LD 44 April 26–29, 2019

Slice of Scythe

Slice of Scythe is supposed to be a funny, dark, and well-written game, which is putting a lot of pressure on me as I write this. If you don’t think this post is clever/eloquent/engaging, then why should you play the game, right? It freaks me out. Please play our game. It’s all we have.

Speaking of which, Slice of Scythe is an interactive story combined with a series of minigames where you, the 19-year-old cousin of Death, terrorize suburbia to purchase a hat. Its creation was a Herculean feat of strength and endurance by our team leader and sole programmer @cnnmon, who also served as a support artist (some backgrounds/assets) and UI designer. The rest of the art (including the all the character design and expositional storyboarding) was drawn by our lead artist and hat enthusiast, @odii. I (@miyolophone) wrote all the dialogue and music, and provided emotional support when possible.

We uploaded our post-jam version several weeks ago, which includes all the character art we didn’t have time to implement and some other minor aesthetic modifications/bugfixes. If you’ve got some time before judging ends, we’d be very pleased if you could check it out!

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Last passes for being currency! Taste its 1.3 in WebGL

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

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


What's new in 1.3?

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


Taste it now in HTML5

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

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

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This is over

Congratulations all for your jam games

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

Your life is not currency.

Thanks for playing!

Postjam version: I'm in! Target release date May 24th

It's been a month now, the results of the ldjam are about to released. I'm quite happy with the progress of the game, from a basic prototype with a broken camera system to a complete game!

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The ludum dare was an excellent way to create a quick prototype, figuring the look and feel and the core mechanics of the game.

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What type of game is it?

It's an adventure-simulation hybrid game, think "Don't starve" meets "Animal Crossing", with a touch of Sim City.

Trading, farming and exploring is required to make your village grows. You will encounter many people in your adventures, some will be friends, others enemies. Choose wisely who you accept in your little town and make it grows!

Release date

Playable on PC & mobile, follow me on Twitter or Instagram to get the latest updates & the upcoming release date, my target date this Friday, May 24th :)

Until there, you can Play & Rate here the Ludumdare prototype and let me know what you think about the broken camera system :P

Post-Jam Updates

Instagram

Twitter

Facebook

gamedevklingon.com

Need more ratings?

If your game still needs more ratings, just leave a link in the comments and I'll play and rate it!

My game also needs a few more ratings, so I would appreciate you rating my game. It's a very short web game, so it won't take much of your time. Thanks! :grin:

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

Pulled an All Nighter to finish this track for the game!

NEW Darkwave / Metal song for my game, "Darkling":

PLAY SONG

The song still needs some polish, layering, and other sections added, but I think it fits the vibe of my game fairly well and am pretty happy with it. Guitar played by me, and I used Ableton and Propellerhead Reason for drum and synth sounds.

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Thanks for Rating the Jam Version HERE!

Get on the Leaderboard in the Post Jam Version HERE!

THE END IS NEAR!!

Hi all,

Please give my game a go if you haven't already.

https://ldjam.com/events/ludum-dare/44/paper-combat

Enjoy!

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The end is near

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The jam was fun, this time we managed to plan the entire game the first night rather then our usual "get a rough idea and just refine it as we go". We've been thinking about ways to expand this idea so that we could make a full game and release it, let us know of any cool ideas!

You can play it below:

https://ldjam.com/events/ludum-dare/44/fowl-goods

Rate my game an I'll rate yours

I need 3 more ratings on mine, so if your game needs more ratings, rate and comment on mine and I'll rate your game.

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Link here: https://ldjam.com/events/ludum-dare/44/the-curse-of-jen-rah

4 hours left

Hi only 4 hours left please rate my game I will also do yours. Link = https://ldjam.com/events/ludum-dare/44/sacrifies-life-to-save

Only 4 hours left :O

What about testing our game out? We can Help you to get those sweet and delicious rates :3

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

Keep calm, KEEP CALM!

Yes, we are not nervous too.

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Send me job!

I'm trying to help games are needing rates, so I cant watch clock. If you are close of 20 rates link your game here, ill try to play it before ending.


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If you didnt taste our game yet, play it now in WebGL!

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

Journey Through the Blood Tribe Lands 2.0

We are happy to present to you a 2.0 version of Journey Through the Blood Tribe Lands! :smiley:

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Larger version of the above GIF

Biggest changes:

  • removed one abilities but re-focused the whole game on the other 3
  • added arrows pointing towards enemies that are off-screen
  • added comic book inspired 'sound effects'
  • reworked all the levels
  • new tutorial
  • enhanced art for trees, terrain and environment elements
  • added shaders that move trees
  • added hotkeys for player skills
  • added info texts to the player skill buttons
  • rebalanced skill costs and health packs
  • Dash always adds HP on kill
  • you can't use a skill if doing so would kill you (save for Move)
  • enemies shoot more but enemies' projectiles are slower
  • enemy projectiles do not interact with each other
  • player projectiles destroy all enemy projectiles in their way
  • and a ton of bug fixes and other small changes

Results for Ludum Dare 44

Ludum Dare 44 has ended.

The results for each category can be found here:

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

You can check your game page for your individual results (via the My Game link up top).

Congratulations everyone! You made a game!

Ludum Dare 45, October 4th-7th @ 6 PM EST/22:00 UTC (3 hours earlier)

TL;DR: The headline says it all. New month, at the new time. See you again in early October!

As our April event comes to a close, we finally begin the 2 events per year schedule change announced summer of last year. We ran 3 events per year for a decade. Frankly I should have stopped sooner (at most I'd get a 2 month break between events and planning), but I like nice round numbers like 10. :smile:

Last summer we also did a test: running a Ludum Dare event 3 hours earlier. This meant folks in the UK and Europe could get a theme announcement at a much more reasonable hour: midnight or 1 AM. And you might say this test went too well, that our servers couldn't actually handle the load (... though 2018 was the year of Spectre and Meltdown, and the early mitigation patches were pretty rough on server performance).

Anyway, my point is a lot of people liked it. Even people on my side of the pond liked it (North America). So it seems fitting that if the schedule is changing anyway, we might as well make the 3 hour change permanent.

From here on event scheduling looks something like this:

  • April Events: 9 PM EST (01:00 UTC). Mid-late month. Avoid Easter, US Tax day, GDC and PAX East.
  • October Events: 6 PM EST (22:00 UTC). Early month.

April events in the classic timeslot, and October events in the new one.

April tends to be a very busy month for me (work+taxes), especially if I make it out to one of the mentioned shows (GDC, PAX East). August's have been getting harder and harder to find dates that work, that we've even had to bump Ludum Dare events to July (and this August I'm best-man at a wedding sooo). But October's, at least from where I'm sitting right now seem ripe with possibility.

Also hey! Do you remember the October Challenge? This was a special yearly event where we encouraged folks to publish a game and earn $1. It was neat.

While I'm not quite ready for us to kick off an October Challenge this year (not to mention I might want to tweak the format), this is something I'd like to start planning for again. Hence my leaning towards early October dates. Make something, and take the rest of the month doing something with it.

My thinking is that October's could be more than just a Jam month for us. I like the idea of evolving October a big month-long celebration of the things we do here. A Dare Month or something catchier. What other things can we Dare you to do? :thinking:

These expanded October plans are still in the concept phase, but as we inch closer our 20th anniversary (and 48th event), it's time to start thinking about what Ludum Dare evolves in to next. We have a good thing with the Jam, lots of little things to fix, lots of data to collect in one place, but I think it's also important to start thinking about and charting where we go next.

Stay Informed!

Want to be reminded of the upcoming event?

Sign up for our mailing list here:

http://ludumdare.com/compo/ludum-dare-mailing-list/

Or follow us on Twitter:

https://twitter.com/ludumdare

Wrap Up

That's it for me. We'll see you in October!

Basil Price: Mint Investigator Post-Compo

@JamesOliverMusic and I have been hard at work at a post compo version of Basil Price: Mint Investigator. The game is a tongue in cheek Phoenix Wright: Ace Attorney inspired visual novel/detective/puzzle hybrid where you gather clues, figure out who is counterfeiting bills and us the clues you've gathered to get them convicted. So, actually, sort of a reverse Ace Attorney now that I think about it...

The graphics have received a pretty major overhaul. Here's the compo version of the initial conversation: dialog.gif and post compo postcompo1.gif

The first case was cut short due to time, but we got to finish it. So if you played it once and enjoyed it, it is worth another playthrough. The dialogs have changed (humor is hopefully still the same) and after your first conviction there is another all new section to play through.

Meet the characters

Basil Price

basil.png Our hero and protagonist. He lives for his work which is currency. So you could say HIS LIFE IS CURRENCY, which is the only relation to the theme you will find in the whole game.

Penny Farthing ##

penny.png Basil's boss. It isn't that she breaks the 4th wall. Its just that the 4th wall doesn't exist and talking to you is the most natural thing in the world. She is the only character who does it now, I promise.

Encyclopedia Gray

gray.png Basil's "friend" who is always happy to be sent on one of Basil's wild goose chases.

Foodtruck Phil

foodtruckphil.png I've got nothing to say about him.

D Mooney Bagg

bagg.png Is an inspiring actor who can play a large range of characters but is always typecast as a dock working criminal for some reason. Probably the bandanna.

