Ludum Dare 47 October 2–5, 2020

Procrastinators Unite!

We're down to less than a week in play/rate, and I'm sure I'm not alone in having procrastinated rating other people's games. So, rate + leave a comment on mine, and I'll do the same for you. Hopefully we'll all get to at least 20 ratings so we can get scored!

Minotorus is an adaptation of the Greek myth of Theseus and the Minotaur. Explore the Labyrinth, convince Princess Ariadne to help you, and slay the monster once and for all! https://ldjam.com/events/ludum-dare/47/minotorus

only six days left

Only six days left to rate, it would be nice to have as many games get scored at the end as possible.

One such game is https://ldjam.com/events/ludum-dare/47/lone-racer made by my friend, currently sitting at 14.5 reviews (and don't just say that he hasn't reviewed enough to get noticed, he has reviewed over 30).

Get out and rate like you've never rated before!

Feel free to post your game in the comments, especially if you have yet to get enough rates to get a score at the end.

Game Of Life : A Tribute to Mr Conway

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Unrelated to LD47, but I just finished a simple version of Game Of Life, as a tribute to the legendary John Conway.

The playable web version is here : https://hakro.github.io/godot-game-of-life/

And the source code is here : https://github.com/hakro/godot-game-of-life

It's made using the latest version of Godot (3.2.4-beta) which was released a couple of hours ago.

Cheers

PSA: Leave feedback if you want ratings!

So I've seen several folks posting about games that haven't quite got enough ratings yet, and generally, their authors have actually rated quite a few games! (I've seen multiple who've rated around 30!) So what gives?

Well, if you didn't know, the algorithm was changed last Ludum Dare so that giving ratings is not enough. In particular, you get no credit for any ratings you give after you've given 5 ratings. The only way to get additional publicity at that point is to get karma for feedback--which is of course only possible if you actually leave feedback.

So if you want ratings, leave feedback! If you want more ratings, leave good feedback! I got 20 ratings after only rating 10 games and I was just idly playing through games by the people that commented on my game! You can easily rack up lots of karma just by leaving good feedback.

So hopefully that helps! :smile:

Post Jam of 'A Night Around The Fire'

It's so nearly done. Just a few more bugs to wrangle. I will share it before results day if it kills me.

I am happy with how it is starting to look.

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It's a long night for this kid!

Leave a comment on my game page and I will let you know when it's ready. Play and rate the Jam entry if you fancy seeing it as was but I have plenty of ratings so maybe head to the danger zone and help get them over the finish line.

This is what the jam entry looks like.

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Better late than never!

Oh my, what a couple of weeks... have been moving and changing my life situation a bit so i haven't had that much time to play and rate games this time around sadly... barely have an internet connection so i have had to download games while out visiting friends and play them when i have had spare time which haven't been in abundance..

Anyways! i'm still trying to give some feedback where it's needed, if you could spare 10-20 minutes to give my game a shot and pass some feedback i would greatly appreciate it, would hate to have my game go bust for a lack of ratings.

the game itself is a bit barebones and (i think it's becoming my trademark.. jkjk) somewhat unintuitive.. but i finally managed to * generate * a playable world which i consider a HUGE personal victory. this is definitely a game i will give some more love whenever i get setup properly in my new living accommodations.

for any charitable soul out there, https://ldjam.com/events/ludum-dare/47/blip here is the game

Also if anyone have any dark moody games to recommend i would gladly give them a go, kinda in the mood for something dystopian/dark or anything in that ballpark.

How to build a circular point-and-click game plot

Hi there!

For Ludum Dare 47, Revetoon and I have made Mobodo, a point-and-click game about getting out of a boring daily routine. One of the first challenges was to build the plotline, and this is what this post is all about!

But first of all, come and try Mobodo! It is better to try it before reading this post, as it contains spoilers about the storyline :grin:

The concept of the plotline

Our main idea to match the theme was to have the whole game be a cycle of working days, all looking like each other. Also, we wanted the game to be more like a story to watch than a real challenge for the player.

