Ludum Dare 45 October 4–7, 2019

This Is The Police (results)

123rd - Good enough. For the first time I have 4 ratings in the top 100. Thank you ++

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Thanks for Playing

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I would like to thank everyone for playing my game, this has been my best jam so far, I took a break from jams for a while but I'm glad to finally get back into it, again thanks for playing and I'll see you next time.

My game was super boring, still really proud of it!

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I focused on everything but gameplay this time around. I learned and improved on a lot of things. I hope to be more balanced next time around. Great job everyone!

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You can play the game here if you want: https://fashionbatman.itch.io/winter

World Collector Results

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It's been four years and four failed attempts since my last finished LD, so I couldn't be happier with this result!

The responses and feedback I've received have been amazing, thank you! Sorry to those mac users who still can't drag and drop worlds. I'll fix that soon as I schedule more time to continue developing this. I am very excited to continue working on this and have so many ideas to explore such as power lines, mechanical structures such as gears, themed collections of worlds, paradigm shifts where the rules of worlds change, e.g. having different shapes, filter doorways which limit which worlds you can use once you cross them, roller coaster tracks...

For anyone who is interested in following development, I'm planning to continue to stream all dev on twitch and will be starting a video devlog on youtube (although right now my only real video is the unofficial Ludum Dare theme tune! xD)

Twitter: joecreates Twitch: twitch.tv/joecreates Youtube: youtube.com/JoeCreates

A slimy thanks for all your votes!

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Holy smokes, this was a wild ride!

Our game Slimy Dungeon came in 343rd overall! This might not sound good at first, but with almost 2000 entries, thinking that our first ever Jam game made it to 343/1885 makes us really happy!

Me and @Thunder want to thank everyone who rated, or even played our game, and gave us the chance to be apart of this awesome Game-Jam!

If you haven't played Slimy Dungeon yet, and want to check out a small Rogue-lite game that we made in 72 hours, you can play it here!

(It even has an HTML5 build available, although we do recommend the Windows build!)

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Ludum Dare's had me all about, and finally, I'mma head out.

3 Weeks Ago

I participated in my first collab Ludum Dare Jam; now results are out. It's bittersweet.
- Overall: 541st (3.473 average from 114 ratings)
- Fun: 417th (3.438 average from 114 ratings)
- Innovation: 861st (2.784 average from 113 ratings)
- Theme: 1052nd (2.383 average from 113 ratings)
- Graphics: 380th (3.795 average from 114 ratings)
- Audio: 334th (3.444 average from 110 ratings)
- Humor: 413th (3 average from 106 ratings)
- Mood: 650th (3.241 average from 108 ratings)

wuuuut, but I had so many ratings, and good karma~

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Quality over quantity, gets the cake!

Not like that's a bad thing, that's how it should be!

so then why was 9/10 of the reviews "excellent game, amazing graphics, audio fit the theme, fun gameplay~"

Deceptive much?

Well, I guess people did want their games played. And don't get me wrong, I enjoyed most of the games I played :rofl:
So I guess my game was just bad?
The trend in the top 100, unless your game is a globally popular one, once 20-40 people voted on your game and they're all your audience, that'll sure trump 100+ of varying audiences with different tastes for varying genres.

but saying that is making an excuse, right?

No copping out, do better next time.

It goes back to the saying, if my game was better, the results would have shown that. Because there are the rare top 100 that have 150+ votes. And unless mine was on that caliber of awesomeness, I shouldn't expect such glorious results :joy:

but what about the other amazing games that didn't make it?

Tactics! Skills!

Bloodless was the top jam game during votings; it placed 97th overall. Other tops, weren't as lucky. Many of these results surprise me, as I genuinely thought hands down, that they'd make it.

As for the top 100 games; they did so well to keep their ratings just above the Danger Zone (games ordered by 20 votes or lower), and their personal reviews below the Smart Zone (games ordered based on how many reviews their author made). Because I could not find them :seenoevil:

was that their master plan???

Well, I'm new to all this, but it doesn't change my personal experiences earned.

