Ludum Dare 46April 17–20, 2020

Here's what I've learned after 7 LD entries

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I can't believe I've participated 7 times already, it feels like I just did my first one recently. With each attempt I can feel my progress as a game developer improve. Now each LD has different challenges, but there are a few common ones which I have learned to deal with. Some of these may seem obvious, but I want to stress how important they are.

The idea

Try to choose an idea as soon as possible and stick to it. Now you do want to make sure you put some proper thought into the idea as this is what your game is going to be, hell I generally I toss out my first few 'original' ideas as it usally turns out they aren't so original as I thought after I play some of the other submissions. But you also don't want to spend too much time trying to find the perfect idea, time is a precious commodity during LD. One thing I find I have to actively suppress is thoughts of "You know what would be cool..." while I still haven't gotten close to finishing the original idea. The games that tend to have the best score are the ones that focus around 1 simple idea, but are really well polished.

The tools

In my first LD I used libGDX and wrote almost everything from the ground up. It was satisfying to finish but the quality was nowhere near a lot of the other attempts. This was when I gave in and decided to try Unity, and I haven't gone back since. Unity handles a lot of the boilerplate stuff as well as provides the foundation for a lot of other functionality and let's you jump straight into the game making process. If writing from scratch or using minimal frameworks is your thing then go for it, Ludum Dare is supposed to be fun, but if you haven't tried an engine such as unity or unreal before I say give it a shot at least once. I can't stress how much it helps in a game jam.

The most important thing though, is tool familiarity. I did my second LD with Unity while I was still new to it, so I wasted a ton of time trying to figure out basic stuff which cut into the limited time we had. It helps a lot to practice your tools outside of LD so that when you participate you can focus more on the game jam less on the tools themselves.

Reuse you logic

This applies to all of programming in general, but you can take stuff you've made and change it a little to add more variety to your game. For example we have some fireflies in our game to gently lead you through the levels. The end screen felt like it lacked a little pizzazz so I repurposed the fireflies, I gave them a random color and applies some gravity and some random noise to make confetti. It took a few seconds yet I felt like it really helped with the end screen.

Don't try to optimize your game

This sounds kinda weird but hear me out. Unless your game actually has some performance issues don't worry about trying to write the perfect code. These games tend to me small, so don't worry about avoiding anti-patterns such as singletons, just make sure your game gets finished and works well enough. Yes this can introduce troublesome bugs that might be a chore to fix on time but because these games are small it's usually easy to fix or find some workaround but more importantly a buggy game is better then an unfinished game.

Hope this info is useful to some of you! Also if you haven't checked out our game yet... We're in the process of adding more levels and improving the overall feel of the game so we would love any feedback!

https://ldjam.com/events/ludum-dare/46/it-came-from-below

So, he really dies?

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Check it yourself

https://ldjam.com/events/ludum-dare/46/father-dies-at-the-end

Feed Meh - More! Tem...

"There's never enough time in a jam."

    - Everyone

This jam I once again attempted it solo. My fiance was working on music but got pulled aside for other things, and she didn't want me to cancel the entire game. So, I kept at it. Hi... I'm MrTroy. And this is my Ludum Dare post jam post.

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When I started this jam, I wanted to record all of my progress and edit it into a comical documentary about how I make games. I wanted to go in to detail about my process. Why I refuse to shave, what do I do for my AI, why I choose to use Unity over other platforms. So, more on this in a bit. I have a lot of work to do with that.

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I decided to keep the game as simple as I could. You have a monster plant that you want to keep alive, and the best way to do that is to feed it. Original scope (which I didn't keep the scraps of paper I drew it all up on) said that the player should feed as many vegetables and fruits to the plant as possible, but it wasn't going to be as fulfilling as meat. And when the player ran out of meat, they would have to sacrifice a bystander for the cause. The character was going to start off feeling bad about it, and then end up enjoying it after a while with plenty of comical banter. Yeah. I had 3 days to do this game, most of that was ripped out.

What I ended up with was a game where you have your choice between vegetables and fruit on the ground, or sacrificing a passerby. As you feed the plant you get a higher score combo. Most of this stuff was buggy, but it worked for the most part. The game is kinda fun, it's a quicky "play for 3 minutes to get the basic idea of it" kind of thing. But, it's kinda bland without audio.

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Hey hey! Guess what your best friend has been doing whenever he gets a moment!? That's right! Building audio and adding more in to the game for a post jam version. I added animation and bounce to the characters. I tweaked the movement so the character isn't as slidey/slippery as before. And, I fixed most of the bugs that weren't easily spotted. But fret not... there are still some... there are still a lot of bugs in the game.

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I learned a lot this time around. And I had a huge scare when recording the video. My computer was glitching and played all of my recordings back with a chipmunk squeak. I thought all of my audio was ruined (until I actually started writing this post which almost didn't happen) but thankfully I have a few hours of video to search through and try and slap something together. It was a lot of fun this time around, and I think I'm going to try and relax a little more when Ludum Dare 47 comes around. :)

What went right: I got a game done without audio! I uploaded it and kinda walked away from it satisfied. I recorded something that may or may not be usable.

What went wrong: I still haven't figure out the perfect balance between making a fun and an achievable game. I spent waaaay too much time trying to figure out a toon shader to get the look right. I didn't record the video the way I wanted to, I reused the skin from when I use to stream on twitch.

Play and Rate the original LD version: https://ldjam.com/events/ludum-dare/46/feed-meh/

* and if you played it already *

Play the remix version with audio: http://patterport.com/feedmehwa/

Ghostvac post mortem - fake 3d using sprites

This is a post-mortem/ behind the scenes of my game GHOSTVAC .

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THEME

First things first, I did let the theme get lost in development. The game was initially about feeding balls to a creature via the hatches, to keep it alive. The gameplay has stayed exactly the same, you still have to feed the hatches before time runs out, but arcade games live and die on how easy they are to pick up. I thought the metaphor of busting ghosts was more apt. So the story the game tells isn't about "keeping it alive", but I'm ok with it. I prioritized gameplay over metaphor.

Re: people who ask whether I copied an existing machine: I would swear that there's nothing like this game in any amusement hall, BUT, searching through my reference folder this week, I found:

THIS

It's a two player game where you score goals on each other using 2 blowers! It's even ghost themed, and it's obvious to me that I totally stole those flat-bottomed ghosts that are part ball and part air hockey puck!

I was obsessively researching electromechanical games a few months ago, and it obviously stuck with me subconsciously!! That said, my game is significantly more sophisticated and gameplay is very different, so no, nothing like this exists anywhere, to my knowledge.

Game Design breakdown:

A sort of pinball-ish, sort of shooter-y, sort of tractor-beam type arcade physics gameplay. I wanted to realize the fantasy of busting ghosts like Ghostbusters or Danny Phantom. I felt it would be fun to make it a two step process: get the ghost, then a trap opens, then you have a limited time window to shoot your ghost in there. Two peaks of pleasure: successfully sucking and trapping a ghost, and then managing to exterminate it by successfully aiming it into a trap.

The ghosts would have to move around a bunch, to provide a moving target. If I had time (I did!) I wanted to implement a boss with a higher difficulty obviously, but also a slightly different mechanic: this time hatches open up and close automatically and randomly. Those same hatches that used to be ghost traps, now represent vulnerable spots of the boss.

Concept art:

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Suction is an illusion!

I went about implementing a "suck" behavior. Now, real-world vacuums do not suck that far! My solution was to "engineer" one blower fan that blows uniformly through 20 small holes arranged in a half circle opposite the player. Each of those holes opens via a circuit, depending on the angle of the ghost vacuum. Probably a potentiometer, or maybe even more primitive, through 20 distinct contacts on the rotating vacuum side. The effect looks like sucking ghosts, even though it's actually ghosts being blown towards the player.

