LD 44 April 26–29, 2019

We want you!

Calling all Commanders! The Ludum Dare fleet needs you! It's time to step up and do your part!

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WebGL and Win https://ldjam.com/events/ludum-dare/44/lifeforms-in-space

Thank You!

I just wanted to take the time to say thank you to the community for all the great feedback its been giving. AA903D0F-160E-4FDC-AC50-6E3700B6D3C9.jpegIf you want to give me some of your feedback on my game Arena Of Wealth heres a link! https://ldjam.com/events/ludum-dare/44/arena-of-wealth

Coming soon to Blood and goods

We're currently working into new characters for the game, each one with its unique combat mechanic, join to our Discord community and help us with the game development! personajesPrueba_strip13.png

If you havent played the game, what are you waiting ? PLAY IT NOW!

I made a video on my Experience! || LUDUM DARE 44 || Cerebra Cortex

What a journey it has been for me the 3 days of Ludum Dare, I'm making the updates for the game, within the ruling of the Jam, and will post the update about it after I put them in place, in the meantime, enjoy the video! :smile: :tv:

Share your game with me!

I'd love to check it out and rate it too!

https://www.youtube.com/watch?v=JS2AA7rxlYg

Ephemera Postmortem

You must turn back now_480.png I went into the weekend knowing that I wanted to try out some of Unity's new functionality and ended up targeting the new Visual Effect Graph. I decided I’d do a lyric-video approach to free me up from worrying about game mechanics and letting me focus solely on the bits I wanted to learn. Feel free to check out my final result (https://ldjam.com/events/ludum-dare/44/ephemera) as well as another game I created music for (https://ldjam.com/events/ludum-dare/44/rude-bear-reassembled).

What went well:

Music

I wanted to have something that built in intensity towards a large climax and I think I achieved the target I was aiming for. I think I found a good balance of electronic and atmospheric sounds before hitting the guitars-and-screaming bit at the end. I’m not the strongest vocalist, but I think I got a passable performance. A few things I’d do differently in hindsight, but I’m happy with the result.

Learning

I had no knowledge of how the VFXGraph worked before going into the weekend and I spent a good 6 hours or so just reading articles and looking at how others have used it. I’m by no means an expert in it now, but I think if I started with a clear target I had in mind I could probably approximate it fairly well. It really is an awesome tool. They brand it as something for non-programmers to be able to get results that usually require programming, but I had the opposite experience - I have no business doing anything with visual arts and I was able to walk away with something cool looking.

Modularity

One of the great things about VFX graph is that you can expose parameters to be code-controlled very easily. Each element had (among other things) a spawn rate and an intensity parameter that combined to control everything from particle size, spawn rate, deformation speed, and color. This could all be controlled in Unity’s Timeline editor, through specific triggers I set up, or in response to the audio’s RMS levels. Sometimes all three. Super flexible. Intensity-Spawn-min-02.gif

Timeline

I had never used Unity’s Timeline editor before either, but I was able to use their Signal Receivers to lock specific actions to specific timestamps on the DSP level. I created a function to add or remove each text block and then could just go through the song and add triggers as needed. I don’t know how much I would use this in a game context, but it’s far more useful than I had expected.

What didn’t go well:

Setting up the Particle Systems

It could just be my lack of knowledge, but I had to do a LOT of duplication of VFX Components. I had hoped to be able to create a parameter that would let me swap out the text images as needed, but instead I had to recreate each VFX Component and update the Cache reference inside the Graph itself for every single chunk of text. This meant that I had 30+ separate VFX Graph objects. Once I started implementing text I was unable to make any real changes to how any of those systems worked or else it would be inconsistent with the rest of the project. Not to mention spending way too much time trying to solve this issue that could have been better spent elsewhere.

No interactivity

I had hoped to, at a minimum, let the player move the mouse around and affect the particles in the system. It definitely would have made things seem a bit more tangible. It’s definitely possible, but I ran out of time to get it implemented.

Conclusion

On the whole it was a very successful experience. I learned a TON and I’m really happy with the result. While I didn’t accomplish everything I would have wanted, I think I got a lot closer to that target than I usually do for Ludum Dare.

A sad day

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It's with a heavy heart that I write this post; Unfortunately my desktop just couldn't handle the work load I was putting on it and this morning suffered from drive failure. I've been working on it for close to a decade so it's not too surprising but without it I'm confined to a laptop that struggles to load any engines or tools.

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Normally I wouldn't post this here but I've made a patreon to try and get a new cheap rig that will work for my day to day work, any support or even just sharing the patreon helps a lot

it can be found here; https://www.patreon.com/GearSteak

I'm going to continue to work on Fools fortune but development will slow

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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

I made it!

Big thank you to everyone that played and rated my game! I have reached 20 votes!

1, 2, 3, 4! An Arrow of Light Postmortem

Arrow of Light is an action-adventure epic developed by myself and my friend Hubol. I did the game design, programming, story and art, and Hubol did the sound and music.

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Post mortem is the Latin term for “after death”. So what happened to this game after it died? Let’s hop right in & find out!

Chapter 1: Game Too Hard

Arrow of Light is a game that requires a high level of skills to play. Players must master the art of shooting arrow to succeed in this harsh world.

However, when starting the game, players only have 10 HPs. The first enemy you meet is flying high in the air and fires waves of bullets that do 5 HPs of damage! On only the third screen of the game, players are tasked with learning how to shoot while dodging the deadly attacks that will cause a Game Over in only two hits.

After you collect some Heart Flowers (an item which increases your Maximum HPs by 5) it becomes easier to survive. However, the introduction is very hostile to newcomers and may give a bad impression. If only we had allowed players to learn how to shoot the bow and arrows in a more forgiving environment!

There is another quite large difficulty spike, and that is in the final area, but we don’t want to spoil it ;-)

Another issue is that there are a lot of secret passages in the game which contain progress-critical items. The first passage most players will find is very obvious but some are quite well-hidden! Without careful searching, some players will simply get stuck in the grass area without realizing that there are secrets to find.

Chapter 2: The Lava Puzzle

There is an area in the game with some deadly lava. In Arrow of Light, this hot and familiar obstacle can be overcome by solving a puzzle, rewarding you with Heart Flowers and a special key that is needed to progress.

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Now, if you are a game designer you are probably familiar with the concept of “conveyance” in level design--this means when the level design tells the player where to go in a natural way. If you look at the picture above, it really looks like the player is supposed to jump across the gap to the key. This is not the intended solution to the puzzle, as the gap is too large and the player will fall in the lava.

However, due to a development oversight, the lava does only a fairly small amount of damage! This means most players seemed to skip the puzzle completely by jumping into the lava. I think this was a confusing moment for many, many players!

Chapter 3: Ballons and the Unique Role of Humour

In this game, ballons are a major theme. The first enemy you encounter is riding a ballon, there is a secret area with lots of ballons in it, and more.

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“But wait”, you might say. “Isn’t it spelled, baloon?”

This is actually a subtle bit of humour on the part of the developers Sylvie and Hubol. It is sometimes funny to intentionally mispell words. Most people would instead opt to spell “ballon” correctly, which is why the subversion of the trope is funny to us. Simple touches like this create a more playful atmosphere in the world of Arrow of Light.

However, it seems many people did not understand the joke. Some players, when they see the word “ballon”, simply correct it in their heads to the right spelling which is “baloon”. A few have even gone so far as to not rate the game in the Humour category. Personally, we think the game has some cute jokes in it but we understand that everyone sees humour differently.

