Ludum Dare 46April 17–20, 2020

Post your favorite games!

Did you play a great game in this Ludum Dare so far? Lets share some of our favorites! Self promotion is not a bad thing and there are times and places for it, but I would love to see this place as a community that focuses on each other rather than a place to promote ourselves.

Did you know you can see what games you have rated already and what scores you gave them?

Here's a step by step: step1.png

Next, go to the Me tab on top. Select My Grades. Then Sort by something. (Overall? Mood? Music? Theme?) Post some of the ones that you rated the highest or that did something cool that others might not have seen.
step2.png

I'm interested in seeing new games that other people have enjoyed. Please don't recommend your own game to me though, especially if you aren't rating others.

Issue with Mr.Virus not launching on some devices is Fixed!

Issue with Mr.Virus not launching and blinking on some devices seem to be fixed! I would really appreciate your feedback! and if you find some bugs than that would be great too!

Thanks for playing!

https://ldjam.com/events/ludum-dare/46/mr-virus

Keep, Calm!

gameplay4a.gif

Roll, roll, roll your keep

Gently up the hill,

Merrily, merrily, merrily

Life is but a pain.

Play here.

Recommended dose of Flame Over per day

Did you know that it's highly recommended to play Flame Over every day, before and after your meal? No? Well, now you know. Here, a fresh link for you!

Flame Over

Aaaand its gone 22042020185946.jpg

CELEBRATING 50 REVIEWS!

THANKS A LOT FOR ALL OF THE REVIEWS, WE'VE REALLY ENJOYED ALL THE FEEDBACK AND PEOPLE PLAYING OUR GAME :) THIS IS THE FIRST TIME WE'VE SUBMITTED TO LUDUM DARE AND WILL DEFINITELY BE BACK FOR OCTOBERS JAM WITH SOMETHING EVEN BETTER!

screenshot1_50.png https://ldjam.com/events/ludum-dare/46/keep-dano-alive

IF YOU HAVEN'T PLAYED OUR GAME IT WOULD MEAN A LOT. I'M DOING MY BEST TO GET THROUGH ALL OF YOUR GUYS' GAMES AS WELL. AT THE TIME OF WRITING THIS I'VE PLAYED AND LEFT FEEDBACK FOR 76 GAMES :D KEEP ON TRUCKIN

P.S. I REFUSE TO TURN OFF CAP LOCK

Thank you for all the reviews!

Thanks everyone who played my weird game, Anatomic Mayhem! I'm really glad for all the feedback and the ratings (still at 15, it would mean the world to me if you helped me get to 20 :heart:). I'm thinking of making a postmortem version addressing most issues, tell me what you think :)

shot2.png

My favorite game so far

I want to give some love to a designer who's game was the most captivating to me. Good job @aidanmarkham on your game Aviarium aviarium.png

It has a completion percentage indicator on the bottom right corner, which is a BRILLIANT touch and I will be stealing that idea in the future. At first I thought this game was more of a sandbox where you just fly around as a bird, and was about to be like, "Ok cool, next game" but then I noticed the percentage and realized I had more to discover. I'm so glad I played it through to 100% cause it really had my attention the whole time! My game probably could benefit from a completion indicator.

Go there and play and rate it!

CURSED SWORDS & A THANK YOU!

cover.png

A lot of people came by yesterday, and were kind to rate and give feedback! Halfway through our ratings already. Thank you all very much, we really appreciate it!

Also, special thanks to @elysiagriffin, who played our game on her stream:

stream_3.gif

Check her out! You can watch the playthrough here: https://www.twitch.tv/videos/599197426?t=10h14m59s

If you haven't seen our game yet, we welcome you to play! https://ldjam.com/events/ludum-dare/46/blood-oath

Love the feedback

I've gotten some great feedback so far and would love some more. Also I always check out the games of people who comment on mine, so feel free to critique me as much as you'd like! https://ldjam.com/events/ludum-dare/46/star-keeper-ludum-dare-46 orange.gif

BEAT STURGEON

we have a frog in our game. :frog:

Screen Shot 2020-04-23 at 4.49.34 PM.png

Play it. https://ldjam.com/events/ludum-dare/46/beat-sturgeon

[WebGL, Windows] Peck Beach

Hello! I’m here to challenge you to this fight against a horde of tomatoes! I swear it’s beatable! hehehe

If you do beat them, let me know in the comments.

Tip: learn how to use all of the available abilities on other enemies (and some secret ones) before taking on this challenge.

https://ldjam.com/events/ludum-dare/46/peck-beach

peck-beach5.png

Title

Say something

Need to relax? Gardening can help

Come play the highly anticipated Green Dream!
https://ldjam.com/events/ludum-dare/46/green-dream Screenshot 2020-04-23 at 4.46.08 PM.png
Critics love it! Here are some Highlights:
"You made my zoom class more interesting" -HireMeDeveloper
"Gameplay wasn't very well explained" -Maricio Miranda
"I always confused left and right because" -SimonL

Lesson learned: Never underestimate your players

Super impressed right now how @neuronezero actually beat Save The Cake !

It's amazing to see how dedicated some people are. I remember how I initially wanted to add 99 waves but then thought "this game won't need more than 29 levels, nobody will play it that far anyway". How wrong I was.

I want to pay my respect and shout out his game: Starship Clicker

2fe5c.png

FLAME'S RHYTHM UPDATE

We have fixed some bugs. We have read your comments and we are really happy you like it. We know that there is a lack of visual feedback and we are sorry. Altrougth we are working on it, we can't implement it until the ludum finishes.

We are really thankful for your support!

iconoich_chibi.PNG

Fixed A Bug For Beam Slinger!

gamejolttitleimage.PNG

Now you will no longer fly infinitely into space, so you can properly sling yourself through the asteroid field!

32-bit version now available!

I just uploaded the 32-bit version of What Remains of Us, a little narrative game made just by myself, in case you couldn't play the 64-bit version. Feedback is appreciated! Enjoy <3

https://ldjam.com/events/ludum-dare/46/what-remains-of-us

anner.PNG banner.png GIFITCH2.gif

Streaming and playing your games while harshly jugding them!

Hey all the “most fair and critical” LD’Jammer is at it again, and I’m ready to play what ever games you’re willing to throw at me from LD44. So join in lets chat and have fun playing some games for some hours! https://www.twitch.tv/jacksendary

Can you help children to learn algorithm and basic coding?

