Ludum Dare 47 October 2–5, 2020

Play Re-Version!

Time control, puzzles and destruction of cubes!! What else do you need? https://ldjam.com/events/ludum-dare/47/re-version

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(sorry for doubleposting, it bugged somehow and I have no idea how to delete a blog post)

Epoch

Check it out: https://ldjam.com/events/ludum-dare/47/epoch

Because life struck us for the past two weeks we didn't get any chance to play and rate your games... But I'm very excited that I try to fit as many games in my spare time as I can during the next two weeks.

Stuck in a loop was my 3rd and Tobi's 1st ludum dare... He was very happy to finaly do a game jam. So we sat down and made Epoch. I am so proud of what he accomplished with unity and he implemented some realy out of the box solutions for amazing features. For example the time reverse system he build is lightweight and offers a great starting point for further modification.

That said - We would really appreciate some feedback for our project, so that we can learn and grow from it.

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And for my second ludum dare!

Again an awesome experience this time with a tiny team of @remus-rain and me and a tight schedule of just 15 hours!

We present you with Pseudogravity, our first person - puzzle approach to being stuck in a loop.

We are very happy to read all your comments and ~~cries for help~~ suggestions.

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We're doing Dare To Play! - A One Week Post Jam Post

We're going to be streaming Dare to Play for the next couple of hours and taking submissions of YOUR games! Come join us in the chat to get live feedback from us, or use our submission form down below to submit your game.

Join us on Twitch at https://twitch.tv/cyberlightgames

Submission form: https://forms.gle/DRqNDwjnToHqvLae9

Thank you for playing Time Crash! More than 100 reviews

I'm very excited because my Ludum Dare game, Doctor Simon's Time Crash, has more than 100 reviews already.

Thanks everybody for taking the time to play, rate and comment my game.

If you didn't played yet, and you want to, here is the link: https://ldjam.com/events/ludum-dare/47/time-crash

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It is just me

Or is someone else starting to remember the names of the other participants when reading comments?

I usually read them for every game I play (not all of them but a lot for sure), and now I'm starting to recognize some names here and there! It's both weird and friendly at the same time ahah

Has this happened to someone else or have I just become freaking mad playing loads of game every day?

LoopShoot

Hey everyone! I had a blast taking part in the compo once again this year. I had a very busy weekend lined up with family stuff and what not, but I wanted to at least participate. My goal was to make a simple game start to finish. I had decided in advance to use Unity 3D, even if I did a 2D game, and utilize the geometric primitives in order to save time creating art. My game has somewhat of a lame name and also lame graphics, but I finished!

LoopShoot is an arcade style shooter with a looping twist. I have recently added a high scores screen and tweaked the difficulty in response to feedback. If you have time, please give it a play!

https://ldjam.com/events/ludum-dare/47/loop-shoot

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Playing And Rating games on stream!

We're taking submissions over on Twitch for LD games! Come and send us your games.

https://www.twitch.tv/buriedthings

Monkey Business just got updated

You can record :cool: gifs yourself and a bunch of other things were added/improved!

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Play it if you haven't: https://ldjam.com/events/ludum-dare/47/monkey-business

Help me with your feedback!

So after getting some feedback, I have decided I want to turn my game into a full game after the jam, but for it to work nicely, I need to know what you think of it! You can play and leave your feedback here: https://ldjam.com/events/ludum-dare/47/suitcase-panic Captura de pantalla (8).png

Programming of the core mechanic of Re-Slash

I am @lwyx, programmer of our entry Re-Slash, and i am going to briefly explain how I made the core mechanic of the game, an infinite loop of the player inputs.

First of all, after choosing the idea to develop, the most important thing is to get the core mechanics working as soon as possible, so the designer can start making and testing levels. So in our case, the looping of the player inputs was the first priority.

In a 72h jam, the ideal scenario is to get the core mechanic working on the first half day, or maybe the first day if it is a bit complex. I completed it fast since it was pretty simple.

The way it works is, as I said, straightforward, since it just needed some array management. I made a custom struct which contained an array of inputs for each type of input that the player could do:

  • A boolean array for the buttons pressed each frame.
  • A Vector2 array for the position of the joystick (or keyboard arrows and mouse) each frame.
  • A float array for the value of the axes (gamepad triggers) each frame.

This way I could store in the same frame any combination of buttons, joystick movement and axes values. When I talk about frames, I am referring to physics frames that do not fluctuate like the graphic frames.

