Ludum Dare 47 October 2–5, 2020

Re:Live works for mac now!

Here is the link to the game. WebGL still doesn't work though. We (And I mean the other dev because I have no idea how to do these things) are still trying to figure out how to make it work.

Trouble

Having trouble playing html5 games on itch.io. :sob: Is it only for me or is it for everyone :question: I also didn't host my game on itch because after uploading it I couldn't play that either. :nerd:

Go checkout my game on gamejolt. :heart_eyes: My first game. https://gamejolt.com/games/the-wtichs-loop/543057

Sat out LD 47 because of unforeseen consequences

Hello everyone! I was really looking forward to join the ludum dare weekend and i actually had a really cool idea once i saw the theme, a game about preventing your own death by reliving the same week again anda again and make choices and actions that affects the timeline of the game. I was planning to start Saturday morning after my morning jog.

Unfortunately on Saturday morning, when i was out on a morning jog, i experienced a very sharp pain in my lower stomach and i had to go to the ER at my local hospital. There i was diagnosed with inguinal hernia and had surgery the same day. I had to stay the night at the hospital so that meant that i couldn't leave until Sunday morning, and i had 0% work done on the game. Then i knew that i was going to sit this ludum dare out.

So im still alive, but i wish i could reverse time and stay indoors the whole Saturday ;) Im still playing a bunch of cool games that everybody else have made, well done!

My friend Hacksaw did a pretty cool frog game, check it out here: https://ldjam.com/events/ludum-dare/47/frogs-training-to-be-heros-in-a-large-wheel-thing

Hopefully i will be healthy and ready for the next ludum dare! Byeeee! ^^

I don't understand the sorting system.

I have rated over 20 other games but I'm lower in the games rating than people who have rated way less then I have and have received more ratings then they have given. What am I doing wrong?

Ill be going live in a few minutes on my twitch channel to play your games!

Ill be doing my second livestream today to play your games, come hang around and watch me play your games!

subimt your games here: https://docs.google.com/forms/d/e/1FAIpQLSfCBNj8Z7rogD5IG5j1WcfnhVJjQXNy7O62wCG-rZKKFzjr5w/viewform?fbzx=-3377604818792094332

watch the livestream here: https://www.twitch.tv/lerpish

¿Are you wasting your time?

:alarm_clock:

¿Who is the one who make every minute happen?

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*Hey there!! I have done STUCK IN THE CLOCK, chill game about fixing a clock every minute. *

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*Give me some feedback and I will give you some feedback too <3 *

Check it! https://ldjam.com/events/ludum-dare/47/stuck-in-the-clock

This level looks menacingly difficult...

...but it is actually one of the easiest in my game. It's like Portal, but you control time instead of space. Go play!

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https://ldjam.com/events/ludum-dare/47/tempus-locus

2D Post Processing and You!

Here's a handy tip on how to make your 2D games nice and pretty. Lighting is generally an expensive and complicated operation, but if we take a simplified approach we can make a bland looking game into a good looking one without too much effort.

The first step is to clear the screen and draw into an FBO the lights. In my case I had tiles so I used a circular gradient texture for the player's field of view (shown left), and a white tile texture with heavily blurred edges for the tiles themselves (shown right). These are semi-transparent but I put a black background so that you can see easier here. light-textures-demo.png

So for each glowing tile the glow texture was drawn into the FBO with a colour tint, and each glowing entity would have the circle gradient tinted.

Since lights are additive and do not override the lights drawn before them, I had to set the glBlendFuncSeparate with parameters GL_SRC_ALPHA, GL_DST_ALPHA for the colours, and GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA for the alpha (you can see documentation of this openGL function here: https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBlendFuncSeparate.xhtml

After that was drawn, set the blend function back to normal with glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA) so that images drawn in front override images in the back. Also clear the screen again and draw your normal game with its entities and tiles.

Then we end up with the two views (on the left what is now drawn to the screen, on the right stored in the FBO) on top shown here: Postprocessing-demo.png

Lastly to combine these two, draw the FBO (i.e the lighting) with the blend function glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA) so that the lighting produces a multiply effect as is done in image processing, darkening non-lit areas, and then you are done! To draw a UI, simply repeat the normal drawing step again with only your UI elements so it is not affected by the lighting.

I hope you can take from this and make prettier 2D games! If you want to see my compo entry where I used this technique go to https://ldjam.com/events/ludum-dare/47/keys-and-goblins where the source code is linked as well to see how this works in code.

HONKastic music

If you played HONK II and fell in love with its OST by Sava T, you could listen to it on Youtube or on Soundcloud.

https://www.youtube.com/watch?v=zzS7f1bfppM

https://www.youtube.com/watch?v=OuCpzyG_ZH4

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

Solo-made small 2D frenetic circular platformer

How's everybody doin'? I made this little 2D frenetic circular platformer called 'Counterclockwise' for this edition and it's playable in HTML. Check it out!

https://ldjam.com/events/ludum-dare/47/countercl0ckwise

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Taxi Driving with A*

Playing around with pathfinding in our non-tilebased city. The main challenge is that each road consists of multiple lanes, with junctions only allowing some of the possible turns (as in real life). A mighty system to create any street i can think of, but difficult for pathfinding.

I think it's funny that i can check what google maps says, and if it agrees on the ideal path with our game - because it's (a part of) the city of Dresden, most streets as in real life. astar.gif

Is anyone interested in how to setup roads like that? Was quite a headache when starting, but turned out really nice :)

You can play it here https://bippinbits.itch.io/gorilla-taxi (gta like taxi driving, but without GPS navigation)

Friday Funday ! Rating games on stream again !

Hey dear jammers ! Want me to rate your game on stream ? Why don't you come fill up my queue for today ! (Please make use of the google form, you can get the link by using the !submit command in my chat) You can find me at www.twitch.tv/drjavasaurus. The channel has a new logo as of today !

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Finally Got my Devlog Done

The devlog can be found on my YouTube: https://www.youtube.com/channel/UCsuz099lBAREjwEyjVTggA?viewas=subscriber

I enjoyed Ludum Dare 47 and the theme was very challenging for me. I had quite some fun

So happy about the community!!

