Ludum Dare 47 October 2–5, 2020

Play on your Phone

I wanted to play our game on the train yesterday. It didn't work.

So I did what I had to and added touch support...

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If you're on your phone right now, check out Too Hot to Handle.

If not, feel free to check it out anyways.

https://ldjam.com/events/ludum-dare/47/too-hot-to-handle

Looking out the window in my game 'Aboard'

5a9cddedb020c8c48ef8e1c8d725681b.gif https://ldjam.com/events/ludum-dare/47/aboard

Aboard is a short story about working a repetitive job as a night janitor.

Play time is 5 minutes, controls are the arrow keys.

I'd love for you to check it out!

Let's get people rated!

Hi!

I encourage everybody to find some hidden gems and rate them:

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And for those who need the extra push to 20:

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Have a nice day!

Let me Play Your Game!

I'm going live on Youtube and Twitch soon to play your game! You can submit your game to this form here for me to check out and rate!: https://forms.gle/qH7iWMgrfV9Gp5vC9

Then come over to the stream at: https://youtu.be/wb92Mz2foxg

I'm looking forward to seeing you there!

We got mentioned!

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We got mentioned in Randomise User's Best of Ludum Dare 47 video! Thanks a lot for including us in the video!

https://www.youtube.com/watch?v=R8Zdj7TydEs

Check him out: https://www.youtube.com/channel/UC2bHdohGR7VVGB4ekhfwuuA

If you want to play for yourself check out Beat Bash:

https://ldjam.com/events/ludum-dare/47/beat-bash

Thanks everyone for playing and rating!

A small puzzle game I made for Ludum Dare-47

This year's ludum dare was a blast. I made a game in under 24 hours for my first ludum dare-47. Its a small puzzle game which I plan on expanding on. I hope you will rate it and give feedback on it.

https://ldjam.com/events/ludum-dare/47/bhoot-toobh

The GIF's of the game

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Have you tried starting it ?

https://www.youtube.com/watch?v=WwJ0nx9qX2c


START THE GAME (TOGETHER)

https://ldjam.com/events/ludum-dare/47/start-the-game-together

What you experience in game will be greatly influenced by what the other players have done before... See by yourself, and influence what the next players will experience !


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Our HONKastic team

Titled Goose Team is a team which I assemble every Ludum Dare and GMTK jam, when I don't work alone. It always has different people, and let me introduce our composition for LD47 and people behind HONK II.

  • Sava T — an excellent composer, he hasn't worked much with games so much, but he's passionate about composing music for games. He composed all music for the game and sounds;

  • Ruslan Seferbekov - junior game designer, he's my former student and eager to find work as a game designer in the immediate future. He made some art and worked on level design for levels.

  • Tricky Fat Cat — and it's me, I'm a professional game designer and love to code. I wrote all the bugs in the game and helped with the very first level as a game designer.

We hope you enjoyed our game — HONK II.

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WE'VE PORTED TIMESAVER TO WEB

Hey! We ported it to Web! Check it out now! https://ldjam.com/events/ludum-dare/47/time-saver

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Nearing 20 Ratings

Big Title.png We're getting really close to the 20 ratings minimum so come leave a rating and comment and our team will prioritize rating your game as quickly as we can! Let's hit 20 together! https://ldjam.com/events/ludum-dare/47/fancy-trash

Gallery

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Can you beat our best time at MONKEY BUSINESS?

Study the level, study your moves and become the fastest! Don't forget to share your results! https://ldjam.com/events/ludum-dare/47/monkey-business best_time.gif

You can press buttons too today!

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Physical button not included

Press the button is an idle game where you press buttons, only. There is no other goal, no other wishes. Just press the button, #1000789.

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The company welcomes you: https://ldjam.com/events/ludum-dare/47/press-the-button

It's not a bug, it's a feature.

How players learned to use a bug in my game to climb the line instead of jump through platforms: Debugger-cheat.gif

How another bug in my game punished them for cheating, and throw them out of the level: Debugger-kick-out.gif

I like to think that these both are features ;-)

Do you want to try it yourself? Play it here: https://ldjam.com/events/ludum-dare/47/debugger

Making of StackInTheLoop racing game

This is post about the game our team created for the 47 jam: https://ldjam.com/events/ludum-dare/47/stackintheloop

Mostly, it will be my experience, but maybe @rebelcaptain or @idawaxeor will share their experience too.

It was the first ld we participated as a team. When we woke at the morning and was the theme the first thing that comed up was about a guy who literally got stuck in the loop attached to the helicopter and he must wobble himself to avoid obstacles.

We threw it away after 5 minutes of discussions :)

Next we thought about about more classical approach - a simple platformer with time loop and solving puzzles to escape it. Kind of obvious, but with good level design could have worked.

But in the end we just come up with something like: "hey, why won't we do a racing game with time loop?" End so it begun.

