Ludum Dare 47 October 2–5, 2020

Would you be so kind as to go and rate my game 1 star in humor?

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I chose to opt in to the humor category, just for the sake of being able to compare my games year over year.

Now, some people have chosen to respond to the lack of humor by not rating me.

DON'T DO THAT. JUST RATE ME 1 :star: IF YOU DON'T THINK THERE'S ANY HUMOR.

Now, my ratings are very uneven and I want to make sure to get to 20 ratings in each category, so I would be happy to get any ratings in...

If you have some extra time on your hands, you can even play the game, it takes literally 2 minutes and is available in HTML5. https://ldjam.com/events/ludum-dare/47/the-facility

Hyper Hamster exposed!

Looking for something quick, fun, stupid, and also quick? Hyper Hamster is what you need! :hamster:

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Fun little fact about Hyper Hamster, the hamster never actually moves forward, it's the wheel that spins!

He also never collides with the wheel or the fences, there is an invisible platform underneath for collisions, and invisible walls on the sides so he can't fall off.

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Hell, his front paws don't even touch the ground! It just looked better this way from the camera's point of view.

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Now you know some of our little secrets, remember games are just illusions and don't be afraid to lie to the player, just don't get caught. :hamster:

Have a look if you'd like to try, and rate if you feel like it!

One week left to go...

...and we want as many people to check out our game as possible!

Loop Frogs is a fun little puzzle game about two froggy friends; one just plodding through life trying to get to the next level, and another with super jumping skills, an interesting relationship with the fourth dimension and a tenuous grip on his own place in the space/time continuum. It's a classic story of friendship.

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

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

Lookin for More Games to Play!!

Please comment your game on this post, and don't forget to play our game, Sisyphus Beetle Takes His Daughter to Work: https://ldjam.com/events/ludum-dare/47/sisyphus-beetle-takes-his-daughter-to-work

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New highscore !! Anyone want to challenge the almighty @jasper-hansen

3a4d7.png The absolute GOAT @jasper-hansen leveled up his hamster to Level 1000, going farther than any hamster has ever gone before and earning the title of Legendary Hamster God. Think you can do better ? Want to challenge for top spot ? Play Hamster Simulator now! https://ldjam.com/events/ludum-dare/47/hamster-simulator-2

And The Winner Is...

...Going to be announced in less than a week!!

[Edit] I'll be releasing a list of the top three games I have nominated for the categories I invented soon! The categories are things like storytelling, comedy, and out-of-the-box ways to use the theme!

Still need reviews? Me too! Let's do a review swap!

Add your game in a comment below and I'll be sure to get to them all before the rating period ends.

In the meantime, please check out my game:

https://ldjam.com/events/ludum-dare/47/woodstone-02

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Dr. Needles and the Nightclub - Last Update

Hey everyone, thanks so much to all of you have rated and commented on our game. This has really been a great experience!

I've posted what I think is our last update for the Jam, which is just to fix some of the collision issues that people have commented on and I was able to reduce the download size some more. Please try it if you haven't yet, and we'll be trying to do some more rating this week as well.

https://ldjam.com/events/ludum-dare/47/dr-needles-and-the-nightclub

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I'm planning on expanding my small ludum dare game into a big nice one

This year I participated in ludum dare jam edition and made a game in under 24 hours. It was an amazing experience through which I learned many things. I have my exams and other formative school shenanigans but after that I have my annual holiday so I am free to make it a better and bigger experience. Speaking of the game here it is :-

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

and the itch page

https://pune007.itch.io/ludum-dare-47

and some GIFS of the game

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LABLOOP

im 5 ratings short would be much appreciated if you played my game https://ldjam.com/events/ludum-dare/47/labloop 2020-10-04 (1).png 2020-10-04 (3).png 2020-10-04 (6).png

Need ratings

I need only 5 more ratings on my game Bullet planet and the time is running a bit low. I would really appreciate if you could play the game and leave a rating

Play the game here

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First Ludum Dare Submission! Have a game you would like to see streamed? :D

My team submitted our first ever Ludum Dare game It's called Turtle VS Trash Vortex! I've been doing weekly Twitch streams rating games if you have any you would like to see played :D We are VERY close to having 20 ratings If you could take the time to check our game out! Thank you!!

https://ldjam.com/events/ludum-dare/47/slorp-and-the-trash-vortex

It's also important to note that it is a game we made with the purpose of bringing attention to the very real threat of sea garbage patches and used this Ludum to also create a submission for NASA Space Apps.

Turn the stove on?

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Play and rate "Hide and Seek" at https://ldjam.com/events/ludum-dare/47/hide-and-seek

Faithless Land: a japanese-themed card game

If you like card games, you should try our entry for this Jam: Faithless Land

You can leave a comment and I'll come try your game too!

https://ldjam.com/events/ludum-dare/47/faithless-land

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[while'd]: a Post Mortem

Ludum Dare 47 is on its final week so we wanted to write down a couple of things in order to say goodbye to the Jam (and everyone of you!) and also as a conclusion to our journey with [while'd].

Stuck in a loop, like, literally

The main idea for our little game came surprisingly fast. Being stuck in a coding loop was one of the first things we came up after reading the main theme for the jam. The main challenge was adapting that idea to something "entertaining". After brainstorming our way through different game-scenarios, we settled in a simple puzzle game based on while rules. My main fear, as the game designer, was to find that this idea was not entertaining at all. It sounded kinda interesting in my mind but, in the end, we all agreed in one thing: we needed to try it. This is not an ideal scenario: in a game jam you work with limited time so prototiping something fast in order to check if it works is usually not a good idea at all. But as the game took form we grow more and more confident in our idea.