Then, I worked on a script that registers the inputs that the player executes every frame during a certain amount of time (this varies each level), and stores them in the previous arrays depending on the input type. When the “recording” time ends, the script just reads an element of the array each frame and simulates them as player inputs. Of course, the lenght of the array had to be calculated depending on the time record. In our case, we had 50 physics updates per second, so we multiplied that with the number of seconds we wanted to record to get the length of the array.

Here you can see it working.

https://www.youtube.com/watch?v=U_QlAFJ9T04

This way the script is very modular and can be used in almost any situation that you need to save the inputs of the player, with any controller it is using. Unluckily, we didn’t manage to get the gamepad functional on WebGL, but I promise it works! :stuckouttongue:

And this is how I made the core mechanic of our game, Re-Slash. I advise you to try it out and see by yourself how wonderful it works. :slight_smile:

Play here

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Beat Bash - Web build cutoff issue fixed

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Hey everyone we just released a patch for the WEB BUILD of Beat Bash to fix issues relating to the screen cutting off the display. We recommend those with a non 16:9 aspect ratio to play it in browser and not to full screen it as the default canvas size is now fixed to 1280x720.

Thanks for playing Beat Bash everyone :)

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P.S

Thanks to the following for bringing this issue up: - jimbly - lazenman - rs11s21n - echo-gameworks - pranjalbisht

Go check out their games if you haven't!

Postmortem like.

Only 7 days passed after LD47 finished but seems it was a couple of weeks, not 72 hours. Looking back wanna write about the Cycloops development.

The Idea.

The moment when the LD47 theme was announced was a deep night for us, so we started discussing the concept in 9 hours later. Our main decision was not to use the default Groundhog Day idea. We had a couple of ideas - Groundhog Day (as plan B), something with respawning loops after game failure, "hamster in the wheel" like, and something with looped level or where we need to make the level as a loop... and we thought the last two was most suitable. In a few minutes, we decided that the game should be about space stations with artificial gravity rings, and the player must find out how to open the door by toggling some switches. The concept fits well with the jam theme and for a jam time frame. Yep, the time frame also important - did we want to finish the game or what? So, our game should be a sidescroller platformer with looped corridors and with some switches.

Loop mechanics.

The main feature of our game was to loop the player in the level and give him some switches to open the exit door. Screenshot 2020-10-09 003545.jpg (First working looped level, switches, and the door)

Technically - the cycled level looks like a liner level with trigging colliders (on both sides of the level) who send to player controller message to go to the opposite side.

Switchers.

It was only the one type of switch which would open the door or/and hatches by itself or with other switches. That was too easy even for 72h game and on the second day, we decided to make the game a little bit harder. Screenshot 2020-10-13 225640.jpg (Autoswitch) And we add "Autoswitches" - they can accept signals from switches (or other autoswitches) and give away new signals to other autoswitch or exit-door. Screenshot 2020-10-09 004143.jpg (Right switch control the Left switch and the hatch switch by inverting autoswitch) And that's all about core gameplay. We had more ideas for switches types, but we hadn't time for them to implement.

Art. The PixelArt.

Platformers often are 2d and we both love pixel art. No other options were there. :) But graphics could be much better if we have more time. At least - pixel-perfect cyclops movements, which we made the day after ld47 was finished. Screenshot 2020-10-13 225334.jpg

Sound.

We have no experience in sound fx and music so, we used the "sfxr" sound generator to make the sounds we needed. Despite this, all sounds were created at the first attempt except the jump sound. I think they have fit the game style. And yes, we forgot the music. Honestly, we even haven't discussed this because of a lack of time. Screenshot 2020-10-13 225127.jpg (Jump sfx)

Conclusion.

We didn't expect the level design of a small game to be such a massive problem for us. :( It looked easy to make levels with a lot of switches and doors, but... it wasn't true. The first two levels, where we show to users how it works, was easy to do. But make levels more difficult and make them possible to complete - was a huge challenge. We spent about 1/3 of the time on level construction and on play-tests - a lot of paper concepts and a hell of wires, hatches, and switches in Unity editor. Screenshot-2020-10-13-224245-1.jpg Phew. But at least - we have done it. We made a complete small game we wanted. Okay, almost the complete game. :) Anyway - it was our first gamedev jam... and as for me - I think we were good, despite the fact that there is a lot to strive for in the future.

Thank all of you if you read this... and you are awesome if you have played and rated it our game. If not, why are you still here? :)

*The Cycloop game: https://ldjam.com/events/ludum-dare/47/cycloop *

Watch me play your game live

Hello there. I'll be playing and rating your games live at twitch.tv/Outfrost for the next few hours! Come say hi and let's have some fun together.

I go through my list of games to check out in the order they were submitted, but only when the creators are in chat. So, even though the list is a bit long, chances are I will play your game shortly after you join! If you submitted earlier, and I still haven't played yours, let me know in chat and I'll come right back to it.

Check out our game too

Pillars of Anguish is a 2.5D platformer with a cool twist. Play it here!

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GUNWYRM

Recursion after recursion, build upon your prior self. GUNWYRM is an endless arcade game that revolves around endlessly upgrading mechanical serpents. Defeat invaders to make your next iteration even more powerful. How far can you make it before these cosmic anomalies consume you?

Features:

  • Several upgrades to spice up your runs

  • Unique guns to make each ascension feel distinct

  • Hand-crafted pixel graphics

  • An original soundtrack

Check out GUNWYRM! We'd love to hear your thoughts.

LD PAGE: https://ldjam.com/events/ludum-dare/47/$215359

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Finger twister on the NUMPAD!

Hey everyone, if you have a moment, I'd love to hear your feedback on my game, Ringchaser. I'm trying to get to 20 ratings so I can receive a score, but also I'm working on a post-jam version and would love to hear any changes you'd recommend! Thanks so much!

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Please check it out HERE!

Lucky Lefty Loves Teammates

Shout out to all the jam teammates out there. This is my 2nd jam and my 1st jam with a teammate. @elysiagriffin is the heart and soul behind bringing Lucky Lefty to life with art and animation. Thank you so much for lending your time and talent to making our game.

Here's Elysia playing our game:

https://www.twitch.tv/videos/761666705?t=46m23s videothumb.png

Play Lucky Lefty Loves Loops here: https://ldjam.com/events/ludum-dare/47/lucky-lefty-loves-loops

Post Jam Cattenburg Update!

The Curse of Cattenburg has a post Jam version available!

We really enjoyed making this game and have received a lot of great constructive and positive feedback. We've put a bit of work in this past week to act on that feedback. The changes are mostly about improving the user experience, with tooltips to help the player understand the mechanics. There are also improvements to the AI decision making, along with quite a few combat tweaks and bug fixes. This update includes:

General: - UI tooltips to help explain character attributes and card mechanics - UI hover of cards will now display the card and its base attributes on the right-side of the screen - Game difficulty settings: You can now choose easy, medium or hard when starting a game. This will amend the base attributes of the various rat enemies in the game - Improved drag accuracy when dragging cards with the mouse - Additional audio has been added for card flipping and when effects are applied to a character. - The starting party is now the Warrior and Priest, which gives players a slightly less squishy character along with an extra action point early on in the game.

Card Game: - Critical strike damage reduced from x2 damage to x1.5 damage (your poor mage may survive longer now!) - Visual effect to help emphasise when an attack was a critical strike - AI decision making has been improved to prioritise killing low health targets and being more sensible when using heal cards. - Defending has been reworked: Defending will now always reduce incoming damage by 50%. When other party members defend a character, the remaining 50% damage will be split between the target and any additional defenders.

Board Game: - Balanced Relic Tile distribution to prevent super early boss encounters and games that drag on too long - The more often you fight, the more likely you are to encounter relic tiles (some form of reward for engaging in combat) - Dice rolls are displayed in a slightly more visual way now (still just text, sorry!) - Prevented clicking "Roll" button repeatedly, which would prevent you from closing a dialogue popup

Screenshots:

A tutorial video plays when you enter combat for the first time: tutorial.png

Tooltips now appear when hovering over cards, along with showing the base version of the card tooltip2.png

You can now view your character stats before choosing who receives the attribute upgrade tooltip1.png

Some of the less obvious cards are hopefully now clearer with hover over tooltips tooltip3.png

Critical strikes are now represented by the word crit, instead of just a brighter attack effect crit_text.png

There are now two more difficulties to choose from (easy was the original difficulty setting) difficulty.png

Upcoming Changes

We are looking to make a Linux build, but unfortunately its a bit of a hassle to do in Unreal Engine. Should be getting a Linux build by the end of the week though.

Of course rate the game based on the original version, but we hope existing players and new enjoy the changes we've made to The Curse of Cattenburg 😸 You can download it from my itch.io page.