Ludum Dare 45 October 4–7, 2019

Game boy, Disney and Pixels

If you feel a little nostalgic about your old Nintendo Game boy color, huge pixels and Lilo & Stitch which might be your favorite Disney movie, then you can refresh your memories and have a nice time by playing our games !

Be the Hero !!

https://nejnej.itch.io/from-zero-to-hero

png.png

LudumDare45

Post Jam Game Fixed!! Now ALL levels are Unlocked

ezgif.com-optimize.gif Protagonist enters.png

Full Gameplay Post Jam

https://www.youtube.com/watch?v=u2UfH9gaLTs

V.5 (Post Jam)

After the deadline, we fixed the ‘player not sticking to moving cubes’ bug (we creted a Unity development build and found there was an “NullReferenceException: Object reference not set to an instance of an object” error) and activated the last 2 scenes. We also reactivated the UI tutorial and player rotation. And we fixed that you could go back to the begging of the level if you pressed R as suggested by @afestivedolphin in the comments.

If you didn't play yet, Come on! Join us :D https://ldjam.com/events/ludum-dare/45/nothing-to-grab-onto

Controls: -Only mouse

Tell us what you think!!

It Never Started With Nothing

Try out this short 5-7 min game puzzle-platform experience and make yourself a path to the answer that reveals meaning of creating games...

It never started with nothing.png

ReFormer!!!

https://ldjam.com/events/ludum-dare/45/reformer

Untitled1.png

its a Sandbox AND action platforme!!!!

Parallax effect: the importance of the background

gif_parallax.gif

The parallax effect is used in our videogame 'Robbie' to simulate a 3D environment, as you can see in the gif. Basicaly I've drawn six tiling(1) layers.

parallax.png

In this graph you can see all six layers used to create this parallax illusion. The further the layer, the slower it moves compared to the camera. The terrain itself it could also be considered as a layer.

