Ludum Dare 45 October 4–7, 2019

Submit your game!

Hello everybody! Also this time I'll stream me playing a couple of your LD45 games, If you want to throw your game into the lottery* just fill out this form and be sure to check in on Sunday on my YouTube channel that is Phil-Motion Video. (* As always, I am picking games via my trusty RNG-2000 random game selection tool.)

Submit here: ► https://forms.gle/ro8iQFFGk32XKVpN8

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My First Game Jam and I Finished! Please Enjoy TailWhip!

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TailWhip is a game inspired by Asteroids but with a twist: You start with no ammo and must pick up each shot. In addition, every shot you pick up makes your tail grow longer and easier to hit. I hope you enjoy!

This has always been my motto...

"First you get the TV....then you get the Wallet.....then you get the Phone......then you get the Cat......... THEN you get the women." -Scarface

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Play it here! https://ldjam.com/events/ludum-dare/45/stolen-goods

Bob the Builder becomes Bob the Brawler

What do you get when you anger the town's local mafia? Unemployment.
What do they get when they send their gang after you? A. Very. Angry. Carpenter! >:[
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Play as Bob the Brawler and defend yourself from the baddies of Ski Mask Gang, who keep breaking into your warehouse to claim your life! See change-log in the description.
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Play now! >:[- https://ldjam.com/events/ludum-dare/45/bob-the-brawler

Play Zen Man and find your middle way.

"If you tighten the string too much, it will snap, and if you leave it too slack, it won't play."

https://ldjam.com/events/ludum-dare/45/zen-man

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Yay, 3 Little Pigs is getting a score!

We're now over 20 on every category but mood. And people are liking the game.

Check out 3 Little Pigs, a crazy house drawing game, at

https://ldjam.com/events/ludum-dare/45/three-little-pigs

Proceduraly generated map for Hellion: Legend of Jeff

The map is unique for each and every player. Check out the playthrough here:

https://www.youtube.com/watch?v=yO5KMyDrF7E

Rate our game: https://ldjam.com/events/ludum-dare/45/hellion-is-now-finally-published We plan to continue development on our game, and thanks to your invaluable feedback it shall be much more fun. Follow us on twitter for more Hellion: The legend of Jeff updates. https://twitter.com/MadBrokli

Trade a nickel for a kingdom!

Discover the medieval town TradeVille where everything is about a good trade! Start with nothing and trade your way to royalty!

https://ldjam.com/events/ludum-dare/45/a-nickel-for-a-kingdom uXZjG+.png!

Build a spaceship!

Come help this little boy build a space ship!

https://ldjam.com/events/ludum-dare/45/shigechis-assembly

How to stream a WebGL game via OBS?

Hi there. I'm trying to stream some LD game, but it seems like I must close the hardware acceleration of Chrome to capture the chrome window.

However, if I close hardware acceleration, most WebGl game comes to be too lag to play. Any suggestion?

Molecular Madness - and the bug

Hi all,

My entry in some cases crash and as of now I haven't been able to pin down the issue; The full stack build does not break but does not really perform... So uploaded a youtube for those who might be curious :smile: :thumbsup_tone1: and added the link on my game page as well.

https://www.youtube.com/watch?time_continue=16&v=slaWFWu3Igk

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Had great fun playing a lot of your entries :smile:

:purple_heart: :dart: :frog:

"Return to Nothing" for Windows and Browser

Do you like space sims, multiple endings, procedural generation, and alien lore? If so, please give Return to Nothing a try. As a thank you, detailed feedback and bug reports will get your username in the credits for the final release.

In a universe of nothing, you must rebuild. Create a big bang and shape the universe to your will in this space simulator. The game is randomly generated, with a different universe structure every time you play. Learn about the many alien races you have created, planet types, find various secrets, and 9 possible Game Over endings.

https://ldjam.com/events/ludum-dare/45/return-to-nothing

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Gaming your games Stream #2

Yesterday was having a lot of fun playing submissions, lets do it again!

Going live in 10 minutes at https://www.twitch.tv/kuviman

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

Nothing In The Way

Help that little creature to reach the stars in my first ever compo submission!

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

We talked about shadows but...

You said ‘add shadows’, but I don’t really know where shadows should go!

Right...but I got you covered.

Shadows can dramatically change the way your character looks at make it more believable, so it is something that you could want to consider..

All you need to do is deciding where your light comes from.(in a 2d game from above is a good choice), then keep in mind how light behaves with spheres and cubes. This will give you a good approximation even with more complex shapes, that you can consider being made with those primitives.

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With Mr Raccoon’s head I just shadowed the lower part of the head and the inside of his ears. For the body I shadow the lower part of harms and legs. I put a shadow just under his head because the head prevents the light to reach his shoulders. And then I added some shadow whenever a piece of cloth goes over something: for example a shadow on the hands just where the sleeves end. This must look like a lot of work, but with time it will become automatic to you. If in doubt you can use a simple photograph as a reference.

The annoying part in adding shadows to your character is that when you animate it you must animate them as well. So if he raises his arm you must change the shadow on it and so on. But the final result is really worth it!

Come and drift with Eugenio!!

Play and enjoy drifting with Eugenio and his Kart, try to get some money for Eugenio and buy some clothes! Scape form the cops :cop_tone2: and get down the :football: players, send some awesome captures!

https://ldjam.com/events/ludum-dare/45/drifter-mall

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King of nothing - chess based rhythm game

The king lost their army and now has nothing. Help them earn it back one beat at a time.

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The purpose is to earn the army back (8pawns, 2bishops, 2 knights, 2 rook, 1 queen), moving at 120bpm

Short gameplay (around 90 seconds), lots of fun.

Give it a try and let us know.

https://ldjam.com/events/ludum-dare/45/king-of-nothing

I had a lot of fun during this event!