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We got so much positive feedback and would like to thanks anyone who tried our game and gave us any kind of feedback. We, as a team, being first timers and all, we really appreciate anything people say so thank you for using a part of your time to play and rate this gem we created!

In case you have not seen it or played it but are curios, be sure to check it out right here at the link : https://ldjam.com/events/ludum-dare/47/recurring-detective

Don't mind me...

...just flying through to tell you to check out my defying gravity puzzle-platformer: https://ldjam.com/events/ludum-dare/47/skycrawler

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One week down!

Hey everyone!

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This Is Danger Castle: Where every map, level, and enemy is completely procedurally generated. In classic Arcade/roguelike fashion It’s got randomization, slow progression, 50 levels, a timer, and unfortunately terrible controls!

You can click here to go to the page or click here to go straight to the game!

Due to circumstances, as usual, I don’t have much time to play and rate games, which means I have to ask for votes. If you would like me to play your game, please leave a link and i’ll do my best to play all of them!

Happy jamming all :)

Getting tired of loops? Try a ring this time!

RING RUSH [Compo]

"The game is simple to learn, and quite challenging" - @Dharby

"Unique take on the theme and a great game play" - @apbakeware

"Highly innovative mechanic" - @marcmagus

"Loved the suffering" - @shelvid

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https://ldjam.com/events/ludum-dare/47/ring-rush

Available on HTML5, Windows and Linux

Small update

I have uploaded the webgl version of my game into itch.io. I´m still lacking some votes, so if you have some time, please have a look at it.

https://ldjam.com/events/ludum-dare/47/death-is-in-the-air

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Thank you all!

Press the button is a game about pressing buttons

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Press The Button is an idle game about pressing buttons to complete tasks, get upgrades and finally get that promotion. There is no other goals, no other desires. Just press the button, #1000789

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

LD47 Post-mortem

Summary

Among Stars and Robots is our third Ludum Dare-entry together but we have been working on games together for almost a decade now. We decided from the start that we wanted to target a WebGL build that would work on as many devices as possible, which meant we had to go low poly and simple materials only. This would also let us bang out a lot of varied content in a short time.

As usual we spent the days leading up to the start brainstorming ideas for the various themes that were up for voting in the last round, only to scrap all of them the moment the final theme was revealed. We quickly settled on the idea of programming a robot with a looping set of instructions. After dividing out some tasks we both went to bed to get to work early the next morning. If there’s one thing we’ve learned over the years is to eat, sleep and shower for a more enjoyable and productive game jam experience.

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What went well?

We are very happy with the end result of this jam. The development process went smoothly without either team member feeling blocked by the other at any time. The first thing we made was a custom level editor inside of Unity. Any waiting time could then be spent brainstorming new levels or iterating on existing ones using this editor.

The biggest contributor to the end result was probably our planning process the first night where we mapped out a Minimum Viable Product and having a strongly established art style to adhere to which really helped us stay focused and keep the scope of the game down.

The code this time around was relatively simple, there are no animations other than simple tweens and no (significant) custom shader magic going on. Instead we focused on making the core mechanic interesting and the presentation really juicy. This is why we put a lot of focus on the level transitions for extra visual flair which from the feedback we got has been one of the most appreciated aspects of the game.

Trying to learn our lesson from our last attempt at Ludum Dare (Pull the Levers from LD46) where a lot of people struggled due to the lack of a tutorial, this time we tried to add better tutorialization in the form of three introduction levels and a simple animation in the first level to explain the controls, as well as an infographic on the itch page. But, as it turns out, this still wasn’t enough.

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What went bad?

As mentioned above, the tutorials didn’t manage to help players all the way to success. The first problem was the detector command which is introduced in the third tutorial level. This command is significantly different from other two commands previously introduced (turn and move forward) which are both very simple to understand. Players initially tended to dismiss the detector command as something that would not be needed to complete the level. The level was then solved either by trial and error or by consulting the included infographic. In conclusion, this command definitely required much stronger in-game tutorialization.

The second problem was our difficulty curve. Once players got past the tutorial they were introduced to the hub world. The idea was that the initial position and view direction of the player would guide them to the easier levels but this didn’t work because first and foremost, we messed up the actual ordering of the levels. Second, players did not seem to care and just went to whatever level caught their interest. Many did not even realize they were in a level select world. Luckily we implemented a home button that would let players return to the level select without completing the level so if they got stuck they could try another one instead. The level select definitely needs some kind of indicator for how hard each level is so players can progress in a more logical manner without getting frustrated.

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The third problem was some simple but very important UX features we failed to implement. Between levels there is a variable amount of commands allowed in the player’s loop but there is no indicator of that, so many players thought it was the same for all levels and got stuck on the ones that required more commands than normal. The other problem is that you can change the loop while it is running, but changes do not apply until you click stop and start again. Many players tried to change the loop and got confused why the robot kept repeating old commands. Both of these are easily solved and with hindsight it’s obvious that we should have prioritized it a bit more. Fixing these problems solves a lot of headache for the players.

Another mistake we made was including too many patrolling police robots in our levels. Just like the player, the police bots execute commands of their own, but there is no real way of telling which commands they execute. As a result their behavior is very hard to predict and forces the player to resort to trial and error in order to beat the level, which is not something you want in a puzzle game.

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What next?

So what’s next for Among Stars and Robots and what lessons should we take with us? There’s definitely a point to be made that we need to work even more on our sense for difficulty scaling and progression. There’s a clear improvement just looking at our Ludum entries where our latest game is by far the best in terms of difficulty and tutorialization but there’s still a lot left to do.

Had we done more testing with someone outside the team before release we probably would have been able to catch those few UX problems and prioritize them so that’s definitely something we will look at in the future. As for what else lies in store in the future we will see. We are both overwhelmed with the positive response we have gotten so far and the game feels like it could turn into a really fun full game so it’s definitely on the table to make a full production game out of it.

We hope you enjoyed reading this post-mortem about some of our experiences from this jam, if you want to try our game check it out below and let us know in the comments of some of your own ups and downs from this event!

https://ldjam.com/events/ludum-dare/47/among-stars-and-robots

Mage Game bug fixes

  • Decreased player height/increased jump height so traversing level 2 is less finnicky.
  • Blocked off unintentionally skippable part of level 2.
  • Fixed crate collisions so now crates don't push through walls.