The way parallax background is made is by basically moving the layers of the parallax (that are tiled horizontally) to the camera’s y position and the cameras x position divided by a specific value. The higher this value is the more it will move in relation to the camera, making it appear closer to the player. You can see this effect happening clearly when looking through the window of a moving vehicle, the closest objects move very fast while the mountains on the far back move very slowly.

``` //Sky layery("Sky", y -viewhhalf); layerx("Sky", x - viewwhalf);

//Layer 1 if (layerexists(b1id)){ layery(b1id, y-viewhhalf); layerx(b1id, x/b1depth - global.timer * 0.2); } //Layer 2 if (layerexists(b2id)){ layery(b2id, y-viewhhalf); layerx(b2id, x/b2depth) ; }

//Layer 3 if (layerexists(b3id)){ layery(b3id, y-viewhhalf); layerx(b3id, x/b3depth + global.timer * 0.15); } //Layer 4 if (layerexists(b4id)){ layery(b4id, y-viewhhalf); layerx(b4id, x/b4depth); } //Layer 5 if (layerexists(b5id)){ layery(b5id, y-viewhhalf); layerx(b5id, x/b5_depth); } ```

The layers in the graph are cropped to give a better view. Most of them, such as the buildings or clouds are indeed from 3 to 4 times longer horizontally, as you can see here:

BackBuildings.png

FrontBuildings.png

BackClouds.png

(1): Tiling means that a certain object is designed so it can be stacked (vertically or horizontally) and it looks continuos. All layers used in Robbie are tileable.

If this post was interesting to you please consider passing by and trying our game out if you have time, thank you! :) https://ldjam.com/events/ludum-dare/45/robbie

-@paude

Hell Defender - Oculus Quest VR game

ApplicationFrameHost_MY3qswuT4f.png

Some people are crazy enough to make a VR game for LD! We were stupid enough to make a game for Oculus Quest, which means only few people will be able to play/rate. If you are one of them, please consider playing/rating : https://ldjam.com/events/ludum-dare/45/helldefender

We will try your game in return. We are especially interested if you made a VR game as well.

Have fun!

Teenage Mutant Ninja Kittens!!!

Had a blast composing original music for our LD45 entry "You Gotta Be Kitten Me"! Can you escape with all nine lives?

2898b.png

"You Gotta Be Kitten Me" is a 3D Platformer built in Unity 2019. You play as a mutant cat attempting to escape from the A.C.F (Animal Cruelty Factory). As you progress through the laboratory the cat unlocks new abilities allowing the player to get closer to escaping.

Play/rate the game here: https://ldjam.com/events/ludum-dare/45/you-gotta-be-kitten-me

D6IbEp.gif

Listen to the soundtrack here: https://amerigo.bandcamp.com/album/you-gotta-be-kitten-me-original-game-soundtrack

The Greatest Game in the World by Dave is now Available

screenem1920x1080/em2019-10-08_04-16-25.png

https://ldjam.com/events/ludum-dare/45/the-greatest-game-in-the-world

Hey, there jammers!

We are eNVy softworks a small but very ambitious publisher!

We just got our first client in a fine lad named Dave.

He took part in the game jam and created what he calls "The Greatest Game in the World".

We took over this page because he is, in his own words, "too busy planning the sequel to occupy himself with minor details like community management and promotion"

We are very excited for you to try it!

Make sure to rate us and give us your feedback! We will pass it on to Dave and make sure he replies to everything.

Keep on rocking!

Try "Mission Start With Nothing"

"Mission Start With Nothing" is a first person stealth game, where you complete objectives after landing in a level in which you start with nothing. You can play it in your browser, or on Mac, Windows, and Linux! guardedTower.png Screen Shot 2019-10-06 at 5.31.04 PM.png Play it Here! https://ldjam.com/events/ludum-dare/45/mission-start-with-nothing

Nothing.... not even light

There's a lot of ways to make a game where you start with nothing - no clothes, no items, no abilites..- But what if you started with nothing... really nothing , not even light. Blank is a game where you have to find your way across a dark and empty level. And all you can see are the footprints you leave behind, and the mark of your hands on the walls... https://ldjam.com/events/ludum-dare/45/42ld45

Screenshot (76).pngScreenshot (78).pngScreenshot (81).pngScreenshot (79).png

If you could try Meowmories that would be mice!

Hi beautiful people!

We have a narrative-platform adventure with a moral at the end. It’s a short one since we are beginners (it’s our second jam) and sadly we didn’t have much time to invest during the jam. We still need some RATings so if you want to play it you are more than welcome!

https://ldjam.com/events/ludum-dare/45/meowmories-1

GatoCajaPeque.gif

Also, we are always looking for games to play when we are able to (it's gonna be tomorrow since here it's already late). If you want us to play yours, specially if you also need ratings and/or want feedback, leave us the link in a comment! We will play them as soon as we have the chance!

As an extra I leave you with this ghost to celebrate spooktober and wish you a good night :)

Gatopost.gif

It took a while but I finnished my landing page.

I had to take a break after the game jam nearly broke me :). But today I finnaly come around and finnished the landing page. If you could come and see it and mabye play the game it would be cool. Please leave a review so I can get to 20 and get the ratings. Thank you. https://ldjam.com/events/ludum-dare/45/jumbo-throne Cover-FHD.png

Looking For Games

Does anybody here know where I could get some games I could play and rate? wink wink
I already have enough ratings myself, so I am happy to rate your work too!
Post your links in the comments and I'll take a look, you can also check out my game here.

Play my game: Memory Palace

Wanna play a game about writing stories? Wanna see if you have a good memory? Try out my game Memory Palace, a game that explores memory techniques.

memorypalace5.gif

https://ldjam.com/events/ludum-dare/45/memory-palace

Let me know what stories you come up with :)

Pandamonium Sneak Peak!

You start with nothing... but find skills along the way! Here's a little preview of the gameplay:

https://www.youtube.com/watch?v=XWfP6vLN7e4

If you'd like to try it yourself you can play it in browser or on Windows here: https://ldjam.com/events/ludum-dare/45/pandamonium

72 hours, extreme programming and so many art... (Jam)

LogoCompany.png

New Experience/Experiment:

Eng: For our team it was the first jam, everything went as well as possible. Everything that was conceived we implemented, however, was not without bugs...

Rus: Для нашей команды это был первый джем, всё произошло как нельзя лучше. Всё что было задумано мы реализовали, правда, не обошлось без багов...

What Happened In The End:

Gameplay.png

Everything Is As It Should Be

Eng: It turned out to be an interesting, ready-made game, and for some black humor even funny...

How would you rate her?

Special thanks to the organizers of Ludum Dare! Not only that, without you, we would not have gathered in such a friendly team, but also did not receive feedback in such a large volume! It was fun working on it...

Rus: Получилась цельная, готовая игра, а для некоторых ценителей чернухи даже весёлая...

А как вы бы её оценили?

Отдельное спасибо организаторам Ludum Dare! Без вас мы бы не собрались в такой дружный коллектив, и не получили бы фидбэк в таком большом объеме! Было весело её разрабатывать...

Playing Your Games Live NOW!

... Well, if you send them to us anyways. ;)

https://twitch.tv/cyberlightgames

Games with devs in chat will be prioritized first, but we will play them all eventually!

Necromanic

logo.png

https://ldjam.com/events/ludum-dare/45/necromanic

Small story about our Jam:

This Ludum Dare didn't go as smooth as I had hoped. Early on we had some stuff taking more time than expected, giving us little to no time for balancing. With just a few hours left we had to implement audio. Normally this wouldn't have taken more than an hour, but for some reason we got some problems with FMOD. We added some audio in the end, but the pc of our audio engineer crashed while building that version. Because of this we just uploaded a build without sound.