The start

Till the first day midday we were brainstorming on how exactly this should look and be played. We also come up with several testing models of the car like this: photoem2020-10-03/em09-14-14.jpg

Every time I tried to mess with the blender it ended with loss of time and frustration. So Clayxels asset for unity proven itself as a perfect tool for fast modelling. Used it for the first time.

Next was the car physics. Unity already had wheel colliders, a bunch of manuals, so it was easy to implement. And more than one hour to adjust :smiley: I also heard one of the best compliment in my life from one of my teammate: "the car feels hard, more for simulation but the arcade. like nfs5" *the best nfs in my personal opinion. We agreed to add a second controlls preset for more simple model, but were not able to finish it :(

The map

Initially we thought on autogenerating track every loop. Blocked the idea. Than we decided to change some parts of the track every loop - like new turns and etc. At the end of day 1 we knew we would not handle it correctly.

In the end the track representation was a simple drawing in image editor, something like that: Снимок экрана от 2020-10-08 22-13-40.png This picture is used as a mask for terrain generator - black is the road and have constant height, the white is no mask. The grey area was used as transition zone, but looked awful.

For map generating we used a classic way with perlin noise. Two loops of generating - the first with large scale, the second with small, every value of height map is the average value of both. Additionaly we added diamond square to them. The relief was looking perfect...

Then we added the track and it was a disaster >_>

No matter how the track height offset we set - the relief was just too.. high. Beautiful, yes, but unsusable for racing purposes. So the next step was adding another mask to map generation, than will smooth the area. Yet the first iteration was not completely perfect too: Снимок экрана от 2020-10-08 21-35-58.png

After an hour of GIMP masteries I managed to get something suitable as a mask: Снимок экрана от 2020-10-08 22-16-18.png

You can see that it follows the track. The algorithm is simple: * While map is generated iterate every pixel of terrain height map * Check the value of the road mask. If black - set height value on something like 0.4f - 0.001f * Check the value of the mask map. If not road and height map value is more than 0.4f - remap the height value with max depending on the mask map value

The result was still too flat, but it gave some not so bad scenery views The scenery.png

The results

In the end no matter what is was fun :)

But we failed with time management. We started weekend with unfinished deals and they ate up our time, one of the team catch a flu and dropped off on the day three.

Three hours from the jam end I was craddling my child (for an hour already cause why not to stop sleeping when daddy in the hurry?)) ). I was wathcing the clock and thinking: so, it is minus this feature... and now the time to drop another one. And when he finally felt asleep I hurriedly run on bugs and not-so-long to apply features left.

The project could be and one day will be better, with all those little tweaks it needed: trees, sfx sounds, smooth visual transitions. But, nevertheless, I am happy with results, coding all this was fun, and I really enjoy the feeling from riding this tiny rear whell car we made ^_^

Hope you will enjoy it as well.

Please come play our game

https://ldjam.com/events/ludum-dare/47/orpheus

We need another 11 votes and appreciate any support!

How we made the graphics in Re-Slash

Play here

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Original idea

We had already decided we wanted to make a hack and slash puzzle game with looped inputs, and for it to work, the entire level had to be visible in the camera right from the start, so we knew the characters had to be pretty small. We also knew the design of the game required a lot of reference points to be able to move to the right spots imagining how the loop would go in the future, so that's how the columns came in.

One option was to go for the 3D cenital view effect we used in our previous game Lucent but we didn't want to do the same, so we decided we were going to make it 2D this time.

We took inspiration from Hotline Miami for the graphics, but we didn't have any pixel artist in the team, so we had to come up with some clever solutions.

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Palette

I had this idea for a while of a palette with a yellow-orange floor and dark red walls, so that was the first thing we implemented. We didn't want the floor to look too uninteresting so we made it blink a little.

Then we made the character white to make it stand out from the background, and we made the enemies red to also make them a focus.

I'm a big fan of the random blinking colors effect, so I decided to use it for the weapons, to simulate a metallic effect.

We also decided the character would turn blue when the loop starts, because we had this idea he was a robot glitching out or something, and we made everything loop-related this color.

Sprites

As I stated before, we didn't have any pixel artist in our team, so we had to improvise everything out of scaled squares and circles.

At this point we also made each body part of the character and enemies' bodies different shades of white and red to simmulate depth.

We also made the camera slightly tilt and bounce according to the position of the character on the screen.

And this was the result:

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Not pretty good, the style was really flat this way, and the elements didn't contrast very well with the background.

Post-processing effects like vignette and grain helped a bit but still were not enough.

We also made the floor blink less strongly, as some people really disliked that, but it didn't work either.

After a bit of struggling trying to make the colors contrast more, we decided to check Hotline Miami again and realized it actually had dropdown shadows!

So we tried that and it actually worked! It was the perfect solution to give the visual style more depth and make everything stand out from the background.

After that we added some particle effects and got on to work on the menus, and the artstyle was complete!

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Again, you can play the game here