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Twist Turn Shoot Burn: A Postmortem

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^^^ Click to Play ^^^

It's now been just over a week since Ludum Dare 47 began, so an ideal time to reflect on how well things are going so far. I've been taking part in game jams for seven years now, and this was my 16th Ludum Dare, although you find that every game jam you do has a challenge that you never expect, no matter how many you do (and I've done over 50 at this point).

So the game: Twist Turn Shoot Burn is an auto-run 'n gun, you run around a randomly generated path shooting red things from one of two lanes. Here's how it was made:

The Idea

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As I wrote in my entry post, I wasn't a real fan of any of the themes. I was actually hoping "Technical Difficulties" would make it to the final voting round, but alas you make with what you do. My usual plan is to brainstorm ideas, with the goal to have at least one idea per theme. Ideas in this case is usually a simple phrase to describe a game's setting or mechanic.

All I had for "Stuck in a Loop" was this: Run (and shoot) inside a loop.

Yeah, not sure why but even as I slept, my attempts to think of what game I could make around this theme always reverted to this. As such I just gave up and decided how on earth I was going to get a game to work...

Day One

So to people who know my approach to game jams (all five of you...), I have a set of rules that I always follow when working on game jams regardless of length. A lot of these rules were written and refined from experience for efficient development and maintain good wellbeing.

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So day one was purely focused to develop on gameplay, and the first thing I needed doing was having the player run around a basic path.

Following rule four (stick mostly with what you know), I figured I'd do a tilemap but I was worried about how to do collisions. My engine's tilemap system isn't built to handle slopes and curved paths, and I wanted the player to go around a proper loop. I was worried that I was gonna have to figure out how do write a Sonic-style platforming system. Then I was literally booting up my PC, first thing in the morning, when I realised: I didn't need to calculate collisions, I just need to calculate positions.

I made each game object stick to a specific position based on an X and Y value (between 0 and 1) what tile it's currently situated in. The X value would position it from one side to the other, and the Y value would handle gravity and securing it to the floor. I originally had it up and running by midday, however in my original approach, the player would move fine on tiles that moved straight, but would float on turns. It took an hour's walk, a hour lunch break and about two more hours for me to get it to work correctly.

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It was also during that first lunch break and walk that worked out how to do obstacles. I only wrote four enemies: Same Direction, Opposite Direction, Bounce and Always Flying. I also decided to do something similar to Super Crate Box, have it so enemies would spawn the moment you defeat one. All the enemies use the same movement behaviour as the player, which funnily meant the Always Flying enemy was the hardest to implement because it wasn't straightfoward to disable gravity.

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You might notice the player had the ability to jump. The original plan was to have the player shoot, jump and change places. I eventually decided to diable jumping because I found myself always changing direction more than jumping.

Day Two

The base game was pretty much done by the end of Saturday, I did want to make the levels more random but I wasn't sure how to do it, so I decided to leave it as something to implement if I had time. For Day two, it was all graphics and sounds.

This is where rule 5 ("Make Your Content Easy and Noticeable") comes in. This rule was concieved after Ludum Dare 42, where I spent somewhere around five hours on a detailed player character, despite how small it actually appeared in the game itself.

Piskell is my tool of choice for doing pixel-based sprites, as it's easy to pick up and test out frame-by-frame animation. All I can say for the player character is that I cannot confirm or deny whether the recent popularity of Among Us or Fall Guys had any roll, but I will say that the 2-bit palette of Downfall was deep in my mind when thinking of the visual design.

Visual effects are also a prerequisite for most of my games, partially because one of my game dev influences being Jeff Minter, and I'm a huge fan of his vibrant nightclub/psychedelic visual aesthetic. The main effects I use were Chromatic Abberation (distorting the red and blue colours), Bloom (make pixels glow), scanlines (TV effect) that constantly offsets, Bad TV Shader (to get the noisey distorted look) and a fisheye lense (to make it buldge out slightly).

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For sound effects, I used sfxia and ChipTone. If I wanted more realistic sound effects and wanted to go with the loose jam rules I'd mix and mash stock sound effects together, but I know with this game's visual design that I was going with a retro-esque feel.

For music, LMMS. I've gotten comfortable with it as a music creation tool, although when I tried to mess around with soundfonts and VST plugins for retro inspired music. That's when I went back to Jeff Minter's games and decided to try a drum 'n bass approach. Fortunatelly I did experiment with this for an earlier Tetris recreation project, and I was able to come up with a 1 1/2 minute long loop that I was satisfied with.

Based on my social media posts, I had everything submission ready by 4:30pm. That meant pleanty of time to get the submission details ready and add in stuff. I added a new enemy at this time, and tweaked around the controls, but I didn't think there was much that I needed doing. It wasn't until two hours before the deadline that I decided to give randomly generated levels a go, you can read up on how well that went here.

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Conclusion

I'd say this game went better than I thought it would, I'm always into making small arcadey games and after this pandemic had drained me from doing personal game dev projects, this one just revitalised me in many ways. That's not to say it was perfect. So time to explain some issues:

  • Camera: I had spent the last hour trying to figure out how to get the camera to focus in on the randomly generated level, instead of the full screen. Unfortunately time had ran out before I could figure it out, so I had no choice but to leave the camera in its full form. The "Player" mode I thankfully decided to leave as an option, as much as I thought it was a fun camera mode, I could tell it was disorientating for some players.
  • The Volume: So when I was working on the music, I had the PC and headphones on full volume, and I thought the volume was perfectly fine. Turns out my headphones aren't as strong as I thought they were, cause players on some streams were taken aback by how loud the music was. I've deamplified the music for the post jam build, but I've also had feedback suggesting not to have full volume by default.
  • Menuing: Yeah, I probably could have spent those final hours adding some important stuff to the menus to make it clearer and easier to modify, especially the option to turn off the visual effects that might be an eye strain to some people. In hindsight, I also have a config class that I used in a past game that I could have easily dropped into this game, so saving options would have been a breeze.
  • Linux: As much as I work on Windows, I have a soft spot for Linux and major respect to their userbase. I usually have a Linux Mint distro on hand to easily produce a native Linux build of my games, and let users decide whether to download it or not. This time around, I was curious and posted to a Linux games community (shoutout to /r/linux_gaming on Reddit!) to get actual Linux gamers to try it out. Turns out quite a few couldn't get the game to work due to a libcurses dependency, and one of the Twitch streamers that tried the game on Arch Linux (shoutout to @marcmagus) found out his gamepad ran funny with axis inputs when he played the game.