Lessons learnt:

  • Maybe if: I turned it into a puzzle game, it'd have done better. Many people liked the idea of a puzzle brawler. But I barely got time to complete the Brawler, who'd have time to delve into a new category of gaming like puzzles, especially as this Brawler was a new game genre for me as well!
  • Maybe if: I aimed for only the minimum ratings (20), results would have generally been higher numbers? But these extensive ratings are what pushed me to take this game further!
  • Maybe if: I voted minimally, I too would avoid my game appearing much. But who wouldn't want to play all these games! Besides, what's the point of Ludum Dare if you just make a game, drop it in, and move on!? (the main objective is to start something but that alone is boring; sharing/interacting is fun!)
  • Maybe if: I listened to the audience and changed the controls, it'd have been less spam-feely. But 3/4 of the players seemed to love it! Besides, this is what I envisioned for this game! Regardless of if it was well received or not.
  • Maybe if: I made a better game, results would have been better. But it's possible the system is flawed; or not. It is what it is.

Overall:

  • It was amazing making a game for the first time with an artist. @AXLplosion was able to take all my ideas and bring them to life! I'm just sad I couldn't make the game better for his sake.
  • I'm satisfied with the progress I made, utilizing game libraries and APIs I started working on in preparation for the event; call them my own "engine".
  • I'm amazed by the game I accomplished, and I'm excited to continue building on it did someone say multiplayer :eyes:; I did not know what I was getting into when I decided to make a Brawler, and I must say, the spaghetti code was worth it!
  • I'm grateful to Ludum Dare for the initiative they make to prompt a game, it really pushed my limits and helped me grow; looking forward for more competitions.
  • I'm just disappointed with these results.

But hey, at least Bob the Brawler is Frontpaged on Newgrounds (at this time of writing)

Seeing it climb from Daily Pick to Popular Game to Frontpaged was an excitement of it's own :laughing: btbemdailyfeeature.JPG
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Moving on:

Bob the Brawler is my Ludum Dare entry. But it did spark some ideas I'm willing to expand on, as well was include suggestions from all the reviews on the game.
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In addition to that, I'm also dabbling in some multiplayer experiments, developing my own systems for Client-Side Prediction and Server Reconciliation, Entity Interpolation, and Lag Compensation, based on these articles from Gabriel Gambetta.
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get a friend or another window, and just move around in this canvas. it's just a test to see how websockets work, so tell me if it lags: multiplayergaemtest

But as this event is up and over, I'm going silent for a while. Congratulations to the winners!

See you next year April!


Follow me on Twitter or join my Discord Server to keep up-to-date on any activity from me. Or, visit my website often for any additional news I'd frequently post there.

Holy Guacamole!!!!

This just made my week! Shout out to everybody who played my game and everybody else who competed in the jam. I'm so happy with how this went. These results far exceeded my expectations for my first jam. :smile: Definitely looking forward to next April!

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How many games?

Does anyone know how many games were submitted for LD45? And how many of those got ranked?

My first Post-Mortem! I hope I'm doing this right

Another Ludum Dare completed! And since I’ve never done one of these before, I figured I’d try my hand at a post-mortem for my game, Dayunisi Builds the World! Buckle up, 'cause you're in for a ride!

“Start with nothing”

…okay? Don’t all video games do that? It’s be kind of weird if you started with all of the equipment unlocked. Personally, I didn’t think this was a particularly strong theme, since we ended up with a lot of “you unlocked the jump button” style games that don’t explore starting with nothing in a meaningful way. But I digress…

This is my fifth Ludum Dare that I’ve completed, and by now I’ve gotten into a bit of a routine for these things. To begin with, I always start with at least three hours of planning to find the perfect theme. And it’s usually split pretty evenly between:

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Brainstorming to get any and all ideas out on paper. Some ideas are good. Some are bad. Some can stand on their own. Some can be combined with others. Doesn’t matter; every idea I have gets down on the paper. For the most part, I interpreted the theme as making the act of building up to be the most central component. Things like assembly lines and creation myths and Terraria clones were obvious, but I was more interested in thinking outside the box. What if the ‘nothing’ is the knowledge the player has about the game? Heck, why limit it to just a game’s mechanics – maybe I could make an edutainment game? Or a learning algorithm?

After brainstorming, I usually have a handful of themes that sound interesting and could make for fun, unique games. I spend the second half of my planning stage exploring and really considering all the ins and outs of each theme. What would be the core gameplay loop? What kind of assets will I need? Will it be a decent challenge to make? Am I sure I can make it all in 48 hours?