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The same blower fan also periodically diverts some air to blow away from the player, so that the ghosts move around on the playfield.

But the illusion of sucking doesn't stop there: When a ghost is near the vacuum, it really does suck it in (I emulated a suction force, by making it dependent on the inverse square of the distance - i.e. it gets weak at even tiny distances from the source).

When a ball is close enough, a sensor triggers a magnet at the tip of the vacuum, so the ghost is locked. Then, in order to shoot the ghost fast, a kicker is activated that sends it flying. Just blowing it away wouldn't be half as snappy or consistent or satisfying. So that called for more fakery.

Also to keep the balls from flying into the hatches on their own, I implemented a bump/ ridge in front of the hatches - i.e. a barrier for most balls, unless they're moving fast enough to overcome the bump.

To keep the balls from spilling out of their traps, the back half of the playfield is a platform that's angled back: I apply a small force toward the top of the playfield on any captured ball. When the game resets, the platform is raised, and the slope is enough to send the balls toward the player and out of the traps.

It looks extremely simple, but it would probably be expensive to manufacture: there are sensors for the balls going in and out (so that the game knows when to score or reset). To stay realistic and keep "costs" down I didn't implement flashing lights on the playfield or other gimmicks. Those games usually rely on cheap segmented monitors (already a Dot Matrix Display is luxury), and one core mechanical gimmick (the blower).

I think it's a fascinating field of game design, and I pride myself for thinking things through and implementing real-life mechanics.

3D is also an illusion!

Then there's the fake 3D using sprites. That was a lot of work to figure out, especially since I made this in a 2D engine. The source code gives it away, you can have a look. But it's basically projection math. Dividing by Z to convert "flat world" coordinates to "projected" coordinates. Then the flat world can be used to design a playfield in 3D

2D playfield for designing and testing:

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3D playfield built on the 2D playfield. For displaying the game at a more immersive angle:

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2D physics on the right, sprites on the left:

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The one and only sprite used for the ghosts. They get Z-sorted, based on the ghosts' Y coordinate, and also scaled depending on Z.

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The combined shadow and reflection sprite, that follows the ghosts around, on a separate layer (i.e. canvas) with universal 50% layer opacity:

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The ghostvac plastic nozzle is a prerendered 60-frame animation. Each of those 60 frames corresponds to one of 60 degrees that the ghostvac is constrained to.

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The prerendered plastic border was sliced and placed on top or behind the ghost balls, accordingly:

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The Dot Matrix Display

Electromechanical games, including pinball machines, often rely on DMDs to give out player feedback. It was surprisingly easy to get this one to work:

  • I made a 48x16 pixelart gif
  • I scaled it up x10 (bilinearly, i.e. blurry and janky - it helps the effect)
  • I overlayed a grille with transparent holes (exactly 48x16) on top of it
  • I added some horizontal blur using a shader

The reflection is just the same sprite, set to 50% opacity, flipped vertically and blurred. It doesn't even need the grille overlay, it looks fine as is.

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I also made a numeric sprite font, for the time (and maybe in future for scores) time.gif big number pixelfont.png

Known Bugs

thanks to all the feedback from players, I'm now aware of a timer bug. It doesn't always trigger, and seems to only trigger on slower systems or browsers. I did however track it down, and it's completely because of my sloppy spaghetti code: I'm not setting the enum state of the game properly. And because of that I had to use lots of if-statements, which is exactly the sort of thing the state machine design pattern is there to avoid. I'm still debugging this. In any case, don't emulate my mistakes!

Further Development

The things to add to this game are definitely: score and a survival mode-type gameplay. Maybe a bonus mode where you freely shoot hatches. Nothing that requires more mechanical gimmicks! It's the limitations that make this kind of machine attractive to design for.

Also an operator's settings menu, including highscore reset and timer difficulty adjustments, which also double as accessibility options. Disabled players love arcade challenges too, and giving a leeway of a few extra seconds to make the game beatable by everyone is high on my list.

Thank you for playing!

GHOSTVAC

GO PLAY LOADING...!!!

I've been playing and rating games for quite a while now and I'm thinking of promoting overlooked games like this one - Loading... !

THIS GAME IS FANTASTIC!!

It has got visuals, great sound effects and most importantly, a really smooth gameplay! You will want to play more of it!

I MEAN LOOK AT THIS!!! :open_mouth:

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THIS IS PIXEL ART GOING SUPER SAIYAN KAIOKEN x10000000 DETROITO SMASHHHHHHUU!!!! :fire:

GO PLAY THIS GAME!! https://ldjam.com/events/ludum-dare/46/loading

It deserves more ratings than it currently has!

Thanks :smile:

i want to play more games :-)

yesterday I played and rated the games you posted in the comments. That was really fun. So I'll just do it again today. Leave a comment with the link to your game and I will play and rate it.

and of course if you want, you are welcome to play our game.

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

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Try out Desert Decryptor!

We made a 3D puzzle game where you decypher an alien language! Come play: https://ldjam.com/events/ludum-dare/46/desert-decryptor

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I Want To Play Your Games!

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 like 130 games till now lol.

Version 1.05 is out!

ON AIR is now "perfectly" balanced and "absolutely" bugless (for real, trust us).

Its now the _ (second) _ best version of our game you can get. Just wait for the post LD version for MORE EXTREMELY PERFECT balancing, buglessness and tons of features (trust us!...).

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8-Bit Soul Eater - Mac Support Now Added

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With the yesterday's addition of Linux support, we have now added Mac support.

So please head on over, download and help us out with some much needed ratings.

https://ldjam.com/events/ludum-dare/46/8-bit-soul-eater

Main Menu progress

Main menus are important.

Most important of a main menu is the tactile feedback.

Here you can see the hover and touch responsivness of the main menu I just implemented.

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Readable might be also important, a better font might be required.

Need 9 more ratings for my game to be considered

Guess I'm late at this but I still need 9 ratings for Office, Inc. It'll be awesome if I got some!
https://ldjam.com/events/ludum-dare/46/office-inc
Untitled-2.jpg I'll rate your game in exchange. \o/

Let me try your Game Maker submission

I’d like to try and rate all the jam games developed with GameMaker. Me and Giulia programmed ours with GameMaker Studio and I'm curious to check out what you’ve managed to do with this development tool. So if your game has been developed with this tool, post it below and I will evaluate! If you are just as curious, this is our game! https://ldjam.com/events/ludum-dare/46/feed-the-fire-2

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1,000 People Saw My Game...A Game About An Evil Wizard And A Dim-Witted Bear!

Thank you to everyone who played my game, saw my YouTube Documentary on the creation process, and everyone who has left me a kind comment on the game's page!

You Can Play My Submission "Village Vanquish" Here: https://ldjam.com/events/ludum-dare/46/village-vanquish

You Can Watch The Creation Devlog On "Village Vanquish" Here: https://youtu.be/1kN3z96yETc

THANKS AGAIN TO EVERYONE'S SUPPORT! LOVE YOU ALL! <3

The Making Of Village Vanquish.jpg

what is up with smart balance?

so I've been rating a lot of games. edit: and commenting I was at -15 and at least I rated 10 games.

the balance was frozen so I thought it will move when it moves.

then this one guy comments at my game and it became -16 :cry:

maybe this has been asked before but can someone explain? this is how it looks like

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should I just stop rating games?

The Full-Adder!

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An enhanced adder which uses two half-adders.

Check out my last entry on a half-adder: https://ldjam.com/events/ludum-dare/46/tyson-lee-keep-it-alive-edition/my-game-can-add-so-i-dont-have-to

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

Only 4.1429 votes missing !

Hi all !
I'm only missing 4.1229 votes to get 20!
So if 4.1429 peoples of you can try and review my game, it would be amazing !!!
My game : https://ldjam.com/events/ludum-dare/46/cyber-33-before-the-dawn

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Tenshi42

THANK YOU!!