So yeah, there's a lot to deal with. Perhaps in the next update I do to the post build, I should add a long warning for players with senstive eyes and ears before I do anything else. Thanks to everyone for playing, thanks to my friend Kris for helping me with brainstorming ideas and here's hoping to a good ranking!

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^^^ Click to Play ^^^

We are now Top 3 Popular Rogue-Like on Itch.io !

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Since this afternoon, we are Top 3 On itch.io (Rogue-Like Category) with our LD47 Jam game, Many people tested it, why not you ;) (And leave a feedback)

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

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Syncing the music in Re-Slash

I always try to intertwine music with mechanics as much as possible in every game we make, and this case wasn’t an exception. Instead of just making functional music, I wanted to reflect the looping mechanics with that music, in order to give the player more information about the duration of the loops in an indirect way.

The main problem with this idea was every level had different recording times, so every loop would last a different amount depending on the level.

My first approach was to make a specific music for every level whose rhythm fit the loop timing but as soon as I started I realised it was too much work for a jam (there are 12 levels), and the game designer told me he was still working on getting the times right, meaning they could change at any time and I would have had to redo the music. I had to discard that idea.

Finally, I found the solution; split the melody into chords and play them as the loop repeated. In other words, everytime the player loops, the next chord of the piece plays. I had to make it very percussive and minimalist since the timings were very different, so I couldn’t use rhythm-based elements like delays.

https://youtu.be/U2eWwXaz1Es

I also splitted the first loop (i.e. the recording time) into four spaces, so I could play an equidistant four notes melody, in order to give the player a sense of the loop duration.

The music has a very slightly noticeable build up through the levels that I would have loved to develop further, but time was running out and I had to work on sound effects and record some foley, so I ended up with a simple execution of the idea.

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Nonetheless, I’m more satisfied with this execution than with just a typical functional background music. If you haven’t played Re-Slash yet, or in case you already played and want to revisit the sound in our game, you can do it below. Thanks for reading!

Play Re-Slash here

Friday night gaming?

If you're reading this on a Friday night, you're already half way there...
Why not check out our little puzzle platformer?

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

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

Short LD games with speedrun elements

Hello!

I'm looking for short(ish) games that are time based, that you can try to finish as quickly as possible. It would be fun to try them out and see how quickly they can be beat!

Limbo Library's Roguelike Dungeon Generation [part 1]

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For Ludum Dare 47, we ended up making an action roguelike called Limbo Library which we described to ourselves as Minit meets Enter the Gungeon. One of the most programming intensive parts in our development process was implementing the random dungeon generation. We ended up referencing an article about Enter the Gungeon's dungeon generation process and implemented something similar.

The basic idea we started off with was figuring out what the key room types were. We decided there would be normal enemy rooms and elite enemy rooms as the two main types. In addition, within a run players would be able to obtain 2 chests. We also wanted to introduce a permanent upgrade for players to find and rooms that gated player progress on that upgrade. This ended up being a teleportation ability called blink and so we had a blink upgrade and blink required rooms. Finally, we planned on a boss room though a lot of content was cut due to time constraints. Below is an image of how the rooms in a run are all connected.

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Each run, the rooms are always connected in this exact way, guaranteeing that you would need to face at least 2 elite rooms on the way to the boss and that you would need to obtain the blink ability as well. Within each room type, we would have some number of handcrafted templates. We ended up with 9 different room templates for our regular enemy rooms and 4 different room templates for our elite enemy rooms. Here is what one of the room templates looks like in the editor: room_example.png

Each room has 4 possible exits to the top, right, bottom, and left and we manually specified the coordinates of where the exits are in each room so that the dungeon generation algorithm knew how to fill in the hallways. The large blue rectangle pictured above is a collision box that causes the room to activate when a player walks into it. This raises all the doors so a player has to fight all enemies to continue onto the next room. It also tells the enemy objects to activate their attack logic.

I'll write more about how we did the actual geometry in laying out the rooms in a second blog post, but I just wanted to end with a zoomed out picture of the final result, with the room types annotated so that you can see how they correspond to the graph from earlier: dungeon_example1.png

Beat The Devs Challenge

Donut Island


Play Now (HTML5)

When we initially released Donut Island, it had a critical bug that prevented the difficulty from scaling properly. We now released a post-jam version, and it's not as easy ;)

We also took some of the awesome feedback and implemented it into the game.

Think you can beat us in our own game? are you an MLG pro gamer?

Comment a screenshot of your score, and take your place in the hall of eternal glory on our LD page.


@Hardscore HardScore Highscore


@Odedro987 Odedro987 Highscore

(ALMOST) SATURDAY NIGHT FEVER

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Which means, it's almost time for some Macarena (at least, that's an attempt...)

👇 It's more than ever time to shine on the dancefloor and give feedback! 👇

https://ldjam.com/events/ludum-dare/47/time-to-dance

THANK YOU KIND PEOPLE

Cheers from savvy community

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Rent is Complete!

https://youtu.be/2Upx39TBc1s?t=10

Here's the link!: https://ldjam.com/events/ludum-dare/47/placeholder-1

This ended up taking 4 extra days to complete! Unfortunately I didn't realise that after publishing my placeholder page I would not be able to switch to "Unfinished". Due to how "smart filter" works it's important you rate the game if you play it, but PLEASE keep in mind that this took 4 days longer than everyone else when giving a score, otherwise it would not be fair to the others who finished on time (and submitted according to the rules...).

Honestly I don't regret taking the extra time as this project deserved to be finished properly. Granted this shows poor scoping on my part, but as I have gained more experience, my ideas become more ambitious.

As much as I love Ludum Dare (my first completed game was an LD) I feel my interest in forcing myself to make tiny unpolished games has waned.