Hi, I made a game at jam where you create a basic algorithm to solve a maze. I am planning to take it to children and use it on education of them. If you can spend some time and give a feedback about it will be appreciated. If you can give me some new features or ideas it will be really cool too. In addition to that, I am playing your game after a feedback. Thank you for spending time with my game/prototype. https://ldjam.com/events/ludum-dare/46/survivalgo

Ek Açıklama 2020-04-24 002426.jpg

Thank you!

This is my first Ludum Dare and it's been a great experience so far. I'm so thankful for everyone who has played my game and given me feedback. It's been super helpful.

Please let me know what you think if you haven't checked it out yet!

https://ldjam.com/events/ludum-dare/46/seaturtle-safety-squad

0002.gif

FEED THE SOURDOUGH!!!

We received more than 30 ratings!!! So, to thank you this great community, we have created a Promo-GIF!!!

gif001.gif

And remember... FEED THE SOURDOUGH!!

https://ldjam.com/events/ludum-dare/46/the-little-bakery-of-horrors

Accidental JetPack in Station Keeping

Some functionality is intentional and some can emerge by an accident.

This is a story of jetpack in Station Keeping.

I've never intended to have a jetpack in the game. The initial design has turbolift to move cosmonauts between station levels.

station-v3.jpg

Then, I've introduced a bug in jump implementation. So my fast-prototyped jump code looked something like this:

is jump key pressed? is Hero vertical speed = 0? set Hero vertical speed = JUMP SPEED

At this point, I didn't want to involve collision detection with tiles and just assumed, that the hero can jump only when vertical speed is zero. The problem is, the vertical speed could be zero not only when the player is on the ground. It is also zero for a very short time when the gravity takes over and starts moving the body back downwards

So, instead of jump, I've implemented an air-jump. The player can jump off the thin air now. Add to that a particle effect and you'll have a jetpack.

sequence-2.gif

Now, why do I need a turbolift? The player already can move between station levels. So I've increased the jump threshold to be in the range of -0.1 to 0.1 and postponed the turbolift implementation for later into the jam.

As all jammers know, the time passes faster than you realize. I've never managed to implement an actual turbolift. All I've got is a last-minute jet-pack particle effect. It was the only thing, that can justify why a character jumps of thin air.

But even that was not without a glitch. The character vertical speed is near zero all the time you hit the ceiling. That creates weird-looking bursts of energy, originating somewhere in the middle of character sprite.

sequence-1.gif

Well... No time to fix. I've packaged the game and pushed the archive to itch.io.

Only when the first feedback started to appear on the page, I've realized the actual problem.

Floating-point calculation and variable delta-time make some things hard to accurately predict. And on some machines, the jetpack didn't work as expected and just created rare sparks with no lift to the character. It resulted in players falling down at the bottom of the space station and not able to get out.

So it was not a jetpack after all. Just a bug with a particle effect :smiley:. Kind of a bummer. It breaks the gameplay.

Only on the second day after the jam I've realized the gravity of the problem and created a patch that fixes the jetpack mechanics. And finally, it feels right.

reduce the jetpack pulse timer is jetpack pulse timer < 0? increase vertical speed reset the jetpack pulse timer It is a pulsating jet-pack. It has quite different feel than permanent jets I've implemented in other games.

sequence-3.gif

Now I'm happy, that players won't be stuck at the bottom level of the space station :smile:

Sooo Fun!!!

Hello, this was my first Ludum dare!!! It was so fun. All the games published were super awesome!😛Wish I get to play them all! I am 11 and was super excited about this. My game was good and many people liked it. Hopefully I can get more feedback. Play my game and give feedback at https://ldjam.com/events/ludum-dare/46/the-last-flower. Your feedback will come in use in improving the game!!! Thank you so much!!😝😜😁😄

A 90s Game Postmortem

You don't need GDC to talk an hour about your game lol. If you want to check it out here's the link https://youtu.be/qJSxU-UKbbo

Have you already play it?

Hey! Have you already played our game "Guardian of the Seas"? It's an arcade game where you have to survive as long as possible while you work as a coast guard, rescuing ship survivors and capturing criminals. You should give it a try; it won't take you a long time and you will have fun.

Play it! https://ldjam.com/events/ludum-dare/46/guardian-of-the-seas

30822.png

PD: If you like it, you can give a review and post a comment with feedback. PD2: If you don't like it, you should comment about it, feedback helps us to improve.

The Dark Cave - 2D Procedural Animation In Unity Tutorial

Hi everyone!

I've had a few people ask about how I approached the procedural animation for the spider creature in my game so I decided to write a blog post about it!

It's quite lengthy and a few of the gifs were too big to post on here, so I've hosted it on my website instead.

https://www.tomstephensondeveloper.co.uk/post/2d-procedural-animation-in-unity

It covers:

  • Rigging The Legs And Inverse Kinematics
  • Keeping the feet on the ground
  • Animation curves
  • Some code for movement

SpiderIK_Optimised.gif

Let me know if you find it useful or if you have any questions!

The Dark Cave

A Small Atmospheric Platformer

If you haven't seen the game and would like some context, here's a link to the Desktop and Browser versions of my game:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

SpiderChaseemFinal/em01_Optimised.gif

Garden Royale Making Off (Part 1)

This was the first time that my team was participating, and our GARDEN ROYALE got really positive reviews (thank all of you for that!), so I'll write a couple of articles to highlight some of the learnings we got. You can check it here https://ldjam.com/events/ludum-dare/46/garden-royale

screen05.png

We are aware that the game is lacking on several elements (bulky shooting mechanics, lack of sound…), but some of the info might be interesting to someone. So gere we go:

game_title-px-part1.png

GAME DESIGN

The very first thing was to brainstorm an overall idea that would guide us through the creation process. We quickly agreed the game was going to be a Battle Royale with a twist:

Instead of just killing others, you would’ve to loot their bases (“gardens”), which would introduce a constant dichotomy between going out for loot and staying nearby to defend your possessions.

The very first question arose: SHOULD WE MAKE THE GAME REAL MULTIPLAYER?

From a technical POV, we were a very strong team and I’m sure we would’ve been able to pull it out, but there were two main problems which ultimately made us choose to just put bots.

The first of the issues was user concurrency, since without a significant amount of players at the same time the matchmaking would’ve been very problematic and take ages. This ultimately would’ve made that you played in rooms full of bots anyway so… why bother about the multiplayer at all?

The second point, was that MP would’ve been hard to reconcile with what I call our “alive game design” paradigm.

WHAT IS "ALIVE GAME DESIGN"?

The classic videogame creation structure relies on the designer thinking the entire game and then the programmer coding it, the artist puts the graphics and that’s it. Most of our most beloved titles of our childhood have been created this way, and it is a great way to create a game fast.