Since we had work and stuff, we hadn't had time to make a build with audio yet. Our audio engineer build it this morning, but it seems like some gameplay features had broken. Since the audio was in fact made during the jam, I still decided to upload it as a different file, so we could show all the work.

In the end, I am still very proud on all the work my team has done to create this game and all the work they put into it.

I really enjoyed working on Game Development again, and I hope you will all enjoy this as much as we did creating it.

THX y'all for the RATES and COMMENTS!!:) And some SHOUTOUTS

The game has now reached at least 20 votes in every category, and I just wanted to thank everyone for this jam:)

Such a relief, haha xD

Now I can just chill and fully enjoy your games and your constructive criticism for my game.

I wanted to take my time to do the same thing I did at my first LD, and that is to name 5 games I think deserves extra attention. And it's only by the fact that I like them, not how much they've been rated or how popular they are.

So here is 5 games I think you should check out: * Amor Fati: https://ldjam.com/events/ludum-dare/45/amor-fati (created by @starvingindie) * Nobody's Journey: https://ldjam.com/events/ludum-dare/45/nobodys-journey (created by @drkdavis, @rodnasca & @phyro) * The Persistent Thief: https://ldjam.com/events/ludum-dare/45/the-persistent-thief (created by @darylsteak) * Little Guardian: https://ldjam.com/events/ludum-dare/45/little-guardian (created by @clockmaker & @justcamh) * Trashquest: https://ldjam.com/events/ludum-dare/45/trashquest (created by @a333, @graal & @icxon)

If you have any games, or if you want to link a game that you think deserves more attention, link them in the comments so more can play them:)

Happy gaming!

Screen Sizes fixed on itch!

If someone wanted to play GODDAMMIT BOB, I TOLD YOU TO WATCH THAT DAMN HYPER CANCER! but couldn't because of our botched screen size: It should be working now!

the main issue was us using the itch-native fullscreen button which meant I had to make sure the html itself had 1920x1080 specified in it - otherwise it cut off the edges and did all kinds of funky jazz. Disabling that and just leaving the unity template-button for fullscreen let me set the itch player size to a manageable 1024x576.

HCSCRN.png

On 16:9 screens fullscreen should be fine, on other resolutions just stay in windowed :)

THANKS to everybody who played so far <3

THX y'all for the RATES and COMMENTS!!:) And some SHOUTOUTS

The game has now reached at least 20 votes in every category, and I just wanted to thank everyone for this jam:)

Such a relief, haha xD

Now I can just chill and fully enjoy your games and your constructive criticism for my game.

I wanted to take my time to do the same thing I did at my first LD, and that is to name 5 games I think deserves extra attention. And it's only by the fact that I like them, not how much they've been rated or how popular they are.

So here is 5 games I think you should check out: * Amor Fati: https://ldjam.com/events/ludum-dare/45/amor-fati (created by @starvingindie) * Nobody's Journey: https://ldjam.com/events/ludum-dare/45/nobodys-journey (created by @drkdavis, @rodnasca & @phyro) * The Persistent Thief: https://ldjam.com/events/ludum-dare/45/the-persistent-thief (created by @darylsteak) * Little Guardian: https://ldjam.com/events/ludum-dare/45/little-guardian (created by @clockmaker & @justcamh) * Trashquest: https://ldjam.com/events/ludum-dare/45/trashquest (created by @a333, @graal & @icxon)

If you have any games, or if you want to link a game that you think deserves more attention, link them in the comments so more can play them:)

Happy gaming!

Running naked in a mall !

Have you ever dreamed of going somewhere naked ? Albert from A Course at the mall is dreaming that he is naked while going to buy groceries but some guard will take Albert back to reality really soon .. 1_2m.gif

https://ldjam.com/events/ludum-dare/45/a-course-at-the-mall

My LD45 game collection!

Here is a list I made for myself about the games that seem interesting in this jam. I did not play all of them, but I keep on playing and playing. You guys are awesome!

Take a look at the list: https://itch.io/c/630292/ld45

Any games to add? What are your favorites so far?

My favorites at this point:

https://ritarbapodev.itch.io/the-song-of-calirum -really good card game

The Island https://itch.io/c/630292/ld45 - cute island building clicking game

Fit the Sticky https://leograf.itch.io/fit-the-sticky - Katamary like stuff, really challenging

Heartscape https://zak-amana.itch.io/heartscape - interesting rouglite card-puzzle game

Oracle Pine https://swanijam.itch.io/oracle-pine -short advenure with great atmosphere

Barterin Buckaroo https://itch.io/queue/c/630292/ld45?game_id=494752 -western stlye collector game

ld45games.JPG

New Videos Uploaded

We've uploaded 2 new gameplay videos of our game "Vegan Farmer" :smile:

https://www.youtube.com/watch?v=G3hYnUuZwls

Here's the link to the game, please give it a try and rate us :heart:

https://ldjam.com/events/ludum-dare/45/vegan-farmer

Fixed itch.io link for my game "Clean sh*t"

I fixed link to my game on itch.io It's my first LD, so, dont put the blame :) I'll really appreciate your vote and feedback! Thak you!

https://ldjam.com/events/ludum-dare/45/clean-sht

ezgif-4-e9c5bcef69e16.gif

New update for Itemless!

itemless has been updated and now has the following features; - the ability to sprint has been added - the inalienability to place all types of blocks has been fixed - info at the top of the screen has been updated - better UI - enemy spawns have been tinkered, they spawn more often but have less health and damage
that is all for the update for "Itemless" more updates will be coming later https://lordephir.itch.io/itemless or https://ldjam.com/events/ludum-dare/45/itemless Capture.JPG

Inspiration. updated to V1.01

In the days since I released Inspiration., two major bugs have been brought to my attention:

  • The game intermittently got stuck on the logo screen, preventing you from playing
  • It was possible to glitch straight through the roadblocks and out of the map boundaries

These glitches have been fixed, but the original Compo submission is still available on the PICO-8 site if you want to experience these glitches for yourself. Either way, check out Inspiration. here: https://ldjam.com/events/ludum-dare/45/inspiration

ld45_006.png

appologies

turns out I can't make any changes post the 48 hour mark, il keep the buf fixes but otherwise I will remove the content update

Check out our Hexen / Doom homage: Damned Souls - Raising Blood!

LudumGameplay_2.gif

LudumCover

After months of hiding, your escape from Mephistopheles’ hellish domain ended as soon as it began. Battered and bruised, you’re thrown back into your cell by the archduke’s minions, in a tower on the outskirts of the seventh circle of hell.

Armed with nothing but your wits, determination and unending hatred for your captors, you resolve to escape, even if it means drowning the whole underworld in the blood of your unholy enemies.

https://ldjam.com/events/ludum-dare/45/damned-souls-raising-blood

Adding HTML5 Version of ARCADE GIRL !

I've add a HTML5 link version of the game, for anyone without windows and who want to test my game !!! https://ldjam.com/events/ludum-dare/45/arcade-girl update.jpg

Try Word of Mouth!

3.PNG Convince people of your ridiculous cause through quicktime minigames - playable in browser or download for Windows

Check out our game!

BESTLOGOEVAR.png

Yöso - a short and fun roguelike about a small and cute ghost called Yöso. Starting with nothing, gather the power of the three elements given by the gods to defeat the evil elementals!

Play here!

Nostalgia for a lost love

Stitch won't let you touch his Scrump plush or take it away from him one more time, but he needs your help to getting him back first 😢

https://nejnej.itch.io/from-zero-to-hero

Capture d’écran 2019-10-09 à 22.48.43.png