I enjoy using game jams as an opportunity to push through and finish my short story ideas and still absolutely love the community aspect to the event. Playing and rating other games and then in turn having your game played and rated too is still a fantastic buzz. But due to the tedious nature of making short stories in a game engine, finishing under the deadline seems to require much of the planned/desired content be cut.

Maybe next time I'll have to try a mechanics focused project and instead find another outlet for my short stories.

Really looking forward to finally playing people's games! Though you'll excuse me if I take a day off, I'm pretty exhausted...

Thank You for Playing!

We will like to give a big ol thank you to all who have played our entry Amusement Shark and we really appreciate the feedback.

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We see that it takes about 3 minutes to complete the game. Can anyone finish in under 3 minutes?

Play the game here! https://ldjam.com/events/ludum-dare/47/amusement-shark

How fast you can go?

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See ya in the comments: https://ldjam.com/events/ludum-dare/47/out-looped :smiley:

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The car AI in Roundabout Rowdy

For our game, Roundabout Rowdy, we implemented a responsive car AI that is conscious of its surroundings. Here are some gifs showing the AI's functioning inside Unity's editor with some Gizmos for visualization:

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And some additional gifs showing our quirky gameplay:

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Mage Game Any%, lol

A friend of ours decided to speedrun our game upon playing it, so I thought I'd make a post to show it off! Note that our submission now includes a fix for the level 2 skip, so 36 seconds is now likely impossible. ;)

Thank you everyone for your feedback so far!

https://www.youtube.com/watch?v=hGdGv3y1Lns

Working from home due to COVID-19?

Do you feel like you are Stuck in a Loop everyday eating, sleeping, zooming, while trying to fit in family time?

This game explores that monotony. Try not to let the beat stress you out. Stay calm, cool and collected and you too can maintain the perfect work/life balance!

Give it a try… https://ldjam.com/events/ludum-dare/47/dont-stress-that-beat

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The first LD compo game I'm proud of!

Please try my game, I believe this one's worth your time (it's very short). I've done a few LD's and this time I think I have something interesting for you. Of course, I'd like to rate your games as well!

Game (HTML5/Web) -------------------- YOU MISSED MY STOP

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Oh and here's my best time so far, if you want to try to beat it. Screenshot 2020-10-09 191119.png Thanks all for a great Jam!

Dancing monkeys and frightening spirits !

Monkeys On Fire is a rhythm game about keeping innatentive monkeys dancing in a loop, bringing them back in when, they go away and protecting them from frightening spirits.

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With our wonderful team of three people it's our second attempt to the Ludum Dare. Personnaly it's my fourth game jam and the one I'm the most proud of, even though I was a bit to short on time because I was having lessons on one of the days.

So if you want to give it a try it plays on browser ! (and can also be downloaded)

https://ldjam.com/events/ludum-dare/47/monkeys-on-fire

(PS : I'm not a native english speaker so if you spot any mistake please tell me !)

Don't leave Bill hanging!

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Bill is still looking for ways to get unstuck from his loop! He might now be the fastest pistol in the west but he' ll do his best to pay back all the good fellas that try and help him out!

https://ldjam.com/events/ludum-dare/47/hang-on-bill

Get Creative!

Do you like having fun with physics?

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Can you hit all three of them unlike me? Connect two points in the world and they'll attract each other, creating mayhem anywhere in-between. You can also connect enemies to objects in the world and even each other!

Get creative with your physics kills in Gravitron 2047!

Check out my new game!

So I solo-made this little 2D frenetic circular platformer called ‘Counterclockwise’ for this edition and it’s playable in HTML. Check it out!

https://ldjam.com/events/ludum-dare/47/countercl0ckwise

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Any Foley Artists here?

Hey there, I'd like to share a picture of the sound recording setup I used for this jam. I've seen guys on Twitch streams joke that our game's SFX were recorded in a bathroom. Well, they actually were!

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So, here are all the ingredients that our SFX consist of: a 2L olive oil can, a metallic cooking bowl, a soaked towel, a small bag with brier berries, a wrench, scotch tape, a drumstick, mouth sounds, some free sounds from the internet and a bit of VST to make the diesel generator more musical.

You can check out our game, Death Day to hear all that stuff in action

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If you also recorded sounds for your game by yourself, what tools did you use to imitate various effects?

Meet the Rail Turret!

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The Rail Turret is largely misunderstood.

Unable to perform any actions beyond moving horizontally along it's rail, the Rail Turret finds joy in the simple pleasure of shooting a 900 watt laser out of it's diode. Often interpreted as an act of hostility towards others, it just wants to share this joy with the world by melting anything in it's path.

Want to meet the Rail Turret in person?

Play Loop Lock Malfunction today!

Clockstop Jane - Bugfix Release

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Since many people observed that the boss in our game was actually crashing the game when running in HTML5 mode, we have released a bugfix release clearing up this and several other major bugs. Now all 16 levels that we had included should be accessible (later levels are quite difficult but possible). Give it a try if you haven't yet, or if you made it to the boss but couldn't progress due to the crash. Thanks for playing!

https://ldjam.com/events/ludum-dare/47/clockstop-jane

We're streaming your games again!

I was hoping to do an 8 hour stream, but I woke up a bit late. So we're compressing it down to 6 hours, which is still a pretty long stream!

Submit your game here; https://forms.gle/7rJXUGiBXZV24jcW8

And come join the stream; https://www.twitch.tv/justcamh

Streaming now!

The Keyboard Cowboys Inagural Streaming Sesh

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Howdy y'all! :cowboy:

2020 has seen the birth of a lot of new hobbies for many. For us, it has manifested in the form of streaming. This weekend, we here at the ranch have decided to dedicate some of our usual weekend time to playing some Ludum Dare games!

If no one's around, we'll be prioritizing games made by folks who were kind enough to play and rate our game, *Dude Ranch*, already. But if you'd like to join in on the shenanigans, we'd be happy to try your game out!

You can find us getting up to our usual pure unadulterated ridiculousness here, where we'll be playing games for the next 2-ish hours!

Hope to see you there! :pointright: :cowboy: :pointright:

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Finally ported What Goes Around to WebGL

Hello, all. Took me a while, but I finally ported our entry, What Goes Around to WebGL.

