 6:00 PM EST!

To have your game in consideration for playing and judging, you can sign up on this form: forms.gle/UPL87CT1QgQExLCT6

As the form states, we do enforce a Code of Conduct in our live-streams. As such, we do reserve the right to cancel streaming and rating a game for any reason.

Hard-core Coop party game!

https://ldjam.com/events/ludum-dare/44/les-pattesthe-legs

Keep voting for our game, thank you everybody!!!

24077 (1).jpg

Did you use version control during the jam?

I'm a habitual version control user and I was working with an existing codebase, so throughout the jam I was using Git. Most of the usual benefits of and reasons to use version control don't apply during a jam, but what I found incredibly useful was that by making commits as time went by (even at kinda arbitrary points), I got small diffs of the last few hours progress. It helped with small things like removing dead comments and excessive debug logging, which kept things more comfortable when the heat went up!

Did you use version control? Were you alone, or in a team?

Here's how my frantic last minutes looked ^-^

birdgit.png

Geta Game Jam 8 will be occurring between July 6th and July 9th!

header.png


Have you joined the eight edition of Geta Game Jam?

-> Make a game in three days, either alone or in a team.

-> Participate in theme voting to help decide the final theme!

-> Become a part of our Discord community!

-> Share your progress with others!

-> Challenge yourself by tackling the new hardmode challenge


We'd love to have you challenge yourself and further test your skills before Ludum Dare 45!

Interested? Join the jam today!

Current_CE Web Player post...

Fist pump for GIF.gif

Thanks SO much to everyone for the kind words and patience with our bugs! Your test plays have helped us continue to refine this 48 hour (exhausting) effort!! Still a ways to go...but wanted to announce that we now have a web player version posted here:

https://zoneoutapps.itch.io/current-ce

Still having the random issue where your Battery Bot gets stuck in the cart transfer moment! I just played it all the way through and it DIDN'T happen...then played again and it DID happen once. There is now a Reset and Exit in the cog pop-up upper left if you get stuck either way.

We'll figure it out eventually... ;)

Haven't played Ballsy Escape yet?!

Enjoy 10 awesome levels of a challenging yet fun platformer, and see if you can escape the castle you were trapped in! 🏃🏰

Play and rate here: https://ldjam.com/events/ludum-dare/44/ballsy-escape

ballsyEscapeSplash-01.png

BallsyEscape02May1911em03/em11(1).gif

Thank you!

We made it from 18.5 ratings to over 20!! Thank you everyone. Of course if you have'nt played ASHES yet, click here MArktyyr.PNG

Devlog 1 : Escape from Hell

Hello everyone!

This week, thanks to your many feedback, i decide to develop a complete version of my compo : Escape from Hell.
If you have not tried it yet, you could find it here :

Escape from Hell

escape from hell.png

I began to develop it!

After two days of thinking on a new game design, i began to develop the new version.

What i already done? for the moment, i focused on fight system :
* Remade character movement
* Captured the good input
* Created smart weapon hitbox
* Added dash with invulnerability frames
* Capture the next action of the player during dash or hit (where you lost the character control)

Actually, the game seem really fluid without upgrade the player speed ;).
I'll share the current version of the game at the end of the weekend.

Thanks again for all your comments and advices !

I hope you'll continue to follow me in my first game development adventure :smiley:

Need help

I'm working on a post LD version of my game and I'm really stuck regarding the inclusion of enemies. People who have reviewed the game both say that the inclusion of enemies helps build tension, while other say the game could do without them. What do you think? Leave a comment if you have tried the game and have an opnion on the matter. Thank you.

Try it here: https://ldjam.com/events/ludum-dare/44/battery-life (WebGL and PC versions available)

https://youtu.be/6tkJ4xl4Tc0

Reaction - An app on Google play

PLEASE NOTE: This game is not part of Ludum Dare. Reaction is a mobile game made by Sharks Interactive, play it here! https://www.youtube.com/watch?v=7uw-H-0RlEQ

Ludum Dare 44 - Dev Log

Here is how we made our game and what we learned from the project. Hope you enjoy. :)

https://www.youtube.com/watch?v=uPs2cC299pc

Have you played our game yet?

If not here is the link: https://ldjam.com/events/ludum-dare/44/the-money-hole themoneyholepicture2.png Also I'll play the game of any person that leave a comment to our game page

Heyo!

I've been getting heaps of amazing feedback from the community about my game, Sigillis, and to all of you, thanks! The game is all about drawing symbols that are used to cast spells. It's a neat, new idea, and I'm so glad that I managed to pull it off in just the 48 hour compo.