Thanks to all of your feedback LudumDare my submision is going to be the base for my new project, THANK YOU!

If you haven't played it yet, what are you waiting for? https://ldjam.com/events/ludum-dare/46/pong-pong Logo.png

You know how people like to avoid "sensitive" topics by being vague? Exactly.

Introducing, My Compo Game!

Keep "It" "Alive"!

I'm sure "it" will be "lively" after playing my game where you control 2 peachy, bouncy balls to achieve your goal.

You are "famous", "popular" and have lots of "investors"! What more could you ever need?

Not your type of game? No worries! The game also provide "options" for people like you! Litterally!

Navigate into the options and you have the ability to "play" with your "plaything" that changes as your desires.

What are you waiting for?

Play "Keep Boner Alive" in your browser NOW!

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I Want To Play Your Games!

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 like 140 games till now lol.

Did you notice where it come from ? CoG's dialog system

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If you had played at our game The Consequences of Gardening you may have paid attention to the dialog system.

Believe me or not, during this jam within a team of seven people, I tried to code and implement a dialog system based on Celeste‘s one.

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Why would I reproduce it? Simply because I love Celeste, and I find its dialog system well-suited for an immersive dialog experience in a narrative point&click.

If you take a look at the Celeste dialog system, you can observe these features :

  • Open and close animation with own sound (done)
  • Per letter reveal and animation (only reveal was done)
  • Character speaking sounds (done)
  • Character speaking sound depending on emotion
  • Custom background per character (done, only one default background yet)
  • Tooltip when player can continue dialog (done)
  • Rich text (done)
  • Text shading effects
  • Showing avatar (done)
  • Showing avatar animation and depending on emotion
  • Multiple sentences and character’s dialog switch (done)

It’s enough features to implement for a game jam in 72 hours, isn’t it?

I wanted to make this dialog’s system independant from others. Moreover having a fast method to create dialogs and easy options settings for my team was my main goal.

Here is how to use it in Unity:

To launch a dialog, we just need to setup a dialog asset (which is a simple ScriptableObject). We can do it directly in the Dialog’s game object inspector, or programmatically by simply calling UIDialogManager.instance.Dialog = <my asset>. The manager will start the dialog automatically. We can control if the dialog system is free to use or not by checking bool UIDialogManager.instance.InDialog.

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Then you just need to setup all the dialogs with ScriptableObjects! Simply as it:

Dialog.png

Then per dialog you setup who is speaking:

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And for a character, a dialog meta to change the mood (background) of it easily - yet it just contains a sprite.

If you want to look closer at how the code works, let me know in comments :v: :-) Or you can dive into our code’s repository from the itch.io game’s page.

Thank you for your feedbacks and for playing our game! You guys rock!

Failed

:( 24 hours of trying to get Web Build but Unity new Dots doesn't play nice. I did at least add an Android build that I think came out pretty well. Hope you'll check out either the Windows or the APK and give some feedback if possible https://ldjam.com/events/ludum-dare/46/going-to-find-out Whether you do or not leave a link and I'll check out your game. Some really amazing games so far. Seriously.

Love Verne has become a real boy!

Well, a slightly less wooden boy. https://greebles.itch.io/love-verne SET_Roomtitle.gif I updated the game into a complete experience but also was able to leave the original intact! You can choose either version from the title screen.

Updates:

The game guides you on how to play (TUTORIAL?!?)

FERN now has a healthbar too! (You won't die, but it ups the difficulty)

Better dialogue system, more words!

PAUSE BUTTON!

Descriptions have been moved to the top of the screen

More gags - Fishcat works!

Increased difficulty as you give Verne more things!

-As you feed Verne, he will panic randomly more and more often.

-The thumping game WILL GET FASTER.

SOUNDS!

A WIN STATE was added to complete the narrative.

Verne will turn off the things if he stops on them.

LESS BUGS! (Some still exist though. RAWR.)

LVUP.jpg If you have the time I'd appreciate a playthru and some feedback! Please don't rate the game unless you played the original, and only consider that one when judging my life-choices.

Also, SWAG BUTTON!

Alien Convoy - Whats's new?

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We still getting feedbacks, so keep it going!

*Link: * https://ldjam.com/events/ludum-dare/46/alienconvoy

We looking forward for the v1.6. What should we get new?

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Forgot the link in the last post :p

Do you know about the sky peoples ?

Know about their life in the sky land game Game link : https://ldjam.com/events/ludum-dare/46/the-sky-land 3FC4FC4A-6AE9-4F71-86C0-3286EE2191A2.gif 924070EC-CE10-412D-8482-110CC97AE40B.png

HTML5/WebGL recommendations (that aren't your own game)

Can anyone recommend HTML5 games that aren't their own, and preferably need ratings still?

For example: * Bubbles saves Grandma *

https://ldjam.com/events/ludum-dare/46/bubbles-saves-grandma

Probably the funniest game I've seen this jam, and criminally only has 25 ratings so far.

* Overly Fragile Relationships *

https://ldjam.com/events/ludum-dare/46/overly-fragile-relationships

Interesting social network game; I was terrible at it, but definitely worth a look.

Making of LIVE FLAME

Here is my DevLog 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

-You play as a mysteious character that needs to keep the flame alive -Every time you feed the flame your time gets extended

Working on a Post-Jam version of Turtle Daddy

After so much positive feedback, we're going to expand Turtle Daddy a bit further. Here's a new piggyback animation we've made!

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https://ldjam.com/events/ludum-dare/46/turtle-daddy

The Birb

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*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

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

First time! Can we please hit 20 ratings?

This is our first ludem dare game jam and we were so surprised we even got voted 10 to 12 times. But people have not been voting for quite a while and we are worried that we won't get a score. Please try our game! We also plan on heavily working on it after the jam is fully over.

https://ldjam.com/events/ludum-dare/46/aedoxicon.png

Post LD Game Announcement - Project Apollo!

Project Apollo Announcement

Big Announcement! So I've decided to continue work on my Ludum Dare game "Remember, Apollo" as Project Apollo (title TBD), to be released as a new mobile title for Android and iOS! I'm really excited for this one, which will be a bit of a different take on the formula. Much more mechanics driven, rather than story. (For those of you who have played Jump King, you'll understand what I'm going for). Check out the full update and announcement in the link above.

Thanks for those who left feedback on Remember, Apollo, and for those who tuned into the stream over the course of LD. Best of luck with your own projects, I hope to hear about other post-LD games being released soon :)

See you soon!

Send me you Instagram for a free tag!!!

I have an instagram with almost 10k followers and I wanted to share your games on it. I would tag you in the post so please send me your posts and your instagram id to be tagged in it. dylanduganofficial is my instagram

One and a half minute and a creative brain...

BrainstormComboImage.png Is all you need to play my game. Highscore currently at 16000, who can beat it? :D https://ldjam.com/events/ludum-dare/46/brainstorm https://shakedimus.itch.io/brainstorm

I Want To Play Your Games!

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 like 140 games till now lol.

Build and release your biolectric system

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While your 32th version of your MasterOrgan looks promising, you have to go through the whole test battery to ensure its reliability before any release.


Play Cells here

And rate it there

Knox Game Design's Online Ludum Dare Kickoff

The Knox Game Design Ludum Dare 46 kickoff online meeting is posted. This took the place of our regularly scheduled monthly meeting. We had some discussion about water color projects (which are used in the intro scene) at the beginning, so skip to 19:08 for Ludum Dare theme discussion and tools we planned to use.

https://www.youtube.com/watch?v=GvOmEfi2ghk

Hosts - @dylan-wolf @jacobturn @levidsmith

You can also listen to the audio on iTunes and other locations - https://podcasts.apple.com/us/podcast/game-design-chat/id1084873107

Links and show notes - http://www.knoxgamedesign.org/1353/ludum-dare-46-kickoff-knox-game-design-april-2020/

Follow-up

Hi everyone,

I decided to continue the project because so far it's a great way to learn. I need people to rate the game but mostly to give feedback (you can be critical :) )

I've had feedback on the hotkeys, the music, the lack of different interactions, etc.. But I need a little more material.

