Ludum Dare 47 October 2–5, 2020

Rating day 3. Still cooking Soup.

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https://ldjam.com/events/ludum-dare/47/stuck-in-a-soup-loop

Any games that need ratings to get to 20? Please send your link in comments!

We would appreciate your feedback on our first game jam entry.

This was out first game jam, it was a challenge but we enjoyed it. Even though the game is pretty simple, we are glad that we finished it and that we participated in this game jam.

You can check out the game and leave feedback here: https://ldjam.com/events/ludum-dare/47/space-loop-1

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OULI in Google Play Store

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This post is not related to Ludum Dare.....But I Worked on a game which in mobile.....I would say...Its the Toughest of all time.....you just need to have patience.....Also New Chapter will be updated soon....

Game Link : https://play.google.com/store/apps/details?id=com.AnivisionStudio.Ouli

Presenting "Adventures of Ouli" , a journey through different chapters of Ouli's life through the "Mighty portal".

Ouli, a cute little soul , struggles to reach the mighty portal in desire of wisdom through various chapters. You are going to witness the journey of Ouli as closely as possible as the levels inside gets more random and frustrating. "But Nothing is random".

Some Screenshots : Capture2.PNG Capture1.PNG

Play & Rate continues!

I play and rate your game!

Drop a comment here :thumbsup:

Here is my game: Crypt Loop

Solve the puzzle

Will you be able to solve the Crypt Loop? :unlock:

Play here

How to play

  • Control the loops by color or shape.
  • There's only one correct position for each element.
  • Levels are procedurally generated.

Source code

Download source code

  • Install with yarn install or npm install.
  • Start with yarn start or npm start.
  • Visit localhost:4200 on the browser.

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Things are looking bad for WebGL

I cannot get the webgl build to perform well. I am trying my best to get everything working as intended but it ain't going to well.

If you want to play, I'd recommend just downloading the standalone build. I'm currently building for mac and linux as well

Stuck in a portal

Portal style game, Loop.gif Stuck in a portal.gif Try to eat all the cakes ezgif.com-gif-maker.gif And you might be able to get away from the lab

this is the game https://ldjam.com/events/ludum-dare/47/stuck-in-a-portal-1 I would love feedback

Are you ready for it?

Hi everyone! We will be Really thankful if you will try our game:

https://ldjam.com/events/ludum-dare/47/$215179

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According to our calculations, only 3% of players can reach the final boss. What about you?!

Here is some music, hope you like it

https://www.youtube.com/watch?v=g5EqzTpOrt8&ab_channel=AndreyBirchenko

Stuck in a portal

Portal style game, Loop.gif Stuck in a portal.gif Try to eat all the cakes ezgif.com-gif-maker.gif And you might be able to get away from the lab

this is the game https://ldjam.com/events/ludum-dare/47/stuck-in-a-portal-1 I would love feedback

Why I think PICO-8 is the perfect Ludum Dare tool

I'll try and keep this brief, in the P8 spirit :wink:
There a 3 simple reasons why I think you should use PICO-8 for your next game jam.

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1) You will keep your scope small

PICO-8 enforces a lot of limitations. While this sounds bad at first,
the restrictions force you to come up with an idea you can actually finish in a weekend.

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2) Exporting ready to share GIFs is as easy as Ctrl-9

You can share your progress throughout the jam without having to think about it at all.

The feedback to those GIFs was the motivation I needed to keep going,
even after I ran out of ideas at the end of day 1.

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3) Building for all platforms takes 10 seconds

No more Windows-only builds that exclude a lot of players. No more half-baked WebGL exports.

You get a nice HTML version of your game, that actually works better than the native build. And if you really want, getting working binary builds for all platforms is trivial as well.

Roller Riches

Thanks to everyone who has rated our game and provided valuable feedback! We really appreciate each and every comment that is made :smile: Roller Riches is an incremental game where your goal is to build a roller coaster that coaxes poor suckers (your guests) out of their money.

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We're thinking about redesigning and rebuilding this game from the ground up as a fun long-term side project, with a focus on adding more traditional incremental game mechanics (prestige, multiple currencies, an actual semblence of balance, etc...)

If you're interested and haven't given it a try yet, please check it out here! Please feel free to post your game, and I promise to check it out!

Cursed Deck

Cursed Deck is a Slay the Spire esque game where your goal is to actually ban all of your cards to win and escape the endless loop of drawing cards. You will encounter monsters which... when killed will grant you a prize. Sometimes even the most important one - the option to ban cards from you Deck, Hand and Discard pile.

You have to play smart and keep your Attack cards in your hand at the end of your turn - if possible, because the Ban card will always focus on your Deck and Discard pile first.

Here are two small gifs of the gameplay.

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Can't find the link to my game? Here it is: https://ldjam.com/events/ludum-dare/47/ludum-dare-47-cursed-deck

Please leave your entry in the comments - will happily trade rate 4 rate. :)

Hang on, Bill! has now mac & linux builds

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Bill is now hanging on all known platforms (HTML5, Windows, Mac & Linux) in case anyone is willing to help him remove the loop around his neck.

https://ldjam.com/events/ludum-dare/47/hang-on-bill

The Card Combat Game Design

The main gameplay element of The Curse of Cattenburg is the card combat game. This is an original idea Brainoid and I have been wanting to explore recently, and LD gave us a great chance to do so. We have gotten some great feedback so far, and we are considering the possibility of developing the card game part of our game further.

We would love more feedback to help feed into this future development of the card game, outside of Ludum Dare!

Overview of the game

If you're unfamiliar with the system, the game board looks a bit like this: imageem2020-10-08/em114259.png

On the bottom left: this is your party. You can have up to 3 characters in your party.

On the bottom right: this is the enemy party. They also can have up to 3 enemies in their party.