Freeze Spell Demo.gif

If you're interested, you're invited to play it here then if you have time, rate and comment here.

So, if you haven't heard, a tech-log is coming out in the next few days, all about the ins and outs of the Pattern Recognition Algorithm that powers the game's drawing system. It's fairly complex, so it's gonna be a video, and I'm making some neat graphics to help convey the ideas. It's taking longer than I'd like, but it is most definitely coming. I'm also working to fix a few extra bugs, and maybe deploy a mobile build.

Until then, cheers, and thank you for taking the time to read! :smiley:

One coin, two faces

characters.png

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

Face for Death is a 2D runner platformer videogame developed for the April 2019 Lumdum Jam.

You play a double faced coin that have to scape from a city plenty of evil rich dudes.

Dont let ‘em catch you and enjoy it!

Just 4 more votes!

Ever wandered what it was like to sell lemonade to demons and angels in return for human souls? Well, you're in luck! In this game, when life gives you lemons, you stockpile them so that you can buy your way to reincarnation/heaven after meeting your untimely demise!

screenshot1.png

Play here: https://random-thoughts.itch.io/life-death-lemons

Run for your job!

Check out our Jam entry - Pilling Debt! The game's a strategic runner, in which the player must predict how much time and resources they'll spend at each stage. The protagonist is Bill, a businessman running for his job, and the objective is to finish the three stages in as little time as possible. It's a neat little game that can be completed in a short time.

304f9t.gif

This is our group's first Game Jam ever, and while we did run into some complications (such as one of us getting sick and many going out to watch the new Avengers movie), I'd say that, all things considered, this was overall a success. We all gained a lot of experience from it, and the event was pretty fun. So please, check out our game, and leave feedback if you can!

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

belzedugv3em35/emF1.gif GOBLINKING.gif VSansMSV2em27/emanim10_ANIM03F1-2.gif

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!

CoverArt.png

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?

(Coming down, in a suuuunny dayy (8)) print.png

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

cover.jpeg

LD44 Small.gif

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.

sequenceObject.png

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

sequenceFolders.png

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

easy.png

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

medium.png

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

hard.png

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 ;)

During day: screenshot1.jpg

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!

-- Cover2.png

ezgif.com-optimize (1).gif

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

B915821B-5076-4FC5-82D0-8316E33BAE18.png

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!

Untitled.png

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$.

Screenshot 2019-04-30 at 02.30.21.png

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:

riprip.gif

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

22bd5.png 22bd2.png

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

Come play Enemy Of The State!

-- cover3.png

ezgif.com-optimize (1).gif

The capitalist deal was never worth it! Or was it? https://ldjam.com/events/ludum-dare/44/enemy-of-the-state

Self Surgeon Post-Mortem

surgeon-cover.png

Hey y'all! I finally managed to finish writing a post-mortem for Self Surgeon. I decided to write it in Notion, just like all my notes for the game. Read the post-mortem here and let me know what you think in the comments:

https://www.notion.so/dzejky/Self-Surgeon-Post-Mortem-Public-3486c9da66574ef5b76419b316037799

Making of Work Life Balance

Work Life Balance is a work simulator, your spend your entire life performing menial tasks to earn profits for the corporation.

I've written a postmortem about the development process and decisions I made along the way, including the origins of the infamous sound effects and some small strategy notes.

My own highest score is 6 minutes 28 seconds for $3,624.00. Feel free to have a read or just have a play and let me know if you can beat that :)

Devlog: https://dignz.itch.io/work-life-balance/devlog/79560/making-of-work-life-balance

LD submission page: https://ldjam.com/events/ludum-dare/44/work-life-balance

EDIT Sorry I didn't publish the devlog on itch! Try again :)

Video summary of our LD44 experience making Pew Pew Crew!

My friend and collaborator Jonas Tyroller made a summary video of our experience and the takeaways from participating in this Ludum Dare. It's pretty cool, check it out!

https://youtu.be/uPs2cC299pc

PewPewCrewLogo.png

LudumemDare/em44em2019-04-30/em02-22-16-28.png

LD48.Paylife (Compo in 24h !)

ingame.png

https://ldjam.com/events/ludum-dare/44/ld48-paylife

Welcome ! Paylife (Ludum Dare 44 Theme: Your life is currency) is built in plain HTML5/JavaScript with a framework I am developping.

I challenged myself creating this game in only 24h instead of the regular 48h !