I also put a lot more time into the backgrounds. Now they look... better. Not Good necessarily, but better than they did. Compo precompo2.gif

Post Compo postcompo2.gif

You can play it out here: https://ldjam.com/events/ludum-dare/44/$141853

Results are in? :O

Not extremely happy with mine :(

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Total Rated Games by Jam/Comp and Category

I have been pulling this data for a while, figured others might want it also. I didn't get ranked this game, ran into some IRL stuff and didn't manage to finish a game.

```

compo

Overall : 508 Fun : 507 Inovation : 506 Theme : 506 Graphics : 491 Audio : 392 Humor : 412 Mood : 472

jam

Overall : 1165 Fun : 1165 Inovation : 1162 Theme : 1163 Graphics : 1053 Audio : 715 Humor : 954 Mood : 1089 ```

OMFG, 5th most innovative?!?!

Wow, thank you! That's damn incredible. I spose that's what you get when you make a pattern recognition algorithm during a 48 hour jam?

Anyways, the techlog video for how that pattern recognition algorithm works is still coming, no more than 24 hours from now. I promised it about two weeks ago, but at least now it's better quality? If you're interested, you can follow me to hear about when that is published. Terribly sorry for the large delays, I'll do my best to make it up with high quality.

Good job to everyone who participated, the top selection of games looks very interesting, and I'm actually quite surprised by what is and isn't there. I want to congratulate everyone, regardless of score, for making a game in a weekend (and maybe a bit). As Mike says below, you're all champs! Thanks for the awesome experience, see yas all soon with that 'techlog' video. JUSTCAMH :v:

P.S. Ludum Dare servers seem to be pretty toast from all the activity, just give them a minute

Thanks to everyone for playing and rating Dave the dev

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I see that my effort was appreciated in creating a relatable story based game.

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What I don't understand is how this is by far the best ratings I have received in Ludum Dare even though I only spent 5 hours on this game. I suppose I was forced to only focus on one aspect of the game this time.

Knit Worth results...We're so ecstatic!

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Y'all are way too nice, it brings a tear to our eyes...

So glad to see that a lot of you have the same messed up sense of humor as us. :smiling_imp:

If you'd like to try out Knit Worth yourself, you can find it here: https://ldjam.com/events/ludum-dare/44/knit-worth

The Keyboard Cowboys are absolutely looking forward to the next jam in October. Hope to see the rest of you there, too!

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

Happy with my results

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Might not be placed that high, but I feel my ratings are really good.

While I have done many game jams before, this was my first time solo.

Thanks everyone for rating my game and for all the feedback I recieved :smile:

STR!PES

Among all my projects, STR!PES is my favorite and I did my best. However I don't remember so bad results for one of my entries, but it's the game - respectfully I accept this apparent disregard. Obviously only a few persons had understood my interpretation of the theme. I wish you the best my dear friends and we will see in October. Bye ++

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A Jam full of progress

Well, this LD was the best one I've participated in so far!

Granted there's only been four, but it's still a whole load of progress for me as a game dev and as a jammer

Screenshot 2019-05-21 22-38-31.png This year marks my highest placement yet in every single category (I haven't tried my hand at humour just yet, but come October...)

This jam was also the first time I scrapped the whole first day idea and made the entire game in slightly over 24 hours!

And not to mention, it also marks the first time I ever got procedural generation to work consistently in a game of mine!

So overall, I don't know about you, but I'd consider this an absolute win!

Oh yeah, also, since I recall a tradition of posting wordclouds of feedback you get on your game, here's mine

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Here's to another great jam in October!

Holy wow...

I know the reaction to 15 Minutes to Live was largely positive... but I wasn't expecting it to do this well!

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21st Overall, 20th for Mood, top 3 for Theme... shattered my personal bests for every category except Audio, which I kinda expected. I don't think I'm ever gonna top this.

Work on a post-jam version of 15 Minutes to Live will commence tomorrow, since it's 11:15pm here in the UK and I need a little time to digest this! I also, perhaps, need to consider a full-scale version... but that'd be a pretty big undertaking. We'll see.

Thank you everyone...

Well, that's the ending I didn't expect at all... WynikiLD.png

With games I played or watched I wouldn't expect to get so high (level of this LD was really high and I just thought that graphics are the only good part of this game :P), so I'm really grateful you enjoyed playing my game.

I wanted it to be some kind of calm break from daily life, so I hope some of you could relax a bit with it :3 Thank you all again.

Thanks everyone

Thanks to everyone that played our game, we didn't ranked high, but we're satisfied of the result. Now all we can do is remake our game from scratch into a better version of it :D

Thank you all for playing Bloodalchemist!

My private goal was to hit top 100 in either category, but to get into multiple top 100 categories makes me very proud&happy! Thank you all for the rating and honest feedback!

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I hope that everyone is happy with their scoring. Dont feel bad if it wasn't the best one, you'll get there eventually! Hope to see you in the next LD's!

Where to find results

Took me a few mins to find the ordered list of results, here they are:

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

*If you’re looking for your own results, they are on your games page. Congrats to all! :thumbsup: *

Sheep It - Thanks for the votes !

Incredible results for our game jam "Sheep It", best I've ever got, I'm so happy right now ! This proves once again that people like what we do as developers, this gives a lot of energy for finishing Crumble ! ratings.png

If you liked Sheep It, please follow our on-going project Crumble made from the 42th LDJAM: https://store.steampowered.com/app/1061180/Crumble/ CapsulePrincipale03.png

Animancia: results, some stats, and a sneak peak for a future update

So, first of all... Animancia, apparently, is the best game I have ever made? d6_GvUttdis.jpg This... completely caught me off-guard. I, honestly expected everyone to hate this game... Because I sort of did. I thought it was too short, unfinished and a complete failure and not even worth posting... But I did and, to my surprise, kinda a lot of people played it. For some reason, it got to the front page of Itch.io, and stuck around for quite a while: LD312444.png

Even tho I feel like a lot of this game's success was based on luck, I still feel there is.. something here. So.. I decided to try and continue to develop this game. For now, I am unsure of the direction I want to take it, I am split between turning it into a roguelite with random generation or some sort of action-RPG with plot and stuff. Both options aren't unique and make me feel like I'm trying to copy other people. It will be cool to hear everyone's opinion of what they feel this game should grow into.

Anyways, this is something I will decide on later. For now, here's a smol snek-pek for something I've been making for the next update:

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I actually wanted to release an update around the time results were announced, but some IRL things got in the way :/ I'll still try to do it as soon a s possible tho.

Anyways, thanks for everyone who played (and rated!) Animancia! I really appreciate all of you and all of your support <3

And if you didn't, but want to, here's a link! Also, if you care about the future of this game, you can follow me on Twitter, I'll post all of my progress progress there (yaaay, shameless plugs!)

13th?!?!

So this was my first LD, and I would've been happy with the 50% best games... I'm humbled, thank you so much for the overwhelmingly positive feedback! See you in the next LD

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https://ldjam.com/events/ludum-dare/44/the-stranger-1

Low Poly Modular Spaceship tutorial (Blender + Unity)

Hey guys and girls!

Another Ludum Dare is archived into history - this event is such a cool thing to be a part of! Remember - the results and rankings are of course interesting to dig in to, but it's taking part and submitting a game before the deadline that is the true challenge and everyone who did so should be proud regardless of what ranking you got!

In my game "Blood Money" I used a simple method to create modular spaceships that are UV mapped, textured, and assembled into a bunch of unique spaceships with very little effort.

I feel that this is a very powerful method to use, especially for events such as Ludum Dare where time management is critical. I created the spaceships in my game in a matter of minutes and I'd like to share the technique with everyone - hopefully you can find it useful and use the technique in your future games =)

https://www.youtube.com/watch?v=vZe00W_WDq0

Super happy with my results!!

I thought it would be amazing for my game to come in the top 100 in one category, but five categories blows me away!! Thanks to everyone who played and rated Prospector Stanley. I am now looking forward to the next LD in October.

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Hope everyone else had a good time!

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Thank you all for playing and rating MoneyBag!

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I am surprised to get these results, as they've been my highest rankings yet. I do not know if the ratings are being compared to other Compo entries or both Compos and Jams, but regardless, I couldn't be happier knowing people had fun with my game. Thank you all those who have played and rated MoneyBag, and those who played it on stream as well!

It was my first Compo entry, and I'm glad it turned out well in just 47 hours. Getting collisions to work was my biggest obstacle, but I somehow managed to get it to work properly before the deadline, easing a lot of stress.

Good job on LD44 everyone!

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I'm doing better each time!

So, the results are in, and I must say, I'm pretty happy with them! I'm so happy to finally do well in Overall and Theme - those have always been two of my trouble categories. Next time, I hope to finally improve on Graphics ld44 only results.png

But just seeing the results from one jam is boring. I want to see how much I've improved! And comparing my placements from my last 3 jams, the results are clear: I'm getting better at this! And I seem to have a knack for Music - I guess all those guitar lessons have started to pay off!

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(The higher the bar, the higher the placement that jam. It's a linear graph - each placement was subtracted from 700 to get the bar height. I've also omitted LD43 since I had to leave the group fairly early for that one)