I've been able to work on the hotkeys and a couple of other things so far. trello.PNG

For the moment I'm doing a test on the implementation of a camera I don't know yet if I'll keep this feature. I'm still struggling with the user interface ^^ release_gui.png

So if you have ideas or good remarks i will take them: https://bumble-b.itch.io/franky

Thanks in advance!

By the way does someone know free music creation software in SNES vibes? (i know famitracker but i do not know if there is other...)

Sorry for bad English

The PATH : Future improvments

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Hi everyone, The Boredom Ministy is proud to take you with us on the journey of the creation of "THE PATH".

You can play the LUDUM DARE 46 version of the game here and don't forget to rate us !

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We're working on a polished version of the game playable separately from the Ludum Dare version we made during the event.

I went easy yesterday, I managed the messy layers of my photoshop file so we would not waste time finding what we're both looking for through it.

I've continued making enemies and props, started thinking about the sets too.

It's going to take a while so to make sure I'm not forgetting anything, I made a long list of all the objects and features I want to design.

I'm slowly starting to get the hang of it and to find faster ways to draw sprites.

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Have a nice day everyone !

You can play the LUDUM DARE 46 version of the game here and don't forget to rate us !

Time to have fun

I want to share a little of the little gameplay they did on Twitch that made the fun of the moment feelin some they do not stop laughing, Its feel really Nice.

Spelkollectivet

https://youtu.be/9M0mTBW7OPI

Birdwards

https://youtu.be/Rtu4H1qq40c

Luss1a

https://youtu.be/BZG5m_U4qH4

AxelRoseGames

https://youtu.be/f3avYTVoW6I

CyberlightGames

https://youtu.be/KvdulTrpF-0

Lacolocdesgames

https://youtu.be/vw4_Hym8mXI

forget to put the link https://ldjam.com/events/ludum-dare/46/catch-the-mouse-keep-it-alive

To all GameMaker users:

https://youtu.be/CMYykwaJZ2Y

This might be useful to some of you!

That feeling when your girlfriend beats your record in your own game :D

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BOILING PLANET is a puzzle game, available on all platforms, including web! :smiley:

So if you have some spare minutes, I would greatly appreciate your feedback!

I made a quick video about the game, but there is also info on the game's page, and in the game itself.

Thanks in advance! :slight_smile:

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

https://www.youtube.com/watch?v=BGbjUZA6zBI

"Space Exodus" - A sound experience in the Universe

Guide the last spacecraft from Earth through the immensity of the Universe in search of a new home for the few survivors of an Earth unable to sustain life. Until you reach your unknown destination, keep the crew hydrated, fed, heated and don’t let the ship drift without power. Keep an eye out for radar. It tells you where to find the resources you need to support yourself until you find a new home for humanity.

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Play in the Browser

Eat ketchup and play our game

Eat ketcup and play our game. If you do that you are an idiot. Just play our game.patla.gif https://ldjam.com/events/ludum-dare/46/keep-yourself-alive

`How to Air` will have a full version, thanks to You!

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 (what we consider the tech demo): https://ldjam.com/events/ludum-dare/46/how-to-air

Nearly 100 votes! thank you guys!

Dont hesitate to try our game The Lightweilder and leave a comment. Let us know your thoughts to improve our game in the future :))

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

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Mr. Cheesy can now turn into Metal! Guess what this means!

Play now on your browser and rate ⭐⭐⭐⭐⭐ https://ldjam.com/events/ludum-dare/46/mr-cheesy

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Full Devlog available on my Channel! Thanks for 1K views you are awesome and it really means a lot to me guys!🙏

Firekeeper

If you're interested, try our game! (It's an html5 game) https://ldjam.com/events/ludum-dare/46/firekeeper-3

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have fun!!

Help us get to 100 ratings!

Help us reach 100 ratings in our first LD jam game! It has dancing unicorns and guns in it!

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Here's the link: https://ldjam.com/events/ludum-dare/46/dance-dance-unicorn-of-magic

Hope you enjoy it! 329f4.gif

Version 1.05 is out!

ON AIR is now "perfectly" balanced and "absolutely" bugless (for real, trust us).

Its now the _ (second) _ best version of our game you can get. Just wait for the post LD version for MORE EXTREMELY PERFECT balancing, buglessness, tons of features and a better tutorial level,..hehe (trust us!...).

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You can be a Star Keeper too!

Feel free to check it out and leave a comment, I'd love to try yours as well.

https://ldjam.com/events/ludum-dare/46/star-keeper-ludum-dare-46

A buddy was playing my game and got his first planet looking pretty intense: Screen Shot 2020-04-30 at 10.01.25 AM.png

Rate exchange

Comment your games here, I will play, rate, and comment. This is the link to my game: https://ldjam.com/events/ludum-dare/46/keep-what-alive

Rate exchange

Comment your game here, we'll play and rate your game. we'll leave some feedback if possible. Be sure to check out our game at: https://ldjam.com/events/ludum-dare/46/keep-what-alive

Behind the Scenes : a narrative p&c by a team of seven

Hey there, jammers!

Wanted to let you know that if you were interested in how seven people ended up together and made a game pretty smoothly in 72 hours, you could read a couple posts we made:

>> Play the game here

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If you made a story-based game during the jam, please post your link in the comments!

Would love to try more of them.

Cheers!

J.Mad

We want to try out your games!

Having quite a lot of business after the jam, but here I am again. Despite being late to the party, we only have more or less 8 days to rate each other. I will try to give my best possible feedbacks to your game. If perhaps you want to try out our game, here is the link: https://ldjam.com/events/ludum-dare/46/keep-what-alive. Feel free to leave a comment there to show usu your opinions, all contributions will be appreciated and valued !!! LD46_4.png

Defend a fire from water droplets!

coverimage.PNG Play Stoke The Flame in your browser and rate now: https://indieaustin.itch.io/stoketheflame

I am also working on the game to update it after the jam.

I Need Help

Can some one help me I am not able to upload different versions of my game on itch.io plz help

My game can now multiply

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Multiplying 2-bit by 2-bit.

Check out my last entry on a full-adder: https://ldjam.com/events/ludum-dare/46/tyson-lee-keep-it-alive-edition/the-full-adder

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

Come and roast my game

i made game, look at me. Such wow, much oof.

https://ldjam.com/events/ludum-dare/46/power-plant

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What makes an Interesting Decision in a Game? (field study of LD46 games)

My game is decision-based. Meaning all the player has to do is to make decisions to let the game create interesting events and more decisions. This is why I am interested in this. I want to make the game better! But this study is not only for decision based games it is about decisions in general and what makes them fun and interesting. (keyword is fun)

Read it here on google docs if you want.

And I will use my game and 8 other games I've played that I consider decision-based. To analyze what I liked and what I disliked when I am making decisions.

The Golden Rule of making a decision interesting

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Before we start analyzing. Let's keep one thing in mind. It is a no brainer, but it is sure useful to say it out loud to focus the analytical process on one thing:

The player should scratch his head weighing his options.

So if the player is just going blind into picking a choice. Or just picking "whatever", or even if he is thinking about it but he is guessing (like pick color red or green without any idea why he should pick any). It's not a very interesting choice. Now it can give a very interesting outcome, making the player think back about his option. But I think the choice should be interesting in the first place. And the outcome will add to that interest. Because the thinking process is part of the fun.