Rules :

  • it is a mouse-only game
  • you have 60s to break your best score

  • clicking on cards cost life

  • cards increase life per second releasing hearts
  • catch hearts to gain life

  • when an heart flies away, you lose 1 life

I'd like to :

  • add sfx

This was my second Game Jam, so I hope you'll like this game. Thank you for your support.

https://ldjam.com/events/ludum-dare/44/ld48-paylife

My future self will thank me for this

So I finally did something useful that I've been planning for ages. Will make the life on future game jams so much more :ok_hand:

I've had this AudioManager for a while that takes in all the audio clips and then with one line of code I can play a sound effect with some pitch variation at specified position. For each sound effect, I usually use around 2-4 different clips with different volume balance for each so tinkering with them has been a pain because the process of change code, build, find the sound source, test, rinse and repeat until good.

sd.png

But now I made this editor window to go with it. It lists all the clips in the AudioManager, you can select some of them, tinker with the volume and play them right then and there. And then it spits out the code needed to play the combined effect. Will make designing sound effects so much smoother.

```csharp using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; using System.Reflection; using System;

public class SoundDesigner : EditorWindow { AudioManager am; Vector2 listScroll; List sounds = new List(); List soundVolumes = new List(); string output;

[MenuItem("Window/SoundDesigner")]
public static void ShowWindow()
{
    EditorWindow.GetWindow(typeof(SoundDesigner));
}

public void FindAudioManager()
{
    // never do this crap in an actual game
    am = GameObject.Find("AudioManager").GetComponent<AudioManager>();
}

void OnGUI()
{
    EditorGUILayout.BeginHorizontal();

    if (am)
    {
        listScroll = GUILayout.BeginScrollView(listScroll);
        EditorGUILayout.Space();

        for (int i = 0; i < am.effects.Length; i++)
        {
            GUILayout.BeginHorizontal();
            GUILayout.Label(am.effects[i].name, EditorStyles.boldLabel, GUILayout.MaxWidth(150.0f));
            if(GUILayout.Button("Play", GUILayout.MaxWidth(70.0f)))
            {
                Play(i);
            }
            if (GUILayout.Button("Add", GUILayout.MaxWidth(70.0f)))
            {
                sounds.Add(i);
                soundVolumes.Add(1f);
            }
            GUILayout.EndHorizontal();
        }

        EditorGUILayout.Space();
        GUILayout.EndScrollView();
    }
    else
    {
        if (GUILayout.Button("Find AudioManager"))
        {
            FindAudioManager();
        }
    }

    if (sounds.Count > 0)
    {
        EditorGUILayout.BeginVertical();
        EditorGUILayout.Space();

        output = "";

        for (int i = 0; i < sounds.Count; i++)
        {
            var sb = sounds[i];
            GUILayout.BeginHorizontal();
            GUILayout.Label(am.effects[sounds[i]].name, EditorStyles.boldLabel, GUILayout.MaxWidth(150.0f));
            soundVolumes[i] = EditorGUILayout.Slider("", soundVolumes[i], 0f, 2f);
            if (GUILayout.Button("Play", GUILayout.MaxWidth(70.0f)))
            {
                Play(sounds[i]);
            }
            if (GUILayout.Button("Remove", GUILayout.MaxWidth(70.0f)))
            {
                sounds.RemoveAt(i);
                soundVolumes.RemoveAt(i);
            }
            GUILayout.EndHorizontal();

            var pars = sounds[i] + ", transform.position, " + soundVolumes[i];
            output += "AudioManager.Instance.PlayEffectAt(" + pars + "f);

"; }

        EditorGUILayout.Space();

        if(EditorApplication.isPlaying)
        {
            if (GUILayout.Button("Play in play mode", GUILayout.MaxHeight(50f)))
            {
                for (int i = 0; i < sounds.Count; i++)
                {
                    am.PlayEffectAt(sounds[i], Vector3.zero, soundVolumes[i]);
                }
            }
        }
        else
        {
            if (GUILayout.Button("Play", GUILayout.MaxHeight(50f)))
            {
                for (int i = 0; i < sounds.Count; i++)
                {
                    Play(sounds[i]);
                }
            }
        }

        EditorGUILayout.Space();
        GUILayout.TextArea(output, GUILayout.MinHeight(100f));
        EditorGUILayout.Space();

        if (GUILayout.Button("Clear"))
        {
            sounds.Clear();
            soundVolumes.Clear();
        }

        EditorGUILayout.EndVertical();
    }

    EditorGUILayout.BeginHorizontal();
}

void Play(int i)
{
    var path = "Assets/Sounds/" + am.effects[i].name + ".wav";
    var c = (AudioClip)EditorGUIUtility.Load(path);
    PlayClip(c);
}

public static void PlayClip(AudioClip clip)
{
    Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
    Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
    MethodInfo method = audioUtilClass.GetMethod(
        "PlayClip",
        BindingFlags.Static | BindingFlags.Public,
        null,
        new System.Type[] {
     typeof(AudioClip)
    },
    null
    );