Unfortunately, this model is also a very risky, since by the end of the process you may realize the game is actually not very fun, or something just made sense on the head of the designer. "Alive game design" is the contrary of that.

"Alive game design" means that whenever possible I try to keep the design of my games deliverately soft, and rely on intensive and constant playtesting through the entire process: The critical part of the design is made during the actual phase of gameplay implementation, since that's the moment where you better understand the value or limitations of your mechanics. This allows to pivot fast if at any point the fun is lost, or some of the rules start to lose sense or complexify the game without adding any fun. Fun is the ultimate objective.

Our first iteration of the game was quite complex, as you can see on this core loop. It sure looks cool on paper: art1.png

But we quickly realized that the entire layer of managing and customizing your garden wasn’t very fun… you were more worried about the bots stealing your precious water than your plants being arranged making beautiful drawings. Cut.

In order for a weapon purchase system to make sense, matches had to be quite long, and we felt that the people playing games on a jam would prefer a faster product that you could enjoy in 1-2 minutes, rather than a longer experience that – while maybe more rewarding and strategic in the end – would require a bigger time investment.

Finally, the moments where the game was most fun were when a player stole from another the last drop of water and got the last one eliminated, and when you were desperately looking for resources as you were about to be eliminated. Shorter matches based on survival reinforced those moments and made them appear more often than a model based on collecting score (“honey”).

So it evolved into this, which doesn’t look as exciting but – trust us – it’s way more fun: art2.png

LEVEL DESIGN

Since you’re all seasoned players, you know that half of the fun on battle royales is to have complex scenarios that you need to learn and master (master where are the best points to hide, to get resources, etc). You know the drill: art3.png

Unfortunately, these kind of scenario shapes were uncompatible with the idea of making the game about bases: if the map wasn’t symmetric, then some players would’ve advantage over others. Our first iteration of the map looked like this: art4.png

But, again, after testing we saw that this limited a lot the interaction between players, and it wasn’t incentivizing too much stealing water between bases. Instead, players were mostly going to the central pool, stock up water and then defend like hell.

So that early pick was deciding who would win at the end. Not very exciting and few moments of "DAAAMN!! THAT GUY STOLE MY WATER!!". So we made this instead: art5.png

Which, while not very fair for the guy on the middle (the human player), it increased the chances of meaningful interactions happening with him.

The last thing that we added, and which created the current "stealth-based" meta, was tons and tons of foliage. At the beginning, the game was like this: art6.png

Being able to see enemies from that far away made easy for the player to locate enemy bases... but also made it easy for him to successfully plan a defense, and avoid the risk-reward mechanic by looting enemy bases only when he was sure that his base was not in danger.

Adding foliage created a more confusing situation, and ultimately made the player become more cautious. art7.png

Sadly it also meant that there are a lot of "surprise" kills because the AI is fairly good at detecting you, sometimes without letting you know until it's too late and you're already dead.

A kill cam or replay is a common technique used in FPS to show that, but it never made it on time.

I hope you had as much fun reading this article as I had writing it! If you did, please give it some love and check out GARDEN ROYALE (https://ldjam.com/events/ludum-dare/46/garden-royale).

It would be great also to have feedback on the article itself, since I want to get better at writing so that I can start a blog on my experiences in game creation : )

Salut! @JBDev, Nyameh and Tebayoso.

Space Station Alpha - Retrospective

So I thought I would take a little time to reflect on what I created for Ludum Dare, you can play the game over at https://ldjam.com/events/ludum-dare/46/space-station-alpha

What went right?

Overall I think the tone and the atmosphere of the game was pretty much nailed on exactly what I wanted it to be, a large station that you don't know where everything is, something trying to kill you that starts chasing after you but can be driven away only to come back later.

I really wanted the player to think about their choices, and I think I managed to do that with ways to win the game, resources to manage, pathways you can take, what to fix, when to run or when to fight back. I thought that if I could give the player enough choices then the story they create through their own experience would become richer and more meaningful to them.

What went wrong?

Early on in the coding I made what I thought was a simple design about how the camera would operate, then half way through I changed my mind as I realised it wasn't good enough and would limit the players experience. By this point it was so deeply ingrained into the code that after an hour of trying to hack it out I had to abandon the whole idea and revert back to how it was originally as it was just taking too long.

To flesh out the game environment I started to create more objected that didn't really do anything, and I used the same colour as I did for deactivated/broken objects. In hindsight this was a bad design decision as it made it unclear to the player what was something they could interact with and what they couldn't, and it would negatively impact their learning experience of the game. This ended up having to be resolved by a lot of written descriptions.

Finally the lack of in-game description of what everything was and what you were meant to do! When you're developing something on a really tight schedule it's very easy to get tunnel vision, that just because to know what to do that surely everyone will. Well, they didn't spend the 48 hours making the game and know every last part of the game. I did create a very simple description of the controls but I should definitely have devoted more time to providing that information in a nice clear way in-game than on the terminal... (see below)

What took time?

Doing the level design for the game was probably the single time sink of the entire project, it consisted of hand designing 16 different areas with their own theme, story, and integrating it into the overall design to make it challenging for the player while providing multiple ways to navigate the area. This was probably a full one third of the time I spent on the game.

While I like the effect, creating the terminal which pops up on screen and displays the text took far far more time than I should have let myself spend on it. It was probably a fifth of the total time I spent on the game whince.

The take-away

There was definitely a lot of things I could have improved with the time I had if I thought about it a little more but I'm happy with what I created. I've already drawn up a list of improvements that I will working on and the game will be updated once Ludum Dare 46 is complete.

Screenshots

Level design

Image 1|Image 2 -|- ld46emstation.p8/em3.gif|ld46emstation.p8/em8.gif

Art work

Image 1|Image 2 -|- ld46emstation.p8/em4.gif|ld46emstation.p8/em0.gif

Gameplay

Image 1|Image 2|Image 3 -|-|- ld46emstation.p8/em5.gif|ld46emstation.p8/em6.gif|ld46emstation.p8/em2.gif

Play this game (not mine)

If you want to play a game that is really fun, exciting, unique, looks great, is funny and just creates a lovely place (until night comes), then go play this awesome game that I just found. 5/5

https://ldjam.com/events/ludum-dare/46/the-empty-cone

screenshot.png

Meta games FTW

https://ldjam.com/events/ludum-dare/46/brainstorm BrainstormComboImage.png After brainstorming for a couple hours , I couldn’t figure out what game to make. in the end I made a game about the brainstorming process and how to keep an idea alive. Enjoy! https://ldjam.com/events/ludum-dare/46/brainstorm https://shakedimus.itch.io/brainstorm

A New Trailer To My Game!