And for completeness' sake, I compared my raw scores from each jam as well. It's interesting to see how scores and placements differ. For example, I placed much higher in Overall and Fun this jam over the last one, even though I got roughly the same score. And one year I placed lower in Innovation despite getting a higher score! Crazy, isn't it?

LD40-44 Result.png

Thank you to everyone who played and rated my game! I hope to see you all again in October!

Thanks for another great Ludum Dare!

Thanks so much to everyone who played and rated my shooter game, "Darkling!"

My goals this year were:

  • Make a game I'm proud of to add to my gamedev portfolio
  • Learn a lot
  • Have fun
  • Do better in rankings than I did last Ludum Dare

I can say with a full heart that I achieved ALL of my goals, and that makes me so happy!

Again, thanks SO MUCH to everyone who played and rated my game, and thanks to you guys for making amazing games!

Special shout out to Mike @pov for organizing and operating this great event. Thanks man!!


Here is some random content I made this LD if you'd like to check it out!

LISTEN TO THE BACKGROUND MUSIC!

Gameplay Video

https://www.youtube.com/watch?v=r-zM7qe_qko

Random GIFs

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THE GAUNTLET!

This is my brass gauntlet that I used to make the main art asset. I'll definitely be using photographs to create art assets again in the future!

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Streamers playing the game

Playdungeonmans

Ursagames


Try your hand at DARKLING

See you next time, Ludum Dare!

My Results!

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So the results are here!! I'm pretty happy with how I did. It's my first Ludum Dare, and I loved every minute of it. I met a lot of awesome people, got to play hundreds of games and challenged myself a lot!. I ended up with a game I really like, over 100 rated my game, which makes me super happy. I have now a product that I may transform into a full product.

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Thanks to all of you who played! Thanks to all of you who rated! Thanks to all of you that commented and give feedback!

Feel free to follow me on social media and talk!

See you all Next LD!

Thoughts After My 8th Ludum Dare

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First of all...

Thanks to everyone who played our game and gave us feedback! As game developers ourselves, we're constantly trying to answer the question of... "What makes a game fun?" and what part of a game is "not fun" or "annoying" so that we can incorporate our learnings into the game we're actually working on.

*I don't want anyone to think we're upset about our scores - it's a competition with no prize and with a poorly designed scoring system. We understand that and are really thankful for the opportunity to work on a game that we had a blast making. I pulled two all-nighters for LD because I love doing it and because it's truly an amazing time. Doing LD for the past 5-6 years has been one of the things that have helped me grow and learn as a programmer and as an artist. *

Our results

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Conclusions

1. If you have more content, people have more things to criticize.

Every LD that's gone by we've attempted to make some form of first person 3D game with puzzle solving, some form of story telling, animations, combat, etc. We've played around with different form factors and every LD we plan a lot, but end up cutting out a large portion of the content we had planned to make. This jam was no different. However, this year we actually focused on content. We took feedback from previous jams and tried to make something that would be fun and enjoyable.

Our game had 5 unique islands with unique level design (levels), a tutorial, an overworld/hub, puzzles, 4 enemy types (all modeled, rigged, animated, and hand painted during the jam), 3 different weapons, an ambush/combat system, a hint mechanic, and interaction system. We had 4 different types of pickups. Everything was hand painted. We had sounds for almost everything, and music that gently switched between combat and exploration. We even had an actual ending goal for the game as well as multiple routes the player could choose from and everything was wide open.

We had audio ambiences, and flying birds off in the distance, swimming, different post-processing effects for when you are underwater/paused/drunk. We had 4 different types of crosshairs that changed whenever you equipped a different item, or if you were looking at an interactable item.

Map_Full.jpg

I painted a map, used it to create a dynamic level loading system that could take us between areas, because we explicitly wanted more content in our game. It slowly unfurls across the screen, and then the player can "sail" to a different level. Could we have made a basic LIST OF LEVELS - yes, but we wanted to be stylized and do it nicely.

Now, I know that MORE CONTENT != BETTER QUALITY. In fact, we even attempted to go for a lower graphical fidelity style just so that we could make more areas. I'll admit that modeling, rigging, animating, and texturing a MONKEY by hand during the jam meant that it turned out a little bit creepier than we wanted. I know that there were tons of things we didn't get around to explaining.

That said, it seems that every jam our games get more and more complicated with more and more content, and with more content, two things happen: - More things can go wrong (the testing matrix for bugs gets more complex) - More things are not perfect, and thus great candidates to nitpick at.

If I played a game where somebody moves a box around a maze and gets to the end of the maze... and that was the whole game, there really would be very much to criticize. The game is small, and might even be fun, but when leaving feedback on the game, if the game was super polished, there wouldn't be anything to deduct points from.

It's really easy to take points off in your head, from a game that has lots of things you can nitpick at. Somebody told us they'd give us a higher score if the monsters weren't so scary. Others said the game was too dark. Others said they don't like combat, and others that they didn't like collecting pickups and for that, we lost points. It's really easy to lose points when you have a lot of stuff that people can dislike, because the rating is subjective.

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2. People can sometimes be really bad at following instructions

Many of the people we watched on stream ignored a lot of the hint messages we peppered throughout the game and then complained that they didn't know where to go or what to do. Others said the game was too dark, despite the fact that we had brightness controls in the settings menu.

This feedback is INCREDIBLY valuable, because it highlights something about how discoverable our menus are, or how good our hints are, or how well we direct the player in certain directions to help them know what to do, maybe with lights, or pickup trails, etc. Watching people struggle at the game helps you learn a lot about how to improve.

We explicitly made a collect-a-thon this year because we've had this problem in the past, so we tried to guide the player around our maps with pickups, but it turns out that our level design is not the very best when you build all of the levels at the very end and there is not enough time to balance/play-test everything.

But goodness gracious - despite having tons of instructions in game, on our LD page, on our itch.io page, people keep missing really basic things and then getting frustrated/stuck, and our score takes a hit. :(

3. Ludum Dare scoring is extremely biased against longer games.

Our goal was to have content, and we did that, but I know of very few people who actually got to the end of our game. Our ending was crappy and basically a victory screen with a total score (time limitations, ya know). Our game was little bit longer, sure, but it's easily beatable in 30 minutes, and all of the best levels are near the end.

It's very obvious, looking at the top games, that Ludum Dare skews toward arcade style games. Don't get me wrong - a lot of those games DEFINITELY deserve their place for their level of polish, quality, innovation, etc. But the scoring system rewards players for making small, bite-sized games that are easy to play, and wipe your hands clean of after you've rated them. Most of those games can be finished completely in under 5 minutes.

Once again, I'm not upset about my score, because it really wasn't the best of games, but you see your game ranked at the same level as a side-scroller that you use WASD to get to the exit, or somebody's "press left and right to catch falling items" game. These are fine, but the LD scoring is biased toward these arcade style games with scores, or puzzle style games with like 5 levels that you can finish in a few minutes. It's an unfortunate fact of how the scoring works for this competition.

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4. An increasing reward system implies that very few people actually get a chance to experience the coolest and most interesting parts of your game.

This is a problem we've had in the past for some of our past jams, but this LD, it was very visible. Our coolest weapon, the Hand Cannon, nobody talked about, which made it pretty obvious that very few people actually put in the 10-20 minutes it takes to get to that portion of the game.

Our final level (Pyramid Island) was our best designed level, with tons of secrets, lots of discoverables, lots of looping pathways, a really interesting setting, etc, but since it was at the end of the game, almost nobody played it.

In general, when we want to reward the player with different mechanics that you unlock across the course of the game, it seems like LD is not the place to make those kinds of games, particularly because of point #3.

5. The theme is supposed to inspire your game, not tell you what kind of game to make.

The theme is optional, but for some reason, people keeping picking themes that will force everyone to make basically the same kind of game. This Ludum Dare had basically 5 kinds of games:

  • Games where you make money doing something
  • Games where you do something and lose health/lives as a result of progressing the game
  • Games where currency heals you
  • Games where you literally are money
  • Games where you waste your life away in terms of years

This at least is okay..., but if, say, Tiny Town had won, everyone would have made a game... about a Tiny Town? Or sometimes the theme attempts to force a specific genre or adds some form of horrible limitation that makes all of the games basically the same.

The theme is supposed to be inspirational, and help guide the direction of the game, rather than prescriptive (telling you literally what kind of game to make). Yet, when we take the theme figuratively and make a game about a pirate who's lost all of his treasure that he's spent his whole life collecting (AND we add in the mechanic that picking up coins heals you), we score in the bottom 25% of the theme category. People gave us a lot of feedback saying they didn't see how it fits into the theme, despite us literally writing it in the text of the game in about 3 different places.

This happens every time we go for a more "inspired" approach to the theme. I'd love it if people would either: a) Vote for themes that inspire games, rather than limit them b) Look for the subtlety in the interpretation of the theme

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6. Ludum Dare is incredible.

Despite my jeremiad against LD above, I still love it. I think it's like going to the gym for game developers - helping me to grow my muscles for game dev. Every time I do LD, I learn a ton, get better at understanding game architecture, and have a blast play other peoples' games.