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Those in past games might remember I had created a WebGL template package that automatically resizes to the frame it's embedded in. Oddly enough, Unity 2020.1 has completely changed the format of how it generates WebGL builds, so I spent the time this week researching and upgrading my package so it would be compatible with the latest game engine. Introducing Embedded WebGL Template, v2.0.0:

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Instructions on how to install and utilize the feature is listed in the Github repo below: https://github.com/OmiyaGames/omiya-games-embed-webgl-template

Spin Attack - a game where your weapons are stuck in a loop around you

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Hey there Ludum Dare! I was away for the first few days after the jam so I am In need of some rates to hit that sweet sweet 20 rates. My game is a rogue like where your weapons are stuck in a loop around you. every move you make rotates them 90 degrees. Choose your movements wisely in order to slay your opponents. Hope you enjoy!

https://ldjam.com/events/ludum-dare/47/spin-attack

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The art of my fighting game love letter

Bust-a-Loop is a game about creating cool combos through creativity and execution. As a fighting game player I wanted to pay homage to all the games I've loved playing over the years.

The art style is inspired by https://store.steampowered.com/app/1344740/FOOTSIESRollbackEdition/. It allowed me to churn out sprites very fast, while keeping the character's move recognizable to genre veterans.

Here are some attacks and their origin:

d2.png ss4.gif (Mortal Kombat) I wanted a few well-known visuals in my game. Mileena's tele-kick was a good candidate as it also creates interesting variety when placed into my game.

d1.png ss1.gif (Guilty Gear) Sol's dust loop is the most infamous looping attack of them all. My whole game concept was based on this in the first place.

d3.png ss3.gif (Arcana Heart) The Earth arcana attack from Arcana Heart was brought in because I wanted something that could spawn anywhere with a large delay. In Bust-a-Loop it is the only attack the sends the opponent flying backwards at a high speed.

There are more attacks to unlock over time and add to your repertoire. See them all at https://ldjam.com/events/ludum-dare/47/bust-a-loop !

Kingdom at war.

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"This kingdom is being razed by itself.

I must reach the throne room as soon as possible.

He might be the last heir still alive.

No time to waste."

Let join and save the last line of king.

Please play and feed back our game Click Here.

Story Based Game!

Check out my game: https://ldjam.com/events/ludum-dare/47/loopamonium. Its in a way story base kinda because it has a narrator... anyways hope you check it out. When playing, turn on volume to listen to my narration. It would be appreciated if you guys would leave feedback on my game as I am 12 and need to constantly improve my skills. Good luck post jam!

Gene Cycle on Browser

Gene Cycle

Hi Everyone! I Ported my game Gene Cycle to HTML5 for the people who prefer that!

It's a fairly novel peaceful puzzle game, were you try to make the polymerase, stuck in the cyclic loop, to pass over the wanted sequence in order. You do this by reorganizing the nucleotide links. It's a bit tricky, but offers a decent challenge.

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For those interested, my highscore is 8. scrsht_17.png

Give it a try, try to beat it, might seem puny, but its a challenge!

* https://ldjam.com/events/ludum-dare/47/gene-cycle *

Let me know what you think!

Web Version Now Available!

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RESCUE ATTEMPT #[REDACTED] now has a version playable right in your browser! Check out this fast-paced side-scrolling platformer and tell me what you think!

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You can find it here: https://ldjam.com/events/ludum-dare/47/rescue-attempt-redacted

We're (still) streaming your games!

Hey, we're streaming and have been for a while now! It's been a lot of fun so far, come join! We're playing more of your games!

Submit your game here; https://forms.gle/7rJXUGiBXZV24jcW8

Come join us here; https://www.twitch.tv/justcamh

What I Did Do & What I Didn't Do (By The Way, I Need Some Games To Play)

I don't know if anyone cares about hearing about my game, but if anyone does care, here you go!

If anyone is wondering what the heck I'm talking about, it's this game of mine here:

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

Totally free to play! I recommend Google Chrome, since it supports WebGL and WebGL2 at beyond-optimal level. Almost anything will work though, whether it's Edge, Firefox, or Internet Explorer.

WHAT I MANAGED TO ACCOMPLISH:

  • I made a game in way less than 72 hours! I didn't feel like any all-nighters so it was way less than 72 hours.
  • I made a menu and starting screen. For some reason that was the first thing I did.
  • Ummm, let me think. I made all of my transitions and animations work! (Barely. I almost screwed up my transitions, which I'm not surprised about.)
  • I managed to actually finish and host my game so people can play it! (Also barely. I finished killing code bugs 1.5 seconds before the deadline.)
  • And completely unrelated to my game development, I managed to play some great games from my fellow game developers!

WHAT I DIDN'T MANAGE TO DO BECAUSE I RAN OUT OF TIME QUICKLY:

  • Make some professional-looking graphics. I'm rolling with the good ol' hand-drawn graphics! Still proud of them though, I have a soft spot for hand-drawn graphics. (Hint hint! That's the key to intriguing me, either hand-drawn or retro 8-bit.)
  • Make a complete tutorial. Let me know if you need help.
  • Make some background music. Again, terrible use of my time and I didn't have even 30 minutes to put some music together. Please respect the fact I managed to distort a synth enough to put in a sound effect for my fantastic players.

OVERALL:

My game is great (developer's pride), and I'd love some feedback! If you think I could win LD47 thanks to my dedication to the theme, thanks! If you're looking for another game, I'll be posting a list of my ultimate favorites this jam! Stay tuned a couple hours. Also, if you're reading this, you might be one of the people who developed my favorite games this jam!

Important PS: I need some games to play. I went crazy gaming and my 30+ games to-play list is down to like three. Comment some links to your Windows or HTML5 (that's preferred) game and I'll play it!

Right... time to rebuild!

I've pretty much finished the post compo version of my entry.

I'm going to start expanding on it, but first there's an urgent need to organize and clean up the abomination that is my compo code. Wish me luck, please? .)

TIMESAVER HAS MORE THAN 100 RATINGS!

Thank you guys for your ratings

That was our first ludum dare and your feedback will help us to improve our next games and I'm sure that next time we will do our best!