Chapter Finale: Conclusions

In conclusion, we had a lot of fun making the game but there are some clear points of improvement. In the future games, we will try to balance the difficulty, design puzzles more carefully and spell words correctly.

If you haven’t checked out Arrow of Light yet, be sure to play it in your browser or as a Windows downloadable!

Check out the awesome soundtrack by Hubol too!

Name Your Captain

Hey everyone, I was a bit late on my rating for this LD very busy week. therefore it seems I missed out on the early influx of voters. If anyone is looking for a game to rate consider Playing mine, I would really appreciate it. leave on comment if you do and ill do my best to rate yours as well.

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Anyway my game has a FTL inspired game loop. Your job is to micro manage your systems by moving your Crew around. You have three main Systems, Cloning (More Crew), Hacking (Stunning Enemies) Shield Repairs(Emergency repairs). With an additional North, South and East facing guns.

you will gain upgrades throughout the journey but you will force to Sell off you crew to obtain the upgrades.

The game can be a bit overwhelming at times, it doesn't hand hold you. you might need to play it an additional 1 or 2 times to reach and beat the final wave.

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

<3

Need feedback on your LD game?

Are you working alone, in a dark cellar that echos, and you are not sure if the game your working on has what it takes? We have all been there.

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Send your game to receive live feedback on twitch. Get feedback from other game developers , we have already given feedback to more than 1000+ games, and have a small community who are well versed in the most common issues. We try to keep our feedback constructive, we want to help you make the game you want to make, and not try to impose our opinions.

Submit your game at http://bit.ly/gdcsubmit Stream will be live on https://twitch.tv/gamedevcompany

The only rule we have is that one of the devs should be present so we can ask questions in future feedback sessions. The game can be at any phase of production, from early prototype to full on release. As long it is playable and you are ready for feedback.

Excited to play your games, see you on the stream.

Keyboard Cowboys Recommend...(Part 2)

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The Keyboard Cowboys are comin' in again with a new haul of some of our favorite Ludum Dare entries so far!

Ghostly Tricks

Made by @nelson-william, Ghostly Tricks is a top-down puzzle game where you trade your soul to a vending machine for bombs that you use to find a way out of increasingly tricky rooms. The total premise is very simple and easy to pick up quickly, but the way the mechanic is stretched makes for some really interesting gameplay scenarios and "aha!" moments that are rare in jam games. Currently one of my personal favorites!

Play Ghostly Tricks Here! https://ldjam.com/events/ludum-dare/44/ghostly-tricks

BETRAYDED

Made by @barbiche, @drestin, @entropy, @acoussat, @roilbauk, and @karreg, BETRAYDED, on top of having a dynamite name, is a dynamite multiplayer game. The movement controls are as simple as they are silly. 2 players control their own restrained operative as they try to shimmy and hop their way back to their teammates in a hostage exchange. But the game doesn't end when one player reaches the other side of the screen! Art, audio, and gameplay are all on point with this one.

Play BETRAYDED Here! https://ldjam.com/events/ludum-dare/44/betrayded

Dirty Cash

Naturally The Cowboys are a sucker for ludicrous game concepts. Made by @robber, Dirty Cash has you controlling a coin on the street and mesmerizing greedy businessmen with your sheen. As you are chased around the street, your goal is to lure them to a pit of eternal suffering, where they will suffer for their vices. The art and animations are impressive, the premise and mechanics are unique, there's just a lot to like about this one!

Play Dirty Cash Here! https://ldjam.com/events/ludum-dare/44/dirty-cash

And that's all we have for now folks! Once again, a huge thanks to everyone who has taken the time to play our game, Knit Worth! The response has been overwhelming, and we're still in the process of returning the favor to everyone who was kind enough to leave a comment. Y'all's enthusiasm inspires us to spread the love as much as we can, so we hope to do another one of these soon!

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

Shoot things by saying "pon" into a mic

Hi lovelies!

If you don't mind being a bit silly, my game lets you shoot cute robots down with only your voice: https://ldjam.com/events/ludum-dare/44/zap-signal

If you're a streamer I'd love to watch you play! Three streamers have tried, and mostly died laughing

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Space Rabbit

Try living longer by shooting enimes in space. https://ldjam.com/events/ludum-dare/44/space-rabbit 20f05.png

Hero Shop

Hello everyone! Please rate our game Hero Shop: https://ldjam.com/events/ludum-dare/44/hero-shop We'd like to have your feedback!

In comments give me your games to rate. I will gladly do that as soon as I have time. Thanks!

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Post-ludum artwork

Obviously, this jam was unsuccessful for me. The major mistakes are: unobvious interpretation of theme and poor implementation of the trading terminal interface. I don’t even know why, but I made a cover for our game — https://ldjam.com/events/ludum-dare/44/max-payin

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BANK TRUCK THEFT CONTINUES TO RISE

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FINANCIAL INSTITUTIONS fear that the recent rise in armored truck theft has caused investors to begin pulling out of the city, further affecting future city development. There have been a 20% increase in truck related incidents in this month alone than compared to the last six months. Mayor Carefre assures investors that the city "is doing its best to investigate" and that "aggressive measures are being taken."

This is coming during a critical time as the city is trying to support diversifying its architecture, requiring investor support to continue construction. Many local conspiracy theorists point blame at wealthy real estate investor Buck Goldstein for anti-competitive and criminal activities. In recent years, Mr. Goldstein has been investigated, but no formal charges have been brought against him.

Mr. Goldstein responded to theorist's allegations, stating that he's "fully committed to the beautification of the city" and that "conspiracy clowns need to quit scaring off investors."

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Are you a professional driver? Are you tired of driving for minimum wages and poor benefits?

Apply today in the link below!

https://ldjam.com/events/ludum-dare/44/financial-getaway-1

Another quick update

A lot of people fed back that the collision detection in 15 Minutes to Live was a bit wonky, which made it hard to talk to certain NPCs. I've gone back and tweaked the hitbox to give it a slightly larger range, which should help especially for talking to NPCs behind counters. Generally, as long as you're facing them, you should be fine.

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This will (hopefully) be the final patch until the ratings period is over. Once the jam ends, I intend to release an updated, more polished version, with some additional content.

Play here: https://ldjam.com/events/ludum-dare/44/15-minutes-to-live

Interactive fiction games?

How much interactive fiction is there in this year's LD? By interactive fiction I mean anything that consists mostly of reading stuff and maybe clicking a button or two every once in a while, not only parser-based titles.

So far I've found these (in no particular order):

  • My own story about a suicide bomber and a bunch of spies which is a pretty regular CYOA in renpy. Someone in comments has called it bleak, but that's because I've decided to use some real-world topic this LD, and the theme is what it is.

  • dRUNKEN nEIGHBOR by @hugovaz which is also a CYOA, but in Twine and not bleak at all. The premise is that you're so drunk you can't even remember where you live, and now have to figure that out before someone calls the police. Funny, although not really fitting the theme.

  • invertebrae by @jjjjason has a cool mechanic. You have a limited collection of words and can pick up maybe one or two per scene. You also need to spend two words (a verb and a noun) to open each scene. How is that game not exactly linear, you ask? Go back to earlier scenes with your new words, reclaim all spent words and try to do something new. It also looks really great.

  • Big Tiddy Goth Girlfriend by a bunch of people is a VN about an overly-clingy GF. The authors somehow manage to make me have opinions about characters called "Babe" and "Bro", which is something. Also the only one to interpret the theme literally, with a health bar to deplete.

  • Perfect date by @limbo is a single-scene joke VN. Don't forget to check out the menus, most of the effort clearly went into filling them with dumb jokes.