A mini game inspired by the Disney movie Lilo & Stitch

Help ! Scrump, Lilo’s plush has just been kidnapped by Captain Gantu ! Lilo and Stitch need your help to becoming heroes, starting from scratch, by making enough money to pay Scrump’s ransom. For that, Stitch needs you to collect enough fruit so that Lilo could start making fruit brochettes, following the same principles à a Tetris (with your help as well…)

Warning : Be careful to not grab ripped fruits, it could make our Stitch a little bit angry …

Seedlings

Let go of your inner demons by focusing on your inner garden. Guide the seeds to a happy place where they can bloom into a bountiful garden. Beware the pesky leaves!!

ludum-cover.png

image (4).png

https://ldjam.com/events/ludum-dare/45/seedlings

Thanks everyone!

Trick Or Retreat (https://ldjam.com/events/ludum-dare/45/trick-or-retreat) has made it past the 20 ratings goal! Thanks everyone :tada:

A fellow competitor has yet to reach the goal. Please check out their game (It's pretty short and is made with Godot, so HTML5 :P) https://ldjam.com/events/ludum-dare/45/night-lights (IMO it's pretty good for a first game)

Not for adults

Small children easily deal with such tasks, but with age skill can be lost. Are you still remained a kid inside? https://ldjam.com/events/ludum-dare/45/sandsea ezgif.com-video-to-gif.gif

P.S. there is no lose here, only win condition. So dont give up)

Make cool gif preview!

Gif preview is always better than just screenshots, but not many people know what sofware they should use for this.

For my game HONK I use 2 things: 1. Screentogif, as a gif recorder and as an editor; 2. Build in gif recorder in Game Maker Studio 2;

The difference is that GM2 gif recorder doesn't record UI, that's why I also use Screentogif.

Using both methotds or only screentogif can help you make a lot of cool gifs for your game.

honk16.gif

honk17.gif

Higher Desire Post-Jam Version!

Screenshot.png

...What, already?

Yup! It's amazing what you can accomplish if you're given just a feeeeeewwww more hours of time to catch easy bugs and playtest just a little bit!

Here's what we were able to accomplish:

1. Metronome Fixed: That's right, our submitted rhythm-based game only features a mostly-working metronome, how neat! Now it will actually accommodate players who keep rhythm a bit earlier than the actual beat, instead of favoring late time-keepers.

2. Tweaked Difficulty Curve: It's almost like when you have time to playtest, you get a better sense of what is too hard/easy. :open_mouth:

3. Various Bug Fixes: So our game (hopefully) breaks less!

Making this game was a classic lesson in scope creep prevention learned the hard way. We were scrambling until the very end to finish it, which unfortunately necessitated sacrificing some time normally dedicated to polish. We're still enormously proud of what we were able to accomplish though, which is why we've dedicated some time for some quality-of-life improvements!

If you haven't played Higher Desire yet, you can check out our original submission and Post-Jam version at our game page here.

If you're kind enough to give us a rating please make sure you judge us based on our original submission! The Post-Jam version really only exists to satisfy our own personal annoyances. :sweat_smile:

'Til next time. :pointright: :cowboy: :pointright:

Post-Mortem for "Untitled Goop Game"

This is my 6th LD Jam game. I'm getting better at it. "Untitled Goop Game" feels like my most complete jam game to date. Below are a few things I learned from this experience:

1: GAME IDEA FLEXIBILITY, GOOD: My initial idea was a space shooter with a "sticky" ship, requiring you to attach to guns. But my 2nd idea of a puzzle-centric ball of goop was easier to code, and felt more original. gifempm/em1a.gif

2: COLLISION OOPSIES, BAD: The gifs (pronounced "gif" or "gif") show a flaw in my collision size/shape design, essentially allowing players to sneak obstacles out of the way instead of solving the actual puzzle. gifempm/em1b.gif

gifempm/em2.gif

3: INCONSISTENCY, BAD: It's a puzzle-heavy game, yet I allowed the projectile-spewing enemies to fire at random intervals if the player died or refreshed the level. Bad. gifempm/em3.gif

4: BEST DESIGN IS ON THE LAST LEVEL, BAD: This is more 20/20 hindsight. The players who made it to level 9 seemed to LOVE it when they found the solution. A few even claimed to have "laughed out loud" when they solved it. It would have been nice to have that level get more eyeballs earlier in the game. gifempm/em4.gif

5: MAKE YOUR GAME EASY: After 2-3 days, "Easy" for you will be "moderate-to-difficult" for a new player. So imagine how impossible your game will be if you made it challenging for yourself? There are hundreds of games we want to play, and none of us will remember the game with the frustratingly difficult gameplay. We always love and rave over the fun game that allowed us to enjoy the whole thing, from start to finish. I believe this is GAME JAM RULE #1, yet I still made a few levels that players and streamers are having a hard time playing. MAKE YOUR GAME EASY. gifempm/em5.gif

PLAY IT:

https://unept.itch.io/untitled-goop-game

P.S., I make my games using the Stencyl game engine:

https://www.stencyl.com

Dead Again - just updated!

Hey everyone - we just pushed a huge update to our game Dead Again that fixes a a few bugs and some of the balance issues in the game. We'd love for you to check it out - it's a short action-rpg with a skill system and dynamic combat. We'll be tracking down a ton of games over the next few games and playing them, so leave us a rating and a comment and we'll come for your game next!

Play Dead Again Here

DeadAgainLogo.png

New gameplay with bgm "Little Odyssey" by Takashi Hosomi !

Here is Little Odyssey with bgm Little Odyssey. I actually prefer this version but due to the copyright problem I cant publish this version of game in this gamejam. I did add the rock song into my game now and record the video with this new gameplay. TBH I prefer this version....

https://youtu.be/aECpRfl4x7g

FUTHARK

FuHARK_2.PNG

FUTHARK is here! Ever seen a viking walking underwater? Well have a gander!
https://ldjam.com/events/ludum-dare/45/futhark

tile.flip()

screen2.PNG

Main Post

I thought it was about time that I wrote a little post about my game.

To be honest, I have hated this theme since it first started appearing in the theme voting many LDs ago. However, I don't shy away from LDs just because I hate the theme. My inspiration this time around was Minesweeper. In Minesweeper you start off with no information about the puzzle's layout and your first click will determine where you start from in solving the puzzle. So, I wanted to make a similar kind of puzzle game.

In tile.flip() your goal is to flip all of the tiles that do not contain bombs. However, each tile will also flip over a certain arrangement of adjacent tiles, indicated by a diagram on top of the tile. Nearby bombs are indicated by a red coloring on an adjacent tile.

The biggest challenge in making the game was writing the code for randomly generating puzzles. My first attempt involved generating random layouts of tiles and testing to see if they were solvable or not. However, there were so many unsolvable puzzles that it took way too long to find a solvable one. So, instead of generating a random completed layout, I generated a random layout of tiles, excluding bombs. I then found a subset of tiles that could all be flipped. If the subset was a proper subset, then the remaining tiles were turned into bombs. In this way, I got puzzle generation down to less than a second.

The second biggest challenge was life. Between two jobs, preparing for the academic job market, a 1 month old baby, and spending time with my wife, I only had about 6 hours to make this game. All things considered, I'm happy with what I made, flaws and all.

Link to Game

https://ldjam.com/events/ludum-dare/45/tile-flip

Addendum

If you like game jams, consider joining the Philosophy Game Jam taking place in about a week. https://itch.io/jam/philgamejam-2

Off The Grid