    method.Invoke(
        null,
        new object[] {
     clip
    }
    );
}

} ```

Cold Dream: Postmortem

My entry, Cold Dream, is a survival solitaire game. You've been exiled to Makemake and left to look after yourself. You have four vital resources: food, water, oxygen and heat, and you have to make sure you won't run out of any at the end of each turn. To make matters worse, every turn a random crisis occurs, that will reduce your resources at the end of the turn.

You have a bunch of other resources to work with, and 8 cards, dealt from a deck, that provide you with options for staying alive. Some cards let you build equipment that you can keep, giving you more options in future turns.

cd_screenshot.png

What went well

  • Doing Ludum Dare for the first time in years. I used to take part in LD regularly, but eventually my lack of energy got the better of me, and the last time I competed was in LD37 (Dec 2016). I've really missed it though. So as soon as the situation afforded it, I took the chance to take part again. And I'm really happy I did.
  • Pushing my personal envelope. Of my 12 previous Ludum Dare entries, 11 were puzzle games and 1 was an action game. At one point a couple of my puzzle games got good ratings and I sort of developed a fear of straying from the formula. It's been a slow realisation that the ratings aren't as important as just bloody doing the competition, and stretching myself. So I'm glad that I made a card game, something really different from what I normally do.

What didn't go as badly as I feared

  • Doing things in the wrong order. I normally try to make sure I have a fun, balanced game before I get on to matters that I consider "polish" (things like menus, getting the graphics looking good, etc.) But for this card game, there was a lot of work to do on the interface before I could playtest it at all. And interface work takes a lot of effort for stuff that people barely notice (but would notice if it was missing) - e.g., dealing the cards out one at a time, tweening the card position when you click to look closer at it, etc. As a result, the game only really came together in the last 6 hours or so of the competition. So there was a worry that the gameplay just "wouldn't work". But I'm glad to say that on the whole it doesn't work too badly. It is not as perfectly balanced as I would like, but the gameplay works and my goal was accomplished.

What went badly

  • Being rusty. Having not taken part for a couple of years, I was much slower at doing some things (mainly DOM manipulation code) than I used to be. Making a small practice game some time in the weeks beforehand probably would have helped with this.
  • SVG. I normally use canvas graphics but decided to use SVG this time. The whole web page consists of one big SVG element, and all the code jams stuff into it. This is good for stuff like buttons. But it leads to lots of browser compatibility problems. In particular, the game doesn't look right at all on the Edge browser. Also, I tried to use an asset that was an svg file with an embedded png. This worked fine in Firefox, but Chrome didn't allow it. So I had to scratch that. So what would I do in future? Probably canvas. A mixture of canvas and SVG could work too, if I was sure that the SVG stuff I use is safe to use in most browsers.
  • Lack of sleep. Every time I do this, I tell myself to set the scope small, and get lots of sleep. Every time, it doesn't work out. I will let you know when I figure out the solution to this.

Lets celebrate!

Whoo hooo! 100 ratings!

Untitled.png

Thank you everyone who played my game, Enemy Of The State! I sincerely thank every single on of you, especially those who took the time to carefully give me feedback.

121.png

Heres one for all of ya'll, and I wish all of you guys a great LD, both for the current one and the ones of the future.

As for the game, well, here it is: https://ldjam.com/events/ludum-dare/44/enemy-of-the-state

My first Game!

monsterSlayer Cover Screen.PNG

https://ldjam.com/events/ludum-dare/44/monster-slayer

My first public game. Please have a look and FEEDBACK.:smile:

MeltUP Postmortem

ldBanner.png  

I wrote a post on my blog detailing all the ways I screwed up my game, plus some bonus griping about the theme and theme selection in general! Read it here. There's no comment section, so feel free to leave 'em below.

Working on your suggestions

Everybody who tested and commented once again thank you, your suggestions are definitely helpful. And because this is my first ld game that i really think have some more potential i will work on a post jam version.

Partly because i do like the gameplay itself but also because i really liked working with Godot and i think if i keep working on this game i will learn a lot more. Also i can challenge myself a bit with the animations and art as i decided i would use a limited palette for my art.

For now i am trying to make what i have more pretty and of course remove the bugs. But some examples

water.gif

mouse.gif

Experimenting with new software

I've found myself using a lot of new software recently, and I've been blown away by the quality of a lot of freeware. Here's a short list of some incredibly powerful software, that I strongly recommend trying.