The main advantage of our design was that it was really simple but had a lot of potential to grow. This is an interesting learning point and one that I'm really sure can be applied in future game jams: start simple, grow bigger. In other words; if you can, stuck yourself in a design loop, iterating levels and introducing new ideas with each completed loop. But, of course, beware, the clock is ticking.

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* 72 hours to go *

The development period was surprisingly pleasant. We all did our part and gave feedback on every aspect of the game. We stuck to our roles: designer had the last word on design, animator on animations and so on. But in the end, as a team, we trusted each other and tried to accomodate the game to every one desires. Some examples of that: the last screen of [while'd], as cryptic as it is, was a bit more weird an different, with several exit doors and a special rule that required the player to not do anything (literally, like, not pressing anything for a couple of seconds) in order for the level to be completed. It was weird. Actually, it was TOO weird, and, as the different members of the team tried it and gave some feedback, I decided to change it to a more approachable puzzle. There was no need for overcomplating things, and I only saw this after receiving some feedback. Same could be applied to other fields like art or animations.

So our main learning point for the developmet process is, of course: get someone to try your thing and give you honest feedback. As hars as it can be sometimes, feedback will help you improve the final product. Always.

* Puzzle games are hard *

One of our main challenges while creating [while'd] was the fact that creating puzzles is not as easy as it could seem. One could create a first level that is too simple and then ramp up the difficulty too much in the second level without thinking about it. The opposite could also happen. In the end, feedback helps a lot but, what is most important is focusing on the main mechanics of your game. For [while'd] our main mechanic was the "while loop", so, as the designer, I focused first on the rules and second on the shape of the levels. My main objective was to introduce always a new rule on each screen and, of course, make the experience feel somewhat interesting. And, to be completely honest, I don't know if I really succeded on that field.

With limited time and resources, we aimed for 5 levels and no tutorials. This means, the player needs to learn how to play your game ASAP. This was not an easy taks to achieve in a game were some actions are forbiden from minute 0, but I think we achieved a nice balance here (control prompts on the first level really helped, tho). But, regarding the difficulty of each level and its "joy" factor, I really think we hit a middle ground. Replaying the game now I see there is a lot of room for new rules and different levels, with more interesting and balanced challenges. This could sound really obvious but, in the end, only trial and error can help you hit the right balance.

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* What went right *

  • We aimed for a particular aesthetic and I think we really nailed it. With our resources and time, the smartest thing was to focus on something simple but really attractive, and our "coding aesthetics" seems to have attracted lots of players.
  • Our design philosophy ("start simple, grow bigger") really helped us develop an interesting and not too overambitious game for the jam. Sticking to that mentality, we developed the first screen and the main rules in less than 8 hours, leaving the rest of the first day for art + animations. The second day was dedicated exclusively to levels while the last day was only polish.
  • Animations matter. Focusing on implementing really satisfying animations for the main character was something that, in the end, really payed off. They contribute A LOT to the fun factor and make the act of controlling the character really rewarding.

* What went wrong*

  • As I said, trial and error helps striking a right balance but, in the end, a developer/designer is always subjected to its own opinion. I, personally, failed here, creating a short game that can get frustrating really fast. At least the "cheat code" for skipping levels helped some players reach the ending. Without it, it could have been a disaster.
  • Neither of us noticed in our play sessions that the "while screen" can get boring really fast. This issue also contributed in escalating the frustration factor.
  • No tutorial levels. Yup. If you are going to develop a puzzle game, take your time to introduce the player to your control scheme and rules via some simple and easy screens. It matters.

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* The future *

We are not planning on developing [while'd] as a full game at the momment. But we are planning on releasing [while'd] v2.0 as soon as jam ends. This build will include some fixes to the code, a complete revamp in the third screen including platforms that move with the player, some tutorial prompts in the first two runs, a marker that lets the player know which rules has broken each time he/she dies and, last but not least, an important change in the game: breaking a rule will now make the player re-start the level from that particular rule instead of from the beginning. Meaning, if the players breaks rule 1, he/she will have to start the level from the first rule (like previously) but, if he breaks the third or second rule, he/she will be able to re-do the level from those rules. So, now, instead of removing the progress from the player after a failed attempt, it's up to him/her to control its progress.

We really thought about this, contemplating options like not removing any progress at all from the player, and, in the end, I decided we needed to maintain a degree of challenge in the game. Removing the penalty from breaking a rule could remove the frustration factor, of course, but it also could contribute to create a non impactful experience. In other words, "no pain, no gain".

And that's it, hope you enjoyed our conclusions. As soon as version 2.0 is ready (and the jam is over), we will update our Ludum Dare page with the proper links. Thanks a lot to everyone who played [while'd] and see you in the next Ludum Dare. Stay safe!!!

Color Coded OST released!

You can now enjoy the two tracks made for my team's Ludum Dare 47 entry, Color Coded, on Bandcamp and YouTube!

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

I'll be rating more games soon...I hope. :fingers_crossed:

Remember to vote for games in the danger section!

Instead of voting for games that already have 100+ votes check out the danger section instead. Help those that haven’t gotten 20 minimum required votes yet.

https://ldjam.com/events/ludum-dare/47/games/danger/all

CONTRAST

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

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