Some say its a snake adaptation in a puzzle game, other say you will never escape the grid...We say join us and give it a try

Off The Grid

“You are lost and alone, powerless and scared. A white room lies in front of you. Passing the gate is your only escape…” Find your powers, use them to power the grid and get to freedom!

A minimal puzzle game, that uses time travel and parallel universes!

Find it here: https://ldjam.com/events/ludum-dare/45/off-the-grid

LD45_GIF.gif

OffTheGridLogo4.png

Screenshot_1.png

Screenshot_3.png

The Firebrand - A Mystery Story

thefirebrandbanner.png

firebrand.gif

"The pain’s always the same.”

An interrogation room. Sitting on one end of a table is a woman. On the other is you - a detective tired of asking questions, but desperate for answers.

Who is the woman? Why is she here? What has she done?

The only way to find out is to talk. Every conversation topic giving new leads to chase down. Some worthwhile. Others not so much.

Follow the rabbit hole until you reach the truth.

It's time to investigate.

(Play in browser!)

Zeldalike game with guns

If you want play something like zeldalike or roguelike 🎉🎉🎉enjoy🎉🎉🎉 our entry. We're waiting for your feedback and give feedback to your entry :)

Gif0.gif

Gif1.gif

Future Plans for Neon Void

Comp_1.gif Thank you all so much for 20 ratings! We have received some great feedback, and we're excited to let you guys know that we will be continuing to develop this project into a more full game in the coming months! We hope to add new features, difficulties, enemies, and even new game modes (survival, multiplayer, etc.)! So make sure to follow our Game Jolt page for updates (https://gamejolt.com/games/NeonVoid/443303), and if you haven't already, give Neon Void a rating (https://ldjam.com/events/ludum-dare/45/neon-void)! Thanks!!!

Wow looking back, my game sucks.

To busy playing games right now to post-jam! https://ldjam.com/events/ludum-dare/45/soy-sauce-man

Last day we are streaming your games!

It's been amazing seeing everyone's games, and made even better by usually having the developers there with us while we play it! Unfortunately, this boy still hasn't caught up on sleep since we submitted our game, and so this the LAST CHANCE to get your games played live on our channel, with almost no wait! twitch.tv/cookingwithspices. It's a good time, bring a link to your game, or come check out what every one else is submitting.

Lost Flagship - daily bugfix report, huh

"Everything is broken - it's just about more or less".

My game looks like "more". First players have found lots of problems, starting from softlocks (enemy won't move, buy units or shoot for some reason) and ending unexpected behaviour.

Bugs are multiplying like Lernaean Hydra, and I'm just continuing to cut through them :)

work.PNG

At the beggining of this development I met a funny bug.

My AI is based on method from old-good Red Alert 2 - a task forces. If AI decided to do something, it would search for some pre-defined group of units nearby (for example, two tanks and some troops for small ground attack, or 1-3 flak units fo intercept your annoying plane). If there are no such units, AI will produce them or switch to another strategy. So, I've formed first task force from 4 destroyers (let's name them A, B, C and D). Big and nasty ships that looks like a prey bird:

dest.png

Their task was simple - "look around, and if one of you has enemy within fire range - go and shoot him". And they've done their task very well. When enemy approached to destroyer A... three of his brother-in-arms looked at poor A, warmed their lasers, and shot him down in a second! I was shocked. Of course, problem was on definition of "him" - it wasn't about "enemy", but was "one of you". So, lots of problem are caused by very stupid overlooks.

Today's "bug of a day" is his small brother. Look at that simple attack algorithm: - Task force decides to attack. - Then they're finding the nearest enemy. - Then they're coming after the nearest enemy. - They're getting within fire range and shooting enemy.

Looks normal, right? But what happens at step 3? When you move to the target, target may retreat or simply move at point where none of your guns won't ever reach it. Other enemy may stand in your way. What'll happen next? Task force will try to destroy target, no matter what happens around it. One small error - and your AI will look like berserker maniac :)

Softlocks are more difficult. I still have not done with fixes, but "Softlock Watchdog" is not so bad as a temporal solution.

The worst problem is a loading. I'm still fighting with hanging that happens on some of the machines after tutorial level.

https://ldjam.com/events/ludum-dare/45/lost-flagship

Youtubes - Video!

It failed horribly last time with 5 fps when uploaded from OBS. Here's a better attempt.

Art was Photoshop / Sounds/Music FL Studio.

https://youtu.be/giNuK13kyEk

Game here https://ldjam.com/events/ludum-dare/45/forest-ninja-wizard-ghost

Thank you!

Thank you to everyone that played our game Blank! We received so many inspiring and useful comments :smiley:. If you haven't played it yet, check it out at https://ldjam.com/events/ludum-dare/45/blank-1.

28f55.gif

If you're interested in other games we're developing, check us out on Instagram at https://www.instagram.com/catiliangames/?hl=en.

My first Compo

https://ldjam.com/events/ludum-dare/45/nothing-in-the-way

262e4.png

Confused

confused-card.png

https://ldjam.com/events/ludum-dare/45/confused

Branching dialogue using Ink

I used the scripting language Ink to write the dialogue for Nothing to Say, and it was an absolute joy to use, so here's a short devlog about how I used it and why I recommend it.

:blue_heart: Nothing to Say

Me and @Rose's game for LD45 is Nothing to Say, a dating sim-inspired game with a puzzle element: you can't choose dialogue options unless you've unlocked the right letters, so you have to make strategic choices of letters to keep exploring the dialogue, earning hearts, and eventually to confess your feelings.

dog shorter.gif

The game is made entirely with HTML/JS/CSS. The only external library I used was Ink.

When working on the script, my goal was to write a fun, engaging dialogue that players would actually enjoy playing through multiple times. I didn't have a ton of time, so Ink was a huge help in letting me draft different interesting branches for the conversation.

:pen_fountain: Writing in Ink

Ink is a scripting language for branching stories from InkleStudios. I highly recommend it for any narrative game, especially games with lots of dialogue choices - it's super easy to write out the choices and the outcomes of each. (According to the documentation, there are considerably more complex features too, but I haven't explored those yet!) You write it in their editor, Inky, which lets you test the story as you go, completely decoupled from your actual game code.

ink.PNG

For Nothing to Say, the letter-unlocking mechanic was handled by the actual game code - the Ink script just included all the options, so I could play through the different options freely in Inky to try to write fun moments. Also, the script can be divided into sections, which makes it easy to shift things around later.

:bookmark: Tags

Ink lets you add any tags you want to each line - you can see in the screenshot above that I marked Zoe's expressions with smiley face tags. (I'll tell you what, adding in @Rose's adorable art was a big improvement over a lone smiley face floating on the screen!)

I also used tags to mark which lines score points for the game code, while simultaneously tracking the points in Ink to determine how Zoe responds to you at the end of the conversation. In Nothing to Say, you can't rescore points you already scored in a previous playthrough (except the pity point about how she appreciates the effort you're making, of course..) - that was handled by the main game code, since each playthrough was a fresh start from Ink's point of view.

:book: Hooking it up

The javascript version of Ink is a breeze to use. You just keep asking the Ink story for new lines or choices and it spits them out.