I Just Posted A New Trailer For My Game. Will Be Happy If You'll Tell Me What You Think About My Game

And The Trailer: https://youtu.be/kLeZzn_x4wY

We tried to do something special but...

I have bad feelings. It was a first time when I didn't have a fun when I making this game. First of all we wasted time when we tried to make a great concept of the complex game about the garden in the space. And complexity of this concept exeeded all borders when I tried to realize it in code. So, 24 hours later after start the Jam I decided to simplify the game... And I am not happy with the game now. My team not agree with me, but it doesn't matter. It was an important lesson for me - do simple and find max time to polish a gameplay. But dispite this, I would be happy to take a feedback about our game, espessially about game design.

https://ldjam.com/events/ludum-dare/46/space-garden

And I want to thank the team for working on the project. You are great people!

ART: Zhanna (@zhanna)

SOUND: Daria Semenova (@daria-semenova)

GAME DESIGN ASSISTANT: LeKatrin (@lekatrin)

cover2.png

Thanks for the 20!

Today I woke up and saw a lot of positive comments about my game and 21 ratings! That's a great way to wake up! So thanks everyone who has taken his time to rate my game and also to @almighty-games, @waltergk and @MomoLala23 who streamed my game.

thanksuwu.png

Today lucky me, I don't have homework so I'll play a lot of games. Also, I'll submit Daisy 1.2 with music and some survival guide changes *so don't forget to play it! *

https://ldjam.com/events/ludum-dare/46/daisy

Thanks for the ratings so far!

Super hyped people are liking my game so far - and that it's crossed the big 20 milestone! I put together a little gif from the game itself to say thanks...

ezgif.com-crop (6).gif

If you haven't, please let me know what you think of my game, Starship to Lethe!

Come Try My friend Phil

gif7.gif My game " My Friend Phil" is a challenging action platformer! see if you can get past lvl 1!

Play it here - https://ldjam.com/events/ludum-dare/46/my-friend-phil

Friendly Fire - Fix Update #1

We made an update to our game, to fix some small bugs that made the game a bit uncomfortable to play! We invite you, now that it is cleaner than ever, to give it a shot! Enjoy!

https://ldjam.com/events/ludum-dare/46/friendly-fire-1

  • The player is less slowed down by the weight of what he is carrying
  • Most of the items to burn have a shorter duration, in order to spice things up (as it was nearly impossible to have the fire stop before)
  • The mushrooms effect duration is fixed (it could last for 5 minutes before, now it won't last for that long)
  • Now the Logs.txt file is no longer generated by the execution of the game :) Screenshot4-low.png

Come Try "My Friend Phil"

gif7.gif My game " My Friend Phil" is a challenging action platformer! see if you can get past lvl 1!

Play it here - https://ldjam.com/events/ludum-dare/46/my-friend-phil

The Dragon’s Curse – LD46 Postmortem

Hi everyone!

First of all, we want to thank you all the warm responses and great feedback we have received for our game. We can’t help but smile reading each and every one of your comments and it really means the world to us. We have also had a blast playing all of your games as well, everyone has been so creative with this theme and it’s awesome to see such a large and passionate community!

Just in case any of you are curious, we wrote up a summary of our development process and some of the lessons we learned along the way. There were a lot, so this is going to be a pretty long post, feel free to skip to the sections you care about!

Before we dive in, if you haven’t played The Dragon’s Curse, you can check it out here!

Who we are:

We are a team of university students from the United States and Canada who like making and playing games! Our team is composed of:

Aditya: Programmer

Patrick (Abyss): Programmer, Copyeditor

James: Artist

Schuyler (Horus): Writer

Some of our inspirations for The Dragon’s Curse came from FTL and Renowned Explorers.

Looking back

Code:

On the code side, we decided to try the Heaps engine out this time around. We already had decent Haxe experience and Heaps seemed to be a Haxe engine that was widely used in industry. The engine was quite minimal (especially compared to Haxeflixel, which we’ve used in the past). I hear the 3d side is more extensive, but the 2d side pretty much just had functionality for drawing, playing audio, collisions, and resource management. In the case of our simple game, though, this was more than enough and we had a fun time setting up the skeleton of the game. We were even able to set up the level transition logic to persist data in precisely the way we wanted to (not that this would have been particularly difficult in any other engine). One thing we never got around to was setting up proper asset loading, so the game lags and presents a couple unpleasant purple screens at the start. We love trying out new engines so we’ll continue exploring, but our experience with Heaps was pretty positive.

Lesson Learned: “Some assembly required” is not always a bad thing - but be sure to finish assembling your tools before using them

To spare too many of the gory technical details, the game had two main components. A randomly generated map, and dialogue.

The randomly generated map was created by placing points using Poisson disk sampling and drawing roads along the Delaunay triangulation of the resulting point cloud. While this naive method of “place points uniformly and connect all neighboring points” did generate random planar graphs, they were neither interesting, nor was the method reliable. The graphs often looked similar, and the generation was sensitive to changes in parameters

Lesson learned: When random sampling, first constrain your sample space, then come up with a sampling algorithm. Doing it the other way around leads to mediocre results

For the dialogue, we wanted to maintain a separation between content and code. This was both for our own sanity and so Schuyler could write stories without having to dig into the codebase. We decided to consume stories written in a JSON format. We also encoded the consequences of each event in the same document. This allowed us to rapidly iterate on the story in parallel with development. On the flip side, a lot of coding effort was invested in making this system generic enough to allow schuyler to write compelling stories whereas a lot of it could have been inlined if the content was hard coded in. As features got added, we realized we had basically embedded a small DSL in JSON, and that perhaps our time would have been better served bringing in a scripting language like hscript.

Lesson Learned (but we all kinda already knew this): Flexibility and ease of use comes at the cost of up front NRE (non-recurring engineering) expense. Balance them carefully

UI was also a challenge because the map generation parameters were tuned to fill the entire screen. Attempts to scale the map down lead to unpredictable behavior, sometimes the map would only span half of the screen. Eventually though after some fine tuning, we were able to shift the map enough to make space for a UI displaying the player’s resources, relics, and curse progression in a comfortable manner.

Lesson Learned: When building modules from the bottom up, carefully analyze dependencies beforehand to make sure you don’t create conflicts for yourself down the road

Art:

Working on the art was a challenge, as I’m not particularly well-versed in drawing/rendering backgrounds - however, people seemed to enjoy them! I’m glad I managed to keep the style somewhat consistent, as that can be difficult for hand-drawn resources. I still wish I found a way to streamline drawing BGs more - that time could’ve gone to more BGs, character arts, or improving the map - but I guess that will come with practice.