There's something about this jam in particular that is really special, and I look forward to working with all of you guys in October!

Feedback Word Cloud

As it seems to be LD tradition, and this is my 8th jam, here's our feedback as a word cloud:

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Thank You

Thanks for the experiences and for all feedbacks from all of you on my first jam. Hope you all could finish the game in more ready version, and see you next time on the next ldjam.

here is my ldjam44 entry game (no revision after the first upload as for originality jam version) https://ldjam.com/events/ludum-dare/44/front-line-fury

Sentinel - A postjam postmortem

So my Third Jam went a lot better than expected. For my first one I managed to crack the top 300, for my second one I didn't like my game so I didn't really bother with it, and for my third I cracked top 100 overall!

It was a really fun jam, and I learnt a lot alongside it, I don't know much about making games so Jams are like an excuse to learn something within a deadline and for LD44 I wanted to learn procedural generation. It's all super basic random level creation, and honestly I would've had a better game if I had spent less time fiddling with code I didn't fully understood, but then the game wouldn't have been a challenge to make, and I wouldn't have grown as a developer.

It's heartwarming to me how well the game did in Fun, because ultimately that's what I wanted to do, a fun cute game (which is also why innovation was such an anvil to my score :v), the first day I spent moving around values and adding little things so that the game could feel good and satisfying and I'm glad it paid off.

Also I had a really fun time streaming viewer games. It was also a really new experience because I had never streamed with a mic, and everyone in chat was super nice, even if I only managed to do it the one time.

Hopefully in my next jam I'll be able to scope better just so I can have a more cohesive full experience, and maybe with less critical failures that make it crash. See you in October :heart: results.PNG

Thank you for playing! #3 in humor category! Glad you got a chuckle!

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Collecting Really Nice Cats! placed third in humor, and for all the players and raters and streamers and devs and haters, you have my deepest gratitude. Thank you. This was the best game jam I've ever participated in because of the community.

I regret that I could not play every game, I'm still finding some gems that I wish I had seen before judging closed. Very, very impressed with the quality of the games in LD this time despite the terrible theme!

Lessons learned:

  • If you don't have time for audio, then go full YOLO and generate your audio by face. It worked for me (#60 in audio category LOLOLOLOL), I'm sure it can work for you.

  • If your theme integration is a pun or something of a reach, a not-insignificant quantity of people will not "get" it unless you spell it out clearly. It sucks to have to explain a joke, but sometimes you have to. The comments about my game not fitting the theme stopped as soon as I updated my game description to explain the theme tie-in in the first sentence.

  • Know your tools. I noticed several nasty bugs when I watched other people play that I couldn't replicate on my own machine, and this was because my interpretation of Phaser's physics API was just wrong. If I had read the docs a little more closely I could have avoided a buggy (or outright broken) experience for a handful of players, including more than one streamer.

  • Keep your scope small! A big reason my game is ugly as sin and incomplete-looking is because I had dozens of features planned that had to be abandoned when I ran out of time on sunday. On sunday afternoon I realized that I had to stop everything and immediately implement win and loss conditions, game over screens, ui, and sound effects if I were to have any hope of getting the game uploaded before the deadline. I finished implementing the sound effect just minutes before the deadline.

Knowing that my game could make you laugh and smile is extremely fulfilling. Thank you again.

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Sell Your Memory of Playing This Game in Exchange for Better LD Jam Scores*

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

We buy ANYTHING, no questions asked!

We guarantee you will leave with a lighter mind and heftier bank account!

Life is short. Forget your troubles.

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

*Offer expires May 21, 2019, 8 PM EST.

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Wow! These scores have blown us away! 25th place for an unfinished game?! Thank you, everyone! This makes us feel justified that we spent so much time after the jam bringing our full vision for the game to life.

Congratulations to everyone who participated! And if you want to know what our game looks like after we lavished multiple weeks on it rather than 72 hours (okay, for reals, life got in the way, so it wasn't much more), then check it out and leave us a comment!

Thanks for playing my game!

I can't say I'm surprised at my rank, I guess I've made it easy to one up myself next time. I do pride myself on putting fun first in all my endeavors.

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My game had some major issues, and I appreciate everyone who made it through them and left a rating.

  • Inaccessibility. The base mechanics of the game are rocket jumping and bunny hopping. neither are explained in game, or on the game's page. I had hoped that by mentioning both techs on the thumbnail I would only draw people who already knew how to play, and that kinda worked! at least two of the commenters got times that clearly indicate use of movement tech.

  • There wasn't enough content. Even without movement tech the game's two levels could be completed in about a minute. The game's art assets could be counted on one hand, as I spent the majority of my time tuning the movement mechanics and making my first person controller feel more source-engine-ey. I am quite satisfied with the result but the average player probably didn't notice and I don't blame them. I also spent more time than I should have 'testing'.

  • The game kinda sucked. If you don't aim for a good time and just kill all the enemies and walk to the end, it's really easy. A lot of mechanics are not obvious, for example the railgun has no visual effect and the rocket launcher's smoke looks terrible and blocks vision. Enemy death sounds were broken and never played, which meant there was no feedback on kill other than the enemy vanishing. The first of the two levels was so basic it didn't really even count. Also the main mechanic of hybrid health/ammo wasn't really explored at all.

I've fixed a lot of this in my PostCompo update, available on Itch.
https://badram.itch.io/hammo

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Despite all this, I am quite happy with my creation, and have had a lot of fun playing it, as well as all the games that I rated. I look forward to doing this again in October, maybe I'll break into the bottom 100!

My LD chart so far :)

The results are in, and I updated my "LD Scores" chart 😁

(if it's small: https://i.imgur.com/IyKXbVp.png)

As I predicted, this is my best entry so far... and maybe I was a bit pessimistic with my predictions.

But I nearly nailed Mood: I got into the top 4,27%!

Post mortem soon on my channel, and you can checkout my predictions video there as well: https://www.youtube.com/channel/UCSUAfNhE3fg-bmP6JwqZw

Thanks everyone for voting!

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Final Results

Must say I'm stoked with these results. Better than last time and I'm going to do even better next time! Thanks for the feedback.

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

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DEADline - 1st in innovation and 5th in fun

I expected to get a decent innovation ranking and hoped for a good one in fun. I've not expected to rank 1st and 5th respectively (2nd and 9th in jam🍏 and compo🍊 combined, but 🍏!=🍊). :smiley_cat:
I was afraid I made DEADline too hard, but even though the word hard appeared many times in the comment section, it seems like it isn't too hard, just hard.

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28th overall isn't too shabby either, especially given the pretty bad graphics rating and the attrocious theme integration that landed me a rank of 1000 - it's a nicely rounded number at least. :sweat_smile:

Thank you to everyone who played the game and provided valuable feedback. I'm gonna take that into consideration when working on a expanded version. If you might be interested in a suped-up version feel free to follow me on Twitter.

If you haven't tried out the DEADline :keyboard: yet, you can try your hand(s) at the typing meets platforming game here

Good job on making games everyone, see you in October.

Explain the ratings

Hi all, it's the time again to be wondering about the total number of entries :)

I see that the 2 winning games both landed on place 1 (one is jam and another is compo). So are the displayed ratings out of the respective category (1817 jam games and 721 compo games) or out of the total submissions (2538)?

Thanks for re-clarification everyone :)

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Thanks for voting!

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If you haven't try it out, give it a go here! https://play.google.com/store/apps/details?id=com.tlgames.pigcoins

9th in humor again! (must be the 9 lives thing?)

Thank you so much to everyone who played Zoltan!

Looks like we can make people laugh, and we are proud of this result :).

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We made better than our last time in almost every category and this makes us very happy.

Of course there is a lot we can improve for the next jam.

Every time the results are out I'm surprised to discover great games I didn't get to rate. So if your game got a low rating to let this put you off. Maybe they just didn't get enough attention. I bookmarked as my favourites many games that I don't see in the first pages.

time to play again

Congratulations to everyone, I'm excited to see in the first pages the games I loved and also games that were rescued at the very last minute. I'm curious to play and learn from you all.

*An enormous thank to all those who were so kind to share their sources as well. *

"Power shared is power gained" they say, and your code could help someone else to get started and learn (or to pull their hair out because they can't understand it :D )

Hope to see many of these game further developed polished and published.

Wish you all the best of luck for your present and future projects!

to the next time!

How to win in October!

  • 1.) Make something really simple that feels complete and polished.
  • 2.) Get 21 quality ratings, no more, no less.
  • 3.) HIDE until Play & Rate period is over.

Damn good strategy. :)

Results & A Update

It's over. Congrats to everyone that joined! I had a lot of fun, both making and playing games - I played a lot of great games. A lot of you gave great feedback on my game, so here's an update for Tooth, Claw & Teacup. - Improved combat - Music - New enemy - Added screen transitions - Added a Linux build

For the full list of changes click This

I also moved the source code from google drive to itch.io

And here are my results: Results.png

I think I did pretty good. Can't wait for October!

Fragment Jam starts in less than 2 weeks!

https://www.youtube.com/watch?v=WHQFkw1O66M