Anything else I have missed?

Play&Rate Streams on Twitch

So it's now time to open registrations for our P&R-Streams.

Submit your game here: https://forms.gle/PgdWaAii8MmPm5Lc9

Unfortunately this time we will only have two P&R streams. One tomorrow, one a week later. And do not forget to be there when we play your game!

https://www.twitch.tv/firesplashtv

My first experience of Ludum Dare (This post is too long)

Hello everyone,

I am Monish Vyas, a wanna be indie game dev from India. This post is about my first ever Ludum Dare experience, I would like to share what I went through in those testing 72 hours and despite not been able to complete and submit the entry why I feel content.

I started my game dev journey in 2015 when I started to learn Unity, Since then I have worked on more than 30 mobile game projects for a client. But don't get impressed by this number, most of them were kids games which were basically point and click and an animation starts to play. Though this work was good for me as it brought good money for me, I was never happy with what was I doing, so one fine day of September 2018 I stopped working for clients.

I thought I will have all the time in the world for myself and the games I wanted to make and I will make some quality games for myself, boy was I wrong. Since that day I was never able to finish any project and I kept running in circles and was getting nowhere for different reasons. Finally not anything going my way at one point I started doubting myself and I questioned myself again and again that do I have any skills to make a game at all?

Finally I took break from the programming and picked graphics design as a new skill to develop, I always suck at graphics design so I thought I should give it a shot. I went through a couple of tutorials for a week and learned a few things in vector design. Now I was able to at least draw that was 40-50% close of what I intended.

In the meantime I came across Ludum dare 44, I was following Asbjorn from Brackeys and Noa from BlackThornProd as everything I learned in Unity, I learned it from them. But every time for different reasons I didn't participate. One time I chickened out after almost being determined about it. So Ludum dare 44 was my ultimate test and this year I forced myself to participate as I had all the time in the world.

It was still a week to go so I cancelled all my schedules (not that I have many) for the weekend, and I was ready to dive in head first. After the theme was announced which was 6:30 in the morning where I live, I poured myself some tea(yes not coffee), I started sketching ideas and settled on to make a space game where you go to different planet and trade items from the planet with the oxygen you have (to fit the theme "Your life is currency"). I quickly started prototyping it and made some basic scripts like Camera movement travelling to different planets.

After the half day passed, NOT finishing a single project paid off big time. I started feeling the game does not fit the theme well, the game may not be that good etc. All the motivation I had was wearing off. But as time was running out I had to focus on the game and have to somehow complete it. So...? You guessed it right! I scrapped the idea and started to work on a new one.

I came up with an idea of a "Plants Vs Zombies" kind of tower defense. To fit the theme I decided to allow the player to buy stuff but at the cost of the hit points of the object you are defending(which is even today Im not sure what you are defending). At the end of the first day I had enemies and units ready. Next day I spent to design the enemy which did not take a lot of time as I had a week of practice so I already had become a pro. I managed to design 3 enemies (same shapes different in colors), a shooting gun and a shield like looking thing. I swear if Picaso was alive he would have killed me first and then committed suicide after watching these "artwork".

Capture.JPG Shamelessly posting a screenshot. ENJOY!

At the end of day 2 I had some decent spawning and buying / selling mechanics ready. I was happy that I will be able to complete the game (boy was I wrong). After the basic concept was ready I started to balance the game but also I was aware that some of the graphics for background and stuff still remains. At this point I had no idea how will find or create game music or SFX.

After some hustle and the last day was half gone, I had a working game but it wasn't balanced. Some graphics done (looked decent given my skill set), no sounds. At this point I was testing the game to determine the variables I need to tweak to make this game somewhat balanced (Spoilers: I never found any tweaking). But finally I was ready to submit my duct tape patched entry hoping and praying this will not fall apart. I built the project and was ready to upload the game, I created everything required and was filling up details and guess what I slept before hitting the "Publish" button (In my defense I was tired).

Now the REAL reason I wrote this long ass post is that despite I could not submit my entry I was so much happy. I never worked this hard on anything before. This made me realize that if I can make something this close to a game given only 72 hours, I can one day make a decent game that people can really enjoy. For the first time I was able to build something from scratch, and was able to join the pieces together to make it work. This was close to a complete project for me which I was never able to do in past so many months.

I take away so many positive points from this experience. The first and foremost is that if you keep a strict deadline for something it gives you a push to work through. I learned to break something big into smaller tasks you can get it done one at a time. Second is that I shared this with a couple of close people who were constantly nagging me about the progress and it made me responsible for my actions and kept me focused. In contrast to regular working days where no one knows what I'm doing. I did not feel alone going through this journey which is very important given how game dev sometimes can feel when there is no one there to hear about the progress or updates. And last and the most important is to visualize the end product that you are creating. When you know what you are set out to make, you get motivated just by the thought of it. There were couple of times I felt like I wanted to give up but when I thought what I will achieve I was able to guide myself back into this mammoth looking task.

I sincerely apologize for engaging you in this 1259 words long post, (YES! MS Word told me), but I hope you read this and can relate to what I've been through and what miracles can happen if you just stick it till the end. I wish all the best to all the participants and hope to see you everyone in Ludum Dare 45 silently hoping I don't screw up next time. Have a good day all.

Come review "L.I.F.E. Corp" for us to score!

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WE'RE HIRING

At LIFE Corp, we only value one thing : the human Life.

That's why we made the L.I.F.E, what does it stands for ?

Well, discover it while playing our game!

FastestWayToBecomeMillionnaire #AlsoDeadliest

Only 3 people left to review our game for us to score!

Play it now !

https://ldjam.com/events/ludum-dare/44/life-corp

Finishing S.H.R.O.U.D. on stream

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Come and say hi. Also you'll get the chance to watch my horrible code and/or help me!

https://www.twitch.tv/thevinter

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Cat Animation 101 - a little series - part five

how we got to the final outline, read the previous post here

Colour Changing Cats

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In Zoltan we have cats of different colours, all using the same animations. That's why I filled my outlines with grey. The final colour is set inside Unity. pescagatti.gif

I generally select the outline and fill the shape on a different layer I leave underneath. To put all together In the final spritesheet, first I tried out the animation in Photoshop (I hate the Photoshop timeline, but it's all I have), then I created the spritesheet with GlueIt and imported in into Unity.

Many animations are made of two spritesheets one on top of the other (for instance the crazy typing cat, that changes colour while the laptop stays silver or the evil and good cats that need to have overlayed features)

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This was a bit of extra work for us, but we liked the idea that if you picked an orange cat you will play all the games with an orange cat! :)

Blood Mage: Human Sacrifice - Postmortem

Introduction:

As I've mentioned in my few blog posts and in my game page, this was my first Ludum Dare. But not only was it my first LD, it was my first time "finishing" a project to a standard that I felt was acceptable. I had previous entered one game jam before this on itch.io (it was a "Square Jam" where all art had to be made using squares) that was a tower defense game. The version submitted to the jam didn't even work after about the third wave and was based fairly heavily on YouTube tutorials.

That's why I was so determined to make and finish something for this jam - and to do it in time to submit it for the Compo. I had looked at the themes about an hour beforehand and wasn't particularly excited about this one. But when it was selected, it took me about all of 30 minutes to decide that I wanted to make a card game, where the cards were limbs/body parts that you could sacrifice to cast spells and such. That much I thought I could accomplish, but everything else was ambitious.