Lesson Learned: Practice drawing BGs

Writing:

Creative process Working with JSON format Writing the scenarios for the story was really fun! I’m not a writer by nature, which didn’t make it that hard to switch to the JSON format my team set up for me. It was really interesting to work inside of the JSON, it felt like designing a choose your own adventure novel on the computer, but wiring up all the dialogue and dialogue options to go to the right spot on very little sleep didn’t go terribly well. Since I’m not really a writer, I spent almost a day reading scenarios from FTL, and RE:IS to figure out how to start writing my own. It ended up being really fun so the biggest thing I want to want to keep doing is writing scenarios for the game. It’s hard not to create the backstories for the companions and I really hope I get to expand upon them concretely. I think in the future the thing I need to work on the most is to keep myself consistent from beginning to end, or have enough time to be able to edit myself, so I don’t have to pull one of the programmers away from programming while I pass out and run out of time.

Lesson Learned: Sleep well and try to keep consistencies. Also writing is kinda fun.

We also put a lot of thought into editing the writing, beyond simply correcting for spelling. This project made me realize how much consistent language matters, as players can get confused who is talking or whether something is spoken or internal. To make these differences clear, I made sure spoken dialogue is in quotes with the speaker made apparent, internalized thoughts in parenthesis, and any game related resource changes in brackets. Some other changes include splitting up longer passages into separate boxes to keep the player engaged as well as making adjustments to character-specific language, such as Geiger’s mannerisms. Time ran a bit short though, and I was only able to edit about half of the scenarios, so you may notice some inconsistencies in the game. We will work on proofing the rest of the scenarios as we continue polishing the game!

Lesson Learned: Make thoughts, dialogue, and action easily distinguishable for text-based games

Thank you again for all your support, and we hope you gained something from reading our postmortem! If you have any questions, don’t be a stranger! Feel free to reach out to us here or in the comment section of our game!

Do you even lift, bro?

poses

Can you get the right moves and impress your fans with your amazing body? :heart_eyes:

Impress your bro! Keep the bromance alive with Bro Loving!

Atmospheric platformer game

Check out our fun little game. I promise it's worth checking out: https://ldjam.com/events/ludum-dare/46/firekeeper-3 poster firekeeper.png

Have Mercy just got an update

Good news everyone! Have Mercy just got an update! (Happy goblin noises)

Bunch of sounds just got added, an awesome music track and even a tutorial! So what are you waiting?

Here is the link, you know what to do: https://ldjam.com/events/ludum-dare/46/have-mercy

Annotation 2020-04-20 0253122.png

Can you keep all of the demanding plants alive?

This is ONE of the end game messages in my game, The Plant Shop, that you receive if you manage to keep all of the plants alive. Can you do it?

Screenshot 2020-04-23 at 23.53.53.png

Check out The Plant Shop here - https://ldjam.com/events/ludum-dare/46/the-plant-shop

My entry: Darkness Draws Near + My lighting solution

Hey, I decided to put the code I used for doing my lighting solution on github. I couldn't find any readily available assets to achieve this effect so I made them for the jam. It's basically like the lighting from the dark levels in Nuclear Throne.

lighting-showcase.jpg

Here's the github page with the package to import and the instructions on how to use it:

https://github.com/GibsS/unity-mask-lighting

Oh and check out my game if you please :) : Darkness Draws Near

Voting tool updated

Hi all, and happy voting!

My voting tool just got a couple of new features:

  • Filter by compo, jam or both
  • Export and import votes between devices or browsers

Exporting and importing works by copying a base 64 encoded version of your votes JSON from the textbox, pasting it on another device/brower and then clicking import. If it's not a proper array of ID/bool pairs serialized as JSON and then base 64 encoded you'll lose your data, so use with caution. 👼

Anyways, keep voting and enjoy the games!

Voting tool is over at GitHub

Annotation 2020-04-24 005556.png

Want a hard game? Try RoadRage out!

RoadRage is the game i made for the Ludum Dare 46 COMPO. And it's really hard! I dare you to pass it!

Here's the game: https://ldjam.com/events/ludum-dare/46/roadrage

thumbnail.png

rr.PNG

The Birb

Artwork.png

*Game Description : *

"The Birb" is a gloomy styled platformer game where you play as a lost raven-human that is stuck in the dark forest. You have lead its way out to keep it alive! Your goal to find a way out to a mystery firefly because it is the only source of light here. On your journey you will see 2 little locations, use some items and get a new skill for a character.

Controls :

Jump/Double Jump - Up Arrow.

Walk/Run - Right Arrow,Left Arrow.

Credits :

Code - Damir Khairullin (Ilimanic)

Artist - Ildan Khairullin (Ilduck)

For Ludumdare46

PLAY https://ldjam.com/events/ludum-dare/46/the-birb

Tuts.png

PLAY https://ldjam.com/events/ludum-dare/46/the-birb

Apocalyptic Music

Hi!

I did the music and sound for Wheels of Rage and I wanted to give some insight into one game musician's process.

Title.png

First, this wasn't my best outing as my power went out two nights in a row leaving me with about half the time to make some tunes and SFX. So I went into hyper focused mode and somehow pulled it out.

I'm going to focus on one song in particular as it's the gameplay BGM and thus the most important. The song is called 'gas'.

Screen Shot 2020-04-23 at 3.43.37 PM.png

Beginning As you can see it's not a complicated song. The game is a slower paced, strategy game so I made the BPM low enough to give the player room to breathe and put all of their focus on the game. The other issue was how to pair the music and SFX, which have a lot of running engines, explosions, and other noisy sounds to compete with. So, other than sparse guitars, everything would be fairly smoothed out and rhythmic. So the first thing I got down was the rhythm; primarily the bass/kick. It plays throughout the entire song letting the other instruments fill up space while the kick drives the game forward. I used a sub kick to consolidate instruments (again minimalist design so the SFX don't get overwhelmed) and give the song a more modern feel.

Recording I recorded some clean guitar parts, unsure of how I wanted the distortion to sound, and mapped out most of the song using just guitar and bass. When the song started taking shape I eventually kicked on Guitar Rig and shaped out a sound. I did run into an issue with my recording giving too much feedback, so rather than re-setup my rig I just cut out the silences, thus the chopped up audio. An important lesson, always check your tracks for issues before ending the recording session.