Krita is amazing

Not sponsored or anything, simply an amazing resource that I stumbled into. It's an image editing software, similar to photoshop, but it's completely free. Easily the most powerfull free image editor that I have found. It has a bunch of incredible features, and it really seems like an all-round software, with animation and pixel art modes (from what I've read, I'm still experimenting).

I spent an hour mucking around in that, and whilst I am certainly no artist, I managed to pull together this:

Krita Test.png

Whilst what I've made is certainly nothing incredible, this is my first time ever creating a scene like this, and it's o.k for something made in a bit over an hour. I'd seriously recommend checking out this software, it seems to do everything that photoshop would, all free, and even open source, which is great. Krita is a true photoshop rival, and this software's free.

File Converter is also amazing

Whilst it isn't as creatively named, it's a free converter, made by some friendly people on itch. I've seen far too many horrific premium conversion services, and this one's nicer in every way. Best part is, once it's installed, you just right click on a file to convert it. I've tested it with gifs, and quality is much better than the free online conversions.

Has all the major conversion types, and is pretty quick, so there's really no downside; and that's great!

Trello is amazing too

This Ludum Dare, I experimented with using Trello, and wow was it a help! It truly is the perfect project management tool. You create a bunch of lists, checklists and ideas, and it just holds them all in a nice, usable way. Fits everything project management into one, free website. You do need to sign up, and there's still the freemium approach of 'pay to get everything', but what you get for free is all you really need.

Trello.PNG

That's all the useful software that I've been using recently. Is there anything else that you'd add to this list? These are all free resources, so something like Aesprite doesn't make it here (although Krita has a pixel art mode too, not sure how effective that is).

Also, a hot shoutout to my game, Sigillis, cos why not? In it, you draw things on the screen to cast spells. The game uses a neat algorithm that I made to figure out what you drew, then casts the spell. It's surprisingly fun, and I'm having fun continuing its development. I'd hoped to release a patch today, but was way too busy to find a second of time till now. There's also a devlog coming that will talk about all the techy, algorithm stuff, stay tuned for that (maybe follow my LD account?).

One issue with the file converter mentioned above is that there isn't any control over the compression of a gif, other than low quality or high quality. Unfortunately, I need small file sizes to post gifs here, so one from an online converter will have to do...

Freeze Spell Demo.gif

The game is available on the web for your own convenience here and then perhaps rate and comment here.

Thank you to everyone who's been leaving feedback on my work, much appreciated! If you have any favourite software, then please do share it with us, and I'll compile a huge list of useful LD (and general gamedev) tech.

Cheers, JUSTCAMH :smiley:

L.Y.L.A. - I need Feedback for an improved version!

So the first round of feedback was great, thanks to everyone who has played and rated the game so far. The comments that came up made me think about how this game could have turned out, hadn't I rushed for the compo. And therefore, I plan on gathering more and more constructive feedback to give this game a one-week-treatment after the play+rate phase is over. I don't want to retroactively jumble up the ratings, but I think there is some potential in there and maybe it could actually grow into something bigger.

That one feature that I hated to scrap due to the time limit was an actual representation of relationships you form and make over the time. The plan was to let the player have an actual journey to a city or a country, do some things there for a certain amount of time, get into conversations, having to decide between multiple people and stuff like that. That's partially written already, but that will definitely become the main focus of the "Definitive Edition".

Nonetheless, the more feedback I get the better the do-over will turn out, so please, take a few minutes and rate my game.

SPOILER-HINT: You'll get to the end faster by making yourself appear older to LYLA.

Play & Rate here: https://ldjam.com/events/ludum-dare/44/l-y-l-a-your-personal-living-your-life-assistant

Streaming Again!

Untitled-1.gif

I will be streaming 4-8PM. Come and say hi. If you're in the queue make sure to be present!

I will only play your game if you're watching, so even if the queue is big I might skip some entries, don't be afraid to join and submit your own game. If I don't play it today I will play it tomorrow :)

Cat Animation 101 - a little series - Part Four

Read the previous post here

immaginipostanimazione_05.gif

What's the quickest way to draw something so that it looks good enough? Using the tecnique you are more familiar with. Period.