``` function getNext() {

if (story.canContinue){

    var line = story.Continue();
    var tags = story.currentTags;

function getChoices() {

story.currentChoices.forEach(function(choice) {

    var choiceElement = document.createElement('div');
    choiceElement.innerHTML = choice.text;
    choiceElement.addEventListener("click", function(event) {
        story.ChooseChoiceIndex(choice.index);
        getNext();
    });

    choices.appendChild(choiceElement);

```

There was plenty of processing on top of that, like testing the choice text against what letters you have unlocked, but the Ink story was a super solid core. :)

:heart:

There's a really quick look at how I used Ink in Nothing To Say. As an amateur gamedev and writer, I'm a huge proponent of how fun and easy it is to use. Definitely check out the Ink web tutorial if you're interested. (They have Unity integration too, that's a whole other story!)

Whelp I did it

I've finally hit the 20 ratings mark! I'd like to thank everyone who played my game and gave helpful feedback, if you haven't played the game yet you can find it here on https://ldjam.com/events/ludum-dare/45/colorless, and I also wish everyone good luck with there games : )

Karma.png

Beating my own game - Egg Farm. EZ

If you did not try this game, trying is best before watching :)

https://ldjam.com/events/ludum-dare/45/egg-farm

https://www.youtube.com/watch?v=Ycrjdiv5dMk

Master Builder Daedalus - Postmortem

If I keep postponing it I fear that it will not get done at all, so here we go.

Master Builder Daedalus is a 2D puzzle-dungeon crawler hybrid where you play the role of the legendary Daedalus, responsible for the Cretan Labyrinth, a bronze giant and a set of working wings, among other stuff. Here you find yourself imprisoned in a strange chamber. A deep chasm separates you from the chamber's only exit, and you have nothing to help you cross to the other side.

Or well, almost nothing.

daedalus-level02.gif

The one about how the game came to be

I took advantage of the early start to wake up earlier than usual and go to a cafe to have a proper breakfast and start brainstorming ideas for the game. After a while I'd sketched a lot of concepts, but nothing solid enough to be translated into a game, so I used a technique we've used at work sometimes, the Crazy 8s, to generate ideas quickly. Essentially, you divide a sheet of paper into 8 parts and you've got one minute to make a quick mockup or description of (in this case) a game idea. Rinse and repeat for all 8 parts, and you end up with something like this (sorry about the mix of English and Spanish; one is my mother tongue, and the other my gamedev language :sweat_smile:) ideas-00.jpg

After that I flagged the three I liked the most and started refining them a bit more: ideas-01.jpg

And then something interesting happened. The Reigns-like dungeon crawler idea began to mutate and incorporate some staples of the genre, like the need to draw the map as you traverse the dungeon, which also fit well with the idea about having the game rules/world expand and change as you moved around ("what you map becomes real").

Eventually the Reigns-specific features were completely gone and the mapping/building part became the core mechanic; the dynamic game rules concept plus other key elements of dungeon crawling like combat and so on got postponed for future iterations in order to keep the scope under control.

Last, about the setting and plot. During the voting rounds "Ancient mythology" appeared. I've been a sucker for myths (particularly Greek ones) and legends since I can remember, and I thought it would be really cool to have it as the jam theme (lots of plots can lead to interesting game mechanics). Alas, not everybody thought the same. However, I decided that I'd try to fit it into my game together with the final theme either way. Once I had the basic mechanics coded and started to think about the visuals the Cretan labyrinth and its builder just seemed like natural choices. I couldn't implement enemies, but the first one would have been the Minotaur for sure :smile:

The one about things that turned out okay after all

  • Ideation. Besides the game idea, which I really like, I came across a couple more mechanics that could be worth keeping track of for the future.
  • Graphics, to some degree.
  • Pathfinding code reuse. This is the second or maybe even third time that I reuse the same A* implementation to perform pathfinding on a tile map, which is great. I had to tweak some of the data types because the implementation I brought over was using hexagonal maps that used 3 coordinates to resolve the position on a grid, but it took me less than 15 minutes to change it, compared to the hours I would have spent coding and testing it from scratch.
  • Unity 2019.3 beta turned out to be relatively stable. I'd attended Unite Copenhagen the week before and was hyped about some of the new features, so I wanted to experiment a bit. In the past I had stability issues during a game jam because of a Unity upgrade, but save for a a couple of hiccups related to the usage of the new Input System I could work around I don't remember anything super important. On the other hand, the new editor looked way smoother than before.

The one about things that didn't turn out so well :sweat_smile:

  • Saturday afternoon's motivation slump. This was really weird after the fruitful ideation session during the morning, but I spent the afternoon and into the evening working at half speed and procrastinating a lot without any clear reason why.
  • A lot of time spent learning and tweaking Unity's Input System. It is way better than the old one for sure, but trying to get used to how it worked took a while. What's worse, it doesn't FEEL right when you play it, but this falls on me, not the system, so I'll have to fix it.
  • For the small amount of sprites and tiles in the game, it took more time than it should have. Also, I had to go with a more minimalistic take on the dungeon tiles instead of the lush, Minoan palace style I had in mind as reference. PY%20meg.jpg
  • No time for sounds or music again :sob:
  • I'm still finding myself coding lots of similar systems over and over (turn-tracking systems or tile map management for roguelikes, for instance). It's true that all of them had their own quirks, but perhaps it's time to start creating some code base from the shared functionality I've been piling up over multiple game jam prototypes.
  • Because I couldn't create enough levels there's a steep difficutly spike between the last level and the others. The reason behind it is that the last level was the test level I was using while coding the systems. I had started working on a batch of levels with a smooth progression, but the deadline was looming and I still needed to change the graphics and code the UI screens. Since that one was harder but could still be completed, I decided to keep it on the build as a "boss level", but it feels out of place compared to the others (it's also introducing for the first time some blocks with walls that make paths harder to connect).

The morals of the story

  • I'm going to start spam-proposing "Mythology" in future rounds until we get it as a theme. Just Greek mythology alone is so vast, imagine being able to pick from all pantheons :heart:
  • Even if I regret the wasted time on Saturday, I'm relatively glad that I didn't become stressed about it like other times. Motivation eventually came on its own.
  • Stop using development levels as part of the final batch. They tend to be crappy and break the pacing of the rest.
  • Trying out new tech is fine, but decide which is your focus for the game jam and commit to it. If you're focusing on the game itself, then it's okay to go back to what you know.

As always, if you've reached this far thanks for reading! Play and rate the game here!

Start with NOTHING, literally....

111.png Combining word game with topdown shooter, you must survive and create words with the letter drop by monsters.

Start with words like BOT, or DOG to summon units to fight for you!

Then try to make AMMO, DAM, to upgrade yourself.

Feed your unit with FOOD to make them better.

13.gif

ITCHIO_TITLE.png

Let's play, Code:NOTHING

https://ldjam.com/events/ludum-dare/45/codenothing

Go play my entry

2620b.png ezgif.com-optimize.gif

https://ldjam.com/events/ludum-dare/45/garden-circuit

About Farm Fortress 2

So, it is finally over...

gameplay photo Farm Fortress 2

This was a bit of a convoluted weekend (moreso than an usual LD), I had basically only 1.5 day's worth of uptime for the weekend. Ended up having to submit the game for the Jam instead, even though I made the game all by myself (including art).

But anyways, it was an interesting take. I decided on remaking one of my old LD titles, all the way from #28 (sadly the host is deceased so you can't play it anymore, but the screenshots and jam page is still up). Here it is, included for your convenience:

farm fortress the first The original Farm Fortress, from 2013

I took the core idea of a "semi-idle farming strategy tower defense", already present in the old game, and expanded it for a more interesting mechanic - multiple resources and production chains. I also wanted to expand the visuals and make it an overall more polished game, considering I wouldn't have to spend as much time prototyping as the original.

Original Gameplay

In the original, you would click a tile, and according to what was there, you could build a few different things. For example, on grass you can build foundations or till the land. On tilled land, you can water it, while foundations can be bought into buildings (towers and farms).

Each of those upgrades costs gold, which you gain whenever a crop grows. This original version had a lot of manual clicking to re-water and seed till spots.

Your income would be multiplied by the number of farms in the map.

In addition to this, to provide some challenge, enemies would sporadically attack you, possibly destroying your buildings. For that, towers had to be built to provide defenses.

Revised Gameplay

Gold has been split into multiple resources, and now each building consumes and produces some resource as part of its function. This adds a bit more depth as now you must match the impedance of your farm empire to ensure the best throughput.