Once I had a good drive going I focused on melody, adding in bouncy synth to match/counter the bass kick instrument. Again, I tried to make the melody as sparse as possible so the song never overpowers the game mix. At this point I pretty much had the song that's in the game and I had to stop so I could work on SFX.

The song just didn't sound finished and, again due to power issues, I didn't have the time I wanted with it. So I finished it post submission and threw it up on soundcloud.

*Finishing * I edited the hell out of the previous version but it's mostly just moving bass/melody notes around for more impact. I added another kind of mournful pipe synth to it (I was thinking Morricone style but abandoned that) to address the desolation more, give the player a reprieve from the drive, and fill out the melody. After that it was time for some fat piano chords to replace the guitars, round out the ending so the loop feels good, and donezo.

Here's the finished track: gas

I hope somebody gets something out of this! I'm not used to writing out my process so thanks for bearing with me.

Good luck to everyone and if you comment with your game I'll definitely check it out!

Wheels of Rage: Enter the Sandstorm

Last Beer !

Try our runner game ! You have to protect your beer from alcoholics ! But be careful, your character will drink the beer during the run !Affiche.png

Fire's Started, now keep it alive!

Fire Started

If you've not played yet, the Firestarter keeps the fire going throughout the night!

A little tribute to the legend that was Keith Flint.

essex_bands.jpg

::: Play here :::

https://ldjam.com/events/ludum-dare/46/keiths-flint-steel

Screenshots

POST_DARE.jpg

Master the weather in The Last Guardian

lightning256.gif In our game we did some interesting environment interactions. Check out our game The Last Guardian: https://ldjam.com/events/ludum-dare/46/the-last-guardian (Web build available, plus Linux, macOS and Windows)

It's Coder-Art O'Clock! A visual postmort of my jam game

So, I'm a pretty jack-of-all-trades game dev by trade, which makes jams right up my alley. But let's face it, I don't have the budget in my home life to spend on the kind of art tools I got taught in school. So when I decided to build what seemed like it might be a fairly art-intensive game for LD, I had a choice: download free tools I'm not familiar with, and try to learn them in the jam, or improvise and maybe think back to my maths background for some ideas.

My game's an apocalyptic rhythmic survival game about defending a fleeing escape pod by moving its shields around. That gave me a vague list of things I needed to make: - Some kind of acceptable-looking human spaceship - Ineffable alien enemies and their ineffable alien bullets - Moody space backdrop - Even moodier lighting effects - UI

And the constraints: - No model assets - No texture assets - I've got less than 48 hours oh my god

Surprisingly, the spaceship turned out to be the easiest part. The whole thing's just a bunch of cubes and spheres scaled. It's simple, but it only has to be small onscreen and IMO the clunky-looking design makes you feel really sorry for the human survivors onboard!

lowpolyship.png

The enemies were a little trickier. I wanted to sell the idea of them feeling out of place, so didn't want to rely on familiar primitives like cubes. I ended up spending half an hour mixing notepad sketches and basically trial and error to code a more unusual shape - the octahedron. It's easy to forget that you need to duplicate each vertex once for each surface it touches if you want the right normals for that sweet, sweet crisp shading:

(You can see from the array indexing order that I rendered it back-to-front on my first attempt haha)

octahackdron.png

It's remarkable what Unity's default particle material (with no textures!) can get you. I'm sure I'm not the only one who's been making awesome starfields with extremely long-lifetime particles for years, but I was surprised how effective the clouds were too. Let's take a moment to praise the Unity lords for providing us with the blessed Pre-Warm checkbox!

For the moody lighting, it's just more particle systems - one attached to the player's shuttle, as well as every projectile and enemy. All of those just fire a single particle hooked up to the game's internal rhythm clock through a super simpler listener interface, so they can fire on the beat. The timing part is subtle but I think it was worth it.

Projectiles have addition particle systems to provide a little feedback when they spawn in, start moving, collide with a shield, or collide with the vessel itself - each set up with the right colour and brightness to communicate whether it's a good or bad game event, and how important it is. Even with all those states there's only a couple dozen on screen at any one time, excluding the starfield & clouds.

Put together, it looks like this, which I think is pretty moody indeed:

ezgif.com-optimize (9).gif

For the UI, I needed some more mesh generation! Turns out that with a little modulo magic it's super easy to turn a basic donut mesh generator into a dotted line donut mesh generator:

ringmeshfun.png

One final touch that I think really brought it all together was some vibration! A whole bunch of things in the game, from the camera to the player's vessel itself, randomly pick an offset a random number of times per second to emulate that stressful shaky-cam feeling.

Maybe the most noticeable use of this trick in the game is when enemies are charging up their powerful dash attacks. In this case, I set the blend curve between the random offsets to jump instantly to the new offset instead of smoothly vibrating around, which adds to the jarring feel of the enemies and hopefully is more eye catching as a gameplay telegraph than a smooth animation would be. AnimationCurves are one of my favourite tools to use in Unity. They're a great way to get some control and add polish to quick codey solutions, without going to the effort of making everything animate through more conventional and (for me, at least) slower to use tools.

ezgif.com-optimize (10).gif

So yeah. Nothing super crazy, but I hope there might've been an interesting detail or two in there for someone to pick up on!

If you want to check any of this out, both the source code and game itself can be found right over here.

The development of Gaia

Hi guys, I recorded this timelapse when was developing my game for this LD.

This LD was very different for me, because I had no skills with shaders, and to accomplish the idea I had for the theme I had to get out of my confort zone and learn a little about it in a record time.

At the end, everything went well and I could finish my game in time.

I hope you like the timelapse, and if you didn't play "Gaia" yet, take a chance!

https://ldjam.com/events/ludum-dare/46/gaia

https://www.youtube.com/watch?v=idV-YuxNB6A

Drop the egg Jeff just got checkpoints and improved physics!

Hey folks, Jeff is back and better than ever!

We have been working super quick in physics improvements to add more forgiveness to the players. We also added checkpoints, so we you can now keep it a bit more chill and enjoy the different phases of the game.

Hope you enjoy it!

https://ldjam.com/events/ludum-dare/46/drop-the-egg-jeff

jeffemmain/emgif.gif

Playing and Rating Some Jam Games on Twitch

Hello! I am playing LD46 games on stream right now. If you would like to see a live person play your game in real time… just submit here: https://forms.gle/SWyK4AgNvUMng2t36 And tune in here: https://twitch.tv/walkalope

I will try to play as many as I can over the next couple of hours.

MOSHED-2020-4-12-13-43-41.gif

Robot Walk - Post Mortem

Hi all! Now that I've gotten my sleep schedule mostly in order again, I figured I'd write a bit about making Robot Walk.

If you haven't played it yet, you can find the game here. It's quick to try out and doesn't need a download :)

ld46emquick/emdemo.gif

The concept

The starting concept for robot walk was that you'd have a robot companion that you had to keeping running, i.e. "keep it alive". I liked the idea of being able to run around inside the robot, like in Regular Human Basketball. The theme and those mechanics flowed well into the idea of having various tasks on the robot that you'd have to keep tabs on, e.g. steering the robot out of the way of danger, fixing its engine, etc., reminiscent of games like Lovers in a Dangerous Spacetime or Overcooked.

If you've played the submission, you'll know that almost none of those ideas made it into the actual game. That is because this concept was far too ambitious to complete on my own within the 72 hours. I underestimated a lot of the programming work, and didn't even consider how much art it would need to really be what I imagined - particularly given my inexperience with making art.

While the concept was overscoped for a jam game, I don't regret that I stuck with it. I'm glad that I picked something and ran with it, rather than agonising over finding the "perfect" idea for far too long. An upside to the concept was that I had a strong idea of what I imagined the game to feel like, which was useful as a guiding direction while making the game.

Making the robot walk

The main aspect of the game that I did manage to implement was the robot itself, in particular its walk animation. I spent all of day 1 and part of day 2 on it, going several iterations of the logic behind it.

The first version was based on this short tutorial, which laid the groundwork of moving the main robot body directly (imagine you're controlling a very slow car), and having the feet move whenever they got too far away from a "target point" that moved relative to the main body. This is what the earliest version of that looked like, with only one "foot". ld46_walk1.gif

I used that technique to build a robot with 6 legs. While that technically worked, I found that the distance-based foot movement lead to situations where all legs would move in quick succession, followed by a span of time where nothing moved. This didn't really fit with how any animal moves their legs, where movement is fairly rhythmic. ld46emdebug/emtriangles.gif

I got to the final version of the walking after realising that I made the problem more complicated than it needed to be. Given that I wanted a certain steady rhythm of the feet moving, I implemented the walking based around the timing, instead of doing it indirectly through the distance between the feet and their target positions. The gist of the approach is that I calculate how long it should take for an individual foot to move forwards, based on the speed of the robot and the distance a foot can be behind the body before its leg has fully extended. Then, as long as the robot is moving, each foot is moved forwards one by one, in a zig-zag order based on how real four-legged animals walk. This way, one foot is always moving, causing that steady rhythm that I was aiming for. I also switched to only 4 legs because I found the staggered movement of the legs more interesting than the grouped movement that 6 or 8 legs would do. ld46_walk4.gif

After I got the walking looking the way I wanted, I cleaned up the logic a bit, and added some visual touches to the robot. I split up the legs into an upper and lower segment, with the upper being a fixed length. This helped to make the robot look more mechanical. To convey some depth, I tweened the scale of the feet and the leg segments whenever a foot moved, mimicking them moving closer to the camera.

Player interaction

With the robot working, I added the other important part of the game, the player. Once I got the player in as a sprite moving around, I also adjusted the robot scale to be much larger than the player. It's quite surprising how much a player character helps with conveying relative scale - as soon as the player existed, it really felt like I was moving along a giant lumbering machine! ld46_walkover2.gif

For entering the robot's internals, I created a tilemap with some rooms, and attached it to the robot's body. Triggers at the entrances detect when the player enters or exits the robot, and either attaches or detaches the player's transform to the robot's transform - this way, while you're in the robot, you move and rotate with it. To my surprise, this all went smoothly, with my collision system only needing a few small additions to handle this case.

At this point, I didn't have enough time left to add any actual game features, but wanted to at least create some player interaction. This came in the form of the the robot steering, which even made me create some custom graphics for the buttons and robot interior (the first tileset I've ever made!) I was quite pleased with the fact that I could make a simple button animation just by flipping between two different tile visuals. This also helped to communicate when you were interacting with the buttons. I finished out the submission with some camera tweens while you're steering the robot, so that you can see more of what's ahead of you. (Even though there's nothing to see currently :D) A dynamic camera really makes the game feel a lot more alive!

Conclusion

Overall, despite not making a "proper" game, I'm quite happy with the end result of this jam. I learned a lot about what matters for the experience of the game, and based on the feedback so far, even in this basic form it seems successful at conveying the feeling of steering a big robot that I was going for.

I used the (still in development) luxe engine for this game, to test it out in a common use case. If you want to read about another game made with luxe and the process of making it, check out this post by @ruby0x1.

Thanks for reading! Find me on twitter @keymaster_ for updates about whatever I'm working on - which hopefully will be an expanded version of this game!

In A Game Wherein

marketing2.png

‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏ ‎‏ ‎‏Playtime: 5 minutes * (HTML5)*

‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‏‏‎ ‎‏‏‎ ‎‏ ‎‏‏‎ ‎‏‏‎ ‎‏‎‏‏‎ ‎‏‏‎ ‎‏‏‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎ ‎‏‏‎‎:arrowright:PLAY:arrowleft:

marketing3.png

Who still wants their game tested?

f0s97.png As usual the test rate is starting to drop, now that the actual jam has been over for a few days. Especially for games that haven't gotten hundreds or even dozen of ratings and reviews yet this can be quite frustrating, since the hope to get more feedback or even get a rating in the end can start to slip away.

I'm still happy to test games and would invite you to post a link to your game below in the comments so I can take a look at it, rate it and provide feedback. Depending on the number of comments I will prioritise games with few ratings over those that already got a bunch of feedback :slight_smile:

HEAL ME PLZ

Some character animations I made last week end for "Heal Me Plz"

HealMePlz_GifItchpage.gif

You’re playing the healer of one of the best team of adventurers ever getting ready to defeat one of the most dangerous dark lords in the world. But, well, something goes wrong : the evil wizard turns your teammates into children…

PLAY HERE :) https://ldjam.com/events/ludum-dare/46/heal-me-plz


Controls :

Left click to shoot healing orbs to your allies (be careful to not heal ennemies)

Right click or hold to move to your mouse position.

Go on your allies to kick them, it will trigger their special attack

Q/W/E : Trigger your powers once you unlock them

===> Will you be able to reach and defeat the final boss ?


Pietro Ferrantelli - Pixel Art - Twitter : https://twitter.com/PietroFerrantel

Pandanym - Programming - Twitter : https://twitter.com/pandanym

Lucas De Pinho - Cutscenes - Artstation : https://www.artstation.com/lucas_depinho

RADIANT.prk - Musics - Twitter : https://twitter.com/RADIANT_prk

Sylvain Guerrero - Tech Art - Twitter : https://twitter.com/Zylvaingue

Last Beer (with the link this time ...)

