Ludum Dare 46 April 17–20, 2020

Little Shop of Wall Street | A Review and Retrospective (and more)

This was my first Ludum Dare, and I doubt it will be my last.

I have taken my time to document and share my experience with this jam, from the development, the immediate reflection, and now the retrospective and finale.

In short, it was awesome. The community was great, the feedback was helpful, and I have grown as a game developer thanks to this crew.

The video says more, but it's been a blast. Thanks for making this happen everyone!

https://youtu.be/kP96b5axv7Q

Due to the great feedback, my compo puzzle game will be released in a few months

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Thanks to all the great feedback from friends and other jammers, I decided that I will release it in a few months as a tiny puzzle game! :fireworks:

https://www.youtube.com/watch?v=70OCzwWbOQ0

I also made some predictions about the results before the voting ended... Let's see how accurate I was :smile:

If you have some spare time, try it, because feedback is still pretty useful to me :slight_smile:

https://ldjam.com/events/ludum-dare/46/boiling-planet

Thanks in advance!

Would You Like To See My Game Get a Post-Jam Version?

Now that the Jam is finished, I've been thinking about the future of my game. I personally think that the game is very good, and it has me wondering, would people like to play an expanded version with more content/endings, achievements, and a cleaner interface made in a proper engine?

If you haven't played my game, you can play it online here: https://ldjam.com/events/ludum-dare/46/irving-forrest-technologies-and-redacted

Please leave your answers in the comments. I'd love to hear from you!

Thank you

I'm proud of what I made this Ludum Dare 46. I didn't really care about my placings but I am surprised that my Innovation place to be higher than my placing on other categories. I enjoyed playing my game when I was testing it and I'm glad other people also enjoyed it. To be honest this is a game idea of mine for a long time already except for the timed destruction of the towers that was inspired by the theme. The key input mechanic was inspired by one of my favorite games in the PS1: Trap Gunner.

I'm happy that I was able to implement the things I wanted to implement because as the deadline was nearing I was losing motivation but I told myself to just do it because I know it will be worth it in the end. I managed to stay on track and prioritize the things needed for a playable game.

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I am currently working on a post jam version with the feedbacks taken into account and I am losing some motivation again :D but I will make sure to finish it even if I'm working on it slowly and bit by bit. After that, I wanna move on and join some jams in itch.io :)

Now, I want to document some of my experiences for my future self to read. You can go ahead and skip this.

What went wrong

When I was testing, I came across a bug that the tower never gets fixed but never gets destroyed either. My implementation for the tower fixing was that after the player successfully inputs the combination, there will be a short delay before the tower is restarted. Initially the delay was 1 second so I tried changing it to .2 and I thought I got rid of the bug but later on I came across the same problem. Upon further debugging and researching I found out that any Coroutine that was started will stop working if the object running it is deactivated.

As a way to show (when overheated) or hide the fix inputs when the tower is selected or unselected I was deactivating the object that contained the fix inputs. To fix it, I added a bool so that the object isn't deactivated when the tower is about to be restarted.

Another "problem" I came across is related to object pooling. The tower keeps on firing at the same enemy even if it already died (and reused again for another enemy) and is out of range. I spent a day or so debugging it. I even guessed that it might be because the enemy died in the same frame and the tower hasn't changed target. The next day I decided to look for help in the Unity forums. It was a long post. When I was about to click the submit button, I thought suddenly came to mind: "Have you set your currentTarget variable to null before acquiring another target?". So I did that and my problem was fixed! WHAT!

What went right

I had a lot of motivation right at the start and I focused on the core mechanic which is the key sequence inputs for the tower. It felt like I knew what to do and how to do it so I didn't really have problems with it.

I was quite satisfied with the organization of my code such as separation of concerns, singletone managers and all that.

Really Happy With Our Results :D

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This is the best either of us have done in a LD with 70 in humor and 63 in overall!!! We also got the most feedback we have ever had with 43 rating. Thank you to everyone who played the game, we got a lot of really nice feedback.