On the bottom centre: this displays your action points, which is your resource for performing actions on your turn.

The 18 cards in the centre: these are slot cards that you need to reveal by spending action points. Once revealed, most cards will need to have a character played on them in order to perform that action. A character can only be placed on one slot card per turn.

The left and right edges: this is where each parties support cards live - cards that allow a party to transform an already-revealed slot card.

Key mechanics

Memory: The 18 cards in the centre are shared between enemy and player. This means any cards revealed on the enemy turn, can be remembered by the player and utilised on their own turn. Our current design is that after each turn, the 3 rows of card shift down: with the bottom row being discarded and a fresh top row being dealt face down. This adds a slight element of strategy in revealing cards. For example: If you reveal a card on the top row, you know when it comes back your turn, it'll be on the bottom row and so you have information about which cards you can use without needing to spend an action point on revealing. Conversely, you can choose to reveal cards on the bottom row, to deny your enemy the information gain for their next turn. The memory concept also gives an additional reason to reveal cards, even if you cannot place a character on those cards this turn.

Targeting: Unlike most card combat games, you do not simply drag your character on to an enemy in order to attack. You must reveal a slot card that allows you to attack. There are a variety of slot cards that allow you to attack: - Specific target cards, that target the 1st, 2nd or 3rd enemy only. - Conditional target cards, that target someone based on their stats (like lowest health) - Special cards, for some enemies their specials will attack enemies (such as the warrior who cleaves all enemies) The aim here the optimal strategy dynamic, based on the cards you reveal. Your decisions each turn are vastly influenced by the cards you reveal - as they really are your list of possible actions. Support cards can help you transform the board to your favour, but support cards are limited.

Characters: The characters are designed to have their own strengths and weaknesses. For example, the mage hits the hardest but can easily be killed. The bard is weak, but brings great wisdom - which translates into more action points for the team. The priest has the ability to heal the team using her special ability. The aim here is to give the player choices, and have the sense that each character has their benefits, but importantly their weaknesses too. Some of the less exciting cards, such as defensive cards or hide card (that prevents being targeted next round) will be essential to prevent your glass cannon mage from getting taken out early. The idea is that your party's health is persistent between different combat encounters, so if your mage dies in battle - that's it, they're gone. You're now in a party of 2.

Thanks for taking the time to read this - and again we would really appreciate any feedback on the card game as we are considering developing it further outside of Ludum Dare.

iLoop - a Ludum Dare post mortem

iLoop - a hypercasual 2D endless runner game was created after just starting to learn programming 3 weeks ago.

Try my game: https://ldjam.com/events/ludum-dare/47/iloop-the-2d-endless-runner-game-of-a-robot-stuck-in-a-loop

Looking back, I learnt a lot during this game jam. Forcing myself out of my comfort zone, to come up with a game/app, especially as a beginner, definitely wasn't easy. Struggles were faced, especially during the debugging season, prior to the release of the game online. Nonetheless, through this game jam experience (which is my first game jam btw), I learnt that nothing is impossible in life, as long as you set your heart, determination and soul to accomplish it.

I never expected myself to come up with this simple hypercasual 2D game in such a short time after learning programming. After playing through many of the games submitted in this game jam, I feel more motivated and inspired to continue pursuing programming, and come up with better games in future, very much like some of the top entries in this current Ludum Dare 47.

Thank you Ludum Dare 47 for this wonderful game jam experience. The skills I learnt during the 3 days making this game will definitely serve to be a reliable asset for future programming or game development experiences.

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Stasis Break VFX Breakdown

I'm really happy with how my game's look turned out at the end, and loads of people were asking how I did it. I made a short 15~ minute breakdown on how I set up all my rendering and effects to give the game it's look, check it out! https://www.youtube.com/watch?v=mH7quYUic_o

And if you haven't played the game I'd love it if you give it a shot and tell me what you think!

https://ldjam.com/events/ludum-dare/47/stasis-break

SPÅRVAGN

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https://youtu.be/usIMhdKetg4

As many others, we've tied the 'Stuck in the loop' theme to rails and trains. In SPÅRVAGN the trams tracks overlap, which makes trams collide. You avoid crashes by stopping/launching the trams.

Here is roughly how the jam went on for us:

DAY 1. Working on a completely another idea was unsuccessful and took a whole first day of the jam. Two more days to go.

DAY 2. Trying next idea (the final one). Making models. Like, many models. Working on the shading system in Unity, specifically outline generation. Going out in the street to record traffic ambience and anything useful (bike rings) for sfx.

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DAY 3. Models, shading, levels, UI. The last few hours - for sound. Working haphazardly, as it should be on the last day.

The models were built with the further shading in mind, like, suitable for outline rendering.

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We've learned a bit about Blender freestyle, which was an amazing solution for generating this style of UI.

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There are only four levels at the moment. There was simply no time left to make more. At least, they are working:)

Please check out and rate SPÅRVAGN here: https://ldjam.com/events/ludum-dare/47/sparvagn

Never Gonna Lose Again

You play as a mighty yet novice time mage who does not have complete control over his powers: being hit won’t kill you, but it will send you back in time. Collect coins, buy gear, and defeat the devilish Drax Voder and his minions to bring back peace upon these fallen lands.

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* https://ldjam.com/events/ludum-dare/47/never-gonna-lose-again *

Small hint to have a better visual result

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I know that this blog stream is going very fast and a lot of people promoting their games and writing post mortems. This is awesome and it's very interesting to go through and giving a lot of ideas to myself.

However I guess a lot of people are not scrolling to the very end and might skip my post with a nice visual hint. Check it out - https://ldjam.com/events/ludum-dare/47/cycloop/small-hint-to-have-a-better-visual-result