Ideally; He should put his heart into it. He probably should be torn or scared to choose something… if your game has a few choices to make , all the decisions should be like that. But if it is all about decisions like my game or a visual novel. Then maybe every choice must be interesting and you should have some key or major ideal-choices.


Section 1: What makes a player weigh his options carefully?

A human when making a tough decision; He/she always will think about what he will gain and what he will lose. Whether it is getting married or going to college. If there is no bargaining; there is no thinking. Remember we are trying to create a "scratch-the-head" situation. Not only making interesting outcomes.

So for example if you are choosing under pressure to pick College A or B but you don't know much about them. Maybe you will pick [B] just because you want any collage. And the outcome is interesting because you met the love of your life over there. And if you've picked [A] you will get a Nobel Prize! But still the initial picking was uninteresting, because you based your choice on "whatever". And the thinking-process was boring.

Types of choice

To simplify; games have only one of these three situations:

1- Win/Lose Situation : whatever you pick you will earn something but lose something else.
2- Win/Win: you have to pick between two things that you REALLY want.
3- Lose/Lose : you have to pick between two bad or terrible options.

*sometimes its more than two options, or more than one reward/sacrifice.

Sacrificing Something: - In a resources based game that would be losing resources. - In a story driven game it could be losing a brother, or an important location.

Earning something: - In a resource based game it would be (what else) gaining important resources. - In a story driven game it could be getting the clue, or rescuing someone etc.

What about Risk/Reward choices?

Pick the high risk high reward; or the low risk but low reward.

It can be one of these as well : win/win win/lose or lose/lose. The difference is; here you are not sure of the outcome..

1- Win/Lose: you chose between high risk but high reward. Or low risk and low reward.
2- Win/Win: you chose between good-enough thing, or great thing in the future or it is unknown.
3- Win/Lose: you chose between bad but known. Or bad but unknown. (you either pay 1000 or you lose a random member) the reward here: if you gambled and the member died is someone you don't care about.

These have many examples and will need a discussion on their own. (do provide if you have)

Not all choices have to be risk-reward situations. But they do create interesting dilemmas. So always consider them.

The Exception

All of the three types should be balanced (obviously) ; the player should always consider the two options. With one exception: the player knows what he is doing. (he is stacking up on some resource or he clearly loves character A more the character B) but even in this case it SHOULD be interesting to talk about with friends : - Why did you let B die. A is so much cooler! - Why did you choose soldiers over gold? You clearly will need gold later.

In my game I failed to create this at many moments. Where the player clearly has to pick the lacking resource over the other resource. But I succeeded at others.

Section 2: What makes Sacrifices and Earnings have value to the player?

Gold is always good. As well as reputation. It's not enough to tell the player what do you prefer. You need to put him in an interesting context. So if he will sacrifice his reputation for some gold, he should need gold. And not just (well I guess I want to be evil ha-ha)

1- Knowing about the situation (Looking back)

And this is in my opinion; the most common mistake happens when people craft a decision for the player. The player doesn't know on what basis he should base his choice. And we can see this everywhere. Visual novels are more guilty doing this than other games. But this is not the genre's fault.

One example I can give is during the jam. Is in the game Sister's Lighthouse, where you have to pick the light bulb or not. And it's just like that, no other info is given. I don't want to spoil it but it turns out this one was a big deal. How was I supposed to know?
The outcome was great and well-written. But my thought-process was like : (ok I will just try this)

And not to mix things here, I am only saying that you need to give the player something to think about when making the decision. Maybe he will get screwed later but that’s beside the point. I am not suggesting that he always must know what will happen.

Scenario; say the player should choose between A) rescuing a criminal to join his team or B) kill him. The criminal will eventually betray you, but you knew he wasn't trustworthy so it is your fault. It is way more interesting than just recruiting some normal guy and he just betrays you. Same outcome. But the thinking process is interesting in the first case by gaining one piece of info : criminal.

In my game, Frozen Mammoth. I literally had the word Situation in my UI. And I could see players and streamers looking at the situation before making the decision (hmmm our scouting is good, I don't want to risk the health so I'll pass..)

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I guess that’s one way to do it. We'll discuss more later.

2- Having a fixed goal(s) (Looking Forward)

Knowing the situation is not enough. The player needs to build towards something in his head. Even if you don't want him to know what's to come or to expect. You can still have mid-ranged goals. Like trying to survive, or collecting clues to solve a mystery.

In my game, your goal is to dig a thousand mile while making sure no one dies when lacking fuel or food. So all your decisions are directed toward this long-term goal and mid-term goal. And I inform the player of these two goals from the very beginning.

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3-Scarce or limited resources (or sacrificial things).

The first and second factors will not work in an interesting way if you have unlimited resources! Even in a Lose/Lose situation. You don't care if you lose a bit when having plenty! This post is not about resource management so I will not create two pages about that here. But I want to say this factor is important even in a story or a visual novel.

In Mass Effect there is this very big decision about killing the Rachni queen and wiping an entire race! But it's not very interesting because you gain nothing or lose nothing (for all you know) if you chose to kill her or spare her.

An interesting character is always a good candidate for sacrifice. Your house, your reputation, losing friends, even losing memories. As well as resources ( a car or a weapon)

~~ Conclusion ~~

The player should 1)Look Back, 2)Look Forward, while having 3)Limited resources. An interesting choice cannot be crafted with one of these components missing.

Section 3: Seeing the outcome of your choice

I think we can agree that it's pointless to make decisions if you are not going to see the outcome of your game. So I will not try to convince you to do so. But I have few notes to keep in mind.

1- Give the player an indication of the outcome

In fact in a lot of cases it is preferable to directly know the outcome even before you choose. (do you want this weapon? Give me your friend soul!) but if they don't and you want the player to gamble (Risk/Reward) I think at least give the player an indication of the consequences. (sneak in; but you might anger the boss…)

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Here I tell you that it is dangerous (you might lose people) and the reward is mostly food. Even though it could be something else. (in my game its hard to predict the outcome of scouting) so you don't know the actual outcome but you know what to expect. How vague you want to be is a very deep subject for this little post.

2- Most Outcomes should not stay long without showing

Because the player will forget the link between the outcome and the option.

3- If they do, you should give an indication that his decision made a difference (immediate feedback)

This is why Telltale games does this:

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It just tells you that your action is noted. You will understand the consequences in a few episodes maybe!

In my game I implemented the + and - signs each time a situation increases or decreases in the final hour of the jam! I felt something is missing if you don't feel your choice is doing something. I also added negative and positive sounds for it.

4- The Bigger the outcome, the louder the feedback should be!

You don't want to treat them equally. Kenny will remember this is fine for a small talk. But he should get angry if you punch him in the face!

In my game for example when you send a scout team to hunt deer. You don't have any feedback except resource change. When they return you know the outcome. But when you establish a fishing camp, I wanted the player to know that this is not a minor decision (as long as you keep the fishing camp going; you will get one of 6 random outcomes)

So in the UI I actually add a new situation.

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This will make it clear to the player that this decision is kind of bigger in outcome.

~~ Conclusion ~~

The player always should have the links between his options and the consequences. If the link is lost. The entire thing will be meaningless to the player. How to represent the link depends on how important it is.

Extra Section : Quick Analysis of LD46 games!

This article is a conclusion based on my feelings towards the decision making process in these games.

Remember this is NOT a review for these games. This is only an analysis for the decision part. They are all fun and unique games. You should give them a go if you can

Please read the article before reading this section as it is not that useful before setting the concepts in place. If you read the article. I highly encourage you to play these games; to see the rules we've talked about in action.

Penguin March

By @ilPrinny

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In penguin march you lead a herd of penguins towards their safe destination. You need to balance two resources here: food and morale. It’s a compo entry so its fairly simple.

You know what is the situation, and you have a defined goal, with scarce resources. So you do actually think about your decisions. But it lacks big game changing decisions. And having maybe a secondary short-term goal that conflicts with your long term goal. Also it could use some Risk/Reward choices. Because you always know what the outcome is.

One thing unique here is the speed of march. It's a layer of choice that determines your style of play I guess. It's not currently ideal but the idea here how ruthless you are leading the group. Fast will consume morale and has a different set of events as well.

Field Hospital

By @endytroll and @n-feofentov

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Field hospital is all about morale decisions. You are a field doctor and you get to choose what soldiers you think deserve the limited treatment. You have a semi-clear goal which is to save the largest number of people. (maybe the largest number of people who deserves to be saved)

While this game doesn't have clear resources. But you do have two interesting things

1- The number of beds available.
2- The number of info requests about one patient: you can send the office an info to make extra medical exams or to give you info about his family or info about criminal record. But these requests are limited.

I like it because it is very unique to have a resource just to help you make a moral decision. Usually moral decisions are direct (save the child or the leader who can save more). But what if the leader is a criminal as well, you can waste a request to find out.

This game does very well at informing you with the situation. Even though the characters you chose to treat or not have short descriptions but you get a lot from it, is he a criminal? Does he have a family, is he serving the army well? How dangerous his injuries are. While keeping an eye on the number of beds of course.

And the outcome is also great. You have short outcome;and then the long-range outcome years after the war has ended (after the game ends).

What can improve I think is having a defined goal(s) but I am not sure about that as it can mess with your moral-decision making. But maybe not if implemented well.

Keep What alive

By @spookyfish @baconn00 @sandra-martinez @yauangon, and @valeth2124

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The game is about surviving at the worst pandemic in history. I've noticed one unique thing about this game. It is very story driven but it is not a visual novel. It has the problem I mentioned in the article about visual novels when you don't know why would you pick this or that (no clear context, and no well defined goal) but here it is worse because in most visual novels you have a back button. You can change the outcome if you don't want it. Here; you need to restart the entire game.

I feel bad just criticizing this, Seriously though the game is really great.

Irving Forrest Technologies and [REDACTED]

By @dane-ziggler

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This game is kind of the exception. But not really. Ok this game is all text. But it is really funny. It violates all of my rules above. But it kind of works because it is hilarious. You kind of want to try a blind pick because you want to know what random outcome will happen. Of course you can click back and try something else. Otherwise I would dislike this.

That said, I still think if you want to include the fun of making a choice; You still need to follow the rules even in a comedy. I'd like to see how that will be in action but maybe this game is not about the fun of making a choice after all.

Mutiny

By @pilarius , @plantless and @cataractar

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Mutiny is an interesting one. It doesn't have a lot of choices. Most of the choices here are about buying resources. In fact it is not really a decision based game. But you can choose where to assign your pirates. You can have people looking for prize ships to pirate or people to push the ship faster. Or rest so you don’t have a Mutiny.

I would love for someone to experiment with the idea of making choices in a toy-like way like this one, but in an actual decision game.

Sister's Lighthouse

By @alina , @k-baskakova , @akintsevil , @woodoomurderdoll , and @imod

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You've got to like this one. It's highly polished fantastic art visual novel! However; like most visual novels I think it lacks the fun of actually making a decision. You just try whatever and you go back and change it if you don’t like the outcome.

I mentioned in the article how a simple thing like, would you like to pick this light bulb could lead into mega results! I think to make the choice more interesting you need to have context, goal and a sacrifice. But maybe visual novels are not about making choices. Well I think it still would increase the fun to have actually a choice that you think about.

Highlights

By @emiliabea

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Highlights suffers from the same problems as Sister's Lighthouse and Keep What Alive

The mechanic is different. You have a set of phrases you can say, and you have to guess what phrases will make the opponent happy and what not.

But here I actually was trying to choose based on my knowledge of the character. Even though I failed to do so. But concluded that you can easily change this by letting the conversation go longer and I would try to have an assumption on how he will respond.

Delicious Letters

By @clemencemet , and @zakamana

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ok delicious letters have a lot of things to consider. I don't want to spoil anything here. But I think there is a contradiction between balancing resources and actually trying to get interesting letters. To me after a while I just tried to balance the resources, maybe because answers got repetitive. Which led the game to be less interesting. But they did had a clear goal. So that was a good thing.

Mammoth Expedition

By @hassan-khallouf , @meme-310 , and @abdurrahman-khallouf

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I talked about my game in the article so I'll talk about my failures here.
- In Mammoth Expedition I failed to create big Key-moments that would drive the situation somewhere new. The fishing camp was a step in that direction; but I need to create that Key change whether you said yes or no.

  • also the game sometimes gives you no choice. you don't have fuel so you will always sacrifice anything for it. I tried to counter that by getting a canister of gas event. some people even when low on fuel used that fuel for the car. creating an interesting gamble here.

  • It is also annoying when they keep asking you to buy stuff where you clearly have no money and you have to answer with NO every time.

  • Also the lack of visuals made some big outcomes seem regular. the + and - are not enough. I need more effects and art when something huge changes.

  • last but not least. at times the player couldn't read the situation well; for example if you send someone to get some food and he will return in 4 days. Sometimes people forget that and still act as if we have no food. also they forget how many workers we have outside of camp...


Note: this is an open study.. If you want to join the conversation please tell us what you think. You can leave your game in the comments if you think it will enrich the conversation. (even if its not decision-based)

Also you can leave your comments on my document on google docs here (this is where this article will evolve)

Note2: I did not include examples for moral decisions. But yes I think the rules apply here. They have a win/win or lose/win for example. As well as Risk/Reward situations. I'd like someone to write an extension for this explaining moral decisions through these lenses. And they are not interesting if you cannot look back to your context, or have nothing to lose(morally)

Playing Your Games LIVE (Part 6)

Hello Jammers!

We’re playing your games live on Twitch. If you’d like your entry featured, kindly drop it in our form or join us in chat! We love having devs in chat with us and we’ll prioritize those games, but we also highlight every game in case you can’t join live.

When: 2:15-5:00 PM EDT today

Where: https://twitch.tv/cyberlightgames

What: The next installment of Ludum Dare to Play 46!

Note: We were unable to participate in the Jam this time so we cannot officially rate anyone, but we would still love to play your game and get you some feedback!

Hey all you lovely people, I will play and rate your game live!

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

This will probably be one of the last times for this jam, so if you have a game and you want to give me the honor of rating and playing it :D

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

How We Jammed with a 15-Person Team

Hi everyone!

Many of you expressed surprise, awe, or curiosity at how we managed to jam with a 15-person team.

I've never led a game jam with this many people before. My previous highest was 9-person team back in LDJam 45.

I wrote a blog post with the 4 key things that make jamming with a large team possible.

Game Jamming with a Large Team without Pure Chaos

Also, feel free to check out our game, if you want to see for yourself how it turned out.

Additionally, here is a time-lapse video from the point of view of our Lead Game Designer, Max Louis.

https://www.youtube.com/watch?v=EHZhPKPGbi0

You guys all rock! I can't wait until next jam!

Playing, rating and feedbacking Games with < 100 rtngs

Gonna play 10 games today to rate and give feedback. If you have <100 ratesFeel free to leave your link down here.

This runs also to anyone that rates and leave a feedback con mine: https://ldjam.com/events/ludum-dare/46/vampysitter

Only 8 days to go!

I'll play and rate your games

i wanna see some of your games. also, take a look at ours!! https://ldjam.com/events/ludum-dare/46/firekeeper-3

Perish alive in the making - decisions as a programmer

While making Perish Alive, given the time restrictions, we had to take a lot of quick decisions, and some of them were results of testing out the easiest possibility.

In the beginning, all we knew is that we wanted our game to be fast paced, but the execution was quite unclear.

We quickly decided that we wanted the management aspect in the game, so we added rooms, resources, and a way to gather them.

While examining/researching other games, we realized that, for the switching humans between rooms mechanic, we could go in a variety of ways. I went ahead and implemented the simplest one (which is drag and drop) to use as a placeholder so we could get moving with adding more features.

0iB_Yr[1].png

We quickly realized this not only added to our desired fast-paced style, but it was working pretty well as well :smile:

Then, while working on the room upgrades, I realized we needed the player to have some feedback on what each room does, and how an upgrade affected the room. I quickly hacked in a tooltip system, linking it to the UI.

Thanks to the code being extensible and standalone, it was really easy to add tooltips for everything once our designer proposed it, and I couldn't see why not! I added a tooltip to pretty much everything, and my team loved it!

perishalivetooltips.png

In general, this made me feel like I was affecting the direction of the game, even if it was with my laziness :grin:

This was by far the most fun jam I ever have worked in, and I think I learned the secret to enjoying the jams the most : -------- getting my hands dirty with lazy design decisions :v:

[Opinion] Skipping all the virus themed games

Hi guys,

just wanted to share my opinion about all the virus themed games that are submitted to this jam. We are living a strange time and depending on where you are from, the situation could be bad or really bad. Also, depending on your family situation, you might know some people having health or mental health issues with this situation.

I do see games as a way of expresion, so it is a good thing if you chose to express yourself this way. But for me, when I play games I want to escape from reality, a reality that can be stressful theses days. So after trying some of them, I now skip games that are related to the virus / quarantine / confinement. Sorry if it includes your game.

I do not want to be rude or disrespectful to anyone who spend their time making those kinds of games, and I'm sure there are really good ones, just wanted to share my opinion.

Have a good playing and rating time everyone!

Finally getting around to making a new version of my entry :)

Now that my school work is finally over (mostly - I still have some bridging work for A-Levels :frowning2:), I've got time to work on a much improved version of my game. At the moment, I've mainly done back-end work, but I've also re-designed the UI to be much cleaner.

Before

Ugly and cluttered before.jpg

After

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Obviously, none of this is final, but it should make for a much more consistent and clean interface.

You can still play the old one here: https://ldjam.com/events/ludum-dare/46/pug-panic

Grove Guardian Post-Jam is Here!

The post-jam version of Grove Guardian is done! There are tons of new things in this update, including new spirit types, occasional rainy weather, a map feature, and over 25 new plants to grow! There are a ton of other changes as well (like being able to speed up nighttime). I'm looking forward to hearing your feedback!

If you haven't tried the compo version yet, pick it up and let me know what you think! https://ldjam.com/events/ludum-dare/46/grove-guardian

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We are only 1 rating short from getting a score on our first Ludum Dare!!

I'm super excited about this!! Everyone's feedback has been super helpful and we will try to work on it post-jam. I'm so glad people are enjoying our game. I'm so proud of us :3 Here's the link if you want to help us get more ratings: https://ldjam.com/events/ludum-dare/46/chill-thrive Drop yours in the comments if you want us to review them!! Thanks to everyone in this community!

Playing Games Live on Twitch (and chatting)

Come join, tell me your game, and I’ll play it (thoroughly):

Start in 1 hour and its better if ur game is in html5 or web.(spaniglish)

https://www.twitch.tv/isaackillerpro

My First Ludum Dare!

I have been busy since I participated in Ludum Dare, but I just wanted to wish everyone good luck and I hope that their game does well and that they have learned something. This was the first game I have ever finished so I'm pretty proud even though it isn't that great. Anyways have a good day/night!

If you wanna check my game out here's the link: https://ldjam.com/events/ludum-dare/46/marx-and-his-dog Marx And His Dog.png

Death's Compass

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Heads be flying and so will you!
https://ldjam.com/events/ludum-dare/46/deaths-compass

XCAPE v 0.2

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XCAPE has been update recently!Check it out if you haven't and give some feedback and comment so I can check out your game as well :D

https://ldjam.com/events/ludum-dare/46/xcape - You can also play the first version of the game with the 'MEGA' link.

Playing Games Live on Twitch (and chatting)

Come join, tell me your game, and I’ll play it (thoroughly):

its better if ur game is in html5 or web.(spaniglish)

https://www.twitch.tv/isaackillerpro

send ur games!!!

All bugs, tentatively fixed!

Plus you can now aim with cursor keys instead of the mouse, which feels a bit more natural for an 8 way shooter. So, what are you waiting for? There's a shedload of gnomes out to kill your ducklings, and it's down to just you and your weaponry to keep them alive.

Mother duck said, 'PAP PAP PAP PAP!'

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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

HEY YOU!!

COME CHECK OUT OUR GAME MAYBE

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https://twitter.com/TheSaucyGames/status/1257147994631094272

https://saucygames.itch.io/wormsworms

LD46 - Making of Yoda Eternal

The making-of video for our LD46 submission:

https://www.youtube.com/watch?v=b1UgZ5DCIp4

Note: music for this making-of video is from X-com. Credit to composer Michael McCann

Check it out!

Major Update!!!!!

CHANGES.

1. Added HTML and Android Version.

2. Added Restart button.

3. Slide Changes In the Player Model.

4. And modified Post Processing a bit.(Added FilmGrain, MotionBlur and Chromatic Aberration).

5. Changed the Camera angle and Added Motion (Isometric View and WASD Controls together is too hard for human brain to Process).

FIX.

1. Improved Input System and better controls. (More Responsive).

2. Improved sound (Only Change in Pitch).

3. Improved Collision Detection.

4. Improved Grid System(Using ProGrid).

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BEFORE.

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AFTER.

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Check Out My Game.

Keep It Charged

=============================================

Available On:

1.Windows

2.HTML5

3.Android

Quality Of Life Update IS Here

The long awaited Quality of Life update is here

  • Post LD Link: https://ausstein.itch.io/the-spirit-stone-20

  • LD Link: https://ausstein.itch.io/the-spirit-stone

  • Submission Link: https://ldjam.com/events/ludum-dare/46/keep-the-spirit-stone-allive

Feedback for the new Version is very much apreciated!

I will review and leave feedback for anyone's game who leaves some feedback for the PostLD version

Fully reworked Nature Tree and UI

  • Next Wave Button and Wave Progress Bar

  • Up to 8x Speed if the game feels slow (your computer might not like this)

  • Pause Button if you get overwhelmed

  • You can now See what every Upgrade does to make tactical descisions

  • Easier on standard difficulty

Old_UI.jpg

Health bars

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Settings Menu

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@theceases @myles-mccoy @nanoarch @borodaolen @draelent @maximeg @ohfiddlediddle @fabula-rasa @otisdev @hwaet @codexus @vrtx @rey @patrickjr @ducky @prothean @ramonsimarro @aevek @anthony-pengelly @dreamingdice @hakro @devilqube @texz @convg

New Update Adresses many of the critiques. Come and try it out

Thank you all!

Our game, Leap of Faith, has reached almost 300 views and 200 plays on itch.io! Here on Ludum Dare, we've reached almost 80 ratings (hopefully soon to be 100!)

We can not thank you enough. This is my second jam, and Jukeboxtheghost's first. Thank you for making it amazing! Happy jamming!

Check out the game here: https://ldjam.com/events/ludum-dare/46/leap-of-faith

We'd love your help getting to that magical triple digit ratings!

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Post-mortem / behind the scenes / source code

This is a post-mortem/ behind the scenes of my game GHOSTVAC .

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THEME

First things first, I did let the theme get lost in development. The game was initially about feeding balls to a creature via the hatches, to keep it alive. The gameplay has stayed exactly the same, you still have to feed the hatches before time runs out, but arcade games live and die on how easy they are to pick up. I thought the metaphor of busting ghosts was more apt. So the story the game tells isn't about "keeping it alive", but I'm ok with it. I prioritized gameplay over metaphor.

