Ludum Dare 46April 17–20, 2020

Versatility of NAND-gates

One basicly only needs a series of NAND-gates to construct any other gate.

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The example above shows how to create a AND-Gate from NANDs.

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Next easy example depicts how to create a NOT-gate.

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Using both examples from above one can create an OR-gate.

Check out my last entry on gate delay: https://ldjam.com/events/ludum-dare/46/tyson-lee-keep-it-alive-edition/using-gate-delay-creatively

Come tinker and play at: https://ldjam.com/events/ludum-dare/46/tyson-lee-keep-it-alive-edition

Ask her!

https://ldjam.com/events/ludum-dare/46/hell-yeah

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Ask her!

https://ldjam.com/events/ludum-dare/46/hell-yeah

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Post jam update

Hi,

I have fixed a couple of serious bugs, so we now have a real game loop, not broken anymore !

  • bigger areas detection
  • less loud alarm sound (yeah sorry for this)
  • fixed bad camera switch
  • more balanced difficulty
  • player movement a bit better
  • fixed baby position bug and escape rate
  • fixed customers queue and spawn rate
  • added area indication on floor
  • added help popup for the baby
  • possible to not loose :D (Yeah with the first version you was unable to win because I never added score points, only removed points, oups :face_palm: )

https://nutr1z.itch.io/ld46 take the post_jam version

Also got a bit fun while debugging the baby

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Tumbleweed - Great news !

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News

  • We are reaching 250 rates !
  • We've been one of the most popular game on itch.io for some time !
  • GameCurator and AlphaBetaGamer wrote articles about the game !
  • Several youtubers have featured the game in their top of the jam !
  • We made a minor update based on your feedbacks to increase time for reading poems on screen

All of this news are very very positive, and combined to your excellent feedbacks it means the world to us ! We are truely honored that Tumbleweed became a successful game for this jam.

Thank you everyone for playing our game, rating it, commenting, and sharing it, we love you <3

Never played ?

Tumbleweed is a poetic and atmospheric adventure game in which you travel through beautiful landscapes.

Play as the Wind and help a Tumbleweed to survive and cross a Sci-Fi Far West!

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Play Tumbleweed here: https://ldjam.com/events/ludum-dare/46/tumbleweed

Adrestia: Async Multiplayer Update

Adrestia is my entry for this year's Ludum Dare. It is basically an RPG battle simulator.

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It took longer than what I wanted, but you can now

  • create your own waves and share them

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  • load other people's creations!

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I'll write a post-mortem for my game soon enough, but the gist of it is: my game is barely a game as it is, but with more time and different mechanics and a clearer UI, I can totally see it becoming a wonderful game. In some sense, I want to open source this an use it as a basis for my next LD jam entry.

Anyways, here's the game

Wow, my game PULSE is on the front page!

FrontPage.PNG Front page of compo, but still... Only needs 7 more ratings now, to be counted. Hopefully it will get there, give it a rating and help it out https://ldjam.com/events/ludum-dare/46/pulse-1

Try out Hisen's Heroes

Let's keep Hisen alive.

Play as Lily, Guyran, Sarah and Roger in this short RPG.

I started working on a post-jam version, but it won't be finished for a long time...

Game Page

Please, play, rate and comment... :expressionless:

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50 ratings!!!

Thank you so much, we're all super pleased to see that you all are (for the most part) enjoying Constance! Peace.

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We Need 3.5 more Ratings!

I'm playing more games now (haven't had time since the jam ended), but if you could play and rate our game we'd really appreciate it! :) https://ldjam.com/events/ludum-dare/46/burnt-out

Defend the Loot! - Try it out if you haven't already.

If you're looking for a game to rate why not try out my compo entry, "Defend the Loot!"

The objective of the game is to defend the loot chest from waves of enemies. Before the next wave, you have a minute to build up your base. The game has 10 levels which consist of 10 waves.

As of now all bugs and crashes have been fixed, so now's the best time to play it! I might also make a post-compo version which takes in some of the sugestions given.

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I need games to rate!

I know that not everyone has time to rate games so they aren't getting many ratings in return, but as a student I have almost infinite time and want to help some people out :D

Feel free to leave your game (or someone else's game that you think needs more attention) and I'll play & leave valuable feedback!

And if you are one of those people with a lot of time, I'd really appreciate it if you tried mine! https://ldjam.com/events/ludum-dare/46/your-pet-alien player.png alien.png

Time wasted?

I've made two games for this LD!

Well actually the first one is not a finished game, just a prototype. I was thinking about "Getting Over It with Bennett Foddy" and eggs... Just one single egg made of 6 unity spheres:

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Can you spot the spheres?

This egg supposed to be controlled via keyboard (or mouse) and the goal is to climb a mountain and reach the nest! But then I thought that this is more appropriate game for 'Fragile' theme, not 'Keep It Alive'.

And Fragile was only #9 in the voting results:

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While I do see some really cool games with eggs in LD46. I was just not sure about this idea and the theme fit. And it was boring to work on :(

So I came up with a saving-the-fish walking simulator which was really fun to implement.

Inventory systems and working with the terrain is always fun!

ld46 until we freeze

I lost a day but I got more fun during the other two and this is more important. So I do not think the time was wasted. The egg was.

Submission Page for the 2nd game.

`How to Air` will have a successor called `Kosmonauta`

Hi all.

Our full game based on How to Air is in the works now. We just launched Patreon site for it too, so if you want to support us, please do :)

https://www.patreon.com/kosmonauta_game

Teaser graphics:

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Our LD Entry: https://ldjam.com/events/ludum-dare/46/how-to-air

good morning at all

thanks a lot for taking the time to play and rate our game. At the moment we are working on the post jam version after our normal job. I hope we can make it before the rating time expires.

https://ldjam.com/events/ludum-dare/46/cthulhu-the-cult-must-survive

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Good Cheesy morning everyone! Enjoy your day and play some games!

Mr. Cheesy now with an HTML version: https://ldjam.com/events/ludum-dare/46/mr-cheesy

Watch the development of Mr. Cheesy as I am planning to make another video with post Jam updates! See you there!💖

https://youtu.be/z1a3K_ozaPw

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VITAL 2020: Medical Clicker (HTML5 and Windows)

Gif04.gif - Full playthrough is 3 minutes or less. Multiple endings. - Best played in Fullscreen. - Windows and HTML Browser Supported. - Those who rate and comment will get their username in the credits as a “Test Subject” as a thank you. https://ldjam.com/events/ludum-dare/46/vital-2020

Fifteen Minutes of Flame!

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I'm loving all the games I've played so far (up to about 50), If you haven't played my game 'Fifteen Minutes of Flame' yet, please give it a look and tell me what you think! :)

https://ldjam.com/events/ludum-dare/46/fifteen-minutes-of-flame

You can play it on your browser via itch.io

Let's Talk About Story

Hi everyone, I'm the voice behind the second-most rated game in this Ludum Dare - Lick Clicker.

I'm also the writer, and I want to share how we came up with the story and what's behind it.

I joined the team right after Fiction and Inka decided to try their hand at a Clicker game. They had never done this before, and they had no idea, and once we talked about it it became clear that we'd need some kind of story to keep the genre fresh.

Me, I like replayability and finding out things, so it was clear it had to be a branching story. The Lich-theme was already a given, and I felt right at home with it.

I jotted down some random keywords and assigned them to a branching story path which remained the same until the very end.

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We already had the different stages in mind. Originally, we intended to have different mechanics for the different types of buildings, but this only made it into the game for the Soulcleanser / Soultrap after the second decision. The Soulcleanser will provide bonus points when finishing off a soul, while the Soultrap slows down the time between the souls jump around the screen significantly.

The temples do look significantly differently from each other, though, and sadly the different ritual stones never made it into the game, but the rest of the story remained the same.

I started with the end conditions. Here's my second favourite one: 2020-04-30 10em31/em24-Lich Clicker by Fictions - Opera.png

Who doesn't want to become a cruel, undead god? I know I do, and I loved voicing that line perhaps slightly too much.

After writing the endings, it was just a matter of writing a short dialogue for every other instance. They're all unique, even if they're kept a bit vague. There are five different storylines to follow, and they should emerge slowly, becoming more and more clear what is going on.

According to some of the comments we received, not everyone understood these. But I guess that's fine - you can't write for everyone.

Saturday was spent writing and fleshing out the plots, Sunday I spent four hours of recording all the lines, and on Monday morning, 48 hours after we started, we called it quits.

The incredibly positive reaction to the game encourages us to consider putting a bit more work into it and then putting it up on the appstore - so if we ever get rich and famous, it's all thanks to you guys.

Tell us, what is your favourite ending, and why is it the one with the singing? ;)

Play my game and I promise to rate you!

I just did a big update (1.2), I've added and improved a lot of things.

As promised, I focused on all the feedback they had given me and spent hours improving it.

I hope those who have not already enjoyed it, and those who have already played it, are waiting to play the new mode!

:fire: :fire: :fire: :fire: :fire:

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

Play Revenge of the Woods in your browser!

Play here! https://ldjam.com/events/ludum-dare/46/revenge-of-the-woods

You play as the Forest Spirit, who is desperately trying to avenge the forest. The forest has been burnt by the fires of Mount Feru under the command of the Mountain Spirit. Only one tree stands. It is the Master Tree, and it holds the Heart of the Forest. However, the Heart will not be safe here.

  • Expand your forest!
  • Slaughter the hoards of Lava Monsters!
  • Keep the heart alive!

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Fixed the 2 main problems on my LD46 game.

I have fixed the 2 biggest problems. Simple changes so I’m sure they enter into “small fixes”, and they’re legal and legit :p They make a big difference tho: I added more dialogues so it’s less repetitive, and shortened the timer from 5:00 to 2:40. I’m sure it comes a long way. ;) As previous player feedback have noted.

This after 70+ ratings tho u.u I was slow right there…

My game: https://ldjam.com/events/ludum-dare/46/2-souls-together

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Eddie Vedder needs you now more than ever!

Hey guys! Eddie Vedder is drunk and is up to you to save his and Pearl Jam's honor, all with the power of your voice. Play and rate my game "Keep It Alive" and I promise to rate you back.

You can check PromoTheDog having a go at it at the 28:15 mark https://www.twitch.tv/videos/605268853

Game here https://ldjam.com/events/ludum-dare/46/keep-it-alive-1 31cad.gif

9 minute time-lapse creating our LD game with a team of 12!

https://www.youtube.com/watch?v=EHZhPKPGbi0&t=0s

We absolutely loved creating Angst, so we hope you enjoy seeing how it was created in the form of a timelapse! If only it was as easy to get everything done as it is to sit and watch this! We really want to share our development process as we have been asked lots of questions from fellow jammers about our team size and how we coordinated. Everyone loves a cheeky behind the scenes time-lapse too!

We're also going to be writing a blog post about how we coordinated as a large jam team and will be posting on here and socials. Let us know if you'd like to see that!

Thanks so much to everyone for your amazing feedback and support for Angst, we're totally overwhelmed! We are absolutely loving playing everyone elses games too - some brilliant entries out there.

-Sprout-

Wow… what an experience. My friend and I participated in our first ever game jam this year and are very new to unity and blender. We worked most of the weekend on our game ‘Sprout’ where you must protect your plant, the last plant on earth, from evil harvesting robots equipped with a water gun. You can kill the robots by spraying them and water your plant if its damaged to heal it.

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https://ldjam.com/events/ludum-dare/46/$181329

Would love you guys to check it out if your interested!

Margaret's Little Shop of Wonders! (Html5 & Windows)

Hey guys! We just release a new update on our game with some fix.

Join Margaret in her little botanic shop ! Take care of the plants to complete your customer’s special orders. A magical and family friendly adventure awaits !

You can play here > https://ldjam.com/events/ludum-dare/46/margarets-little-shop-of-wonders

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Got Any HTML Games ?

I would Like To play & Rate Your HTML Games.

Link Your Game In the Comment Below :arrow_down: .

Also Try out My Game Keep It Chargerd.

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Enjoy. :thumbsup_tone1:

Play and Rate stream starting in a few hours

Hi there!

No adverts for our game here, sorry.

We will start our first LD Play&Rate-Stream tonight at 7 p.m. (german time) - That is in about five hours. Read the rules and submit your game here: https://forms.gle/nBGxuqWYJiueNZMT8

See you later :)

The Keep... It's ALIVE!

You've just awoken from a 1000 year slumber. Your stomach is really empty, and is craving human flesh..... Luckily for you there are tourists aplenty standing right by your portcullis. Oh did I mention, you are a keep?

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Yes it is as ridiculous as it sounds and looks! Stop them from escaping by using your gigantic stone fists, and throw or drop them into your mouth. Eat them all for a high score.

Give it a play on browser today!

https://ldjam.com/events/ludum-dare/46/the-keep-its-alive

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From Zero to Hero #2

Greetings to all!

So while browsing games to rate have you ever noticed the zero option?

The Zero Category

A present icon? It’s as if even the person who added it to the menu wasn’t paying much attention. But anyway, it’s for games that have received “zero” or very few ratings. Of course this doesn’t necessarily mean that it’s full of just bad games, some people can get unlucky or forget to rate people on the first day and get buried as a consequence.

So I planned to start this as a blog series during LD 43. Unfortunately I recall having a lot work pile up, and wasn't really able to continue it. So I figured, hey, why not continue this for later jams? So here we are once again, to take a look at another hidden geme (get it? gem + game). This one's called Pheonix Egg.

Phoenix Egg

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Not the Phoenix Egg, not some Phoenix's Egg, just Phoenix Egg. The game is available to play here: https://ldjam.com/events/ludum-dare/46/phoenix-egg

Being a compo-entry, it's a solo submission. Most of zanyg's previous submissions are also of a similar style: small pixel characters in a big world, it's almost like a metaphor.

In Phoenix Egg, you control a character simply known as "the alchemist", a shady guy who isn't afraid of knocking people out cold just to grab a few regeants for his latest concoction. He controls with WASD, has an affinity for wall-jumping (essential skill in the profession) and has the rare talent of being able to juggle objects with his sword.

TheAlchemist.png (Does this look like the face of mercy to you?)

The objective is simple, grab the egg and exit out the door. Or so you would think. This game is not easy, in the slightest. To be frank this is a combination of both deliberate choices, as well as shortcomings in design. But I think it makes for a very unique experience, you probably could only see in a compo/jam environment.

The Phoenix Egg emits a heat, so direct contact is out of the question. The alchemist needs to use his sword to juggle the egg around. The egg is also fragile, but quite resilient for the average egg, being able to take up to 4 hits (on the floor, per level) before breaking. Not to mention the guards, who also juggle their own eggs (to throw you off?) and have more powerful swords. As for reaching the door, the alchemist and the egg need to reach the exit, the level (there are about 5) won't end until both of them are at the door. This is what I consider to be the "intentional" difficulty.

Moving on to the "bug or feature?" category, let's talk about scale. The alchemist is really tiny, and so is everyone else. The alchemist is really fast and bouncy and so is everyone else. You'll have to knock-out neutral NPC's with your sword to even see yourself. You can't do this for the guards though I'm afraid! Guards can only be knocked back, they ~~die~~ despawn when their decoy eggs crack. It would have been nice if there were particles or maybe something like an arrow over the player, because it can get really hard to track the alchemist at times. There's an effect when the player dies (upon the egg cracking), but it's so small you barely notice it. It doesn't even make a sound. At this point you might be thinking that you have to start all over, but in fact there is a button to restart the level. The Help button, and this isn't stated in-game.

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All this being said, it's not impossible. I myself was able to get to level 3. While there's only one track, upto where I played anyway, it's pretty catchy. The levels are small but nicely designed, often leading to a lot of chaos as you wrestle guards through tight corners. As I alluded to above, wall jumping isn't some gimmicky trick, it is vital to kiting enemies or maneuvering to catch up to the egg in certain levels. It's outright impressive how much this game is able to accomplish, with so little.

So I’d recommend checking out "Phoenix Egg" to all of you who’ve noticed this post and giving it a rating. Thank you for your attention and have a great day (^_^)

I found this, and it made my day!

It's the Unofficial Ludum Dare Theme Song, made all the way back in 2014!

https://www.youtube.com/watch?v=5vxYUr9e-GY

Check out Paper Holes

I am planning on releasing this game on mobile and I would love to hear your feedback before releasing it 2cf34.png

Game link : https://ldjam.com/events/ludum-dare/46/paper-holes

Thanks in advance :D

Full release coming soon!

Wisp is hopefully coming to itch.io as a full free game, with alot of polish and new features! Any feedback on its current state would be amazing!

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George J Symons : Mac and Linux builds

Hi all ! For Linux and Mac users, I've uploaded the latest builds on itch.io, feel free to grab one :penguin: :apple: https://ldjam.com/events/ludum-dare/46/george-j-symons-meteorologist

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Soaring v1.4 is out! (LD46 post-jam)

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You people gave us a lot of feedback regarding Soaring's difficulty, mainly due to the time limit, so here's a new, post-jam version of the game with new difficulty settings included!

Practice: No time limit, if you want to dive around, get more familiar with the movement or try and locate that one last crystal you couldn't find.

Easy: Time Watches give twice more time (20 seconds) and Wind Gusts don't disappear when you take them.

The original, Hard difficulty setting is the default and stays untouched. You have to figure out an optimal path around the islands and dive at the right times!

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

Streaming your games!

I finally repaired my pc so I'm once again playing your games! Come and say hi :)

https://twitch.tv/thevinter

How do you gain karma?

I'm not quite sure what you have to do to gain karma. My impression was that you rate and comment on projects with quality feedback to gain karma. I have been doing that and trying my best to leave good feedback, but my karma has not risen in quite a while which is confusing me. My entry is still needing ratings and with my karma not going up, its not not getting near the top of the list! If anyone can help me out, that would be great!

You are amazing for all of the great feedback I got since the Launch!

I would like to invite you to the official Mr. Cheesy Facebook page dedicated to this game! I developed Mr. Cheesy as a solo project for the Ludum Dare 46 Game Jam and the amazing amount of feedback I got since then is just mind-blowing!:scream:

Thank you very much for all of your amazing support! :blue_heart: https://www.facebook.com/mrcheesy

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Game Page: https://ldjam.com/events/ludum-dare/46/mr-cheesy

Post Compo fixes

I can't remember if I shared. I added / fixed some of the major things mentioned.

Game

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

Video - Apologies for sound quality / leg, I have no idea what I'm doing.

https://www.youtube.com/watch?v=veXFOIi3CL0

Autoexec - Postmortem

Here is my compo entry, Autoexec. The basic idea is a shmup game with a level-up system, but where you have to decide all the upgrades you'll get before starting.

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The idea was inspired by Dungeons of Dredmor, a roguelike in which you choose several classes from a long list before you start. There are still some decisions to make when you level up, but most of your decisions happen at character creation. Dredmor also has a "no time to grind" mode, which makes the dungeon smaller and the level-ups happen thick and fast. So it ends up being a game of coming up with a plan, designing a character around that plan, testing it out in the dungeon, and refining it based on what did or did not work. I loved the idea of a game that distills that idea down as much as possible, by having all the skill choices made before the game, and then a very short gameplay sequence where you test out your choices. In this LD, a shmup seemed compatible with the theme, and I realised I could have a go at this idea, in the context of a shmup instead of a roguelike.

Challenges faced

Making a scrolling shmup. This turned out to be not too hard. Most of the coding was straightforward. The one thing that turned out a little interesting is the puzzle of how to make guns that fire faster than the game's frame rate. My solution was basically that the weapons have to work out, every frame, how many bullets they should have fired since the last frame, and then work backwards to figure out where to put them. It worked out fine, although, due to the rush, I ended up re-implementing some parts separately for each weapon. For this and other rush-induced reasons, the code is pretty high in technical debt.

Making a game with so much content. To make a satisfying shmup, the game would need multiple enemies, and to make the level-up system work, it would need a lot of skill options. So this idea ended up needing a lot of content. There are 5 basic enemies, 1 boss, 5 waves, parallax background layers, 16 skills, a skill selection menu, icons for all the skills, sound effects and music. So there was not just a lot of coding to do but also a lot of graphics and sound content. I did worse than usual in terms of sleep. I saved a little time by letting some skills share sound effects. In my initial brainstorm, I had a list of 14 skills, but I ended up adding, removing and redesigning skills based on whatever would be fastest to code up. Somehow I ended up with 16. I didn't get to give the music as much care as I would like, although it turned out OK.

Playtesting/balancing. I ended up not spending nearly enough time on playtesting and balancing. If I had, I would have made the earlier waves harder and probably shorter too, and tuned the XP cost per level-up. As it is, the early part of the game is a bit slow/boring, and it's too easy to get the first couple of level-ups. It gets better later in the game. (The boss ends up being the best part. If I make another shmup it might be all-bosses, a la Warning Forever.) I would also have made enemy bullets bigger. These are all the kinds of details that are important, but hard to get right when everything is such a rush.

All in all, I think it worked out alright. I'm satisfied that the basic idea is a good one, and I think the game turned out reasonably fun, despite some balance issues.

v0.0.9 - Minor bugfixes for Keep chicks alive!

Hey, guys!

Ludum Dare rules allow us to update the game only if we have annoying bugs to fix so I recently updated my entry:

Keep chicks alive!

Here is a short list of what I have optimized thanks to your kind feedback's. There is not very much. Just a few bug fixes as listed below.

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If a falling platform is on the floor it no longer shakes on collision with player - as reported by @fryer 👍

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When I make a game for keyboard controls I like to make it different layout compatible so that it covers a larger amount of players.

I barely forgot to add the A key as left control for QWERTY players, so here it is. Sorry, folks! I'm just an AZERTY guy..

Big thanks to @Wheffle for reporting this issue! ✨

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I added a light background below the Timer object to enhance text visibility in some cases (mostly when it overlaps a dark background) - as suggested by these two kind folks: @daniel-moreno, and @lt-farfetchd ✌

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In level 4, it is possible to reach the end without carrying the chick - as reported by Nikita Demidov ☝

If you do so, the chick will teleport next to you right before the level ends. It doesn't broke the game hopefully. I honestly forgot to check a couple of restrictions in this level. Since it doesn't break the game I decided to leave this bug as it is.

If you want to have fun, try it, ha ha. 😆

Thank you so much to everyone who played the game! If you haven't yet, you can play it here:

Keep chicks alive!

Oh, and if you have just 2 minutes.. Please, consider rating it on thegame page. It helps a lot! If you also submitted a game and want me to play/rate it, then just send me the URL in comments.

That's all for today. Thank you for your time, folks. 💕

Stay safe, Antoine 🐼

A game about keeping Jesus alive!

God Save The Christ!

31af4.gif A game where you play as God and protect your son from the dangers of Jerusalem!

Play it here!: https://ldjam.com/events/ludum-dare/46/god-save-the-christ

My First Ludum Dare Part 3 - Trials and Tribulations

As I am sure many other developers did, we ran into more than our fair share of bugs along the way while developing Cacophony. Some of which turned out to be straight forward fixes that were right under my nose, others which were a bit more elusive.

Let’s take a look at a few of the notable ones.

Walls that aren’t walls

In my previous post I wrote about how the map generation works for our game.

Long story short: We fill a square with walls, remove walls in rectangles to make rooms, remove walls to make hallways between these rooms. This is from my understanding a tried and true methodology for procedural generation of dungeons in roguelike games.

This is where A LOT of my programming time during Ludum Dare was spent and this bug in particular cause me a large quantity of grief.

Here’s what went down:

In our game, we have side and corner tiles for the wall to make the dungeon rooms look more natural and appealing. This is a feature we wrote from scratch on top of the generation provided by more text-based tutorials.

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This alone was just some simple math, if we know the coordinates of the 4 corners of the room its easy enough to figure out where these tiles should go.

So while this was working we’d run into issues where when a room was not a corner like seen above, but more like the layout shown below, tiles in the green boxes would still visually appear to be walls but would logically act as floor tiles.

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Maybe some of you can already see where this bug is going, but I could not. I looked through the code and everywhere when we set the logical tile to a floor tile we updated the visual tile so what was going on?

I debugged this for hours upon hours on Saturday morning with no luck, it had gotten to the point Sunday night I was content shipping it this way and just saying there are some visual errors in the game.

Then, in a passing sentence one of my co-developers Scott said something along the lines of “It looks like it’s just placing the walls on top of the hallways” and as soon as I heard that everything in my brain clicked into place.

What was happening was a problem with the order in which operations were happening. The hallways were getting created, which updated our logical tileset but afterward the visual corners and edge walls were being added. When the visual edges and corners are added, we weren’t changing the logical tiles because in my mind they were already walls we were just updating the visual cues.

A bug that had my pulling my hair out and accepting defeat, solved in seconds by Scott’s passing thought.

Classic.

Prefabs updating out of the game

This is probably one of the weirdest bugs I have ever seen in Unity, and this will serve as an example of why you should listen when people say there is a proper way to do things.

When maps are generated we also spawn a couple of NPCs in the dungeon. Namely, two shopkeepers one for gear, and one for food. Naturally, when we spawn these NPCs because our entire map is randomly generated we will have to place them in their respective rooms.

This should be a very simple operation but it wasn’t working both NPCs were being spawned at 0,0 and never moving.

So, a few Debug.Log statements later and we can clearly see the function responsible for moving them being called, and we can even see that the debug log is printing the position where they are supposed to be as their current position. Cue the confusion.

What was actually happening was that all of this code was accessing the prefab file stored in the editor, and not the active game object we had just instantiated using that prefab. Weird right?

The issue turned out to be how we were accessing the prefab we wanted to spawn.

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What had tipped me off that this may be a problem was actually a random message directed to somebody else in the Unity discord. What did that message say? “There is no reason to ever use Resources.Load” and from there, I knew that even if it didn’t solve my problem it couldn’t hurt to remove this line of code and access the prefab in a safer way.

And like magic this actually solved our problem. What originally had confused me more than almost any other bug I had seen previously was as accessing prefabs the same way I did in every other script.

Programming, am I right? I suppose a lack of sleep and mounting stress will make you write bad code.

Our biggest challenge

More so than any of the bugs we encountered and map generation in totality by far the biggest challenge we faced during Ludum Dare was attempting an implementation of A* path-finding.

This was a daunting task but one that would have to be overcome in order for us to have a functional roguelike game, there’s not much challenge in a bunch of enemies that stand still is there?

The last time I had thought about A* was in my last college semester Algorithms class and even then I had a very hard time wrapping my head around it.

So without much planning or research I dove right in at a naive implementation of my own making which failed miserably. After a few hours were wasted on this effort Scott did some research on A* and prepared a presentation to explain the algorithm to me.

The details are hazy on me still so please do not take this as an A* guide there are much better resources out there but my understanding is essentially A* checks the possible moves it could make from its current position, then rates them based on their distance from the objective. From here it consistently makes the best decision currently available to it then moving in that direction.

From here, Scott, Ryan our artist, and myself got in discord and began to pair program our way to success with the guidance of Scott’s research and presentation.

Ultimately, this was a process that took us until almost 5am on Saturday night (Sunday morning?) but what was important that we succeeded and the game would not die by a lack of path-finding.

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Cacophony: The Ballad of the Celestial Goblin-King is a procedurally-generated roguelike dungeon crawler created in 72 hours for Ludum Dare.

The first update to Cacophony will be released May 12th.

You can try the game in your browser here.

Multiplexer

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Multiplexer can be used to switch different inpunt-signals to the output.

Check out my last entry on NAND-gates: https://ldjam.com/events/ludum-dare/46/tyson-lee-keep-it-alive-edition/versatility-of-nand-gates

Come tinker and play at: https://ldjam.com/events/ludum-dare/46/tyson-lee-keep-it-alive-edition

Looking for Pixel Art Games to Rate

YOOOOO!

I'm currently looking for pixel art games to play and rate. Do send me! :smile:

While you are at it you can have a look at GENKI: https://ldjam.com/events/ludum-dare/46/genki

HIVE

Anyone who hasn't played it yet, I'd love to hear your feedback on our game. While I khnow it's difficult, I have seen multiple people finish the game. :smile:

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Thank You And Short Gameplay Trailer

Hey jammers and gamers, Thank you for playing and rating my LD46 entry "The Harmless Prison Escape"! This was my first Ludum Dare and I have to say, I really liked it alot. I will try contributing in the next Ludum Dares.

Also, I already got more then enough votes to get a rating and I wanted to thank you for that. It feels great that I got a lot of feedback on my game. I never expected the amount of reactions and feedback before contributing to this game jam!

Today I made a short gameplay trailer of my entry (I didn't have one yet) and I wanted to share it with you: https://www.youtube.com/watch?v=xYFGG7CzzPI

If you would like to play the game, you can click on the following URL: https://ldjam.com/events/ludum-dare/46/the-harmless-prison-escape

Have a nice day!

Mick

I will PLAY and RATE your game! Just rate mine!

Hey!

I will play, rate and write a comment your game, if you play and then rate mine.

  • ❗ Your game must be playable ONLINE (itch.io,...) or downloadable on Mac OSX.
  • ❗ You have to rate and comment my game and end the comment with "at character" @ so I know that you are the one, who came there from this post.

MY GAME: https://ldjam.com/events/ludum-dare/46/save-the-fox

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Looking for Pixel Art Games to Rate!

YOOO!!!

I'm looking for pixel art games to play and rate because PIXEL ART MAKES ME GO YESSS!!! :laughing:

Feel free to send me yours! I'll happily play and rate them! :smile:

In the meantime, you can try beating the highscore in GENKI : https://ldjam.com/events/ludum-dare/46/genki

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Have you already tried out our game? :)

This LD, we made this game called: Save The Fox (The controls are bugging somethimes tho) https://ldjam.com/events/ludum-dare/46/save-the-fox! Snímek obrazovky 2020-04-25 v 11.59.36.png

Inanis v1.1!

Thank you so much for the feedback! I made some improvements to the game based on your opinions so I hope you have a better time playing this game!

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

Vestige Post-Jam Update #2

Made some tweaks to the movement to make the player feel squishier and stretchier. Also gave him more friction and snappier jumps since people commented about him sliding too much.

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Oh, and we designed his weapon to no longer be a big rectangle but to be the sword it was originally intended to be. Most of the original art we made as placeholders but decided we liked the minimalist look so we're keeping it that way. This sword is one of the few placeholders that we felt needed to be changed.

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We hope you enjoy the changes! As before, none of this will be added until the jam is over!

Play My LD46 Entry, Penguin Panic!

You're a vegan penguin named Todd trying to protect the life of an innocent fish from all the other evil penguins trying to eat him!

Here's some snippets of gameplay and a link to the full trailer PP GIF 1.gif PP GIF 2.gif

Trailer: https://twitter.com/ToasterTot/status/1252426645551460354

We are still working on it

Here is a appetizer:

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You can already devour some meatball here, if you got the stomach that is: https://ldjam.com/events/ludum-dare/46/meatball-vs-gymzilla

Posted dev log

Ok the development video is done you can check it out here: https://youtu.be/w10lazUYh-M and you can rate the game here: https://ldjam.com/events/ludum-dare/46/living-fire

Have you already tried out our game? :)

This LD, we made this game called: Save The Fox (The controls are bugging somethimes tho) https://ldjam.com/events/ludum-dare/46/save-the-fox!

Snímek obrazovky 2020-04-25 v 11.59.36.png

I will PLAY and RATE YOUR game! Just rate mine

Hey!

I will play, rate and write a comment your game, if you play and then rate mine.

  • ❗ Your game must be playable ONLINE (itch.io,...) or downloadable on Mac OSX.
  • ❗ You have to rate and comment my game and end the comment with "at character" @ so I know that you are the one, who came there from this post.

MY GAME: https://ldjam.com/events/ludum-dare/46/save-the-fox

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Curious Question

Who is thinking or planning on developing their game more after the play + rate is over?

So many gnomes... they're mocking you!

Why not play our silly little game and obliterate these fowl creatures.

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See what I did there?

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Check out For Ducks' Sake!

A cute little retro 8 way endless shooter.

https://ldjam.com/events/ludum-dare/46/for-ducks-sake

R.A.Y. update

I am very grateful for the feedback received.

I made some bug fixes and small improvements

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https://ldjam.com/events/ludum-dare/46/r-a-y-rechargeable-assistant-yellow-version

Experimenting on my experiment

I have just been experimenting with some weird terrain generation. Sometimes, blocks stick out of the ground.

What is one them? How did they form? What is inside?

We will never know!

Play the game (without this terrain gen structures) Here

What do you think?

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Try out our game Home Alone Party!

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In home alone party guests can dance to the original songs made for the jam by Danilo, a member of our team.

Try it out, and dont forget to leave your rating.

Keep the party alive!

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Here is the link to the jam post.

Making a full game

Thank you everyone for your valuable feedback on platformEGG, as your feedback helped me to take a decision to make a full game!

Flare - try our coop puzzle game!

We're a husband and wife team making games together to play together. This was our third jam together and the best game yet!

Please play Flare and let us know what you think! It's easier to play with a friend (local coop) but can be played alone - it just messes with your head a bit.

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WebGL build only works for Windows (sometimes) but we also have a Windows and a Mac build.

Squid Jumps

Do you like jumping on bouncy things, like octopi? Then you'll enjoy this one.

Be sure not to fall in the water, as you'll need to keep the Olympic flame alive.

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Find out what else will make you bounce sky high.

https://ldjam.com/events/ludum-dare/46/olympus-rise-greek-it-alive

Can You Collect The Relics?

Please try our first family made game. We will play and comment on everyone's game who does the same for us. Thank you for such a great community, and all the great feedback. LD pic.jpg

"Bearly Alive" is finally done!

Unfortunately, I didn't make the game in time for the jam. I didn't do much after the deadline, but I finally finished my first 2d-platformer game!

Play it here: https://jrcarroll.itch.io/bearly-alive!

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`How to Air` will have a successor called `Kosmonauta`

Hi all.

Our full game based on How to Air is in the works now. We just launched Patreon site for it too, so if you want to support us, please do :)

https://www.patreon.com/kosmonauta_game

Teaser graphics:

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Our LD Entry: https://ldjam.com/events/ludum-dare/46/how-to-air

Art of Mount Ookie

Hi Everyone,

Our game Mount Ookie is about a young hero, helping a giant beast on its journey, by removing life sucking wasps from its body, and using them to feed it and remove obstacles from its way.

We wanted to share the art progress, from where we drew our inspirations, and how we made our creative decisions along the way.

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The Art Style -

From the start, we knew we wanted to go with pixel art. Our art team consists of two people - Yakier Bunker, who worked mainly on the wasps, the hero character, and the animations, and Stav Goldstein, who worked mainly on the Ookie.

We chose pixel art because we both really love and enjoy it, have a lot of experience with it, and think it is a great style to use in a short jam. The reason is mainly because pixel art is in its nature a minimalistic style, which allows us to produce many diverse art assets in a relatively short time. It also requires simple animations with a low frame rate, and it allows a very smooth integration when different hands are working on the game, making the art style seem more consistent and cohesive.

The Ookie -

In the game, the giant creature is the level itself, and so it seemed natural to us that the beast would be some kind of ancient elemental creature, some kind of moving mountain. The creature also had to be relatable, because we wanted a feeling of a relationship between the hero and the beast.

So, when we started to think about the character design, the first game that came to our mind, as many of you have pointed out, was "Shadow of the Colossus", a game about a young hero, battling huge beings called colossi. So we collected a few screenshots from the game, relying on the colossi for the creature's face and build.

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Our first draft of the level looked something like this:

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And then it became something like this:

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We wanted the creature to consist of many different platforms in different heights, which will force the player to jump from platform to platform, making the game feel more dynamic.

We struggled a lot with how the inner platforms should look. We wanted them to look like natural parts of the creature's body - like its legs, or shoulders, but it was complicated because, as a result of the game's mechanics, the platforms weren't supposed to move.

So we made a sketch where the platforms are static islands and mushrooms that grow on the creature's body, making him look more like a moving mountain, rather than a giant creature, but it looked good, and we were happy with it.

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Later we had to add some platforms at the bottom of the creature, so that the players could jump nack up if they fell to the ground -

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Ookie's Face -

The creature's face was especially difficult, because we wanted it to looked ancient and mythical, but still relatable. We made many drafts, and eventually came up with this sketch:

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We liked it because it was relatable and kinda cute, and eventually became this:

face-ookie.png

As you can see, it is heavily inspired from "Shadow of the Colossus", especially the mask-like design, the thick eyebrows that also function as a platform and the stoic expression with the glowing, beady eyes.

Materials and Textures

Materials and Textures in pixel art are a huge and exciting world, and it was a great challenge to explore different kinds of styles, and finding the textures that will work together and fit the style of the game. So we collected more references and put it in a Pinterest board, and then experimented with different techniques in order to find the right ones.

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The Hero

Our main goal when designing the hero was to compliment the Ookie. We decided to keep the hero relatively small on screen, while still making their proportion human, as far as size let us. By doing so we hoped to emphasize just how massive is the Ookie.

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Only 20 pixels tall, we tried to dress the hero in a way that would further tell the story - we imagined a tribal person of a mishmash culture who is attuned to the magnificent walking mountain. We chose bright red as the main color so the hero would be clearly visible whether on the background of the Ookie or the panorama around it.

When we approached the animation we took into consideration their small size and the general time constraints, we tried to produce a strong silhouette for each drawing while keeping the number of drawings low.

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The Wasps

The wasps went through a few iterations as we explored their shape, size and color. Similar to the hero, The wasps needed to easily pop out throughout the game.

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Their flight cycle animation is quite simple yet effective: it is composed of 3 drawings, wings up, wings down and a frame with smeared wings that connects them and creates the illusion of fast motion.

However, the wasps slow down when they prepare to land so we made the digging in animation relatively rich. At 6 drawings, it's the most numerous frame by frame animation in the game and it makes the transition between the two main states (“flight” and “dug down”) smooth.

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Thank you all for reading, hope you enjoyed this post. Play Mount Ookie and leave a comment to let us know what you think :)

Horny Rhino

Hi all!

In our game, we have a replay value with the highscore! Here is the highest score we know made by a friend (Cypress) which is 77098. Could you beat him?

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Here are some hints about our score mecanics. - Score given decrease with time after the poachers appeared, the quicker you shoot, the more you have. - Head Shot give extra point, don't miss the head. - Overall score is multiplicated when Rhinos arrived at 100% love progression, just a short time after gold heart which is 90 and means victory - Love progression increased faster with heart gold flirting rhinos.It take the lowest of the 2 Rhinos. - Gold very fast, pink fast, red normal, grey nothing, blue decrease. Keap them gold to get bonus earlier. - Shooting love ammo to Rhinos'ass increase their flirting value by 2 ranks.

Don't forget to change mouse speed in option if needed for better aiming. ;)

Here is our game : https://ldjam.com/events/ludum-dare/46/horny-rhino

We would like to play your games! :D

Hello everyone, Our team would be playing the games you sent to us, we are going to do a compilation of the best games we played and show it in our social networks!!!

https://forms.gle/7XN3wQXE6wqs2QadA

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Hey all you lovely people, most critical but fair LD-Jammer is back!

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 LD46. So join in lets chat and have fun playing some games for some hours! https://www.twitch.tv/jacksendary

DO NOT COMMENT YOUR GAME HERE! Use !submit [link to your LD-Game] in the chat on twitch

Playing, Rating and giving Feedback on your LD games!

Lovely to see some of you hanging out on stream on Tuesday. Come and !submit your game to the stream, chill and chat with us while we play games! We'll be live any moment now at this link:

https://youtube.com/TheGreatBerate/live

Try out Hisen's Heroes

Let's keep Hisen alive.

Play as Lily, Guyran, Sarah and Roger in this short RPG.

I'm working on a post-jam version, but it won't be finished for a long, long time...

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Game Page

Please, play, rate and comment... :expressionless:

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I Want To Play Your Game!

Comment A Link To your Game And I'll Play It

Just Comment your game's Link and i'll Play, Rate it, and maybe Write a comment. I want to try Playing them all.

If it's ok from you, Please consider Play and Rate my Game "Message" too. it will help me alot.

played almost 100 games till now lol.

Mac and Linux builds added!

My game just got mac and linux builds added. It would mean a lot if someone could test if these builds work as I don't have a device running either of these systems.

Link to the entry: https://ldjam.com/events/ludum-dare/46/have-mercy

Bug fixes

There were many reports on invunerability bug. So I fixed this (as my tests show at least): https://ldjam.com/events/ludum-dare/46/soulectron

Save the Bird! - The Techy Stuff

So I may have accidentally spent the ten days since the jam ended doing nothing but playing Civilization... oops. I'd better get reviewing!

In the meantime, though, I'd like to do my usual rundown of some of the tricks and techniques that went into making my entry, Save the Bird!. If you haven't played it yet, please do so!

The Gameplay

I felt like my LD44 and LD45 entries were too similar, so this time round I went for something totally different to my usual fare: a brightly-coloured side-scrolling shoot-em-up. Not only do you have to make sure you don't get hit, but you also have to make sure your precious bird doesn't get hit, adding a level of complexity (and difficulty) to what would otherwise be a straightforward shmup.

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I put a lot of thought into the bird mechanic. To make sure you're not just guarding a static spot on the screen, the bird drifts randomly around the play area. To give you some control over its movement, you can have your drone play a bird call over its speakers, attracting the bird to you. To enforce the use of that mechanic, and prevent you from camping in the corner of the screen, I added skyscrapers that can't be destroyed with bullets - you have to guide the bird over them.

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There's a nice variety of enemies, too. Eagles swoop in diagonally at high speed. Enemy drones, your former comrades, zoom in and fire a bullet at your location, forcing you to dodge. UFOs move down from the top of the screen and try and beam the bird (or yourself) up into them. As the game progresses, enemies spawn more frequently, and harder enemies become more likely to spawn.

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The Intro Cutscene

I've never animated a cutscene this complex before. Or anything this complex before, really. It wasn't actually that much different to the small-scale cutscenes I've done before; it was just a matter of using a frame counter to make sure the right objects did the right things at the right times. I skimped on a couple of minor details, but I'm still proud of the result--

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--especially since I managed to tell a story without a single word of dialogue. That's something I've never done before either.

One subtle little detail is that the other drones all swoop into the scene in unison -- they're following their programming to the pixel -- but your drone is very slightly out of step with them. It wasn't following the rest of the pack even before the bird came along! No, I didn't animate the drones as a single unit just to be lazy, honest!

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The Highscore Board

AsterVoid tracked your high score, but Save the Bird! has a full top-8 leaderboard, something I've never implemented before. Storing the scores (and tricking PICO-8 into letting me have 8-digit scores when its numbers only go up to 32768) was the easy part. The hard part was making sure your score got inserted into the right leaderboard slot -- PICO-8 doesn't support table.insert, and Lua doesn't have built-in table sorting!