I'm a programmer as you know if you have read my past posts, and the pen tool has been a mistery to me for years XD. I started to use it last year and even if I'm more confident now, I'm deadly slow compared to freehand drawing. Plus the results are actually pretty close.

If you have time of course vector tracing is the best choice, the result is flawless, but if you, like me, are not so expert in moving, adding and deleting points quickly, just go for a freehand tool, like a basic brush.

Choosing a thicker brush also helps a lot to get slicker looking lines.

For Zoltan's cats *I used a 5 pixel hard round brush with no dynamic al 100% opacity *.

Creating Skybox with Substance Designer

Our skybox was an important point to work on, We found a simple way to make it with Substance Designer !

07_Skybox.png

10.png

Come see the result in game HERE

Streaming: Now!

Come and submit your game :)

https://www.twitch.tv/thevinter

Proably last day of streaming ludum dare games!

Come to say hi to: https://www.twitch.tv/siraeron! you can submit your games here:https://docs.google.com/forms/d/e/1FAIpQLSd3BMYL1jWQiizDkz_2jbgnPtZ8XOhb1hThzvIXifp9SMlVmg/viewform

Darkling "Lore"

Screen-Woods-2.png

Is this reality?

You "wake" to find yourself in an eerie landscape. Strange voices fill the air, and the ghastly trees that surround you seem to be made of bones, or of something else not of this world.

Suddenly, your right arm is filled with a fiery pain. Looking down in horror, you realize that your arm is gone, instead replaced by some terrible demonic entity. You can feel its evil power surging through you, burning like hellfire.

Peering off into the distance, you can vaguely make out hordes of ghastly shapes rapidly approaching, while the infernal pain in your arm feels like it's about to explode...

Screen-2.png

"Darkling" is an action-packed first person shooter that demands lightning-fast reflexes as well as smart choices.

Thanks to all who've played and rated so far! If you haven't yet, would you mind? I'll do the same. Thanks!

PLAY "DARKLING"

Feed the android

Links to android games please. I will get some time to sit in front of a screen soon. In the meantime I am mobile only.

You can play here !

Run in the , jump, push crates and post letters !

"The strange Life of Bill the postman" Available on Web, Windows and Mac.

ezgif.com-optimize (1).gif

You can play, rate and give feedback here : https://ldjam.com/events/ludum-dare/44/the-strange-life-of-bill-the-postman

Heyo!

A new patch for Sigillis has been released!

In Sigillis, you draw on the screen to cast spells. It uses a complex algorithm that I made to determine what you drew, which was all quite fun to make in the compo time period.

Freeze Spell Demo.gif

If you're interested, then you can play it on web here and then rate it here.

If you're not interested, then... I don't know why you're still reading. I could tell you that a dev log is coming out in the next few days, probably a bit delayed from the expected release date. That'll cover all of the stuff about the pattern recognition algorithm, which has some cool ins and outs. I could tell you that now with the latest patch, the game is more balanced and more sensitive to input than ever? Still not convinced? :scream_cat:

Regardless about how you felt about the game, I appreciate all of the feedback that you can fill me with, good or bad. I've been doing my best to keep up with all of the community's suggestions, putting the freshest ideas into each new patch. Thanks to the people that have helped me by providing awesome comments! Thank you for your time, JUSTCAMH. :cat:

A postmortem on my first Ludum Dare game

title_blog.gif

You can play and rate my jam entry here! (I'm sort of spoiling it in the article)

Well there it is! Several LDs after I first vowed to join, I finally got to work on my own compo project. My name is Kyrio, I make AI for strategy games as a day job and I've been devising game ideas and engine prototypes for a few years now. While I've long been interested in the making of games, I'm still quite new to game dev itself.

A Binding Contract stems from a concept I came up with in the week before LD44: solving puzzles by using the properties of random objects you find around a house. I think this is a great way to prepare for a jam, especially when, like me, you haven't prepared anything else: find the type of game you want to make, and hopefully you'll figure out a connection to the theme. And I did just that on Saturday morning: if the idea is to bind objects together, what if "life" was the glue that made two inanimate items work together? What if you could take the life off one mechanism and use it to build something else? Would that, uh... work on humans?

I had the connection, and a setting grim enough to fit your initial reaction to the theme. Exciting times! So, did everything go right? Nah. While I'm pretty proud of the presentation of my game, it is mostly just a prototype, highlighting the main mechanic rather than really letting you play with it. But there's a lot to learn here, even things that might seem obvious to most jammers.