From those two assumptions, we decided that: * The game had to start in a loop (a bad loop). * The game had to end in a loop (a good loop). * Every state of the game had to be a specific loop, meaning that the player could at any point stop playing and see the game loop as long as he does not resume playing. This ensures that the game is easy and that the player cannot miss an opportunity ; he just has to wait to have the same opportunity again. * Every action of the player (including waiting) had to either do nothing or make the game go in the right direction. There are different paths and ways to play, but they all lead to the nice ending :heart_eyes:

Small summary of the story

At the beginning, the player is stuck in the following loop: "I sleep alone and I wake up - I go to work - I work a boring job - I have dinner alone at home". At the end, the player is in another loop: "I sleep with a loving girlfriend - I develop games from home as a job - I have dinner with my girlfriend". The idea here is not to fall into the very common "break the routine" plot: you are still in a routine at the end, but a better one.

There are 2 story arcs: * Work: you start by working a boring job. After breaking your alarm clock (therefore being late for work), unplugging the multi-socket at work and spilling coffee on your boss' shoes, you get fired. While back at home on your computer, you look at all the video game objects you have and decide to make video games for a living. * Love: you start alone. When the train brakes too hard one day, you fall and break your arm. The next day, a girl gives you her seat. Then, another day, you chat with her and she takes your number. She calls you, you have dinner together and voila, she is your girlfriend :)

How this "moving loop" was implemented

Here is the original diagram of the storyline described in the last paragraph! (translated from French)

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The Dual State Machine

You probably know the concept of the State Machine, but here is a reminder. A state machine is a system that has a finite number of "states", which can be represented in an enum variable, or with several variables. For each state, it has a specific behavior, and from each state it can "move" to zero, one or several other states to change its behavior.

For this game, each one of the story arcs is managed by a different state machine. This way, the player can progress independently on the two story arcs, but will always finish on the same end, where both state machines are on their "ending" state.

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The Love State Machine is simple: as the love story arc is linear, the state machine just stores where the player is in the story by storing the last thing that happened on this arc (for instance, if the machine knows that the player just broke his arm, it is time for the girl to give her seat).

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The Work arc is more complex, and split into two parts: "at work" and "at home"; they work in the same way so I will only describe the "at work" part. To progress, the player has to get a "boss anger" variable to 3, by breaking his alarm clock (hence being late at work), unplugging the multi-socket at work and spilling coffee on the boss (each increasing the anger by 1). As we wanted the coffee to be "the icing on the boss' anger", we made the boss get close enough to the coffee mug only if the anger is already 2. When the coffee is spilled on the boss, the anger is 3 and the player is finally fired.

The Loop Builder

The core of the game is this routine loop that can continue endlessly if the player suddenly stops playing. The have that, we made the "Loop Builder", responsible for the logic of the story, building the loop out of "vignettes". Every small scene that the player sees is called a "vignette"; for example, the first loop is made of 4 vignettes: 1. Sleeping alone 2. Transportation 3. Work 4. Dinner.

The Loop Builder takes the current vignette as a parameter, checks the state of the two State Machines and decides which vignette to put next. Like that, the loop and the story is build progressively. For example: - If the current vignette is "Sleep alone" and the player has not been fired yet, the next vignette should be "Transportation" because he has to go to work. - If the current vignette is "Sleep alone" and the player has already been fired, the next vignette should be "Work from home". - If the current vignette is "Work" and the boss' anger is 3, the next vignette should be "Getting fired".

Conclusion

This system (mainly the Loop Builder) is quite generic and is able to create all kinds of stories, even made of dozens of story arcs, each one of them having its own State Machine. We think it is quite a good way to build the game, as it is very easy to add a new vignette, or even a new story arc.

Thank you for playing, have a nice day! Remember to rate games, the results are near :smiley:

Lucky Lefty Loves Halloween

Limited time Halloween skins in post jam version of the game! right_jack2.gif

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

5 more days! Try out Hudson if you like 1-bit art.