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What Worked:

Deck control: Not only did I get the deck to work the way I wanted to, I was able to give it a little flair with a card flip mechanic. Getting it to draw cards turned out to be a slightly bigger hassle but I found a solution that worked about as well as I hoped. I also made it able to possible to "steal" limbs from enemies through the Siphon spell.

What I would change: There were a couple things that I would have liked to add but either ran out of time or didn't get to work. A Hearthstone like randomized selection at the beginning of the round, a bonus card for winning the stage, and potentially more logical balancing (how can you still sacrifice fingers if you've already used the hand cards?) There was also a regeneration card that is in the source code, but never implemented that I would have liked to include but never could decide how to balance.

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Spells: I was able to come up with a couple spells that I thought fit the game and were able to use them all to their intended effect.

What I would change: Well - a lot. For starters, there was supposed to be a leveling system that unlocked spells as you went along and made them more powerful. For instance, only the firebolt and shuffle spells would be unlocked at the start, and the more you leveled up the three basic skills, the more you would unlock. This somewhat exists in the code but wasn't working and was scrapped at about 8:30pm. It would have been no fun to play a game with only 2 spells and the other 4 arbitrarily locked. There would also be tiered versions of the existing spells that I would have included. For instance - firebolt level 2 would be stronger, and level 3 would be an AoE spell. Each level costing more essence than the previous.

Enemies & Level Design: I was able to get different types of enemies, for three basic stages that you could replay.

What I would change: Again, this was another area where I simply ran out of time. I never play tested any of the enemies outside of the first stage so I have no idea how fair they are afterwards. I also wanted a slightly longer stage selector. Maybe like six levels that branch out and lead to a final boss, kind of like FTL. I also would have liked to give them attack animations and attack one at a time, not just as a group each turn.

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Other: Art and sound are two areas I have little experience. I would have loved to make better sprites and animations but that is just not my strong suit. Also would have liked to make some sort of backgrounds - not just flat colors. Same with music. I was able to use some midi generators that I thought sounded okay but would ideally like to learn how to do some basic composition.

Also, as far as I am aware - there are no unexpected crashes or game breaking bugs. The only bug I know of is sometimes the enemy sprite color change doesn't reset after the end of a turn.

Conclusion:

This was an absolute load of fun, and I would love to do it again next time if I have the time. I actually felt proud of what I was able to come up with in 48 hours, and the general support and feedback I have gotten from the community has been fantastic. I've already reached the 20 feedback mark in all but one category (not humor, but I didn't try to make this funny so that's not a big deal) but would love to have some more. If you have a few minutes, please give it another shot.

https://ldjam.com/events/ludum-dare/44/bloodmage-human-sacrifice

Link your favorite Game so far...

As the title says, please link your favorite LD44 game so far in the comments (don't link your own):

Here's mine:

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

It's not much, but it's a start

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I've starting working on a Ludum Dare iOS client. With 6 months now till the next LD I should have this working and looking pretty good before the next one.

Here's the link to the GitHub Repo: ludumdare-ios

Let me know what you think and any features you'd look for in an app like this.

We Want You!

Calling all Commanders! The Ludum Dare fleet needs you! It's time to step up and do your part!

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WebGL and Win https://ldjam.com/events/ludum-dare/44/lifeforms-in-space

We want to make our game into a full game

What do you think of this idea? Tell us by completing our strawpoll: https://www.strawpoll.me/17951911
Also you can play our game here: https://ldjam.com/events/ludum-dare/44/the-money-hole

Space Rabbit

Hey guys I want to rate some games so tell me yours.And heres mine: https://ldjam.com/events/ludum-dare/44/space-rabbit Screenshot (6).png Screenshot (7).png

Inflate Me to the Moon

If "your life is currency", then what happens when that currency undergoes...inflation?

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Find out in "Inflate Me to the Moon": https://ldjam.com/events/ludum-dare/44/inflate-me-to-the-moon

UnderBreak - Thank You

A big thank you to all for your good comments and sharing

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

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

Link YouTube Trailer

STORY

Dying is a thing. Escaping from hell is another.

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 !

As a newcomer in hell, you’ll try your way out of the underworld. Shoot the imps and get the keys to go higher and closer to the surface. But freedom has a price, and some pacts with demons will need to be signed…

Will you spend your life wisely enough to get through the circles of doom? Or die trying?

FRENCH YOUTUBER AND CO-FOUNDER OF RED STUDIO

Here is a video featuring UnderBreak and nine other games made during the Ludum

Link YouTube LesAventuresDeRed

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

https://www.redstudio.xyz/jeux

More than 100 views !

Thousands of "thank you" for the hundred views for "The strange life of Bill the postman".

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If you didn't play it yet, you can play it here : https://ldjam.com/events/ludum-dare/44/the-strange-life-of-bill-the-postman

the past & future of Panic Percussion

this Ludum Dare, i made a rhythm game.

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unconventionally for me, i started by making music at early Saturday morning.

this time, since i had to load audio files into the game, i switched from TIC-80 back to Löve.

what was successful is that each encounter has a different solution. i created the puzzles first and then designed characters that i thought fit the personality of those puzzles.

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i discovered a charming artstyle and will use it in the future.

compared to the development of my previous Global Game Jam entry, i had to do more whack-a-mole coding. making a rhythm game is pretty tricky with the timings, and my drummer friend says the timing might still be off in the final build..


i kept the design language and interface as simple as i could. but based on playtester feedback, it seems that the game isn't as intuitive as i'd hoped.

because of that, and because i'm personally proud of the game, i am keen on developing Panic Percussion Deluxe! it will have a tutorial, some fixes and more content, but i'm keeping core gameplay the same. it might be a paid (but cheap) game.

please look forward to it! and in the meantime, leave me comments about what i could improve in the deluxe build. https://ldjam.com/events/ludum-dare/44/panic-percussion/

You Asked, We Answered

Here comes the first major update for S.H.R.O.U.D.

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We added two things that were heavily requested by the community

  • A visual indicator that activates when you're about to die
  • The ability to sprint (doing so will consume hunger faster)

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Also we fixed lots of bugs. Animations now work correctly and guns can be picked up and fired.

There are still bugs regarding bullets but we're working to fix them asap.

But yes, we're still developing the game. What new features would you like to see added into the game? Let us know in the comments!

[Full changelog here]

Check out the game HERE

It's actually a great time to play the post jam version if you're interested. The game is now beatable and almost balanced!

Have fun,

See you in the wasteland!

I am super stoked so many people played 99Hearts

Just wanted to say that I am beyond stoked that so many people have downloaded the game, played it and gave feedback. I know some people might think this number isn't that big , but for me it's huge. I have never had that many people play anything I've made.

Thank you to everyone who played the game. Who knows maybe we can get past 100 downloads!!!

Here is the page for my game >>> https://ldjam.com/events/ludum-dare/44/99hearts

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The game in action

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SPENDOTRON: 2019 - LD 44 Compo Postmortem

The theme for Ludum Dare 44 was “Your Life is Currency”. This was my 9th Ludum Dare and first one using Javascript. It’s been over 4 years since the last time I’ve competed in a Ludum Dare so I’m excited to get back into it. I think this is one of my best entries, a super difficult twin stick shooter demake of Robotron.

https://www.youtube.com/watch?v=rUmNFSKD5NU

Play and Rate...

https://ldjam.com/events/ludum-dare/44/currency-wars

Postmortem

My main goal going into this compo was to make a game in Javascript with sound effects using my sound effect maker ZzFX. I knew this would be a difficult Ludum Dare because it’s been years since I’ve done a 48 hour jam. On top of that I already bought tickets to see Avengers: Endgame on Saturday!