Bob has just received the last infinite beer in the world and want to keep it for himself, he must now run with it to flee from people. Beware of Client, Runner, Server and the Cruel Betty Who is really angry and doesn’t want to let this Beer go away

Affiche.png

https://ldjam.com/events/ludum-dare/46/last-beer

Upgrade table for my game

Manual.png

These are upgradable features for a robot machine called Prophet. Your goal is to manage to keep it alive until the end of the track.

Play on web or download here: https://ldjam.com/events/ludum-dare/46/prophet

Thank you!

What is Laser Evaders?

Laser Evaders is all about the angles. Analyze the level and choose a path forward. Rotate the entire level to alter the direction of the ball. The goal is to get the ball to the green platform. Do that without touching any of the lasers and you win!Cover Image.png

If you have some extra time, please give it a try!

https://ldjam.com/events/ludum-dare/46/laser-evaderrs

Cubic Currency - Dice-Based Strategy Game

Love randomness, trading, and making bank? Give Cubic Currency a try!

Screenshot_4.png

You are a simple Cube Trader, opening up shop during this economic boom- hoping to make some money and make your way in this harsh world. Can you analyze, trade, and deal your way to victory, keeping you and your store afloat? Or will you succumb to harsh reality and have to close up shop forever?

:gamedie: CUBES :gamedie:

Cubic Currency is a game about trading your dice to the customers approaching your store.

Everyone assigns their own values to the dice, but some basic rules hold true:

ItemsemIcon/em02_outline.png Gold-faced dice hold the most value and can be used in place of a Red or White-faced dice.

ItemsemIcon/em01_outline.png White-faced dice hold the second-highest value and can be used in place of a Red-faced dice.

ItemsemIcon/em03_outline.png Red-faced dice hold the lowest value and cannot be used to replace any dice. How low is that value? That is for you and your customers to decide- it will vary!

:coffee: Team

Cubic Currency was made by four people: * PJ Rivas - Design and Code * Daniel Onstott - Design and Code * Michael Fritz - Code * Dylan King - Art

Screenshots

Screenshot_3.png

Screenshot_4.png

Screenshot_7.png

Boogie your way through the 70's

When I started this LD I knew from the start I wanted to to make something Joyful, help people forget the troubles, I wanted to make a Funky entry into LD. Im happy to say I think I succeeded. I even made a mixtape for all of you to enjoy while reliving the 70's classics.

ezgif.com-optimize.gif

Im ready to starting rating!

But before I do, I invite you guys to join my party. We all need a good smile

https://ldjam.com/events/ludum-dare/46/disco-alive

Do you want to be in the skin of a real hero? Try our game!

Be a real hero, take the control of Cabral, a real person that gave his life in order to save San Martín, the Latin American libertator. You have to keep him alive in the name of liberty!

30faf.png 30fa7.png

https://ldjam.com/events/ludum-dare/46/cabral-soldado-heroico

Streaming games

Streaming and taking suggestions. I'm not fancy streamer, just put them in chat https://www.twitch.tv/bighugejake

Special Announcement Regarding Our Entry: Vestige!

Thanks to all of the positive feedback we've received in such a short period of time, we've decided to make our Ludum Dare 46 Entry, Vestige, into a full-size game!

We have considered all of your suggestions and will be adding as many as possible. Please let us know what changes/features you would like to see in the full release!

Thank you all for your support and feedback, it means the world to us! :smiley_cat:

https://ldjam.com/events/ludum-dare/46/vestige

Ever Wanted to Swallow a Frying Pan?

Well, now you can in Irving Forrest Technologies and [REDACTED]! Just look at these rave reviews: "Please stop e-mailing us." -IGN "No, we will not review your game." -PC Gamer "If you e-mail us one more time, we will call the police." -GameSpot https://ldjam.com/events/ludum-dare/46/irving-forrest-technologies-and-redacted

Seamos libres, que lo demás no importa nada!!!

Be a real hero, take the control of Cabral, a real person that gave his life in order to save San Martín, the Latin American libertator. You have to keep him alive on the name of liberty!

https://ldjam.com/events/ludum-dare/46/cabral-soldado-heroico

portada.png ..... screen.png

Game Time! Come and play our game, and we will play yours!

Have you ever felt the burning desire to feast? Do the flames of hunger burn bright in you? In this little ember of a game, spark the quest for the insatiable hunger for survival. Leap into action and hunt down precious fuel sources before you fizzle out forever…! gif.gif gif3.gif tutorial.png

Review for Review

Please play! will always return the favor IMG_0682.GIF

Check out our dungeon crawler game

Plague Medic

Dark themed dungeon crawler, open map to explore with collectibles

We need you to check our game, you will not be disapointed

link: https://ldjam.com/events/ludum-dare/46/plage-medic

scr_1.png

Let's play of my game Luciole !

Hello everyone this is my first feed for a Ludum Dare !

I see lot of people be block in my game so i made a little playthroug. in fact this playthroug was made in the postJam version, the jam version is a little buggy for climbing and have no musics.

I'm sorry for the quality of the video...

https://youtu.be/zboQIkmkJak

Capybaba - Our first game jam!

I'm super happy with the product of our game jam, and I couldn't be more proud of my team :)

In Capybaba you play as a capybara named Capy, whose goal is to keep Super Baby alive. You'll encounter evil shadow babies, which you can take out by hurling Super Baby at.

30699.png

30731.png

We had influence from games such as Yoshi's Island, Owlboy, Angry Birds, and Who's Your Daddy.

-I think our game is mostly inspired by Yoshi's Island, except you throw the baby instead of eggs!

-It's similar to Owlboy in that you're carrying around an entity that you use to take out enemies (as well as solve puzzles!)

-I had been playing a lot of Angry Birds 2, and I think that I semi-consciously based the baby-throwing off of the mechanics in that game.

-And it's like Who's Your Daddy because you're trying to keep a baby alive, and it doesn't always do what you want it to!

307ea.png

We recently patched out all the bugs that we could find, and I would love it if you gave our improved game a try! You can check it out here.

(hopefully i'm not put on a list for creating scripts with classes such as BabyThrower)

Losing ain't so bad

Just want to say thank you to everyone who have played and rated AMT: Alien Medical Technician so far! We are loving the feedback. When playing the game you may notice that each alien has an unique fail and success picture. Pretty cool huh?

jellyamtgif2.gif

See if you can find all available poses when you play AMT. https://ldjam.com/events/ludum-dare/46/amt-alien-medical-technician