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!

Aliens Love Humans - Genesis

Here are the concept art / notes of my game for LD44 : AliensemLove/emhumansemconcept/em1.jpg AliensemLove/emhumansemconcept/em2.jpg

Lesson learned :

  • even if you don't have your computer take a notebook, write and sketch your game, the work will be quick and easy when you have your computer back.

You can play here https://ldjam.com/events/ludum-dare/44/aliens-love-humans

First LD went very well :)

Very happy with the results of my first LD entry Pay Me in Blood, which received 30th in Theme, 37th in Innovation and 39th in Overall.

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The plan is to continue development until it becomes a full game. You can follow me on itch.io to receive any updates on the project. Hope you guys had a good Ludum Dare as well :)

My Results!

Not perfect, I definitely see where I could have improved the game to hopefully raise some of these, but as it stands I'm happy with this. Congrats to everyone else who finished!

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Retrospective

This was my first game jam ever, and even though I'm about to be a college senior studying game design I still consider myself very much an amateur. With that being said, I'm absolutely thrilled with my results!

Overall: 949th (2.981 average from 28 ratings)

Fun: 1006th (2.673 average from 28 ratings)

Innovation: 772nd (2.904 average from 28 ratings)

Theme: 515th (3.404 average from 28 ratings)

Graphics: 799th (3.096 average from 28 ratings)

Humor: 489th (2.923 average from 28 ratings)

Mood: 726th (3.1 average from 27 ratings)

These might not be the highest numbers, but for my first time making a game so quickly - and first fighting game - I'm pretty happy being middle of the pack. I was hoping for about 3 on my scores, and that's about what I got, so I have no complaints.

I learned a lot this jam, and so I'm sure I'll do better next time:

-I should focus on what I know. That means that, since I'm not super confident with animations (and don't like making them!), I shouldn't spend a whole day working on them and getting really demoralized. I also might not want to try a new game genre for the first time unless it's something relatively simple. Fighting games... are not easy.

-Simple is best. My original idea for the jam was much more complicated, so I went with my second idea that was simpler. And I still only just barely finished! So next time, I should start very simple, and if I have time, add extra features.

-Feedback (for in-game actions) is really important. I got a lot of people telling me that they wished my game had either auditory or visual feedback when you hit the opponent. I hadn't thought that it mattered, but clearly it does. Next game, I'll include that for sure.

-Feedback (on the game) is REALLY important. I forgot about play/rate until the last few days, so I just barely got enough ratings. Next time, I plan on doing it from the beginning. I loved hearing constructive criticism on my game and learning what I did well and what I need to fix. It was also really nice to get practice giving criticism and feedback. I had to really think - what specifically do I like? what specifically needs to change? I haven't done that much in the past, so getting the experience is sure to be helpful.

-Playtest! Especially with other people, if possible! I didn't have a hard time playing my own game because of course I knew the strategy, but it quickly became clear that other people were having a hard time with it. I left balance and testing for the very end, so I didn't really get a chance to make changes. Ideally, in October I'll have a friend or someone play the game a few times, so I can tell how it plays to someone else. I learned in class that it's important to have non-developers test your game, and now I have actual experience that that's true!

Thanks so much to everyone who rated my game and left feedback! I read everything you wrote, and have really taken it to heart. I'm very happy with how you rated me, but I'm confident that I can do a better job next time. I've got plans to do a few other jams this summer - I want to do Awful Summer Games and my college is hosting a jam as well - and I'm also doing a project with some friends, so next time we all meet I'll know what I'm doing much better. See you all in October!

The Results of Orcan Harvest!

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This was an incredible Ludum Dare for me, not even with just the scores, but also with what really matters, making a game that you making a game that you yourself are happy with. I, as everyone should, focus on the star ratings, not the placing itself (though that doesn't hurt). Let me break down my scores, with a bit of a post-mortem for each category.

Overall: Solid category. A little above average on the star side, but there's not too much to say since I'll break down each individual category as I come across it.

Fun: Just about average. Not one I expected to be too high, it was more of a simulator than a true game. I struggled for a long time trying to get gameplay polished enough to even be somewhat "fun," and I'm happy with where it turned out considering the context.

Innovation: Above average (though not by much). Not one I expected to get this high on actually, it seemed like a pretty obvious idea. Maybe that's why it was so high, everyone wanted to come up with a super unique idea so the obvious ideas were left open. No matter what it is, it's still definitely serviceable.

Theme: By far my best score, both in this LD and across all 8 LDs I've done. This was incredible to see, and is both my first top 100 and my first score above a 4.0. Again, it seemed like a pretty obvious direction to take the theme, but I guess it still fits very well. Definitely pretty cool to see that score, especially considering how subjective the theme really is.

Graphics: This fell right where I expected it to. A little above the middle, but still one of my best Graphics scores (since I suck at pixel art most of the time). Actually, I spent the entire first night and several hours of the first day just working on graphics and not even touching the code. I felt I could do that since my idea was so simple, and even though it could've backfired terribly, I think it turned out fine.

Audio: This fell exactly in the middle at a perfect 2.5. Almost everyone that played Orcan Harvest had something to say about the audio. There was no music, just wind, and every single piece of audio excluding one was made with sounds from my mouth. The selling sound effect was actually made by dropping coins on my desk, but all of the other ones were made in probably an unconventional way. I was in the voice chat of the LD Discord server as I did audio, and for the sake of everyone else I muted my mic and tried to refrain from laughing and ruining the entire recording. Definitely my favorite part of the whole experience this time around, even if they don't sound the best.

Humor: Just above average at an (almost) perfect 3. I'm surprised I got that high, there was nothing intrinsically funny in my game excluding the concept, and even that isn't very funny in my opinion. I just thought I would leave it in for once and see how it did, and the results of my little experiment were surprising.

Mood: Just above average (seeing a trend yet?). Audio was the biggest part in this, with the wind and lack of music really selling the kind of "back alley" feel I was going for. I also added a low-opacity black overlay near the end of the jam, and while I regret it and it makes the colors seem dull, it definitely adds to the spook factor.

Well, that's all I've got. Kudos to you if you read this far! I'm factoring in all of your guys' suggestions and have a version 1.1 almost done and ready for release! Now's the best time to buy in bulk!

-Mathstr0fficial

Well... Not the worst! :P

Overall: 399th (3.576 average from 48 ratings) Fun: 189th (3.7 average from 47 ratings) Innovation: 775th (2.9 average from 47 ratings) Theme: 881st (2.932 average from 46 ratings) Graphics: 623rd (3.424 average from 48 ratings) Humor: 527th (2.864 average from 46 ratings) Mood: 565th (3.295 average from 46 ratings)

First gamejam ever....here are the results

The results are in, everybody is excited, so let's see them: ldjam44results.png

I don't know how many participants were in this jam, but I'm pretty satisfied with myself. Getting 2.8 stars in average is not bad. And next time, I will try to improve. Thanks for everybody who voted for the game.

Jam Results

Jam's over and I scored pretty high (low?). Gives me a good baseline however to work harder on next jam! Pleased with where I got to on Humor and Innovation though!LDJAM-results.jpg

Kill the Money - Compo Results!

Thanks so much to all who rated my game over this past month! Here are my results for ldjam 44!

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https://ldjam.com/events/ludum-dare/44/kill-the-money

Results are in

Hi All!

Results are in. This was my second LDJAM and 9th game overall. I still struggle a lot with building a game in such a short time yet alone a good game :D But I am happy with graphics being above 3 in average rating.

Thank you to everyone who played my game! See you all again in October! Przechwytywanie.PNG

Dare Results!

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Thank you everyone who showed support to my team on the game La Dança de los Muertos. We were just 4 and for some it was the first Jam, and others just one more. I hope we can do this well in the next one. See you guys in october o/.

Ramblings and Results

This LD was the personal best in overall! Super happy, had lots of fun. Thank you everyone who played my game and thank you every single one of you who made and submitted a game yourself for continuously inspiring me!

These are my Ludum Dare 44 results: chromeem2019-05-22/em02-54-54.png

Past Results

I've been participating in every Ludum Dare since the 39th one. I'm not going to discuss all of them here (I have another post about it here) but here's a GIF summarizing the past results. Ludum Dare 39 - Ludum Dare 44 Game Score Graph.gif

Current Status

There are many places to improve. Previously I've been working on improving the game feel, polish and overall playability of the game. This time I've chosen to focus on Audio. Instead of going the usual road of generative sounds/melodies (which is perfectly fine btw!) I decided to start learning an instrument and spent some time in Audacity for sound editing. Overall, I think it paid off! Of course I'm still very much on an amateur level. But! I was super happy of being able to produce melodies and sounds for this game myself. This added more room for creative process and is something that I definitely plan on doing in the future. The effort somewhat showed in the results as well - the game was rated 15th in Audio (which is a lot higher than I expected and deserve).

Outlook on the Future

Although I will keep working on my audio skills, there is another category where I feel very weak. It also shows through all of my submissions. It is the Innovation. I don't have a definite plan of even any constructive ideas on how would one improve in this, but I guess it will all come down to training. So this is the category in my radar for the next Ludum Dare.

LD44 - Bakemono

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As for the actual thing that I've created this time, here it is: an action (sometimes more of a chaos than action) filled bullet hell.

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You can try it on Itch.io or my LD page of course.

See you in the next Ludum Dare! :slight_smile:

:shocked_face:

Yep, that title is intentional.

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:astonished:

Wow! I didn't even dream of such good results! Thanks to everyone who left a rating or a nice comment, they were all greatly appreciated!

The last thing I thought I would get the best score on was the audio. It was sort of an afterthought, and the music was made in Bosca Ceoil (I mean, I'm not saying it's bad, but it certainly could be better).

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For anyone interested:

I will be continuing to develop this game, try to make online multiplayer (I have been working on it for a looong time), make more characters and levels to play.

Another great fact:

8-Bit Knock Out! got accepted into the GDWC Fan Favorite category! You can vote for it by clicking the "Vote" button under it on the GDWC page (thegdwc.com) (please do it!)

Overall overhaul

Anyone else think it'd make more sense if the Overall category was taken as an average of your other category ratings as opposed to an individually rated category in its own right.

I'm not saying it's unfair, it's still a level playing field, I just think it makes more sense that Overall be your actual overall score than a rated category. As it stands it would be possible to rank highest in all but the Overall category, which seems counter intuitive to me.

Of note, having totted up a few average scores versus Overall category scores, it seems that people tend to score higher than their average, suggesting that scorers tend to be generous with their Overall scoring. Isn't this a pleasant dev community!

ps) apologies for the alliteration

Nice to know I have a good sense of humor and hearing!

Wow. 11th in Audio and 14th in Humor. Really chuffed guys, thanks so much for playing and rating! Link down below if you want to have a play/laugh/listen.

https://ldjam.com/events/ludum-dare/44/bounty-hunted

Good job everyone!

First of all I would like to compliment to everyone, for being able to make and publish a complete game in such a short time span!

For this edition I tried to break the top 100th barrier and... I managed to! Results.png

I was very surprised and proud of myself. Looks like that the overall "enjoyability" of my game was the best score, probably driven by a fun gameplay and a good looking graphic. Unbelievably, also the theme adherence didn't score so much, even thou I sincerely hated this theme :D

Also, I'm very happy on how my scoring is overall improving (slowly) from one LD to the next :)

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Again: Good Job everyone! And I hope to see you all in the next Ludum Dare!

Blood, Sweat, and Meshes - Once Upon A Plague

Overall: 74 Fun: 172 Innovation: 205 Theme: 76 Graphics: 69 Audio: 143 Humor: 633 Mood: 43 why do we even include humor category every time, huh? :smile:

A bit of retrospective (click to see the full image):

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Thank you all and see you next LD!

we did it!

Thank you all for playing and rating my compo game Jumpcoins! And double thank you everyone for leaving constructive and supportive feedback! :):)

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This was my second Ludum Dare, and the first one where I broke top 100 for any category.

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This time I really tried to focus on Fun and polish, and I chose to not focus on humor, mood, or innovation (after all, if you've ever played Celeste, then Jumpcoins will feel eerily familiar :sweat_smile:), which were all reflected in my results. I couldn't be happier :) Next time I'd like to break top 20 in a category!

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Thanks for the Ratings!

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Thanks to everyone who played my game, Blood Pressure, for their ratings! I'm really happy with how well my game performed. Not only is this my highest overall ranking game, but it's also my most well rounded game to date, with all categories either in the top 100 or close to it. This is also my second time getting a 4+ star rating in the graphics category, which is kind of nuts since I'm not really a visual artist. In any case, thanks all for playing and I look forward to participating again next Ludum Dare!

Here's a link if you want to check the game out for yourself: https://ldjam.com/events/ludum-dare/44/blood-pressure

Thank you everyone who played our game!!

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Thank you so much for the ratings and feedback!! This was our first competition, and we strived so hard to at least get to the best 1000 games, and we did it!! In fact, we got position 29th in graphics thanks to your votes and my amazing friend and gamedev partner @Greon!! Thank you so much, really. It was one of the most amazing experiences of my life, and it hasn't even ended.

We are making it into a full game!

A LOT of tips given through feedback are ALREADY in the game. It's gonna take a little while to release it, we're making a lot of new features to polish it into a full product, and of course add what we didn't have the time to during the competition (also, the annoying song is finally removed, and we have a mute button! :sweat_smile: ) and you can follow our journey on our twitter accounts:

https://twitter.com/Hermitao10

https://twitter.com/Greon8

https://ldjam.com/events/ludum-dare/44/death-got-your-girlfriend

Thank you, and congrats everyone! Also, I could use some extra feedback, please?

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I could use some heavier feedback on the art style of my game (pretty please). I grew up with hand drawn games, so I'm heavily biased, and find it almost impossible to be objective. Also I did all assets in a rush, so the art is far from perfect, I realize, but would like to know what disturbs you, or if something does or doesn't work well together, etc, the more, the merrier. Any nitpicks, improvement tips, or anything of sorts would be very welcome. Many thanks, here's the game

And a video

yt

Better than I expected

Yay, the results for Ghostly Tricks are finally out!

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Despite the results being worse than my previous entry, I still think this was a success for three reasons:

  • I had a really hard time coming up with a game idea for this theme;
  • This was my first 'puzzle' game so making levels was pretty challenging;
  • I actually lost an entire day because I gave up at the end of day 1 but decided to try again at the end of day 2...

Thank you everybody that played and rated my game! I hope everybody learned a lot with this jam and, most importantly, had fun. It was fun playing your games too. Let's just hope that the next jam's theme will be better! :stuckouttonguewinkingeye:

How I made a Pattern Recognition Algorithm for Compo in around six hours:

My final product from the Compo jam was Sigillis, a game where you draw things on the screen to cast spells. Problem is that the game needs to figure out what the heck you've drawn, and that's where my pattern recognition algorithm comes in. An unfortunate warning in advance, my freeware only allows for a max of 720p quality, so sorry that it isn't as beautiful as it could / should be. See how I made the pattern recognition algorithm below:

https://youtu.be/9e1_Ms47ANk

You can get the source code and play the game here. Thank you for taking the time to watch!

This is my first ever attempt at creating an info-graphic presentation, so please tell me what you think. I tried incredibly hard to get the audio and graphical quality as high as possible, even with my limited resources. This video took over 60 straight hours to produce, so please please please, take a few minutes out of your day to let me know what you think about it. It means so much to me, and I really want to know how I can improve future videos. Thanks for your time, and double thanks for an awesome Ludum Dare! Cheers, JUSTCAMH :v:

Orcan Harvest v1.1 RELEASED

Orcan Harvest v1.1 has been released! In the weeks after Ludum Dare, I've taken into account all of your suggestions and put together a (hopefully) much more complete organ-selling experience!

Changelog: - Added button pressing animation for visual feedback in addition to my audio feedback - Added a blood splatter effect to selling organs - Orc sprite now deteriorates the closer you are to dying - On the lose screen, "Score:" now reads "Extra Lives Bought:" - Added a screen that shows an extra life being added to your lives counter when bought - Complete overhaul of the organ selling system - Voice clips! (and some subtitles)

The updated version is now at https://benjaminfalkenberg.com/orcanharvest while the original version is now at https://benjaminfalkenberg.com/orcanharvest/beta

Take a look, and leave some feedback on the updated version if you get the chance!

Thanks to everyone for providing such awesome feedback!

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The link in my game site has officially been updated. The original build has been replaced by Post Jam Patch Version 1 https://ldjam.com/events/ludum-dare/44/robyn-hud

Special thanks to everyone who rated my game, and special thanks to those who pointed out crucial feedback and helped motivate me to release a post jam patch.

release Post Jam Patch Version 1 (PJPv1). This is a pretty major patch which should improve quality of life for the player with major changes to the item/obstacle spawning algorithm, as well as some graphics improvements, and added controller support. More info and a playable build available: https://rithmgaming.itch.io/robyn-hud

1000 plays and a wtf surprise

We are nearing 1000 players that at least finished level 1 in our game Fluffensnuff, which i think is a great moment to share something interesting with you.

So basically, this is how the players came in through fluffensnuffs lifetime fluff1.png As you can see we got a little traffic from my blog posts, and a lot from the great gamejamcurator and randomize user, who amazingly showcased our game.

So, i was very surprised when we suddenly hade a huge spike in players, amounting to 200 players on 24h, without us having done anything. It was even more surprising, that they didn't show up on our itch io dashboard. This means the players did not get the game from itch.io.

I wondered what could have happened. Someone must have shared our windows build. But 200 players is insane, this would have to be a huge community. After half a day, google provided the answer for me: the web version got "ripped" and uploaded to another site! Specifically this one http://www.freewebarcade.com/game/fluffensnuff/ And a few others, mostly embedding the first site as an iframe, thus avoiding traffic they'd have to pay for. A few sites also made new logos, described the controls or even wrote a few really pretty paragraphs of backstory. * http://cu.game-game.com/198867/ in spanish * http://game-game.fr/198867/ in french * http://game-game.hu/198867/ in hungarian i think * http://mail.sugar-free-games.com/playgame.php?game=19886 * http://games.allmyfaves.com/fluffensnuff/ * https://www.minijuegos.com/juego/fluffensnuff

I also saw a lot of fellow jam games on the site, shoutout to @le-slo @oultrox @telepinu @veryeviltomato @reuno @daniel-moreno @ditto @joemanaco @xellaya @ddrkirbyisq -> http://www.freewebarcade.com/latest/1/

I have no doubt that this happens with each jam, not limited to LD 44 or even LD.

So, what do you think about that? How do you feel or would you feel if your game got rehosted without your knowledge?