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Hudson is a compo entry solo built within 48 hours with 1-bit graphics. In this game, protect your HUD from attackers as upgrade skills and try to get out alive.

With 5 days remaining in the Play + Rate, I hope you enjoy!

Try it here: https://ldjam.com/events/ludum-dare/47/hudson

Someone help him, please?

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Who could say no to these eyes? Help this poor guy to escape the pool and release him from the misery we put him in.

We had a lot of fun creating the game and we want to share it with you. Feel free to play, rate and comment Stuck in a pool!

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LABLOOP (need 1 more rateing)

if you would be so kind to rate my game ty https://ldjam.com/events/ludum-dare/47/labloop 2020-10-04 (1).png2020-10-04 (5).png

Webgl Games in the danger zone??

Any webgl games in the danger zone looking for a final vote?? send them in!

Which planet will you choose?

https://ldjam.com/events/ludum-dare/47/escape-the-sun Reklama3.png

Escape the Sun!

It grows too fast and you should make a decision faster!

iLoop - free for download in Google Play Store and in browser

Have you tried my game iLoop? If you haven’t, give it a try now! A fun 2D endless runner game available in Google Play Store!

Link: https://play.google.com/store/apps/details?id=org.godotengine.iloop

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

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My favourite game so far ... is in danger

Dapairship made by 5 people as a jam entry is my favourite game in this jam so far. Its about keeping an airship in tact for a minute. You are alone but abled to respanwn after death and fix the ship with your clones. Graphics, sounddesign, mood, everything fits together. However this game has only 14 ratings so far. It would be sad if it wouldn't get a score since this might be one of the winners.

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

Just check it out!

DONT PUSH YOURSELF INTO THE CORNER IN GHOST FROM JAIL

Even tho the fact that in this competition when we all created the games we pushed ourselves into the corner. In ghost from jail you CANNOT DO IT because then the ghosts will catch you.

BEAT THEM AS MUCH AS YOU CAN ANS SAVE JOSH!!!!!!

GAME SUPPORTED ON BROWSER

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

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Time Hog Day : Post-Mortem

You may want to play the game before reading this, if you’re reading this:

https://ldjam.com/events/ludum-dare/47/time-hog-day

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Theme:

Upon hearing the theme my mind went to ground hog day and office work. I decided to use a ground hog day type scenario and apply it to an office worker stuck in a grind at work.

I wanted to make it so much of the time would be spent churning out levels so a simple game use idea.

In terms of mechanics, I quickly considered stealth a natural fit. I have played enough Hitman to know the joys of repetition in the genre, but understanding some of the difficulties I decided to model it on very early stealth games, namely metal gear 1.

This means that guards follow very set patterns and see, instead of the more standard cones, in straight lines in the cardinal directions.

For this clear signposting would be needed for the guard viewing direction and therefore animation would be needed, something I have mostly avoided in previous jam projects up until this point. So this would be part of what I hoped to learn with the project.

Stealth lent itself naturally to trying to sneak out of work, so enter out poor office worker trying to leave work early, he would have an array of other unique workers trying to talk to him and waster his time, each with a unique line of dialogue.

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Problems:

  • Not enough testing: When I started I decided to use Unity's in-built character controller which I though would work with 2D square colliders and my initial testing seemed to indicate it does, but that was without fully fixing position and it turns out a 2d object will rotate but not step the player. Once it realised this I did the inelegant solution of adding 3D colliders for movement and 2D colliders for vision ray casting which had already been implemented instead of using a combined system. I was hoping to use the system of rotatable objects that I had discovered to add doors you could hide behind but it didn’t end up working consistently, but instead fixing rotation and not position allowed for an easy movable table that could be used more many of the puzzles I ended up with.

  • Layering: In 2D games you have to have some method of layering the sprites so the correct sprite will be displayed ontop of the others. Not wanting to work out a good solution, I hacked a solution whereby each object gets a script that sets its z position to its y position multiplied by a small amount, which works… I guess.

  • Restricting the resolution: Wanting to be as lazy as possible meant not wanting to deal with a plethora of different resolution option, this was not a terrible idea in itself but I decided to restrict it to the default option that itch gives which is something around 640x360px, a truly tiny screen. This restricted the possible levels massively because I wanted to make sure the game state was understandable from a glance. Why did I not simply allow multiples of this resolution? I did, but only right at the end so it didn’t change the design.

  • Planning too much content: I realised the idea of adding a set of unique office workers to each level with unique dialogue was too time consuming for the jam, and on top of this I realised that the theme fit the same guards where everyone in your work looks and acts the same. On top of this it made adding the easter egg really easy. This allowed me to focus on making levels, more of which could’ve been added but at some point I called it, which was a good thing because...

  • Animation error on compilation: Usually when I do a game jam I am working right up until the final hour. With this project basically complete with the only expansion required being additional levels to be added, or the current set of levels to be tweaked, I decided to release with what I had. This was a good decision because it turned out the build version did not work in the same way as the version in unity editor. Specifically the enemy animation and vision did not work, after being stumped for a while I tried a dev build and it turns out dev builds are super useful and it highlighted the issue with the game immediately. Basically, if I recall correctly, at the start of a level the enemies would when I tried to find the player with find object with tag “player” and then find the child of that which also had tag “player”, I assumed because it worked in the editor it would work in the build but it did not, this was easily fixed once the error was identified. Sadly footstep sound effects still do not work with the web build but I dunno whats up with that.

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What went right:

I wanted the game to feel like you were stuck in a loop. This did not mean it had to be fun. I nailed that. The deliberate choice to load from the beginning if you were spotted, or even if you finish the game (hopefully) makes it feel like this guy is stuck in a dead-end job. Mechanically the game works fairly well for what I intended at least, I did not foresee adding movable cover which was a nice bonus.

What went wrong:

This restricted the level size due to the choice of resolution restricted the design immensely, which when combined with the choice of blocky level layouts meant some extremely bland levels. In each level I wanted to vary the size and challenge, with many of the levels trying to teach the player about how specific mechanics works, as well as giving players some shortcuts on earlier levels when they were caught and looped. But unfortunately many of the levels ended up just being a pain to get through. I also don't think I ever really implemented the crouch feature in a way that is useful to the game. It can be used to hide behind tables, but not being able to move with it makes it nearly useless.

Going forward:

I do not intend on continuing this game. Although I am not happy with the design of many of the final levels, I think the game provides the experience I wanted to provide and it helped me get a handle on some of the animation stuff used in unity. If I were to go forward with the game I would likely change the stealth mechanics to something more along the lines of Metal Gear 2.

Loop In - post production

Hello everybody,

Wanted to share a few thoughts with you all...

As first timers my team and I were very excited about this event, it wasn't only our first time in Ludum Dare, it was our first time in a Game Jam all together! we are a group of studants that met at school in part of our school projects, and immidietally clicked as a team, and decided to do other projects(games of course) togethr besides school.

After reading all your great responds and suggestions, we decided that the game is worth working on, and proceeded to develop it, here is our updated version based on your comments.

Thank you all again!!!

Game page - https://ldjam.com/events/ludum-dare/47/we-are-in-our-first-game-jam-very-excited

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Do you enjoy playing well crafted games ?

Do you like quality games, made by a team of dedicated people who love to create and love what they create ? Do you adore when the game graphics are simply delightfull? Do you appreciate when the music of a game moves you, because of how beautifull it is ?Did you answer yes to any of those questions ?

Yes ? Okay so maybe you shouldn’t give my game a try because it’s a game about eating cereals, so yeah… I mean, look at the title screen:

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What the heck right ? Who's dumb enough to create something like this ? (It's me, I'm the big dum dum)

If you still want to check it out after all those warnings, you can do so by clicking on this link : https://ldjam.com/events/ludum-dare/47/eat-your-cereals

Hope you'll like it ! It will be pleased as well.