Go check out our game if you haven't already. We put a lot into it and it can be beaten in around five minutes.

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https://ldjam.com/events/ludum-dare/46/save-the-sun-man

The Keep! It's Alive! Coming to mobile

So I've spent the last few days fighting with Phaser, VS Code, Cordova, Grendel, and Android Studio trying to get my HTML5 game to mobile. This morning, success!

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Is it just me or are the build chains getting more complicated as time goes on? Does anyone else miss the Flash days? :laughing:

Have you played the Post-Jam version?

We now have an actual story!

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There are also a number of small fixes based off the feedback the community provided :) We couldn't be more proud of it's final version.

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Try it here: LINK

Some simple HTML games for the interim

Here is a turn-based warm-up game I made in the week before LD46:

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It's available here.

My LD46 entry spawned a game called Mourning. It uses the same code-base, and it's also winnable in <10 minutes (typically).

A *BIG* thank you

SO I know the results have been out for some days now,but I checked it out just now. Actually I had another jam result declared the same day which I was expecting to almost win but the game lost miserably so I was kinda too depressed for some time to check the ludum dare game ratings, because I honestly was not statisfied with my game and expected a rank between 3000-3500, but I was shocked to see my game was in the top 500,that really uplifted my mood and helped motivate me a lot more. So a BIG Thanks you the whole community. I do plan to release a complete version of the game for both mobile and pc after this because of the game's success. Again, thanks a lot to all the people who played my game.

Sleep Rolling Pangolin Update (More levels, better UI, smoother music ^^)

Thank you everyone for this incredible Ludum Dare. So much amazing games and congratulations to the winners. It was a first for me and we are happy with our overall 118th place and fun 63th place. We just updated a post-JAM version of our game with more levels, better UI and new music.

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We have more ideas of mechanics and graphics to bring in our game and I hope to continue to work on it from time to time (depending on feedbacks and availability).

Hope to see you soon rolling ^^.

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Many thanks,

Khyrgrim.

Good job guys!

Hi folks!

Another LD is over, and as always it was fun. There are many many games are created- and that's super cool. As for me, in last game jams I used to spend only part of time on jam (because of regular job, other things). And maybe it had an impact (negative) on the result. But in one game guy cited a quote of Jonathan Blow:

If you take breaks during a game jam, your game’s gonna suck!”

And I was really impressed by it! Since next game jam I gonna do my best.

And I regret about not playing many other's games 😟 Because even among these games I've played there are very good games, that I really loved! Very good concepts, and art, and fun! I think in each game one can learn something new.

So, thanks for reading this 😉 And thanks for creating games! Good job guys, let's keep going on!

Platformer Controls Demo

I have been working on some platformer control scripts.

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If you guys have a minute I would love it if you could try them on itch.io and give me some feedback. Here is the link: https://voidsay.itch.io/platformer-movement-script-demo

Sometimes the jump key isn't being detected. I have been wondering if it has something to do with unity or with my wornout keyboard.

Update/TLDR:

I have an improved jump, but it still needs work. It isn't the keyboards fault it's a Unity oddity

Chicken Little Time lapse

Here's the time lapse video for the development of my LD46 game Chicken Little. Unfortunately, the GarageBand music composition portion was lost due to a permissions issue with OBS.

https://www.youtube.com/watch?v=39Hs0ltf1Os

You can still play the game at https://levidsmith.com/games/chicken-little

Thanks to everyone who played and submitted a score to the leaderboard. Here are the top 20 scores:

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My LD46 Entry is now available in Google Play

I turned my LD46 entry into an android game and published it in Google Play. This is a first for me and I would like to thank everyone in the community for the feedback and the kind words.

https://play.google.com/store/apps/details?id=com.SuikaDev.GuideTheBot

Kindly check it out! Again thank you all :smile: :heart:

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I AM 16 NOW !!!!

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=============== SORRY FOR THIS ===============