Play Timesaver here https://ldjam.com/events/ludum-dare/47/time-saver

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physme

Many people develop their game further after Ludum Dare.

I, for my Ludum Dare entry, had to make a simple physics engine, because nothing else would work for me. Well, I liked that physics engine a lot, so I developed it further, before even considering working on on my game. I improved the support for semikinematic rigid bodies and their interactions with other semikinematic rigid bodies, extended the engine to 3d and did some other improvements as well. Just now I published the 0.1.0 version of this physics engine under crates.io. It's free to use for personal and commercial projects and is an easy way to include simple physics in your Bevy game, for example for jamming or prototyping. Happy developing!

Do check it out and also do check out Bevy, because it's a great way to get started with simple and even the more complex projects.

Now with better AI

Updated some bugs.

Change Log: Changed AI for fairies so they stop falling out of world. Moved trees so they aren't floating. Adjusted some landscape so the player stops falling out of the world. Added collision boxes to portal so player does not fly through it. Changed crystal pick ups so they are actually floating instead of just sitting in the air. Removed some of the clutter to help performance.

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Let's Play my little MMORPG

Come on, let's fill it up! It's browser-friendly! Just join here: https://ldjam.com/events/ludum-dare/47/groundhog-garden

Itch.io HTML5 release

If you don’t like download games I did an HTML5 release of Kill The Player :)

https://ldjam.com/events/ludum-dare/47/kill-the-player

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Making changes to my game

Hi, I am adding WASD to my game, I know I should have a added it at the beginning but forgot to do it.So, I am adding it now as a change log to the current game (I am not making a separate post jam for this single change)

But, I am making a post jam version with a lot more changes which will be available soon

LINK TO THE GAME: https://ldjam.com/events/ludum-dare/47/looped-3

Playing your games on stream

Hey! I going to play and rate some games on stream. Come by and !submit your game :)

https://www.twitch.tv/kuviman

The Graphic Settings of Cattenburg!

Despite being a static camera card game, thanks to the Unreal Engine we realised that The Curse of Cattenburg was still very demanding for some peoples setups, especially those streaming and/or using an Integrated Graphics Processor. As a result, we are super pleased to announce we've added graphics settings to the game which should allow significant improvement in performance.

Access the settings via the Options section on the main menu, or by pressing ESC during game. Changing the values in game will allow you to see the impact of the changes in real time.

Highest Settings:

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Lowest Settings:

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We would love to have feedback on our jam entry, even if you don't have time to rate it. We are most interested in feedback on the card game mechanic as we are considering developing it further. Have a lovely weekend!

HTML5 version available!

So I solo-made this little 2D frenetic circular platformer called ‘Counterclockwise’ for this edition and it’s playable in HTML. Check it out!

https://ldjam.com/events/ludum-dare/47/countercl0ckwise

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Music Composing for a Jam

Introduction

Compositing a music for a Jam is not the same as compositing music when you have more than 72 hours.

That's why they are some technics and tips to produce a music in a short time.

Who I am ?

I am phd student in computer science but I love composing music in my free times. I have already composed music to @pndaa before the LD-47 Jam. Stand On Dignity Good Fighter Lost Goblins

And I composed a music for the game Lost Woods. Take a look and don't forget to rate and comment :)

To conclude, I am not a professional musician and my blog is for intermediate music compositer.

Tools

You could use the tool you want. But train you before the Jam of course. It could be a bit complicated to use interface.

Some tools free or not :

  • LMMS(free)
  • FL Studio (prices)
  • Reaper (free or prices)
  • LogicPro (prices)
  • Protools (prices), ...

Personally, I use Reaper for more complex piece of music.

I recommend to take time to choose virtual instrument (vst, aax,etc,...) and test it. A lot of them are free. free vst

For free orchestral instruments I recommend : vsco-community or virtual playing orchestra.

You can buy vst if you prefere of course...

To Start

You should take a paper and a pen and write the emotion of the music and context.

For our game, Lost Woods : Because the story of the game is a little boy lost in the forest stuck in a time loop. He must find a way to break the loop but the forest is little scary for a child. 37648.png

  • I want a music that sound like "smooth" or dreamy. Because, the hero is a child.
  • I want a music that sound a little scary. Not to much.
  • I want a time sound. For the time loop counter...

After that, you could choose the kind of instrument. Because it's fantasy I prefer to use orchestral instruments (classic but efficient).

A select of small set of instrument :

  • Violin Solo : For the melody. It's cliché but efficient. You don't compose a masterpiece, for this, you need more time.
  • Violons : To repeat the melody but with more "space".
  • Piano : Piano is a good choice for smooth and dreamy music.
  • Harp : For me harp is a great instrument and he is associate with forest.
  • Sound of mechanic toy : It's to remind the child. But, because of scary movies, it's sound a little creepy. I used it like a percussion.
  • Sounf of clock : Just for the time loop counter. It gives an other ambiance. I have used it like a percussion too.

Now with the feeling of the music and the list of instruments, you could start to produce music.

Writing Music

Usually we start producing music by writing melody and make harmonization. Personnaly I use this method now because I am more familiar with it.

But it's a quite technical if you don't know music theory very well. And it could slowdown the process...

That's why, I advice you a different process...

Pattern : it's a small part of your composition with only music notes. You can duplicate it on the global music.

  1. You should compose the accompaniment. (create pattern and duplicate it to create the base)
  2. Compose the melody
  3. Use the melody on different instruments
  4. Create variations when you duplicate a pattern
  5. Compose the rythm.

So, this process is not the only one and it's not the best. But it's efficient in term of times and results. A beginner or intermediate can use this method easily. Good enough for a LD Jam.

Conclusion

Music composition is not easy. But you can follow this method and try. Experiences give you a better result. Don't be afraid to compose. :)

I hope this article will help you ! If you want more articles or videos on the subject (composing music for jam),talk to me in comments :)

My soundcloud playlist LDJam

What went right, what went wrong, and what didn't go at all.

First off, here's Follow Who You Follow running on a real live Game Boy.

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Isn't GB Studio great?