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This time, I narrowed it down to six ideas. Two were what I call ‘Mechanical Turk’ games, since they had the player build or correct an AI to proceed. Two others were Terraria clones, where the player had to mine for resources and build structures. One was a pure edutainment game involving mathematical functions and plotting graphs. The last one was a social commentary game around how homeless people face so many barriers to entry into society – to eat you need money. To get money you need a job. To get a job you need a suit and tie and home address. To get a suit and tie and home address, you need money. The twist was to market it as a straight rags-to-riches game, complete with fake screenshots showing a mansion you could never actually get in-game.

Out of these six, four were unfeasible: the Mechanical Turks would require me to program a way for the player to program the AI, which I couldn’t do in 48 hours. Same with one of the world building games, which would need both a mining mechanic AND a music sequencer mechanic. And the math one just sounded tedious to build, and was probably going to be boring to play.

That left two ideas. Between the two, I cut the social commentary game because I had already done a social commentary game last Ludum Dare and felt my execution was nowhere near as clever nor insightful as I thought it would be. That left…

Dayunisi Builds the World!

One of my ideas for “start with nothing” was all the creation myths of the world. Unfortunately, all the ones I knew would make for either very boring or very complex games, so I had to do some research. Through Wikipedia I found the Cherokee creation myth: that the little Water Beetle was the first to leave the overcrowded sky realm. But, finding only water, he dove down to the ocean’s floor and brought back some mud, which grew into the world we know. For me, that was perfect: I could make a Terraria clone. It would have core mechanics that are known by most people while having a unique twist that ties into both the theme of the jam and the theme of the story!

At first, I didn’t know if I could handle a Terraria clone – I thought my computer was going to explode from too many loose physics objects. This is another reason why I flush out so many ideas: I have more options to fall back on if my first choice fails. Thankfully, my computer was able to handle all the blocks, and I was able to continue. It was around midnight now, so I decided to go to bed and be back at it before 9!

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… That was the plan, at least. Remember that routine I mentioned earlier? One of the things I do is buy myself some sweets and munch on them over the weekend. After all, Ludum Dare only comes twice a year, it’s time to celebrate! Well, I guess I overindulged that night, ‘cause I was up until 3 from a combination of a sugar rush and an upset stomach. I ended up waking up closer to 10, and finally started working after 10:30.

My entire Saturday was spent just making the Minimum Viable Product. There’s not too much to tell, really. Just a few technical issues that threw a wrench in the works. Like the one where I wanted to use MS Paint to make the art because it loaded faster and was easy to use, but I had to switch to GIMP because Paint doesn’t use transparency layers. Or how my character kept clipping through the floor if he fell from a great height – turns out he was moving so fast the collision check was completely bypassing one of the ground tiles, so I changed the setting from Interpolate to Continuous and everything worked out in the end.

The biggest issue I had was with raycasting. Every LD I try to make use of a new Unity feature – this time it was raycasting to check for blocks. There ended up being so much trouble because things weren’t properly aligned on the Z axis, or I was using Raycast instead of Raycast2D, or I used GetRayIntersection instead of Raycast, which I should’ve known doesn’t work… except for all the times it does… It was frustrating to say the least. This was especially true with the Buzzard’s coin drop, which would randomly drop a whole bunch of coins on the same spot.

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Around the end of the second day, this I realized that the core gameplay mechanic loop wasn’t all that fun. It became too difficult to build a nice enough platform because you’d run out of easily available pieces nearby and start to drown very early on. By that time it was nearly midnight, so I had to just leave what I had and pick it back up in the morning. This time, I did actually start at 9! …Well, actually 9:20… and it was closer to 9:30 by the time my computer finished booting up. But what matters was I started earlier than yesterday!

It was at this point that I decided I needed to cut out some features, or at least majorly scale them back. Some of them were obvious, like a handpainted background and power-ups. Some aren’t really needed to experience my game, like a working health mechanic. One of these was actually supposed to be a major mechanic: you see, the coins that Buzzard dropped were supposed to be plants that you needed to harvest. The main idea was to have different types of blocks with different fertility levels. That was how I would incorporate the story into the game: You were supposed to be split between building upwards towards powerups with strong but infertile blocks like stone, and building a nice plane of land made of fertile soil to collect more seeds, which would then be used as upgrade material. That’s why soil was so abundant but such a poor building material. In the end, I dropped the fertility mechanics and reworked plants into generic coins.