Building placement has been reworked to move away from tiles, mainly because I thought they looked terrible. It also simplified implementation of the actual placement logic.

To still keep you engaged after setting up a nice loop, some buildings must be collected manually once their production is gone, before they go to your stockpile.

Due to time constraints I had to remove the building upgrades, but hopefully the resource split kind of fills the mechanical gap.

Polishing

This time around I spent a lot of time making sure the UI is reasonable, the game's presentation is clear and understandable, and overall finish up the game. The AI is comparatively much better, it will always unstuck itself if it reaches a dead end. The ingame UI shows all the information you need to play the game (I did not, however, manage to implement a tutorial screen).

There are still some glaring bugs, but overall I am personally very satisfied with this evolution.

conclusion - splash screenshot

Thank you for reading! If you haven't already, go play the game!

Pure HTML Bliss

That's how someone might possibly describe The Blue Girl. Maybe you'll feel the same.

https://ldjam.com/events/ludum-dare/45/the-blue-girl

Featuring original music by Brian Cavanaugh.

blue-girl-black-bg.png

Who has not seen our project? Rate it and we will rate you back in a sec

Folks, this time we have made a project that came directly from the depths of our hearts, and hope it can reach yours too, so go to our page and give your sincere thoughts on what we have so carefully created, all feedback is deeply appreciated and we guarantee we will add some feedback on your games as well

A player created scene which we actually made our very favorite =)

28843.png

https://ldjam.com/events/ludum-dare/45/when-nothing-came

A TL;DR Nobody's Journey Post Mortem

start.gif

Once again, as we did with BOB last Ludum Dare we'll try to show some of the process of how we came to idealize Nobody's Journey and what decisions we've made along the jam, what worked and what didn't, because jams are about learning and sharing as well. I will try to keep it simple as I can and maybe share some useful insights about prototyping this kind of game.

If you haven't played the game, here is the link once again :v:

This time we had @drkdavis by our side to give us a hand in Game Design, Balancing and Content stuff, and to help me in some insights on the programming of it all. We managed to meet at my place since we agreed that it's much more efficient to work physically beside our partners. We didn't want to "waste" much time thinking about the idea since none of us was that excited about the theme this time, so we came to the "final" idea fast enough to DrkDavis get deep into the mechanics' design and @RodNasca decide which art style he would do as a benchmark. We didn't do much of a brainstorm and all the other ideas were pretty "obvious", so we don't regret rushing it.

giphy.gif

After some hours we've already discussed many of the game aspects, like the game loop (cards taking effect on revealing, activation and leaving), art style and programming architecture. I think these three topics can summarize the rest of the post mortem.

The art style was defined early and was the least affected by the design changes. Some of the icons and images changed some times, but the base style was the same all the way. RodNasca was inspired by other "digital casual boardgame", that was Dicey Dungeons.

Talking about the design changes, that was quite a ride. As the weekend went through, the design flaws of the game became clearer and we had to make choices, fast. We still think the card effects system and card colors aren't ideal, but it was the easy way out for it during the jam time. Because of that, we tried many card types, effects, and combinations, among the quest system as well. At the end of the day, we've settled it as it is now. So sorry for not having the past iterations of the cards now to show you guys.

leaving.gif

So we had embraced an idea that was very dependant on content. With this in mind, we've used the first 5 to 6 hours just to settle and polish as much as we could what would later be the base of the system which the Game Designer would use to create all sorts of things and behaviors. After minor experiments, we've come to this ScriptableObject system based in UnityEvents which are responsible for the cards' core mechanics.

events.png

We could then assign whatever event we might want each card to run in specific points of the game loop. It was just a matter of time for us to think about whatever behavior that came to our minds, just to experiment and use it later.

behaviours.png

And with some organizing skills, we could just create as many cards as we wanted, and experiment in runtime any of it. It was the most well used time we've could ask for and we could even listen any of us thanking ourselves for this concept lol.

I think it sums up the key points for us in this game jam. It got even longer than expected, so if there were any points of interest or anything that wasn't well explained, reach to me at @phyrophyro on Instagram, @rod.nasca, @davisnery or comment below.

Just to be a real TL;DR, let me just put some final thoughts:

  • When you are unsure of the theme or how to think about it, just choose a convenient idea and make it good later. I assure you that ideas get better with time and it's the most common thing in the world.
  • Think about the tools and usability of who is going to plan the feature. We can't stress enough how great was to prioritize tools this way. Even if you are the designer and will think about a feature for the artist to make, I'm certain that you can think about how he'll do it in the best and efficient way possible.
  • Try to make it possible to prototype, fast. The more you prototype in the shortest timespan possible, the sooner you will get to the best version of it, so prototyping it might be the first thing of all.

Succulent Sounds!

It was a blast working on audio for our cute lil gardening game SUCCULENTIA this weekend! I wrote a short bossa-nova inspired music piece that you can listen to right here. I ended up writing two similar pieces, one for the main gameplay section and one for the startup menu. For the SoundCloud upload, I used the menu music as an introduction to the main piece. In-game, I had to lower their volumes and EQ them a bit so the music wouldn't compete too heavily with all the sound effects. Speaking of which....

Here's the project file for our suite of sound effects :smile:

succulentia-sfx-project.png

Overall, I think this jam was a huge success for us - we learned some new tools and had a ton of fun along the way! Give us a rating+comment on our game and we'll try our best to do the same for you!

:cactus: :cactus:

PSA: Shameless Self Promotion

Yesterday, I posted a gripe where I moaned about the lack of Mac and/or HTML5 games in the jam. And, lucky me, here's what happened: Screen Shot 2019-10-09 at 8.21.57 PM.png Screen Shot 2019-10-09 at 8.21.51 PM.png And you know what? I actually played their games. So don't be afraid to promote your game. Even if other people get slightly annoyed by it. There's no such thing as bad exposure.

On that note, my game is called Starboard: The Pirate Entrepreneur, and it's for Windows, Mac, and (soon) WebGL. I'm sure you'll all have fun being pirates for a day.

https://ldjam.com/events/ludum-dare/45/starboard-the-pirate-entrepreneur

My First Compo game

I've always joined Ludum Dare and enjoyed the jams so much. I always meet cool new people and learned so much! This time around, I decided to try out Compo for the first time and I made this:

https://ldjam.com/events/ludum-dare/45/genesis

I was happy with my idea and thought I'd like to share it with you. Still need 3 ratings to get to 20 ratings though.

I've played a bunch of games and I found some really great gems. Great job to all of you! Y'all make Ludum Dare great!

Rate me plz bro

hhhhhhhhhhhhhh plz guys I am joining LD for the first time and idk just how to get so much rating, will it help if I keep rating others?TIM图片20191008035255.png TIM图片20191008035222.png The OP video at https://www.youtube.com/watch?v=vCAPNwp_SM8&feature=youtu.be I am pretty sure you will like it!!!

First time streaming

https://www.twitch.tv/kuviman

Starting in 15 minutes, im going to play and rate some games.

Submit your game using form https://forms.gle/mgWYnSSqwuxSZznL7

Straight forward asking to be rated.

Its a minimalistic 2D platformer with a the Z axis unlocked, try not to fall over!

https://ldjam.com/events/ludum-dare/45/play-quit

Leaping Louie HTML5/WEBGL version fixed

I fixed the bug that was causing you not to be able to maximize the WEBGL version it was simply an error in the index page calling the wrong instance identifier. Hopefully that will make the HTML5 version play better. I think the issues before were caused by crashing JavaScript when it tried to access the bogus instance name. Hopefully this will make it more fun to play on the web. The PC one has worked great all along, but I know lots of people prefer not to download something to play. Hope you enjoy LEAPING LOUIE!

Leaping Louie Cover.jpg Leaping Louie.jpg

Wicked Wanderings - Implementing Feedback

We got a lot of feedback about the control/UI system in our entry Wicked Wanderings (https://ldjam.com/events/ludum-dare/45/wicked-wanderings).

The main criticism was how tedious it is placing items in the cauldron in order to make potions. To place something in the cauldron it currently takes 3 separate actions - TAB to open the menu, double click (or single-click and press Space) to carry an item, then E to place the item in the cauldron. Then you also have to take the resulting potion with E after it's made in the cauldron. This means a minimum of 6 actions to make one potion, or 9 if it's a 3-ingredient potion - and that's not including taking things back out of the cauldron or making intermediate potions for the "more advanced" recipes: - TAB (opens menu) - Double-click item (menu closes, player carries item) - Press E (adds item to cauldron) - TAB - Double-click item - Press E - (Optionally) - TAB - Double-click item - Press E

That's quite a process. Here's a quick screencap of what that looks like:

Ergr616.gif

That might not look too bad, but I'm also the one that implemented that system. For someone new to the process, it can be a hurdle they're not willing to spend the time to figure out.