Anyway, I think I achieved my goal to create a Game Boy Twitter experience, for better or worse. In playing it again, I discovered that some mathematical shenanigans probably make it impossible to reach the ending. Yes, there is an ending of sorts. How it's supposed to work is that at the end of every three screens, the account with the least engagement (likes or retweets) gets knocked out and the stories advance until you're left with only one account and one post that loops for a horrifying eternity. I didn't expect many if any players to get this far, but it was important to me that the structure was there, just in case anyone did. Anyway, the bug is a bummer, but the effect of the game remains the same, so I can live with it.

Here's a pic of the structure. As you can see, it actually goes on for a while.

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I'm also pretty happy with how the writing turned out, considering I kept that until the last 90 minutes of my deadline. The characters are distinct and archetypal enough to have had some impact on people. Maybe they'll live on in further works. Who on Earth could possible tell?

Things I couldn't put in because of course I ran out of time:

  1. Music and sound. Little clicks when you hit the button and stuff, some nice feedback to make everything feel a little better. I ain't much of a composer and tend to skip music, and making music for GB Studio requires some hoops to jump through because it has to be able to run on actual hardware, but I did want to have some subtle ambient stuff that maybe got a bit more intense and noisy as you progress through the story.
  2. Color. Newer versions of GB Studio let you add color, and again I wanted to make the color of the interface change to mark some sort of progression, just so that the concept of the infinite loop became a least a little more, well... Exciting isn't really the word. But again, ran out of time to even set up basic palettes.
  3. Title screens, what a concept! Also actual profile screens for each of the characters that maybe change as you progress through the story.

Things what I learnded:

  1. More GB Studio stuff. I had made only one real thing with it before, a very personal little adventure you can find here, but I still love working with GB Studio. It has some severe limitations, but the limitations are clear and based around the limitations of the Game Boy itself. I look forward to playing with it some more. Also the fact that you can export as an actual ROM playable on real hardware or an emulator is still mind blowing. By the way, a ROM for this game is now available!
  2. Taking care of yourself. I have been avoiding game jams for a long time because the last few times I ran myself a little too hard. You're not having fun if you run yourself too hard. Certain things you can only learn from personal experience, but here's some tips:

    • Even though the jam runs for 48/72 hours, you will not be spending that amount of time making the game. You need time to sleep, you need time to eat, you need time to relax and think, you need time to spend with your loved ones. If your job or normal weekly activities are draining, you still need a good part of the weekend to be able to recharge from that. Plan for the hours you have free, not for the entire weekend. If that means you only have a handful of hours total, so be it. Set your own deadlines.

    • The usual tips. Get your software and such in order before the jam even starts. Know what you can and can't make with limited resources and in a limited time. Play to your skills. Learning takes time, and while the time pressure of a jam can help you pick up certain things quickly, the purpose of the time limit is so that you can't hesitate. This is why I started off with a UI type interface, because I knew my limited pixel art skills, especially in four shades of Game Goy Green, would make me waste too much time using a skill I still need to build up. I'll have time for that later. Don't be afraid to experiment, but know your extents. Otherwise you're just setting yourself up for frustration.

    • You may need time to emotionally prepare and unwind after a hard sprint such as this. I know I do. I find this hard to explain to people sometimes, but it affects me. I don't think I'm the only one. Recognize that you will need to take some time to recover. This is something I personally still need to work on.

Will these things be fixed and/or added in a potential future update? I'm not gonna promise anything, but it sure would be nice. In any case, You can find me on Twitter, my personal website, and of course my itch.io page. Thank you for reading, thank you for rating, and thank you for participating in this LD.

Happy tea time!

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I have uploaded web-version of my LD47 Jam entry, so you can play it without downloading.

This is exact same build as for Windows, nothing changed (apart from Fullscreen handling)

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

Happy looping!

It's advertising time

Don't hesitate to come and test my game, I would be delighted to receive your feedback to prepare the post jam version.

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

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

️ IT'S RAINING LIKE CRAZY, BETTER PLAY YOUR GAMES ️

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Hey there! We're never tired of trying new entries for LUDUM DARE, so share yours and we'll give feedback :)

Don't forget to try our game TIME TO DANCE! 💜👇

https://ldjam.com/events/ludum-dare/47/time-to-dance

and to follow us on twitter: https://twitter.com/savvy_community

Cheers from savvy community

Chaos in the Cabin

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The title pretty much says it's all :) For the jam we made a physics-based chaos sim in which you need to reach the cockpit of a looping plane without a pilot! Hope you like it, was a ton of fun to make!

https://ldjam.com/events/ludum-dare/47/chaos-in-the-cabin

Gorilla Taxi

I actually never shown the Gorilla Taxi gameplay - so here it is:

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

Relive the good times of taxi driving in GTA, maybe, without GPS navigation or a "you are here" marker - just as in real life. The passengers pay really well only if you are a really fast and secure driver.

In case you want to play it: https://bippinbits.itch.io/gorilla-taxi

not my game, you should play it!

I'm still playing and rating the games of everyone who rated and commented on mine,
where I discovered this hidden gem!
I like this game a lot, and it makes me sad that it currently has less than 20 ratings.
Let's help this fellow out!

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https://ldjam.com/events/ludum-dare/47/swing-by

GO HELP JOSH

Josh is under ghost attack and you must help him unless he will die!

Your tools are teleportation to randomize place on screen and energy balls.

But BE AWARE Josh teleportation can also hurt you and put you right into the ghosts' hands.

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

**GAME SUPPORTED ON BROWSER

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CHANGE LOG for my game

HI, I have made some fixes and added WASD controls for my game.

CHANGE LOG #1

  • Added WASD control
  • 🛠️ Fixed hitbox for player and enemies
  • 🛠️ Fixed YOU LOSE text not showing up at the correct place.

LINK TO THE GAME:https://ldjam.com/events/ludum-dare/47/looped-3

The concept of **"Stuck in the Clock"**

Stuck in the Clock is a chill platform game where you cannot die.

*You are Clockwise, the wise stuck in the Clock that makes every minute happen. *

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If you don't play, the time stand still, but if you play you get stucked in the infinite cycle of time playing for ever.

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"When you waste time, you gain other things."

Play it here! https://ldjam.com/events/ludum-dare/47/stuck-in-the-clock

Giving feedback x feedback!