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Speaking of which, did you wonder why I used such a strange S for the money symbol? That’s because I found that the Cherokee word for money is spelt like DSW, using that S-like symbol. I thought it was too good of an opportunity to make a silly little pun.

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Based on past LDs, it looks like my greatest strength is my music. Which is unfortunate, because I felt I gave a very lacklustre performance this time around. You see, just based on how I’m able to budget my time, I can only make one song. No matter what I end up writing in that 1 hour interval, that’s going to be my music. No redos. For a game like this, music was bound to be a disaster. First of all, a happy game needs happy music, but I have no idea how to write in a major key, and it always comes out sappy instead of happy. Secondly, I usually try to write music that shares at least some of the sonic qualities of the thing I'm themeing my game on, which in this case were First Nations myths. Now, I did take a world music course, so I knew which elements make up First Nations music (things like monophony, drums with honour beats, vocables, etc.) However, all of my examples of First Nations music were either traditional prayers and other ceremonial songs with deep meanings, or modern day bluegrass with strong societal and political messages, neither of which I felt I could emulate without coming across as offensive. In the end I tried to experiment with chromatics and accidentals to make a kooky 12 bar blues song, but I was unhappy with the result. It doesn’t even loop properly!

Finally, the deadline approached. I fixed the last few bugs, made an HTML version, and posted it just before the deadline. To make sure the port worked properly, I needed to test it in my browser. And that’s when it hit me: I had never played my game to completion before! I had always made a little island and messed around with the latest changes before returning back to coding. Thankfully, it was actually possible to finish the game, and by that point, that was good enough for me.

After the jam

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Unfortunately, good enough for me wasn’t good enough. Many players complained about not being able to get any money. At first I thought people might not have built high enough, since Buzzard only drops coins on blocks above water. Or maybe they didn’t play long enough, as he only comes every 70-90 seconds. But when one user said they reached the final cloud without getting a single coin, that’s when I knew something was wrong. I’m not even entirely sure what’s happening, as Buzzard appears just fine in all three of my browsers.

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Looking back, I think I have a problem with messy source code. So many interconnected pieces and prefabs with no file structure and values assigned in editor that if just one thing is out of place, the whole system fails. I know that’s something I have to work on for future games.

And now today came the moment of truth! A lot sooner than I expected, too… weren’t the results supposed to come out at 8pm? Either way, I’ve got one question on my mind: how well did I do?

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…okay, that’s not too bad overall, but it is my lowest-ranking game yet. I was hoping I would get some points for Theme, as I thought I did a pretty good job at incorporating it into the main game mechanic. But the more I think about it, that’s not really the case: the fertile world was scrapped, and most people didn’t even get to see its heavily reduced form either, which I imagine means few people actually built a money-collecting continental shelf like I imagined. Ah well. So this jam wasn’t the best I’ve ever had. That’s okay, because I still put in a decent effort and learned a lot from it.

Thank you all for reading my port-mortem / sorry for taking up your time! I hope to see you all again next Ludum Dare!

Meager Genesis results

I had a lot of fun creating Meager Genesis.

I'm quite content with these results, thank you everyone who played and scored. Though you all were being generous with the fun category 😊

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Zen Man Results

https://www.youtube.com/watch?v=9Hhl_2KfUC8

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I guess people are not that interested in a "meditation" game. In case you are interested you can play it here.

Palely results

Untitled-7.png Thanks for the nice results, we're surprised so many people liked it and found it interesting! I'm excited for the next one in half a year :)

If you want to play Palely: https://ldjam.com/events/ludum-dare/45/palely

See you all in 170 days!

Geez it feels like a long time between LDs now, big sad.

Top 100 all categories

Hey, I haven't had a chance to put together my narrated post mortem video yet, but meanwhile I was happy to see that my game was in top-100 in every category with the best idividual score of 8th in Humor (usually my worst category:). Since I am an audio guy as well, I am somewhat disappointed that among all my scores the Audio category was my worst scoring category haha. Will follow up woth a video next week! Thanks everyone!

Reboot-Royale, My results!

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My Results are here, I'm pretty happy with them considering it wasn't a really fun game in the end!

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Thanks to everyone who supported, played and rated!!

I see you all in 170 days!

How many compo entries...?

Hi all How many compo and jam entries were made this time around?

:purple_heart: :dart: :frog: