Ludum Dare 47 October 2–5, 2020

How long can out tentacle tech reach? pretty far...

Decided to run a test today to see how long I could make the tentacles in our game Sushi Ink.

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so it turns out i run out of screen space wayyyyy before the physics break down :sweat_smile:

We found varied tentacle length a good mechanic to layer in like in level 2 below where two tentacles can reach the whole conveyor belt and two can barely reach anything!

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Try it out yourself here! :). Would you like to see more levels with more variety?

CONTRAST

You want to play one of the most innovative game of the game jam? Play CONTRAST. https://ldjam.com/events/ludum-dare/47/contrast ContrastMainGameImage.png

Robetrotter coming to Android soon!

Hey guys im currently working on a mobile port for my Game Robetrotter! Check it out here: https://ldjam.com/events/ludum-dare/47/robetrotter Logo.png

Testing out your entries! (And hopefully finishing them if they aint too long)

You can submit the game here: https://forms.gle/zQxXwX6bg1ukynky5 Or just type "!submit" in my chat and get a link there if that tickles your fancy more.

Stream link: https://www.twitch.tv/shelvid

Also you can try out my game if you want :) https://ldjam.com/events/ludum-dare/47/cereal-killer

first jamm

https://ldjam.com/events/ludum-dare/47/demon-watch

Stuck in Paris - Stats

In our game Stuck in Paris, we implemented a level system, where the game gets progressively harder. We also have an online leaderboard that allows us to see, how far our players got and where they stopped.

We also have a (still ongoing) contest, where when you reach level 20, we create a custom car for you and add it to the game.

The resulting stats for the highest reached level per username look like this:

ld47 stats.png

A few takeaways from this are: - Most people stopped after the first few levels - But quite a few try hard to get to level 20 (which I at the beginning thought to be impossible) - So far, we had ~250 unique usernames playing our game. Thank you so very much for this! - Tracking stats is fun, really insightful and we should have tracked way more :D

If you haven't already, try out our game and if you get to level 20, ping us and you get you own custom car or easter egg. Like Pomo the dog on top of a car. 398c0.png

A little guide to help you guys.

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Due to so many complaints about the direction that leading to unwanted choosing your right path. So here it is, a little map of the right direction compared to the arrow movement key.

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Please play and give us feedback Here

Plus control for anyone that miss them in the controls-option.

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Do you enjoy boxes and/or holes? You may like Box Hole

This was my first Ludum Dare and I started a day late but I'm still pretty happy with the result.

Try it here and let me know what you think! https://ldjam.com/events/ludum-dare/47/box-hole 38141.png

I also like playing games so if you have a game send it to me!

Cyclic Devlog - Making a game in 48 hours with no Unity Experience

I made a devlog for the game I made for LD47!

It's 3 minutes long, just a quick over view, but I think it touches the core of how I spent my time and my process in making the game.

Link is here:

https://www.youtube.com/watch?v=OHPouZgq6nE

The exit is in -----, V2

Hi the community !

After a few days of being sick, I've tried to fix the biggest issues of my second LD game, without doing too much (it's still a tiny game made by a beginner ^^) : redone the movement, fixed a camera bug, played with the animations to make them a bit quicker (and make it so when you land, well, you land), fixed a bug where the enemies would still be able to attack once dead, fixed a bug which made it so the end would never spawn, and tried to do so you can't get back your jump by jumping in a wall (even though it's still the case). I've also removed the double-jump, it was buggy, didn't help in the long run, so I'll rather not have it at all.

The V2 and V1 are both available on the same page : https://ldjam.com/events/ludum-dare/47/the-exit-is-in

I'll like to redo much more, but I think I'll end up starting from scratch and doing something entirely different as I'm not really happy with anything in there, so I think this is where I'm going to stop for this one.

My first LD I did an interactive software and that was saying a lot, second LD I did a micro-game that isn't really good or innovative or beautiful but can be described as a "game" without having to stretch the definition, I'm gonna consider this a major progress =).

The company is JUBILANT to have you here, #1000789

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You are an important asset here, #1000789! ^_^ We are glad you are back again!

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Press the Button is an idle game where you press buttons, complete tasks and finally get that damned promotion that you definitely deserved.

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Play here! https://ldjam.com/events/ludum-dare/47/press-the-button

GHOST FROM JAIL

Game Page - https://ldjam.com/events/ludum-dare/47/ghost-from-jail

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Age of Amperes - Mini Post-Mortem

This jam went a lot smoother than in April I think. I'm tempted to do a slightly more detailed retrospective on how the April and October LD Jams went for me at some point but I think the main things I learnt were:

It's really useful to have a lot of time to actually play your game.

April's attempt suffered a lot I think because we spent so long trying to get everything as close to mechanically functional as possible, I didn't actually spend a great deal of time playing the game to get a feel for what a good level would look like.

This time enough of the game was in place to have a play around with level ideas really early on, and having a design that allowed for a bit more modularity really helped. Seeing a lot of early ideas not quite working lead me on to ideas for a few of the components used in Age of Amperes.

Preparation is important

I didn't really use the practice weekend in April - I had a quick look around for some JavaScript libraries I might be able to use but didn't really settle on one enough to focus in on and properly learn. From a code perspective I wasn't really confident enough in the way JavaScript handles things like classes and inheritance to take advantage of some time saving language features I'd have been able to use more naturally in C++ or C#.

This time though I'd started playing around with PixelBox in advance and threw together a few basic prototypes to get my head around how it works (a Frogger clone and a simple collect the coins platformer). I'd also crucially found a physics library that was more geared towards game physics than proper physics simulations - it's not really the "proper" way of doing things but doing a lot of directly setting velocities rather than using forces makes much more sense to me for game coding.

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Overall I've found my second LD Jam has gone a lot smoother and I'm far happier with the game we've made this time round!

Plays and ratings much appreciated :smile: - Age of Amperes