Re: people who ask whether I copied an existing machine: I would swear that there's nothing like this game in any amusement hall, BUT, searching through my reference folder this week, I found:

THIS

It's a two player game where you score goals on each other using 2 blowers! It's even ghost themed, and it's obvious to me that I totally stole those flat-bottomed ghosts that are part ball and part air hockey puck!

I was obsessively researching electromechanical games a few months ago, and it obviously stuck with me subconsciously!! That said, my game is significantly more sophisticated and gameplay is very different, so no, nothing like this exists anywhere, to my knowledge.

Game Design breakdown:

A sort of pinball-ish, sort of shooter-y, sort of tractor-beam type arcade physics gameplay. I wanted to realize the fantasy of busting ghosts like Ghostbusters or Danny Phantom. I felt it would be fun to make it a two step process: get the ghost, then a trap opens, then you have a limited time window to shoot your ghost in there. Two peaks of pleasure: successfully sucking and trapping a ghost, and then managing to exterminate it by successfully aiming it into a trap.

The ghosts would have to move around a bunch, to provide a moving target. If I had time (I did!) I wanted to implement a boss with a higher difficulty obviously, but also a slightly different mechanic: this time hatches open up and close automatically and randomly. Those same hatches that used to be ghost traps, now represent vulnerable spots of the boss.

Concept art:

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Suction is an illusion!

I went about implementing a "suck" behavior. Now, real-world vacuums do not suck that far! My solution was to "engineer" one blower fan that blows uniformly through 20 small holes arranged in a half circle opposite the player. Each of those holes opens via a circuit, depending on the angle of the ghost vacuum. Probably a potentiometer, or maybe even more primitive, through 20 distinct contacts on the rotating vacuum side. The effect looks like sucking ghosts, even though it's actually ghosts being blown towards the player.

blowers.gif

The same blower fan also periodically diverts some air to blow away from the player, so that the ghosts move around on the playfield.

But the illusion of sucking doesn't stop there: When a ghost is near the vacuum, it really does suck it in (I emulated a suction force, by making it dependent on the inverse square of the distance - i.e. it gets weak at even tiny distances from the source).

When a ball is close enough, a sensor triggers a magnet at the tip of the vacuum, so the ghost is locked. Then, in order to shoot the ghost fast, a kicker is activated that sends it flying. Just blowing it away wouldn't be half as snappy or consistent or satisfying. So that called for more fakery.

Also to keep the balls from flying into the hatches on their own, I implemented a bump/ ridge in front of the hatches - i.e. a barrier for most balls, unless they're moving fast enough to overcome the bump.

To keep the balls from spilling out of their traps, the back half of the playfield is a platform that's angled back: I apply a small force toward the top of the playfield on any captured ball. When the game resets, the platform is raised, and the slope is enough to send the balls toward the player and out of the traps.

It looks extremely simple, but it would probably be expensive to manufacture: there are sensors for the balls going in and out (so that the game knows when to score or reset). To stay realistic and keep "costs" down I didn't implement flashing lights on the playfield or other gimmicks. Those games usually rely on cheap segmented monitors (already a Dot Matrix Display is luxury), and one core mechanical gimmick (the blower).

I think it's a fascinating field of game design, and I pride myself for thinking things through and implementing real-life mechanics.

3D is also an illusion!

Then there's the fake 3D using sprites. That was a lot of work to figure out, especially since I made this in a 2D engine. The source code gives it away, you can have a look. But it's basically projection math. Dividing by Z to convert "flat world" coordinates to "projected" coordinates. Then the flat world can be used to design a playfield in 3D

2D playfield for designing and testing:

playfield.png

3D playfield built on the 2D playfield. For displaying the game at a more immersive angle:

3D table23.png

2D physics on the right, sprites on the left:

ghostvac2.gif

The one and only sprite used for the ghosts. They get Z-sorted, based on the ghosts' Y coordinate, and also scaled depending on Z.

ghost small.png

The combined shadow and reflection sprite, that follows the ghosts around, on a separate layer (i.e. canvas) with universal 50% layer opacity:

ghost shadow.png

The ghostvac plastic nozzle is a prerendered 60-frame animation. Each of those 60 frames corresponds to one of 60 degrees that the ghostvac is constrained to.

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The prerendered plastic border was sliced and placed on top or behind the ghost balls, accordingly:

3D table27.png

The Dot Matrix Display

Electromechanical games, including pinball machines, often rely on DMDs to give out player feedback. It was surprisingly easy to get this one to work:

  • I made a 48x16 pixelart gif
  • I scaled it up x10 (bilinearly, i.e. blurry and janky - it helps the effect)
  • I overlayed a grille with transparent holes (exactly 48x16) on top of it
  • I added some horizontal blur using a shader

The reflection is just the same sprite, set to 50% opacity, flipped vertically and blurred. It doesn't even need the grille overlay, it looks fine as is.

BOSSintro.gif

boss-laughing.gif

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I also made a numeric sprite font, for the time (and maybe in future for scores) time.gif big number pixelfont.png

Known Bugs

thanks to all the feedback from players, I'm now aware of a timer bug. It doesn't always trigger, and seems to only trigger on slower systems or browsers. I did however track it down, and it's completely because of my sloppy spaghetti code: I'm not setting the enum state of the game properly. And because of that I had to use lots of if-statements, which is exactly the sort of thing the state machine design pattern is there to avoid. I'm still debugging this. In any case, don't emulate my mistakes!

Further Development

The things to add to this game are definitely: score and a survival mode-type gameplay. Maybe a bonus mode where you freely shoot hatches. Nothing that requires more mechanical gimmicks! It's the limitations that make this kind of machine attractive to design for.

Also an operator's settings menu, including highscore reset and timer difficulty adjustments, which also double as accessibility options. Disabled players love arcade challenges too, and giving a leeway of a few extra seconds to make the game beatable by everyone is high on my list.

Thank you for playing!

GHOSTVAC

All bugs now tentatively fixed! (Probably)

Plus you can now aim with cursor keys instead of the mouse, which feels a bit more natural for an 8 way shooter. So, what are you waiting for? There's a shedload of gnomes out to kill your ducklings, and it's down to just you and your weaponry to keep them alive.

Mother duck said, 'PAP PAP PAP PAP!'

Banner01.gif

Check out For Ducks' Sake!

A cute little retro 8 way endless shooter.

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

check out my devlog

i made a video about making my ld46 game https://www.youtube.com/watch?v=5CsLsQh-B2M

The Birb

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*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

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

Give Displacement a try if you like puzzle games

Hey folks,

Ludum Dare 46 is coming to an end and I'd love to get some more feedback on my game Displacement before it's all over for another few months. Displacement is a sokoban-style puzzle game about pushing and pulling blocks to activate switches and clear a path to the exit. The difference being that when you push or pull you move all blocks vertically and horizontally aligned with the player, not just those that are adjacent. This means you always have to be thinking a few steps ahead.

If you like puzzle games I'd love to hear what you think. I'm thinking of expanding on this idea, or creating another similar puzzle game so any feedback would be greatly appreciated. If you leave a comment on my game, I'll try my best to do the same on yours.

Try Displacement Here

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Looking for a few votes!

A few days after LD46 wrapped up this year, the company I worked at laid off 1000 people, including me. I mean, yeah, it sucks, but I'll be fine. The real danger is the time I lost rating games and getting ratings! :smile:

I feel like I had a solid entry this time, even though I expanded into new territory, like animated 3D models and GarageBand. So if you like short beat 'em ups with a gardening mechanic, please play and rate my game, Gardening Angel Kung Fu. Thank you!

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Turbo

Play my very first game updated: https://bluefire-studio.itch.io/turbo Turbo 5em1/em2020 2em48/em21 PM.png Turbo 5em1/em2020 2em49/em09 PM.png