My solution was to append your score to the bottom of the leaderboard and then iterate through it from the bottom up, comparing each score to the one beneath it:

``` add(highscores,{ score[1],score[2] })

for i=8,1,-1 do local cur=highscores[i] if score[1]>=cur[1] and score[2]>cur[2] then --move your score up a place for k=1,2 do local lower=cur[k] local higher=score[k] highscores[i][k]=higher highscores[i+1][k]=lower end added=true end end ```

Simple and efficient. added=true then tells the game to display the "New high score!" message on the game over screen.

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I think that's all I have to discuss for now. Let me know if there's anything else about Save the Bird! that you want to hear about! In the meantime, I'd better go leave some reviews...

First time with Pixel Art!

Had a blast making this game for LD46. Experimented with pixel art instead of 3D modeling and I like how it turned out.

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Still need a few more ratings to hit 20 so if anyone wants to play I would really appreciate it! foxHappy.png https://ldjam.com/events/ludum-dare/46/finn-the-fox

I

Lötkolben

A Wayward Postmortem

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Our team The Keyboard Cowboys have been absolutely adoring the feedback that we’ve been getting for our most recent LD entry Wayward. We took a ton of risks with this game, and now that the dust has settled a little bit (and our sleep schedules are almost back on track), we figured now would be a good time to reflect on our highs, lows, and in-betweens throughout the weekend. So, without further ado…

What went well

Proper Scope

Right out the gate, we started off strong by forcing ourselves to limit our scope as much as possible. We learned our lesson with our previous entry where we bit off a bit more than we could chew, and ended up paying for it dearly with a rather unpolished, confusing experience. This time, we wanted to make something that “even our grandmother could play.”

So we landed on a game that you just needed a mouse to play with. Left click to move, right click to interact. Super-duper simple. From an engineering standpoint, there weren’t too many technical hurdles to jump over (although there were some tricky maths here and there). As a result, we were able to dedicate much more time to developing the more critical aspect of the game, the tone and story.

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Making engineering tools accessible for artists

Another aspect of the jam that we focused on was trying to eliminate downtime for anyone. In previous jams, our fantastic artists (@ruddgasm and @ruddiculous) would inevitably run out of assets to create, and would often have to wait around while us engineers frantically tried to squash the last few bugs.

This time, however, we took steps to allow our work to be parallelized. Extra effort was put into creating code snippets that could be modified directly in the inspector for artists to tinker around with when they were done making assets. One such code snippet was a random object generator that allowed us to mass-produce hundreds of trees throughout our scene. By just tweaking a few variables, the artists could generate a plot of trees and scatter them throughout our level without any assistance from the engineers whatsoever.

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With helpful tools like this in place, the artists could put together our main level scene while me and @alphabetasoup cracked away at wrapping up the gameplay. The whole process of putting together the scene took several hours for the artists, so it was incredibly fortunate that they didn’t have to wait for us to finish our dev work before we could even begin to think about putting it together. An extra hour or so making our systems accessible to non-engineers ended up saving us several hours of everyone’s time thanks to the bottlenecks that we were able to eliminate.

No lights!

Despite how it might look, Wayward was actually created using absolutely zero lighting objects! Everything you see is a colored texture with some magical shader effects on them. You can learn more about how we pulled this off by reading this awesome write-up by @ruddgasm.

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This decision was made super early on, as in the past we’ve been burned almost every time when it came to putting together a WebGL build for people to play. In almost every game we’ve developed, the artists have had to compromise what their vision was when we discovered late in development that the lighting effects we used absolutely tanked WebGL performance. So this time, we completely eliminated lights from the equation, and were able to make something that still looks pretty shockingly lit, all things considered!

The Challenges

Getting a bunch of goofballs to be serious

Anyone who’s familiar with the catalog of Keyboard Cowboys games knows that one of our biggest strengths is just how stupidly silly we can get sometimes. To be fair, at first we approached this jam no differently, and our brainstorming sheet was filled with the usual off-the-wall antics that we were used to running with.

…But somewhere along the way, things slowly got more serious. I blame the circumstances of the jam. For a lot of us on the team, this was going to be the last LD that we’d have time to do together for quite some time. The sense of finality was very sobering, and we began to discuss the possibility of making something on the more serious side. Going in, we had absolutely no idea if we were capable of pulling something like that off, but everyone’s enthusiasm about the prospect meant that we were willing to try.

Story-based games are scary!!

Especially in a 72-hour period, writing a story that successfully conveys its ideas and tone to a player that can theoretically do anything they want is ridiculously tough, and none of us on the team had any professional experience writing stories. Looking back, it’s kind of bonkers that we even tried in the first place (but we’re glad we did!).

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With our writing experience (or lack thereof) in mind, we decided to focus on writing snippets that conveyed an emotion, or captured the core essence of what we wanted to say. If we tried to make one cohesive story with a beginning/middle/end, we knew we would fail to highlight what we truly wanted the player to feel.

So for our story, we all got very personal and very exposed. The snippets of text you see in the game are an amalgamation of all of us writing our own personal thoughts and experiences. There’s four different voices in there, and they each have something to share. Putting together enough story content for the game was a very therapeutic and eye-opening experience for all of us.

"Wait, what are we making again?"

Throughout development, almost up until the last day, we struggled constantly to communicate what it was we were trying to make. We were all on the same page in terms of overall concept, but executing on that concept was a difficult thing to keep straight in everyone’s heads.

Wayward is so loosely-defined, you’d be forgiven for thinking it’s not even a game at all. We didn’t have a language to fall back on to communicate how we wanted certain mechanics to work, or story beats to play out. Hell, even during brainstorming, I had a completely different idea of what perspective the game was going to be played in compared to my teammates. I had no idea until we all sat down and drew on paper our own interpretations of what we thought it was supposed to look like.

This vague confusion persisted throughout almost the entire weekend. It’s a wonder we were able to put something together in the first place, but the constant back-and-forth between us was fundamental in making what ended up being the final game.

Reception

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Before we even created a new Unity project, we were all on the same page with regards to the fact that we were planning to make an experience that would not have universal appeal. Some people might not connect with the game at all, and find it a boring, unchallenging piece of fluff, while others (hopefully) would be able to connect with it and learn something about themselves from it.

Our goal was to make something that appealed to the latter group. For the people who did find something to connect with, we wanted it to resonate greatly, so we put a lot of focus into that. And so far, it seems to have paid off!

We’ve been seeing so many heartwarming responses from people who have played Wayward, talking about how it impacted them emotionally, got them to consider their path in life, and more. Naturally, we’ve also seen plenty of comments from people who were expecting something a little more “game-y”, and that’s okay too. At the end of the day, we were able to make something that accomplished exactly what we set out to do, and we’re all ridiculously proud of that.

...But what does Wayward’s story even mean?

We’re not tellin’! :wink:

Truth be told, the game means something a little different to all of us on The Keyboard Cowboys. While we started with an initial idea for the tone, it slowly evolved into something completely different and personal to each one of us.

…But we won’t share those thoughts either. :smile:

The absolute most important thing for us is that Wayward might mean something very important to you. We don’t want to take away what someone might adore about it by giving a definitive answer as to what the game is or isn’t about. If you were able to take away some message, and it connected to something close to your heart, then we want to honor that.

We didn’t try to make a game to tell someone our opinion about something.

We tried to make a game that gets the player to discover something about themselves.

And what that thing ends up being is not up to us to decide.

If you haven’t yet, come check Wayward out for yourself! We are all super duper ridiculously proud of what we were able to make this time, and reading about everyone’s thoughts on it has been absolutely wonderful.

Until then, we’re still plenty busy rating peoples’ games in various comment sections. Be on the lookout for more from us very soon!

‘Til next time! :pointright: :cowboy: :pointright:

When all your friends are very prickly...

you are happy when they "hug" your enemies :)

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In The Last Guardian you play a druid with unmatched gardening skills and rain chanting powers. Grow your own prickly friends! Check out our game here (there is a Web version, as well as Windows, macOS and Linux): https://ldjam.com/events/ludum-dare/46/the-last-guardian.

Constructive feedback is always much appreciated!

Help me get 20 reviews

We are almost there please help us! https://ldjam.com/events/ludum-dare/46/kitten-catastrophe

Death's Compass

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Chop Chop!
https://ldjam.com/events/ludum-dare/46/deaths-compass

[GMS2] In-Game Variable Slider/Editor

Not sure how useful this will be to anyone else and its only something I started coding today.

However it might be useful for someone and I'll keep updating it when I need it to do more.

DOWNLOAD FREE HERE : https://itsandyjones.itch.io/basic-dev-tool

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Much needed to help me tinker, much faster, with values for my Post Jam Update & New Finite State Machine!

Play the original Jam Game here: https://ldjam.com/events/ludum-dare/46/all-systems-grow-ld46-keep-it-alive

Feed the Fire

Please Play Feed the Fire, it needs a few more ratings! It's available to be played in your browser! Screen Shot 2020-04-19 at 8.06.21 PM.png Screen Shot 2020-04-19 at 8.04.44 PM.png Screen Shot 2020-04-19 at 8.01.22 PM.png https://ldjam.com/events/ludum-dare/46/feed-the-fire-1

Devil Devour Alive OVERHAUL Update

After 10 days of on and off work, we've got a pretty B I G update which resolves almost every issue with this game jam software, DEVIL DEVOUR ALIVE. At this point, we can consider this the "final" version of the game jam version.

Try our game: https://ldjam.com/events/ludum-dare/46/devil-devour-alive

A change log and updated known issues is listed below, right after this very important announcement...

We are announcing right now that there will be a full edition of this game, probably called DEVIL DEVOUR ALIVE DX. We're looking to have that done in the next couple months. If you would like to stay posted on the game and its updates visit our website ( http://virtuaworlds.io ), follow our social media, and register for our newsletter.

Drop a comment below if you'd like us to make a "post mortem" explaining how we made the game jam version.

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* CHANGE LOG *

1.666 (Game Jam Version Overhaul) 04/30/2020

  • Ragdoll Physics working (sinners fall more realisticly and react to the gears)

  • Esc or Start + Select (controller) goes to menu

  • Logo video quality and file size optimized

  • Game Over fadeout skippable with any key except directional arrow and directional buttons.

  • Menus work with keyboard, gamepad controller and mouse

  • Optimized game

  • Added "Low Quality" mode for lower spec computers

  • Smaller file size 246MB (original file was 435MB)

  • "Fixed" glitch where audio cuts out, happens less but still happens randomly not sure why

  • Increased difficulty a bit by widening the sinners spawn area (reset high scores as well)

We had a post LD Update~~

Hi~ it has been while, indeed. We've tried many direction to alter the gameplay and went into a few dead-way. But we still managed to release a postLD version.

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Update: - Remake the vision blocking effect, now is fog-of-war like. - No longer One-Touch-Dead, currently, is based on a HP system. - Have a rudimentary tutorial. - Majorly re-designed level, bit longer than orginal verison.

Fix: - Game BGM was overlapped with another version.

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Coming:

  • SuperVersion Counterpart of current basic sensory.
  • Moving animation of player.
  • Art Design of wall.
  • Destory animation of enemy.
  • Reall fog-of-war effect on vision blocking
  • ...

Dead-End:

  • TPV control scheme
  • Tech-Dungeon like level design

Please do try our newest version, and tell us what was right and what wrong. Thank you all !!!

  • LD46Link: https://ldjam.com/events/ludum-dare/46/alive-1
  • ItchLink: https://thearchitect-china.itch.io/ludum-dare46

BTW the "Dead-End" are the fork of features that we indeed had a demo verison, but discontinued due to various reason, if you have any idea and/or willing to wittness them, we would consider bring that back to dev-list.

My Own Visual Scripting tool

The game i made for the jam is a test game for the tool which is under development by me ... The tool is a modern approach to game development.... its inspired from bolt 1 and 2 .... its using unity’s new graph view api to build the node system ... which is used to make shader graph.... Here is a screenshot of its look .... please play the game to know its power in game development.

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Game link : https://ldjam.com/events/ludum-dare/46/the-sky-land

Almost at 20 ratings!!

What about playing this challenging crafting game? https://ldjam.com/events/ludum-dare/46/escaping-fire

just 3 more ratings to go :D

New builds are allowed?

I made a HTLM5 build for my game, in the last few days.

I made no changes in the code, artwork or sound.

Is uploading new builds allowed? I know bug fixes are okay.

It would be cool for people who don't want to download stuff, but if it is against the rules ( or is considered a d*ck move) i will wait until the after the results.

Game Link: https://ldjam.com/events/ludum-dare/46/eclipse-chip-hunt

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