Personally, i find it pretty cool on on hand, as we get a lot pf plays. On the other, i do not like that i have no way to update the game, to deliver new content or better balancing. In any case, a pretty interesting process. I did not expect such a "machinery" rehosting free web games.

Bonus, few trivia numbers :D * 30 players finished the last level (17), which is a bit more than 3% * The game can be played through with en estimated 400 moves, the best player right now has 431 moves * The most moves a player has made in a single (!) level was 1383 * The fastest playthrough was from @AVAVT in 15 minutes, while 10 people took more than one hour to finish the game

Invertebrae: a Post-Mortem

Note: I copied this over from my personal blog. There’s no content difference, but IMO my blog has nicer fonts.

Ludum Dare 44 is over! It's actually been over for a couple of days now, so let's just get to it (heck are there even any people looking at the LD feed anymore :eyes:)

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Overall

This is my third Ludum Dare where I actually completed a game, and as I continue to improve as a dev, my Overall score also continues to improve. Extremely happy to be in the top 50--next time, maybe the top 10?

Jokes aside, it makes me happy to see that a text-adventure game can do this well. Glad to see that the LD audience is diverse in their interests.

Theme

Oof. I know entries that stretch interpretations of LD themes typically don't do too well, but I definitely was hit pretty hard. In case you're wondering how I feel my game tackles the theme, I'm going to actually cite what my friend had to say, as he put it way better than I could:

Your life is the sum of your earned experiences. You have to manage how you spend each word because they are the currency you use the act.

In that regard, as we'll talk about later, the game even punishes you for amassing too much currency :wink:

Feedback

I had gotten a lot of great feedback on Invertebrae from friends, family, and of course the Ludum Dare community. While some of the feedback I had expected the moment I hit the publish button, there was also completely valid criticism that I hadn't seem coming at all.

How Long Is Your Game Really?

Nearing the end of the compo period, I was running through Invertebrae nearly every half hour, making sure that grammar was sound, the UI never bugged out, and that I hadn't inadvertently created any soft-locks with the puzzle mechanism. Each of these playthroughs would take me roughly 5-10 minutes, so in my head, I just pegged my game as a 20-minute game at most.

Imagine my surprise when the comments started coming in with playthrough times of 30 minutes, an hour, two hours, heck my friend even stopped playing to go to sleep and then continued it the next day.

First off, it makes me so happy that anyone would play a game of mine for more than like 20 minutes, much less two hours. The idea of creating something that could hold someone's attention for that long really is some of the nicest feedback I can receive as a game developer. Plus, let's be frank--most Ludum Dare games can be fully experienced in 5-10 minutes. In the time it takes to play a one-hour text-adventure, you could have rated like ten other great games.

However, not knowing that my game would have such a playtime means that I didn't design the game for such a playtime, and that was definitely reflected in the criticism. As I addressed in a post-compo update, the core drag-and-drop UX is pretty, but also pretty inefficient. Dragging words back and forth leads to a lot of unnecessary movement, and this is only exacerbated by the large number of words you could amass.

The Moon Is Exponentially Far Away

Due to one of the core puzzles in the game, a lot of people ended up hoarding a lot of words. This was definitely not the intention--the multi-page feature of the word bank was actually only added in the last five hours after I realized it was even possible to collect enough words such that they went off the bottom of the screen. However, with puzzles like open computer that rely on you having to re-use words you played prior, and navigating between nodes of the story being a slow affair, it was silly of me to not expect players to store every word they saw in worry that it would be necessary later.

Instead of puzzles that are designed to be worked out from a pool of four to seven words, now even the simplest puzzles are obscene, with tons of accidentally reasonable combinations of words not satisfying the one or two answers I had in mind. Plus, the moment you learn that some puzzles have multiple answers is the moment you start thinking that all puzzles have multiple answers. I tried to poke fun at this with things like the stairwell ending, where you play pet cat after walking on a stairwell that "squeaks like a dying cat". But while that ending is quite funny (well, only 190 places of funny as the results showed), the hundreds of non-existent endings that players tried to get to certainly aren't.

A lot of people had noted that a couple of the puzzles were really difficult. While I agree that a few were a bit obtuse, I do think it was primarily due to the excess of words that people could collect. Even sort of sketchy phrases like pretend security are way easier to reason if they're only two of five words in your word bank, rather than twenty.

If I were to work on Intevertebrae in the future, I would definitely design the puzzles to have fewer words overall and give each word more uses. Not only would this decrease the frustration of cycling through endless combinations, but it would also increase the number of actual word puzzles, which is the real difficulty (and source of fun) that I wanted present in my game.

OK People Said Good Things Too

I've gone on about the most popular critical feedback for a bit now, but people also plenty of nice things to say:

  • People generally enjoyed the story! This is definitely my favorite comment. As someone who hasn't written a story since probably middle school twelve years ago, I've been nervous about attempting a narrative game for a long while, which sucks since they're my favorite genre. While the plot might not have been the most unique, it's definitely a large confidence boost to hear that people liked the writing.
  • Even with some of the inadvertent difficulty, people thought the time-traveling, knowledge-base-building puzzle mechanics were novel and entertaining. Novelty is extremely important to me as a developer--as someone who plays way fewer games than I used to, the easiest way to get me interested in your game is novelty (well-executed novelty, anyway). I've been wanting to make a narrative game for a while now, but was putt off by both my lack of writing confidence, as well as a way to make myself stand out from the thousands of other (great!) games in the genre. I'm happy to have finally come up with something that both I and others enjoy.
  • As minimal as they were, the two small music tracks were definitely worth making. I ran out of time for music my last two LD games, so this time I made sure to reserve two hours for just for music. The time restraints ended up working in my favor, as their minimalism allowed them to settle into the background and serve more as mood-makers than attention-grabbers (further shown by my Mood ranking versus my Audio ranking, lol).

So really issues aside, I'm really proud of how I did this Ludum Dare, and I'm looking forward to the next one. See y'all at LD45!

The making of... a making of.

Hmmm, inception?

So I just recently released a 'techlog', all about the Pattern Recognition Algorithm that I made during LD compo. *If you haven't seen the video, then you can see it a few posts down, or just click here. *

Strangely, I found the production of this video to be far more complex than the actual pattern recognition algorithm algorithm that I made, so I thought that I would detail all of the different challenges I faced, and how I overcame them:

:book: Scripting:

No sorry, I don't do impromptu. All of that was scripted, and whilst there's a negative stigma about using scripts, it definitely improved the quality of the presentation. This was actually the fastest part of the production, but I think that this was a big mistake. I rushed the scripting, and there are times that you can tell. When editing later, I often found myself wondering; what I was thinking... Times like those, I had to create text in the video, to explain the things that I failed to mention in enough detail.

There was some times that I branched off from the script, and this worked out pretty good. There are even a few instances that you can tell, just off the changed tone of my voice. Not sure if such a clear transition is good, but the impromptu parts made the video seem a bit more casual. I had initially intended to cut out the ramblings at the end of the video, but in many ways, it felt good to be freed of the script and just speak openly at the end of the video.

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:loud_sound: Audio:

Audio was a real pain to pull together. I spent some time complaining about it, which certainly felt good. I had to record at the dead of night, otherwise family members were active, birds were chirping and cars were driving around at full throttle. I had to strip my room bare of all sound making devices; the clock was moved to the corridor, and I even had to remove my computer, since the fan was too loud to record over. Instead, all of the recordings were done into my phone, and transfered later. I initially used the phone's microphone, but I found that my head moved enough to create audible changes in the volume and quality. So instead, I used a headset, which worked better.

Then once I had the audio sample, I had to edit the sound in Audacity. This was strangely even more of a pain, not cos Audacity is bad, but cos I'm bad. I'm an aussie, and whilst I hate to blame my heritage for it, my voice sounds kinda... trash. It's way too coarse and certainly not the deep, stereotypical Australian voice. No matter how hard I tried, I couldn't get it sounding perfect. Most notably, audacity was unable to repair the coarseness of my voice, so I wasn't able to get the 'narrator' level of audio quality. I was able to make it sound a bit deeper by increasing the bass and reducing treble, but still far from David Attenborough. With the mic so close to my face, the recording picked up everything, including breathing and all sorts of other mouth sounds. These had to be individually repaired, and all up, the audio editing alone would have taken around 8 hours.

Audio.PNG

:paintbrush: Graphics:

I had no clue what I wanted to do for the graphics of the video, but I'd recently installed Krita and was amazed by the software, so I knew that would be the focus. I had initially planned to use more footage than graphics, since that would save SO much time, but the only footage I could really show was the code, which wasn't particularly engaging. I decided to go for a 'hand made' feel, with everything drawn, including text. Every time that text was to be displayed on the screen, I had to draw it. I don't have a drawing tablet so I was stuck with my mouse. It dawned on me halfway through to use my Laptop's touch screen, which greatly improved the quality of the drawings. I also discovered that there was different smoothing options available, which I used to further improve the quality of later graphics. Once I felt more confident, I even created some drawings, a few characters and fancy titles, just to spice it all up. :hot_pepper:

Small issue, but there was 174 graphics used in the video... So just importing them into my video software became a pain. I had a pretty neat idea though. For each 'set' of graphics, I used a different prefix, so all of the graphics related to a specific part of the video could be found in one place. Don't even get me started about the time spent making them, let's just not discuss that.