One idea given to us for improving this process was to implement context sensitive menus. For instance, if you're standing next to the cauldron and select an item in the menu, it should leave the menu open and just put the item into the cauldron for you. This way the player has a more seamless menu experience, and the amount of required actions to make a potion drops to just 3 for 2-ingredient potions, and 4 for 3-ingredient potions: - TAB (open menu) - Press MIX button (adds item to cauldron) - Press MIX button - (Optionally) Press MIX button

That seems better, what does that look like?

oHJLHBi.gif

It is better!

We had a blast making this submission, and thanks to all the valuable feedback, we hope to improve our skills and come back next Jam better than ever.

(Obviously we won't be updating our submission with this change as that would violate the rules and spirit of the Jam, this was just for me to do some more learning on a separate "post-jam" branch of the repository.)

Cell

A platformer game based off getting new abilities to progress through different sections (the game can be challenging at some points). This is our first Game jam and we are looking for some feedback. https://ldjam.com/events/ludum-dare/45/cell Cell_Cover.jpg

Neon Merge Just beat the 20 Ratings Mark!!

THANK YOOOU!!! You guys are awesome! ^^

And you inspired me to Keep working on it

a.jpg

If you want to test it out too... (I Recommend the downloadable version for performance reasons)

https://ldjam.com/events/ludum-dare/45/robson-in-the-neon-merge

Looking back over LD 45

Originally I had planned, since the main layout of objects in the stores is randomly generated as is location of the tank, and the structure of the store is fixed, that I would make a large mall. The store in the game I submitted would be the easy skill level, a smaller level with a tutorial walk through, a medium skill level that would encompass a wing of the mall and then expert which would be the whole mall. Given the area the tank affects grows the longer it goes unfound, that would be super challenging. I also wanted to add bodies randomly (but not too common) throughout the store as well as random decorations, mirrors near dressing rooms, sales signs, splatters of blood on a wall, air vent (which I actually planned on using as a hiding place). In fact all of the art for those was created and is part of the sprite sheet I used. There was just one small problem.

I am a father of two very active children and am married to a wonderful and understanding woman.

Unfortunately, I had forgotten to tell my wife about the jam. Anyone ever forget to explain that you have this timed event that requires all your focus and energy? I don't know why I thought, with everything that she had planned for that weekend, that I could do any quality level of work.

Friday, the theme was announced on Twitter and I got to see it about an hour late due to wrestling with dinner and collecting the family redbox movie. While everyone was formulating their ideas in front of their thinking spots, I was being treated to Lego Movie part 2 for family movie night. I always enjoy my family's company but even without the game jam inthe back of my mind I did not enjoy this experience. :P First movie was way better.

Once the movie was over, I spent a few hours of quality time with my wife discussing her new found interest in wood working. While I certainly enjoy my wife's company and enjoy her enthusiasm in a creative endeavor, the clock kept ticking. Finally it was about 1 in the morning and she wanted to sleep. I had other plans. After everyone was asleep I was up till 3 or so working on this. Then the next day up at 8 in the morning, made the kids breakfast and then tried squeezing out a little time before my wife(thank god she likes sleeping in) woke up. Once she woke up, the day hopped on the treadmill and ran my butt into the ground. We met up with my brother in law and went down town for the annual Halloween parade. Six hours later and we came home so I could make dinner and we could chit chat over food and enjoy family company. While I very much enjoyed all of this time with my family, the clock kept ticking. When they finally left, it was officially Sunday.

The rest of the night I worked until I couldn't keep my eyes open. I managed to get the procedural system down completely for all the elements that I wanted. I went to sleep and woke up around 9 the next morning. I spent most of the day working on art and trying to convince myself not to try to add new features. Sunday evening came and the idea of submitting for Compo slipped from my fingers. So I was determined to submit this for a jam entry.

Monday, wife at work, kids home for fall break, I worked and worked and managed to get the game finished in at least a rudimentary and playable form. Total time working on it, 24 to 30 hours, estimated.

While I would never make excuses for shoddy coding, poorly executed art, or just missing a 1 or 0 some place, I'd like to point out the miracle that this game got made at all and on time.

Lessons learned kiddos, make sure to communicate with your spouse/SO well before hand. LOL

The important thing though is I've learned so much and it's been a pleasure getting to play all the games I have. I will continue trying to playing all the games that I can. I hope everyone had as much fun as I did.

Releasing our sixth LD game (web, windows and mac)

Hi everyone!

We developped a 2D platformer game where you start with nothing else than your avatar and a desertic, cold, windy landscape...you can play ØJE here:

https://ldjam.com/events/ludum-dare/45/oje

1_00.gif

Made a timelapse video

Hi everybody and thanks to all who have tried my game. I have made a timelapse video of the development. If anyone is interested you can find it here:

The video

I'm working on a post-mortem of my experience this time. It will mostly be a cautionary tale about the importance of focusing on gameplay :)

If you want to try the game: https://ldjam.com/events/ludum-dare/45/the-runner

We reached >20 Ratings!

Thanks everyone for rating our game! But the more, the better! So if you want to check it our: https://ldjam.com/events/ludum-dare/45/totallytinytowny unknown.png

Our first game Jam Game

When we decided to join this Jam we did not know what to expect and what we would have created.

The theme game us inspiration to create Fearless Islands: a Rougelite Role Playing Card Game where you impersonate a humble miner that, with nothing left, must flee his homeland which is getting invaded by Orcs, fighting the foes you encounter during his journey

The challenge proved difficult but we manage to create a pleasant game that you can see in the screenshots below.

0x9XR7.png

aS4qHs.png

The combat flow is quite complex but it can summarized with the following actions:

  • Attack: inflict damage to the foe (if you hit hit)
  • Defend: try to reduce the damage inflicted by the foe
  • Dodge: try to null the damage inflicted by the foe, but if you fail, you will get more damage.

The cards you get in the beginning are only three (you have nothing left, actually) but with every foe you find. There are also some secret achievements you get for doing particular actions, which will increase your character effectiveness.

So what are you waiting for? Come and try the game! We can't wait to hear your feedback.

Some of my fave web-gl games

They also happen to be compo games - I haven't had a chance to play all the great LD45 games yet :laughing: I thought, as i enjoyed making a web-gl game, i'd list some of the other games i've really enjoyed.

God of the Elements by @keppu Really well implemented and beautiful light puzzle game.

Slinger by @bungalow An action platformer with fluid gameplay, plus it looks good and sounds good.

Grow Quickly by @congusbongus Made for the tic-80 this is a little retro arcadey farming game with colourful & fun graphics and music.

It may be your story by @keseril A simple game from a gameplay and graphics wise. It's in my list because of it's optimistic symbolism and use of narrative elements.

Invasion by @gwinnell A puzzle game set in small tiled levels. Looks really good and plays with a good difficulty ramp.

Hope you enjoy them. Feel free to post your game in the comments and i'll play it if I can!

A Field of Flowers

CircleGrowth2-export-GifCan.gif

A Field of Flowers is a relaxing, casual simulator game where you take control of the sun!

Thank you to everyone that has played my LD45 submission!

Tabula Rasa

If you're into eerie moods and a strange atmosphere, you might want to try out my game.

Tabula Rasa1be.gif

TabulaRasa2h.gif

TabulaRasa3c.gif

Thanks!

Ahoy! - How we created a game in a cabin in the woods

banner.png

Usually in past Ludum Dare competitions we grouped together with work colleagues using office space as our temporal Ludum Dare headquarters. Nothing is a better teambuilding than jamming and sleeping in the office :) But as time goes by, many of us no longer work for the same company. So we decided to take the Ludum Dare experience to a new level - we've booked a cabin in the woods. Excited and loaded with food and drinks, we started the jam in this cozy cabin. There was nothing that can distract you, not even internet connection and when you feel like you need a break? Just grab a beer and take a walk in the forest. We didn't take the competition too seriously though, making larger breaks in the evenings to just chat, drink or play games. Overall the experience was superb and I can highly recommend it.

post.jpg

I'm actually quite proud what game we've created there. It is sort of strategy/survival game, where you have to build a raft from trash in the sea and survive against enemies. Give it a spin and let us know what you think. Ahoy!

https://ldjam.com/events/ludum-dare/45/ahoy

Build.png

Play Entropioneer in your browser !

Your galaxy is destined for entropy! All the stars are collapsing one after the other. Travel from solar system to solar system, make the most of the planet networks to increase your fuel stock and escape this endless entropy!

Entropioneer is a puzzle game with real time gameplay. Will you be able to earn all the stars ?

Play here : https://www.newgrounds.com/portal/view/739606

Rate here : https://ldjam.com/events/ludum-dare/45/entropioneer

2874e.png

28750.png