Friday – Concept

This Ludum Dare had a somewhat unusual theme: “Your Life is Currency”. I grappled with it for a while and scribbled down some ideas, here are a few…

  • You are fire! Burn as much as possible without running out of fuel.
  • You are a space ship, manage your energy to stay alive.
  • You are a human, chose from options how to spend your life.
  • You are a dollar symbol, shoot pennies at the rival currencies.

That’s about as far as I got the first night. I always find it impossible to start moving on an idea right away, usually the best ideas don’t come until later.

Saturday – Core Gameplay

I woke up with a decision made tried to hit the ground running. I had an interesting idea for the core mechanic that I wanted to experiment with. Trying something I haven’t done before helps me get motivated. In a nutshell the idea is that shooting costs energy but kills give it back.

That mechanic implied a scoring system that is based on the money spent not the money owned, which seems weird at first. For example, if bullet costs 1 cent but a kill gives it back it sounds like a break even. The trick is that your score is money spent so every kill actually adds 1 cent to your total. The copyright symbols give the player a way to recover lost money and keep hope alive.

I started by building on top of my JS1k game “Queen’s Gambit”. The code is so simple and small that I ended up just rewriting almost everything. Most of the tricks I used for JS1k actually make the code harder to work with. By late afternoon I had most of the rewrite done and the art switched over to a currency theme.

I decided to sacrifice a few hours to see Avengers: Endgame on Saturday evening. I still don’t regret it! After getting home from the movies I worked on getting the core gameplay implemented. Some things I added were: pickups, bitcoin movement AI, enemy wave spawning, quick art pass, quick sound pass, and other gameplay improvements. I went to sleep around midnight with a rough but functional first playable.

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Sunday – Polish

By Sunday morning I had a clear idea of what I wanted the game to be. I started by making a prioritized list of everything I wanted to do and just hammered through it all day. Here’s the main tasks I did in chronological order…

  • Screen Composition – Made play area smaller with a rectangle around it, and better organized how information is displayed.
  • Start Screen – Show how to play, enemies, controls and high score. This is a very important thing to make a game feel polished.
  • Wave spawning – Created a table of how many enemies of each type to spawn for each wave. Every 10 waves it cycles through with 50% more enemies. This helps each level feel different.
  • Spawn © away from enemies and show ? when © is killed. £ enemy – Themed as a Patent Troll that steals © and turns them against you. Only appears every 5 waves which also have double ©.
  • High Score – Important for replay value.
  • Visuals Pass – Color/size adjustments, improved “money pit” display

I also just spent a lot of time just balancing the game and improving small aspects of it. I’ve played a ton of Robotron, so I tried to leverage that knowledge that as much as possible. Maybe I went too far because everyone says the game is too difficult. I am currently offering a $20 prize to the first person to get $20 in my game, so far I’m the only one who has done it!

Another huge thing I added was the sound effects. For most previous game jams I’ve used a tool like Bfxr, which is great. This time around I wanted to test out ZzFX, a tiny opensource javascript sound effect player that I made for JS1k.

ZzFX was super fast to iterate with, and in total I made 14 sound effects. There are some limitations though and finding the right sound can be tricky. After this experience I’ve have some great ideas for the next version. Mainly I want to make a more feature rich tool less focused with code size but retaining the ability to quickly paste in sound effects.

Final Thoughts

Being able to iterate quickly is extremely important for short game jams. This was my first Ludum Dare using javascript and it is by far the fastest way to iterate that I’ve found. Being able to play the game in browser without a lengthy download is just icing on the cake! It’s safe to say that most of my future Ludum Dares will be done in javascript.

If you’d like to see the code for my game, I made it available on Github.

Thanks for reading, and have a great day!

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Fragment Jam (June 1-30) - release your unfinished games to the world!

Hey LD jammers!

Do you have ancient projects, discarded prototypes, or experiments you grew distant from?

We want to celebrate those with you!

Come join Fragment Jam (June 1-30) and release your unfinished games to the world! 🕊️🛸🆓🌏

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What is Fragment Jam?

Fragment Jam is a game jam focused on admiring and sharing unfinished games (fragments). Maybe you want to revisit these projects someday, maybe you want closure and to move on, perhaps you want to make a fragment for the jam. Fragment Jam is here to help sort it out and to provide a platform for celebrating and sharing our fragments.

Other cool things:

  • ~$200 in Game Prizes awarded randomly to participants!
  • YouTubers and Streamers organised to play your entries and give feedback!

Join Fragment Jam!

Follow FragmentJam

Join the Game Jammers Discord community

Hope to see you there!

If you made your game using Unity, PORT IT TO WEBGL!

We've been looking over some of the numbers for our game Knit Worth on itch.io, and we've been seeing some genuinely surprising results.

TL;DR: our browser plays dwarfs our number of downloads by over 5x!!

While that seems like an absolutely insane disparity, if you think about it, it kind of makes sense. If you only have a Windows download build, here is some of the potential audience you will miss out on:

  • Mac Users

  • People playing games on their non-personal computers

  • People who can't be bothered to download a zip file, extract it, and open up an .exe

  • People who are (justifiably) weary of downloading and running .exe files off the Internet

These groups of people are not a small number. In fact, they likely outnumber your original audience by a lot. In the process of downloading and running your game, a potential player can have dozens of reasons or opportunities to stop what they're doing before they even hit your title screen. A WebGL build takes out almost all of those steps. All they have to do is click your game link, hit the "Run Game" button, and bing bang boom, you have a new player!

Don't underestimate the impact that user friction has when getting someone to check your game out!

Don't know how to port to WebGL?

It might be easier than you think! Here's a step-by-step guide:

  1. In Unity, go to File->Build Settings
  2. In the Platform section of the Build Settings window, select WebGL
  3. Go through the regular build process
  4. Zip dat stuff up into a .zip file (and only a .zip file!)
  5. Go to your itch.io page (or make an itch.io page) and change your Kind of Project to HTML.
  6. Upload your .zip file to the page, and specify that it is meant to be "Played in Browser"
  7. ...That's it! Now just make sure everything works. :) For a lot of games, it might just be that easy!

A couple of caveats

*Caveat 1: *

A WebGL build is unlikely to run as well as your download build. You can google around to find some quick optimizations you can do, but for the most part your download build will always be superior. However, as long as your WebGL is at least 75% as playable as your download build, the payoff for a larger audience and feedback quantity is absolutely worth it (in our opinion)!

Caveat 2:

We recommend porting to WebGL in order to reach a wider audience and get more feedback. However, the number of ratings you get and the amount of feedback you receive does not necessarily correlate to how good your final results will be! Every Ludum Dare, there are always some games that are just barely above the minimum rating threshold that sweep some of the top spots (often deservedly!).

If you can't port to WebGL for one reason or another, don't fret! You shouldn't be at any sort of disadvantage compared to other games because of it in terms of final results. Unfortunately, it does mean that, due to your game's availability, you likely won't get as much feedback simply due to the wide range of players we have around here.

Caveat 3

Once you put a WebGL build up, prepare for browser plays to start cannibalizing your download numbers. It seems that, even if a player has a compatible machine to download your game, they will more than likely default to the WebGL version to experience your game, even if you have a warning informing them that they may potentially be having an inferior experience (like we have in our game). As long as your okay with this, you will have a much easier time getting people to play your game.

We hope this helps some people out there who are looking to get more feedback for their hard work!

As a friendly note, we, the Keyboard Cowboys, are making a point to play, rate, and comment on every single game that was made by users who were kind enough to give us feedback on Knit Worth. We won't be deterred by a download process and promise to get back to you as soon as we can! We like to be thorough in our feedback giving though, so we appreciate your patience!