Let's find some key lessons:

  • Prepare! It was fun to go it alone and unprepared, but I lost valuable time either trying to do stuff I had never done before (music with Bosca Ceoil, which I eventually scrapped) or setting up my codebase. I wrote a bit of Lua code in the beginning as I wanted to use LÖVE, a framework I'm pretty fond of, but I soon fell back to Construct 2 to have a working prototype quickly ready. HTML5 is great when you want people to try your game.
  • Design! I can't stress this enough. I had my idea, a plan, and after a relaxed start I knew I had to focus on assets. I'd draw furniture and figure out how to interact with it along the way, I thought; what a fun creative process! Don't do that. By the time I was implementing the gameplay, I realized I could only add a few interactions, and none of those I had thought about were intuitive or exciting enough. This almost made me quit.
  • Don't, uh... polish that much? I don't know. I can't help myself, even when I'm running late on everything else. I knew I couldn't push the idea very far in a jam, but I wanted my entry to be a teaser of what the game could be. So of course I wouldn't cut the intro, but the UI took more time than I should've allowed. Ask my colleagues if I spend release weeks tweaking the CSS of our debug tools! (I do)

But there's a few good things too:

  • Art. Limiting myself to the Game Boy palette and scale felt a bit tedious, but in hindsight I think it helped this pixel art novice focus, and the uniform style gives a nice quality boost. It was exciting to get positive feedback on that aspect!
  • Taking decisions. Though I was planning to have more content than that, I'm happy to see I managed to limit the scope of the project as I saw the clock ticking. Mainly, I came up with the point-and-click system because I knew I couldn't spend more time on assets, let alone a walking character.
  • Concept. I still like the idea, and especially the lore that appeared when I confronted it with the theme. I eventually stuck to my initial "house mess" setting and got rid of the LIFE meter, but I do regret it. I think there's a lot to do with the mechanic of stealing LIFE from something (or someone) in order to build something else, and a whole game world to imagine around that.

Eventually, I didn't feel like publishing what I had for the compo, so on the next day, I took a few "jam" hours after work to fix some issues and code the ending event. And thus came A Binding Contract, a prototype with a lot of polish and promise, at the expense of things to do in it. Releasing something feels very good, even after a few disappointments, and I'm positive it'll help for the next time. Thanks for reading!

Documenting LD 44?

Hello everyone. I'm a filmmaker by trade but have been playing game-dev for a couple of years now. For this Ludum Dare I've decided to not just play your games but also analyze them as a way to learn and become a better game designer.

I'm recording the process for the next two weeks and putting together a "How it works" series for a new Youtube channel I'm launching. My goal is to learn a thing or two from you and your design and share what I learn with others. I won't be making reviews or critiques at all, just straight mechanics and design talk for the purposes of education.

Does this sound interesting to you? Maybe after I play your game I can ask you some questions for the video? A sort of mini documentary on the people behind the games?

Please post your game below!

Just putting it out there for the LD community if anyone would like to participate. I think it would be awesome.

I'll go ahead and share mine first to break the ice. Right here: https://ldjam.com/events/ludum-dare/44/tensilver

Thank you!

Live Streaming LD44 Games Starting In About 1 Hour :D

I'll be streaming some games submitted to LD44 today!

I've added a command to my channel if you would like me to check out your game! Can't wait to see what everyone came up with :D

Use the submit command with a link to your game like this to add your game to the queue:

!submit https://ldjam.com/events/ludum-dare/44/super-basic-game-plus

Carbs On Twitch

Will be highlighting each game later and will be providing the links for those later too :D

Come shoot some guys

-- cover4.png gi4.1.gif

You should have known better than to take the capitalist deal, komrade: https://ldjam.com/events/ludum-dare/44/enemy-of-the-state

PATH, a game of Life - 300 Downloads!

Today we crossed the 300 downloads on itch.io! We wanted to create a small gif to celebrate and showcase the game to all of you who don't know about it yet!

You can learn more about PATH here: https://ldjam.com/events/ludum-dare/44/path-a-game-of-life

path.gif

We also wanted to thank all of you who played the game, and even more those of you who let us great quality feedback and kind words :) We really hope you enjoyed playing it, and had a good time choosing what to do with the rest of your life... ;)

In addition, we still aim at playing your games, so feel free to drop your page link in the comments!

Cheers!

My Voice-controlled shooter

Untitled-1.gif