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:video_camera: Video:

Okay, so as you've likely noticed, I'm stuck with freeware. I don't have any nice quality tools, just free stuff from the internet. And the video editor I selected felt free. It was pretty damn painful to do anything. Keyframes could only be linear, and things as simple as using the transparency channel of an image required a filter be applied. Even just transforming and layering graphics ended up being a pain. It doesn't seem you're meant to have 15+ layers of graphics, because at this point, the layers went up and out of the layers panel, covering everything else on the screen. So this phase of development was basically a battle against the software.

I wanted the graphics to look very professional, and I wasn't sure how to achieve this. I looked over so many different videos, but all of them used complex motion graphics, that I really couldn't replicate. I experimented with blurs, and different blending modes, which worked out surprisingly well. This was strangely simple to do, and the background throughout the video is just a long clip of me playing the game, put through an intense blur filter. The strobing colours of the enemies prevented the background from seeming static, which was a nice bonus.

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:heavycheckmark: Overall:

Altogether, the video was well over a 60 hour investment, but it was fun, and I learnt some stuff. I wish that I could get some professional video editing software, but other than that, the freeware has performed surprisingly well. This is likely my last post for the season, so see yas next jam! It's been great, and I'm really looking forward to LD45. Cheers, JUSTCAMH. :wave:

Ludum Dare 44 Score Histograms

So because I have way too much free time on my hands, I rigged up a program to pull all of the score data from every completed LD44 entry (or at least the ones that got a score in the Overall category) and dump it into a CSV file. I was then able to use this data to produce a series of histograms, so that people could see what the score distribution is like for each category and how well their game did relative to the average. Please ignore the "below 0.5" and "above 5" columns; this was the only way I could find to make Excel display the full length of the score axis instead of trimming the empty space.

Compo

LD44 Compo Histograms.png (Open in new tab)

Jam

LD44 Jam Histograms.png (Open in new tab)

Combined

LD44 Combined Histograms.png (Open in new tab)

Buggy Moody Artsy Musically Rich Non Game stuff =)

We got really happy with the ludum dare results .... tbh I just saw them now like a couple of minutes ago ... and I must say, I am very happy with the result although it shows a very kinda obvious observation: we really lack good coders and people to help us with game design .... in all ludum dares so far all we managed to make were "non games", which is something I kinda like... when its intentionally made to be a "non game" ... in ludum dare though we always tried to make something fun, something to be played and enjoyed ... maybe if possible something a bit deep emotionally, but it was always a matter of trying to do something fun, but failing due to poor time management and lack of proper skills to do a really good piece of playable work ... Nevertheless, I am very very proud of what we managed to pull of this time, a very buggy, moody, artsy, musically rich thing, that got us 37 in the mood category ... next Ludum Dare, if any good coder wants to team up with us, we would be more than happy, so that we can do better in the other categories as well =) Thanks for everyone that played, rated and had a chance to see our work, we promise we will strive to deliver a better gamy thing next time ^_^

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What do you think of Mood metrics?

"Storytelling, emotion, and the vibe you get while playing." say the rules.

I realize that the vote I give in mood is usually more related to a mix of graphics and sound, a measure of how engaging and convincing I found the environment, but this is just me.

We were discussing with the team and, after seeing the statistic distribution of votes someone posted, looks like mood category could be generally misinterpreted (or better, freely interpreted).

I feel that the evaluation of story and concept tend go more on the "Overall" vote. Just a guess based on how WE voted.

What are yout thoughts?

This has been already brought up during the last years probably, but...

Do you think we could use a separated "Story" metric?

The first major update.

Introducing: -smoke trails -plates -cutlery -a wine bottle and some other stuff!

Demo.gif

You've been too kind!

Well it's been a bumpy ride for sure. A race to the deadline and getting something out that's barely playable (I thought)! But looking at the results, you guys thought differently: it's been on average one of my better scoring Ludum Dares: 2019-05-25.png

To be fair: I think making a game for the good old Commodore 64 gave me some bonus points with the reviewers.

It's been great to do another Ludum Dare after a few years, thanks for everything!

PS1: I saw on my profile on the old LD site I ticked a box of my bucket list:

"My first Ludum was in october 2012 and I did some more. That's a few years ago, but I'd like to do a 'hard Ludum Dare' for the Commodore 64. One day, maybe. Who knows?"

PS2: I'm still working on the game, I think I got rid of most of the big bugs. There is a Commodore 64 16K cartridge competition with a deadline of juli 1st (https://itch.io/jam/c64-16kb-cartridge-game-dev-compo-2019). I would really like to enter the game for that as well (all competitors get their game as a physical cartridge!).

my game at day 1 of the competition:

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my game now (I know it doesn't look that good yet, but there's been a lot of improvements!):

VICEemC64at100speed50fps/em2.gif

Introducing... the RNJam!

rnjam1.png

After my recent release of the RNG (Random Game Name Generator):

https://89o.itch.io/rng

I decided to make a game jam based around this tool. Basically, you have to make a game with a title generated by it!

The jam page:

https://itch.io/jam/rnjam

Hope to see ya there! :smile:

Congratulations

Now that LD44 is over, I want to again congratulate everyone who participated, no matter if you finished or not. In the end we all learned a lot for out game dev and the next jam should be even better, who knows?

I also managed to play 30 games this time, so if you want to see me fail at platformers and blame the controls, here are all the parts of Phil Plays Your LD44 Games:

https://youtu.be/Eif1jd8eJcI

https://youtu.be/lVCsQbSi-js

https://youtu.be/NxsO8deuXdo

Evil Dungeon Results/Postmortem

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Thanks to everyone who played and rated Evil Dungeon! I had a blast playing your games!

Ratings Breakdown

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Note: Percentiles were calculated differently this time around. In my previous Ludum Dare postmortems I was unaware that the total entries reported included those which did not receive the minimum of 20 ratings to be considered ranked. This time I utilized data obtained by @adroitconceptions which can be found at: https://ldjam.com/events/ludum-dare/44/mud-framework/total-rated-games-by-jamcomp-and-category-1. Also, I was unable to opt out of the Humor category for this jam although I didn’t intend for it to be rated in that category.

Postmortem

The theme of this jam was “Your life is currency”. Participants were given 72 hours to create a game from scratch that incorporated this theme. I brainstormed numerous concepts and mechanics such as:

  • Spending life to buy items/upgrades
  • Selling blood obtained from enemies to a blood bank
  • Luring/trapping people to sell on the black market
  • Surviving as an animal in an environment full of hunters
  • Collecting money to stay alive
  • Navigating a maze filled with “life tolls” that consume your health when passed

I had a feeling that most people would be making something where the player spent health on items and upgrades so I wanted to try something different. I went with the last idea and came up with an evil dungeon full of traps, darkness, and “Demon Gates”.

What Went Right

  • The game was completed and submitted on time. Although the scope had to be reduced, the game was fully playable and bug-free.
  • The flashlight mechanic looked nice and worked well. I used the flashlight/darkness to limit the player’s visibility which made choosing the right paths more challenging.
  • The level design provided the right amount of challenge and progression. The first level serves to introduce the player to the flashlight and Demon Gate mechanics. The second level introduces the arrow launcher and spike traps. The third level increases in complexity and contains numerous areas where the player can choose to cross a Demon Gate, taking guaranteed damage, or try their luck avoiding traps and obstacles and potentially incurring a greater health penalty.

What Went Wrong

  • Time management. I spent too much time on prototyping features, building a test level, and creating sprites that didn’t end up making it into the game. The scope had to be reduced as a result.
  • The presentation wasn’t as polished as I had planned. Notably, I didn’t have time to add background ambience/music which would have went a long way in the mood department. Also, player and UI animation didn’t make the cut which made things feel more static than I would have liked.
  • The Demon Gate mechanic was a bit too punishing. When the player chooses an incorrect path such as a dead end, they are penalized both times they pass the gate. In retrospect, I should have disabled the gate after it is crossed so there is only a single penalty per mistake.

Conclusion

This was a rough one! It was my third Ludum Dare/game jam and ranking-wise it was my worst to date. The root of the problem came down to time management. I spent an abundance of my limited time frame prototyping my various ideas which didn’t leave enough time to make the actual game, or at least the game I had envisioned.

It wasn’t all bad though. This was my first game jam game that featured multiple levels, rather than a single level containing waves or increasing in difficulty. I was also happy with how the flashlight mechanic turned out. I got a chance to brush up on my trigonometry, gained more experience creating sprites and working with tilemaps, and learned a few new things about Unity and Cinemachine.

I’d like to thank everyone for playing and rating Evil Dungeon! Your feedback is a great help to me and I really appreciate it! Although the outcome wasn’t ideal, I still had a great time creating, playing, and rating games during this jam. I’ll be back with a vengeance for Ludum Dare 45!

Play Evil Dungeon

Dave Brake Creations

Old Map vs New Map

With the new update (now uploaded), I have massively updated the map for Enemy Of The State!

This is the old map:

Untitled1.png

Not too bad, but very stale. The worst part is the kitchen, way too big.

Now here's the new map:

Untitled.png

As you can see, the kitchen has been shrunken to a reasonable size with the addition of a balcony!

Further shading has also been added to give a better sense of depth, along with new flooring and more details! Overall giving the apartment a more interesting look.

Still working on adding more stuff to freshen the place up, but for now, progress has been made~!