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

Still looking for your feedbacks

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

Come take a look to our game, we need your precious comments to improve it, THANK YOU!!!

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The Art of Music: Inside the Arrow of Light Soundtrack

A game’s soundtrack can completely change its atmosphere. Don’t believe me? Imagine this--you live in a desolate town that has had no access to the outside world after a sudden Reaper invasion. Now imagine there is happy circus music playing. Doesn’t fit at all right? We need a melody that reflects the state of the world. That’s where music composers come in.

As I watched Sylvie create the first town in Arrow of Light, I noticed that the town seemed pretty sad. I imagined it was very windy so I recorded myself blowing into a microphone to the beat of a metronome. Then I added some cute but morose tuned percussion.

Some instruments

The tuned percussion came from the machine labeled 2 in the image. It was $28.88 at a Goodwill. It has a lot of really good sounds on it! I kept adding more and more sounds together until eventually a song was created.

The melancholy feeling of the town came to life with the sweet and sad music. It created a quiet atmosphere that reflects the lonely lives of the town residents. I hope you took time to explore the town and listen to the song.

I also sent Sylvie a lot of sound effects I thought the game would need, which made the various interactions more interesting and satisfying. Most of them I made by speaking into a microphone and manipulating the waveform a lot. Can you hear my voice in any of the sound effects?

When I checked back in with Sylvie, she had started working on a cute new area with a lot of grass. She recommended that the music should have an adventurous vibe. “Hmmm,” I thought.

Field of Flowers and Grass

I remembered that my coworker Tulio had loaned me his homemade synthesizer. He likes the Sega Genesis a lot, so the synthesizer uses the same chips as the Sega Genesis! The synthesizer is labeled “1” in the image above. The synthesizer even has a feature where you can extract the instruments from popular games such as Sonic the Hedgehog! Tulio’s synthesizer costs $900 so I will be giving it back soon!

Anyhow, I used some instruments from Green Hill Zone to make the grass music. I thought of a really cute melody in my head and repeated it on the keyboard. All of the instruments for all of the songs were played in real time because I think it is more fun to play with audio directly instead of MIDI data.

Some of the songs I’ve made for Sylvie’s games in the past have contained lyrics. I didn’t think she would want full lyrics for the songs for this game, so I thought it would be cute to say “1, 2, 3, 4!” for the music in the areas outside of the sad, sad town. This is how the mascot of the game, counting to four, was born.

Next it was time to create the music for the dangerous lava area.

Cavern of Flames

I was thinking about the music from the fire area in An Untitled Story a lot, but I don’t think you can tell that from the end result. I picked out some wacky key signature and put down the bass line. It was getting really late at night, so I thought of a silly melody to play over the bass line before I went to bed. When I woke up I continued on the song right away. I think it turned out pretty good! The instruments remind me of Yoshi’s Story.

And what happened next… well that’s spoilers! I will say that I created the ending music and then based the title screen music off of that, though.

If you want to listen to the songs, check out the Arrow of Light Ost on Band Camp.

And don’t forget to check out the Arrow of Light game itself, playable in browsers or as a Windows download!

And after you’ve played (or before if you want) don’t forget to read the Arrow of Light postmortem!

Can you top the leaderboard of DEADline?

DEADline is a platformer in which you create the platforms by typing them out.

I currently sit at number 2 of the leaderboard (which took me embarrassingly long time to achieve I gotta admit).
Can you do better?

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I recorded my top run (and added a death reel just for funsies):
https://www.youtube.com/watch?v=Q0OwtG1UABQ

Type your way to the top of the leaderboard in DEADline.

Submit your game

So it’s now time to open registrations for our P&R-Streams.

Submit your game here: https://forms.gle/PgdWaAii8MmPm5Lc9

Unfortunately this time we will only have two P&R streams. One today, one next week. And do not forget to be there when we play your game!

https://www.twitch.tv/firesplashtv

post-jam situation

development on Panic Percussion's Deluxe version has begun! here's a title screen:

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the jam version is still available here: https://ldjam.com/events/ludum-dare/44/panic-percussion/

Knit Worth Record Holder in Action

https://youtu.be/zGqD2T2XBt4

This is peak Knit Worth performance right here.

@Jenkinz94 shared with us a video of him getting the absolutely filthy score of 20,272,500 and a combo of over 900, absolutely destroying us at our own game!

(Unfortunately, audio not included...)

Think you have what it takes to dethrone him?

Try it yourself at https://ldjam.com/events/ludum-dare/44/knit-worth!

You like turn-based games?

Calling all Commanders! The Ludum Dare fleet needs you! It's time to step up and do your part!

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WebGL and Win https://ldjam.com/events/ludum-dare/44/lifeforms-in-space

Switching to Godot

My LD44 game Trash Planet Explorer has been made using Game Maker Studio 2. Although I enjoy GMS2 a lot, I decided to switch to Godot for the post-jam edition.

The main reasons:

  • Godot works in Ubuntu, GMS2 doesn't;
  • Working with JSON in Godot is so much easier than the data structures of GMS2;
  • Image processing when scaling and rotating sprites is horrible in GMS2.

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Try a game I made. It's an easy and simple game.

https://ldjam.com/events/ludum-dare/44/gift-is-life

Game development beginner. Simple and easy game. Please give me one evaluation. The game was made with scratch.

Who still hasn't tried this game yet !!

My first entry for the Ludum Dare OneMoreDrop an easy and quick game to enjoy. Also any feedback is appreciated. So what are you waiting for give it a try ! :v:

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and for those who already played it thanks a lot every bit of feedback is being saved for the next jam :thumbsup:

Filter LD Games by Platform

If you're looking for a way to rate games made for a specific platform, this tool I made may be helpful: http://ludumdata.openfu.com/event/75

For example, did you know that someone made a game for the Amstrad CPC?

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:smile:

S.H.R.O.U.D. - Released 0.1.12 (AZERTY support!)

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We released the 0.1.12 version of the game. This update is the beginning of the direction we want to take with the game (a more puzzle-ish approach).

We also added the AZERTY support, so if you couldn't play it before, you can now!

Have fun with the game [HERE]

See the full changelog [HERE]

Boredom Be Gone 1.1

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Yay, we released a new version of our game Boredom Be Gone which includes several minor fixes and also some new content. You can find a detailed change log on the download site.

Feel free to check it out.
Have fun!

Project Earth

I released my first game on Play Store “Project Earth” so i would like you all to play and give feedback so that i could improve. here is the link to my game https://play.google.com/store/apps/details?id=com.NXDeveloper.ProjectEarth 1.png

Source code released!

Just released the (heavily commented) source code for Everything is Money! on GitHub: https://github.com/OgelGames/Everything-is-Money

Haven't played my game yet? Check it out here: https://ldjam.com/events/ludum-dare/44/everything-is-money

P&R-Stream starts in 3... 2... 1...

LAst chance to submit your game before the stream starts in a few minutes!

Submit your game here: https://forms.gle/PgdWaAii8MmPm5Lc9

Unfortunately this time we will only have two P&R streams. One today, one next week. And do not forget to be there when we play your game!

https://www.twitch.tv/firesplashtv

Procedural music in Jamsterdam

jamsterdam_band.gif This Ludum Dare @notke and I made Jamsterdam, a game about trying to survive being a jazz singer in Amsterdam.