Hi all! Today is the first day I have any spare time to play games. Apologies! Please suggest your game for me to play and rate! Meanwhile, here's my game, an on-rails shooter you control with just your voice.

Play it here

UnderBreak - Environments

Here are the sets of UnderBreak, made with 3ds max on Unity, during the Ludum Dare 44.

Sans titre-2.png Screenshots02.png Screenshots03.png Screenshots04.png Screenshots05.png Screenshots06.png Screenshots07.png Screenshots08.png ezgif.com-gif-maker.gif

Available HTML5, Window and Linux https://ldjam.com/events/ludum-dare/44/underbreak

Day 2 - art Time-Lapse

I have been super lazy last few day, but I have promised myself that I will post TimeLapse videos (of each day) of the art I have been doing on our entry Bob The Zombie

Here is the day 2. In day 2 all the NPCs and player animations were done. It was time to focus on the environment and all the background assets. On the day 2 I was also recording all the sounds and effects (along with my wife), but that is not captured (un)fortunately :D https://www.youtube.com/watch?v=zB4egAR1bQo

If you haven't tried our entry yet, please go ahead and don't be shy to share your feedback with us :) Thank you all for your time!

A.N.D.Y.R.U.S.exe - source material

My story

Hi, you may know my game, but you may not know, that it's a remake. When I started programming I wanted to make apps (not games). I've had a Polish course that I found on YouTube. I've always made more, then I had to. When I had to make a calculator, that would divide two numbers, I would make a calculator that can divide, multiply, add or sub struct.

Annotation 2019-05-04 165756.jpg

The first game

Once, I tried making a game for some reason. At the time I like writing books, so making games combined those two worlds. I had an idea of a facility called Extendris that resembled Aperture science from Portal (I was a big fan). I had an idea for a game, where you play as an engineer, that faces A.N.D.Y.R.U.S. on his computer (a GlaDOS like AI). It was funny to me, that a very secure login screen, would reset a password for free, if someone forgot it (security).

After every day your files got more and more corrupt. File names would turn into gibberish.

Annotation 2019-05-04 170059.jpg PROTIP: If you write a command that displays polish letters (ą ,ś, ć, ó), the text is going to be weird, like in the first option above.

Fun

The best thing about it was system recovery mode. You could just type "RepAllPro" to repair all programs, but you could also change the name of the command, then read the story and then type in "Do your job" to repair.

Feedback

Sadly, everyone that played it called it a "logging simulator". The first 8 days where just that. You logged in, you exited the system and watch the cut scene. The project was abandoned.

Meanwhile

I'm just going to say, that all of those Polish Unity tutorials sucked. I knew, that Unity will be my way to experience gamedev, but it was hard. Every tutorial just said: copy the script... and that's it. Not even mentioning, that Unity took over 3 DAYS TO DOWNLOAD! Once I got an add for a Udemy course. It costed 400 POLISH ZLOTY (1 POLISH ZLOTY = 5 DOLLARS)! Luckily, it was on sale for 40 zloty. I convinced my mum to buy it and then the fun began.

Gamedev begins

The instructors were awesome at their job. I watched them everywhere. I started making a text adventure that covered the whole facility of Extendris. A story of mister Ignacy. Sadly again, I didn't finish it. Don't worry, because I've started making a 2D top down puzzle game. I still have nostalgia to that old music made in Bosca Ceoil and the mini Ignacy character.

1b211.png.40x40.fit.png

Ludum Dare

I discovered Ludum Dare. I thought that it was a game jam for only special people that got an invite. Later many people started saying that I should take part in a competition. I looked on the Ludum Dare website and I've made my first ldjam game for Ludum Dare 43.

https://www.youtube.com/watch?v=gPRk38sGu9I

Please don't play it! It sucks and I'm making a better version of it.

The remake

Come Ludum Dare 44 and the theme sucked. I was brainstorming, until A.N.D.Y.R.U.S. cam into my mind. I thought of remaking this master peace of a story and trying to add the theme somewhere. I don't know why I did it, but ok. After I published the game I felt that I've accomplished something. Finally this wasn't a prototype, but a finished game. Although there are a lot of typos I like the game.

What now?

I want to make a post jam version. There will be a "God mode" that will let you skip days and play around. People would finally try getting different endings. Now I'm happy with this game and my first real application. https://www.youtube.com/watch?v=tk23dofa9wA We will see what comes next.

Play this game here

Want to win some money? Let's deactivate some L.I.F.E.

Hi there, just released the first post jam update, the game is quite similar to the one we made during the jam in 48h but we've polished a few things like the design, some bugs and some sound design. If you liked it stay tuned, more L.I.F.E. should come soon!

Try now: https://ldjam.com/events/ludum-dare/44/life-corp fsefseff.PNG