The game features an endless procedural jazz sountrack that was possible with the musical help from YenTing (@tinglo2233)

In this post, I'm going to go into the musical details that made this possible, forgive me if I'm too technical but I hope you can enjoy the explanation too! I'm no professional musician but I have the required musical knowledge to communicate with YenTing and make this happen. We made everything inside Unity, using multiple AudioSources and messing with the pitch to change the frequency (the note) of our audio clips.

Disclaimer: Some of the details refer only to the post-jam version of the game.

We aimed to create a jazz rhythm section that play a nice-sounding accompaintment for the player (the singer) as you improvise your scatting solo. For this purpose, we needed to compose a song, a base for you to improvise on, and already on the conception of the idea we decided to go procedural

Endless chord progression

We wanted a song that sounded like jazz, so after discussing with YenTing we went for one of the most characteristic jazz progressions: Two-Five-One progression

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We stuck to a major tonality for simplicity and lack of time, but basically that means that the whole sountrack keeps repeating the chords 2, 5 and 1 (for 2 bars) over and over, with some modulation in between, which I'm going to explain. After some testing, we were satisfied with the simplicity and how effective it was. We then only have these 3 chords: * IIm7 Second minor seven * V7 Fifth dominant seven * Imaj7 First major seven

This means, if the song is in C major key, the chords played are going to be:

Dm7 :arrowright: G7 :arrowright: Cmaj7

Then after a two-five-one has been played we need to decide the next tonality to modulate to. In Jazz, your modulations are not really limited, you can change the key to any other, and the song can still make sense and sound good, but there are still some common transitions. For the sake of time, in our case we only defined 3 different transitions and assigned them different probabilities:

  • 30% Stay in the same key
  • 30% Modulate a whole tone down
  • 40% Modulate to any other key

A new key is then chosen and its corresponding two-five-one are queued in the chord progression

Vocal Solo

For the singer we are using just a 10 audio samples of YenTing singing a C4 using different syllables. In our case we have: Ba Be Bi Bo Bu Ta Te Ti To Tu. We randomly choose a syllable whenever the player presses the mouse, and we could easily increase the vocabulary of the singer by increasing the number of samples.

The sample is then pitched to a note in the scale of the current key. This scale is constant during the duration of a 2-5-1, and it's always a major scale.

To find the right amount of pitch distortion to apply to a clip (using Unity's AudioSource.pitch) to hit the right note you can use the formula: n0 = note of the recorded clip n = note you want the clip to sound deltaSemitones = n - n0 // number of semitones appart pitchN = 2 ^ (deltaSemitones/12) // pitch value to apply to the AudioSource If you want to learn more check the physics of music by Bryan H. Suits

In the game, we define a singing range and map the vertical position of the mouse on screen to the a note in the range of the singer. We always make sure the mapped note is on the scale of the song on that moment.

The comping instruments

Drums

drums.gif (Please pretend the cymbal is a hi-hat)

We knew from the very beginning we needed at least a double bass and some kind of drums. We went for a very minimalistic (and simplistic) representation of the drummer: Hi-Hat only jazz swing). It doesn't do fair to all the ways a drummer can play but please, if you are a drummer, forgive our lack of time :sweat_smile:

Double bass

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For the double bass we tried to imitate a walking-bass. At the begining of each bar, if we just changed chord, the bass plays the tonic of that chord, and in the subsequent beats, the bass plays notes in the chord of the song of that moment. For example:

In a Fm7 Chord: * Play F in the first beat * Play randomly F, Ab, C or Eb on the other beats

Again, I want to emphasize, this is a very simplistic imitation of a real player :grin:

Piano

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Originally we tried to stick with only bass and drums, but we very soon realized we lacked more support on the harmony of the chord in order for the vocal solos to sound good, so we decided to go for a simple piano comper.

They keyboard player plays each new chord on its first beat, plus on the Imaj7 chords (which are 2 bars long) it plays on 5-and and 6-and (that means on the last third of both the 5th and the 6th beat).

We managed to add 2 different voicings for the keyboard. * Basic voicing We just play the chord notes from lower to higher. In a G7 chord, the piano will play G B D F, the G being the lowest note and the F the highest. * Tonic-less voicing Since the doublebass is already playing the base note of each chord, the keyboard can avoid it. YenTing wrote down for us a common 2-5-1 voicing for jazz piano players. From lower to higher note, for each chord of the 2-5-1 progression:

II :arrow_right: 7 3 5 9

V :arrow_right: 3 7 9 13

I :arrow_right: 7 3 5 9

On each key change, the keyboard player chooses a voicing to perform.

Wrapping up

There are plenty things we wanted to do with the music but didn't have time for in the end: Adding other chord progressions, modulating to minor modes, improving the sound and variety of the instruments.. But we are very happy with the overall result of both the visual landscape and the soundscape of the music.

We wanted to make the player feel like they are jazz singers singing in the canals of Amsterdam, to make players feel like they are improvising with a live jazz-band, and I feel we got quite close to that feeling :slight_smile:

Give Jamsterdam a try and check the post-jam version on itch.io:

https://nothke.itch.io/jamsterdam (If you press X 3 times you can enable the Chill-mode where you can just enjoy the scenery and sing freely without the worring about paying the bills)

Big shoutout to @notke's amazing visual adaptation of Amsterdam :art: :cityscape: Check his work on twitter Nothke

Follow @tinglo2233 for amazing music :microphone: :musical_score:

Follow me for more games that make music :videogame: :musicalnote:

Lousy Life Lessons - [LLL] - Postjam version is out!

First of all: Thanks to everyone who gave us feedback on our game. It was really valuable for making this postjam version! We tried to integrate all of your suggestions for improving the gameplay.

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So here is what we managed to get done: - Gamepad support!!! (A functions like the spacebar) - Added a "skip" button for the cutscenes - "Retry" can now be triggered with "Anykey" - A few general bug fixes - general improvement of platformer mechanic, especially jumping of ledges should be less frustrating now - adjusted some frustrating colliders - Improved camera movement. It now moves in the direction the player is facing - Tutorialscreens will now be disabled after a few tries - Added screenshake when dying - Improved some audio transitions - Improved a few UI animations - Music will be played with lower volume while dialog is playing

You can play and rate the game here

There will be another postjam release with improved graphics, as soon as our artist can find the time to work on it.

One Coin, two faces, and a crowd of evil rich dudes

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Hey!

Face for Death is a 2D runner platformer videogame developed for the April 2019 Lumdum Jam, in where you play a double faced coin and you have to scape from a city plenty of evil rich dudes.

We keep working on a modular level generation protoype and some of the mood we want to give it, so maybe last version is not so playable like first. Anyway, we can see some of core mechanics working OK now and how would be scaled the game.

Havent played yet? Come and enjoy, but dont forget rate it!

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

See you soon!

Playing Ludum Dare 44 submissions!

New video! :smile: Playing some of your submissions!

Like and subscribe if you enjoyed!

https://youtu.be/XcL6w9U9uxA

How about a little challenge?

Try to survive the longer as you can in our game and post here how far you did, I wanna see how hard it is right now print.png

https://ldjam.com/events/ludum-dare/44/necroblood (If you guys can give me some feedback as well <3)

Devlog 2 : 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

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Whats news?

I restarted the development from scratch. Until now, I'm focusing on combat mechanics. From now, i finish all this part :
* Player movement * Dash and Run * Hit with right weapon and left weapon (shield for this moment) * Next hit depend of the actual hit, to made sequence and charge hit * Dynamicaly change weapon * Dynamicaly change equipment

I don't work on new hit animation so i just share you the dynamicaly changing equipment :

devlog2

Game concept

I have also worked on new boss artistic concepts that you will encounter in the game :

concept art.png

200 downloads on our game, thank you

Piggy-Butchery.gif

In Piggy Butchery sacrifice your piggy fellows to earn money and buy stuff to build a passage through the many obstacles in your way!

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🐷 Try and rate our new baby here:

https://ldjam.com/events/ludum-dare/44/piggy-butchery

It's just the beginning!

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

Come and take a look at our 44h made game! We will use it as a prototype for something much more balance and polish!

https://youtu.be/JEaYybE82KU

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DEADline - added CO-OP and AZERTY support (postjam version)

As pointed out by @peachtreeoath, DEADline features a CO-OP mode pretty much by accident, which not to say it's a bad way to play the game.

To help this along, I cooked up a CO-OP mode, which can be toggled in the menu. It simply changes the controls, so that words in theat mode use all the regular letters, so P1 can just type and P2 can platform using the arrow keys (jump is up or num 0) or using a gamepad. I've tested it out with my fianceé and it's a pretty neat way play as well.

I've also added AZERTY support for our dear French jammers. Sorry, that it took so long.

If you haven't tried the game yet, it's mashup of a typing game and a platformer in wich you create platforms by typing them out.

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You can cooperate or become a lone wolf of DEADline here .
Do take a look at the changelog on the gamepage though and rate the appropriate version.

First "Darkling" gameplay footage!

https://youtu.be/Tfw5cycJ9u0

Not sure why it took me so long to record and upload this! This is just me doing a casual run going to about Wave 6 or so. My personal best is about 12, I'll have to try to capture one of those runs soon.

Thanks so much to everyone who's played and rated "Darkling" thus far! Leave me your games in the comments and I'll play them tonight (if I haven't already) when I get off work. Thanks!

Please Play and Rate

Slow going, but still going

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Things are slow with the recent hard drive failure, thankfully nothing lost so I've salvaged an old laptop and managed to continue work.

At this point the final version is almost complete all I have left to do is implement audio (waiting on audio tech to get back from vacation), unlocking suits of cards through play, finishing the art, implementing an options menu and finishing the 100 odd scenarios that are left to write!

I expect to finish sometime in the next 2 weeks and then release on https://gearsteak.itch.io/ and android devices!

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With all that said I am trying to implement some of the communities feedback, right now namely text readability. I've added the ability to skip text scroll through right clicking and will be adding the ability to turn off the candles lighting. I've altered the colour of the candles as well but am looking for feedback on if they still look good, or if the colour alteration has fixed any of the readability issues that a few people had mentioned;

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Compared to

fools fortune old candles.gif

As you can tell the candles are a far more distinctive beeswax sort of colour.

I look forward to hearing the communities feedback!

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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

Screenshakes !

If you need screenshakes for your next Ludum Dare, post jam version or just want to improve your current one, here is a tutorial I just wrote on this subject !
It's the first part of a tutorial series that focuses on hit feedbacks, so stick around if you want to know more about that :grin:

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Post LD-Build

Thank you all for playing War Crimes!

The next iteration is here!

s1.png Colour customisation

I have compiled all the feedback and features that didn't fit the original time frame and compiled a new, very improved build, so please check it out!

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PLEASE NOTE

LD44 is not over, and as such I must implore you not to rate my game based on this build. If you wish to play and compare the original and rate based on that, then that is fine. The new build is simply for you enjoyment, not to receive ratings! Check out the new build here and the LD page here!

Changelog

  • Added annoying sound to alert that fuel is low
  • Fuel gauge flashes when low and when hit
  • Rockets have accelleration
  • Tweaked tank tracks
  • Introduced tank model
  • Gave enemy tanks random colour schemes
  • Added intro sequence
  • Added gas can model
  • Added player colour customisation
  • Toned back post processing
  • Added smooth terrain transitions
  • Added oil particles to the oil wells
  • Added AZERTY support
  • New model for bullets
  • New model for rockets
  • New model for the depot
  • Gave oil wells random rotation
  • Differentiated terrain
  • Fixed enemy armour stat
  • Added boss
  • Made enemies not go outside playfield
  • Made enemies not spawn outside playfield
  • Added map edge circle
  • Buffed armour upgrade
  • Added radar upgrade
  • Added win screen
  • Probably introduced a ton of new bugs
  • Time slows down momentarily when an enemy dies
  • Added camera shake for shooting and explosions
  • Player, oil wells and enemies flash when taking damage
  • Tweaked explosion particles
  • Tweaked player start speed and speed scaling
  • Added muzzle flash
  • Added light effect to explosions
  • Increased volume of most sounds
  • Decreased volume of engine drone
  • Fixed player speed being frame-independent
  • Tweaked tank tracks spawn position
  • Fixed weird tank track trails when respawning
  • Changed tank colliders to spheres and tweaked their sizes
  • Added collisions (and physics) to player and enemies
  • Increased size of fuel pickup's hitbox
  • Made danger level text bounce when changing
  • Made fuel gauge turn red when low

One Coin, two faces, and a crowd of evil rich dudes

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Hey!

Face for Death is a 2D runner platformer videogame developed for the April 2019 Lumdum Jam, in where you play a double faced coin and you have to scape from a city plenty of evil rich dudes.

We keep working on a modular level generation protoype and some of the mood we want to give it, so maybe last version is not so playable like first. Anyway, we can see some of core mechanics working OK now and how would be scaled the game.

Havent played yet? Come and enjoy, but dont forget rate it!

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

See you soon!

Check out Time Thief

Check out the link below:

https://www.youtube.com/embed/wtlZoTAIZv0

Game Link Here : https://ldjam.com/events/ludum-dare/44/time-thief

How much polish in your game went unnoticed?

The background clouds in Jumpcoins are alive. Not only do they bumble around on their own, but they react directly to the player's actions. When you jump, nearby clouds move out of the way. And when you die, the shockwave pushes all the clouds outward with it, then they pull back in slightly to fill the vacuum.

 

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I believe zero players consciously noticed this extra polish!

 

During development, I tuned the brightness of the clouds way down, because I figured players would find it distracting. After all, it's a platformer, not a cloud wrangling sim. But I feel like I must have gone too far, so it went unnoticed.

I ended up with about 100 lines of cloud reaction code, which took probably an hour to write and fine-tune. But in a compo game you have no time whatsoever to waste on unnecessary fluff! So how do you find the right balance between loud and distracting, delightful but subtle, and unseen/wasted effort?

Choice of Life

Thanks a lot for feedback. I changed some old graphics and boss mechanics. If you didn't play it or you want to check new version go here right now: https://ldjam.com/events/ludum-dare/44/choice-of-life RENEW.png

How the art was done - Day #3 Timelapse

So this is the art timelapse from our last day of LD 44. TRY IT HERE - there is lots of polishing - working on game menu - and creation of the game title itself

https://youtu.be/knYr2siCtKQ

Thank you all for all the comments and feedback!

The most important question for us now, is if we should continue with development of this little thing of ours. See you around!

Corporate Hamster

Please Check out our game and give us your feedbacks. Capture.PNG

Ludum Dare best that ever could've happened

Honestly up to this point being my first entry for the Ludum Dare. I am amazed at how amazing this community and how much fun it is to make a game in 3 days. I can't wait for the next LD! :smile:

As I said in the title the Ludum Dare is the best that could've happend.

If you still haven't played my game yet you can play it here: OneMoreDrop

Have a nice everyone !!!! :v:

MONEYMONEYMONEY

Try & Rate: https://ldjam.com/events/ludum-dare/44/moneymoneymoney

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