This turned out to be my best LD Jam yet. I'm really proud and happy with the game I managed to create and most things went according to plan, well except of the usual over scoping and lack of time.

I decided to take the game for a spin on the Switch and it works really really well with some adjustments to Twin Stick aiming, which also gives benefits to the mouse aiming that I did for the jam.

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If you want to try the Jam HTML5 version feel free: https://ldjam.com/events/ludum-dare/45/the-legend-of-bit

Right now I'm really considering making this into a commercial release and due to the very positive feedback that I received from all of you it feels like a no-brainer. So a big ❤️ to all of you!

Unfold has it's 20 ratings !

Thank you all for playing my game, I will keep on rating yours for a while so don't hesitate to comment on this post with your game (I will probably prioritize HTML 5 supported games). Thank you all and good luck for your ratings !

Beat the best score ?

So.... Ok, the medium highest scores is about 5000pts. Someone broke our game with this one x) Bravo to him ! Dare to beat it ? headpage.png post3image.png Btw, thank you for your nice feedbacks, this means a lot ! Game and love to you all

Play or draw

Play🎮 or draw🎨 something on sand in realtime https://ldjam.com/events/ludum-dare/45/sandsea . Share you pictures in comments! P.S. We actually spended some time to add a lot of secret mesSANDges in the game... maybe you find them first) 29396.gif

New Spooooooky versions

yeahhh

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Spooky now have new versions to play. If you prefer to download the game, the Mac, Windows and Linux version are now avaiable!

We hope all of you enjoy the game and give us feedbacks to improve future versions.

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And if you don't like to download the game, we have the HTML5 version too!

https://ldjam.com/events/ludum-dare/45/spooky-the-one-who-lost-everything

Desert Flight

https://ldjam.com/events/ludum-dare/45/desert-flight

Adding a new Level to my game :)

So... I have been working on adding a new map to the game, because many people wanted it! I have been working on it for 2 days and you can expect to see the construction something like this below.Screenshot (26).png

Check out my game and play the current level - https://ldjam.com/events/ludum-dare/45/prison-escape Also, please rate my game!

3 days in 5 minutes

Hi guys. I recorded a timelapse of the development of my game, take a look:

https://youtu.be/YhwRZKu9qoM

And if you haven't played yet, please, give a chance https://ldjam.com/events/ludum-dare/45/dear-diary

Adding a new Level to my game :)

So... I have been working on adding a new map to the game, because many people wanted it! I have been working on it for 2 days and you can expect to see the construction something like this below.Screenshot (26).png

Check out my game and play the current level - https://ldjam.com/events/ludum-dare/45/prison-escape Also, please rate my gam

How about rating an LD 43 game?

So

Unfortunately, I wasn't able to participate in Ludum Dare 45, but, I have a solution, recently I made a demake edition for my LD-43 game - "Electrocuted". So, I was wondering if you would like to visit the page and write what you think about the game.

You can, of course, live a link to your LD 45 game and I'll do my best to rate it.

Here is a link to the game: https://gelgavish.itch.io/electrocuted-the-demake

Thanks a lot! :)

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バクラウ Bloodless | Some fixes update! :)

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Hello everyone, I came here on behalf of the whole バクラウ Bloodless team to thank the whole Ludum Dare community for the message of affection, support and respect. All this positivity fills us with joy and energy to continue studying and working hard to make improvements to Bloodless.

With the help of your feedback we have fixed a few bugs and made minor movement adjustments that can already be tested on our web build.

If you haven't played yet, please give it a try!

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

Alone

Hello Folk, I already tested a lot of your participation. congratulations to all!
For my part, I want to complete my game, Alone. Can you give me your opinion on what you think is missing?
For now, I intend to add a tutorial, a craft to finish the game, and a menu of game over and victory.

Play to Alone

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The second and final game testing stream awaits!

I am going live in ~3.5 hours (9PM CEST / 2PM EST) on my Twitch Channel.

I will be testing Ludum Dare 45 games from my spreadsheet which you can add your game to HERE. If it runs out, I will test games that the smart filter throws at me.

(Also don't worry, you can still add your game to the queue while I stream.)

If you want some more feedback and criticism on your game, be sure to add your game to the list and to check out the stream!

Streaming your games! [Empty queue]

1.gif Just like the last 5 or so Ludum Dares I will be playing games on stream. Enter your game into https://forms.gle/5miKBt1mK9PtgqbGA and check me play your games over at https://www.twitch.tv/jeepzor

Nothing In The Way

Help this little creature to reach the stars in my first ever compo submission!

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

Super Creators, Assemble! (& comment your LD game below for me to check out)

This is my first LD JAM ever and I've always been a binge watcher of LD Games on YT, but oh boy oh boy I am still having a blast even days after submissions..I just cant stop playing new new stuff! So much creativity! Submit your LD links below so i can play too!!! :D [Past Post: So far from my last post i've played @slovnoslomo @derek-volker @coffeedrinkers @3mpty @alxertion @shadow30 @marcoming @mad-brokli @mrerdalural @iak 's games and they all were amazing! Check them out as well! ]

La Dame Bleue

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

Featuring eerie music by Brian Cavanaugh and original artwork by Dr. Chung.

Post-Dare updates

Small update - I've added on some random Pirate hats and cutlasses.

Now there's a random chance one of the glowing eyes will be wielding a sword, which will then knock away your mushroom gains , and turn the lights out again.

TBC - Wizard Staff / Ninja Bo , Ninja Smoke , More Pirate stuff , Damage / Attack

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

Level Design in World Collector

Spoilers ahead, so if you haven't played it yet, check out World Collector.

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I had been fiddling around with trying to get "power circuits" into the game for longer than I would care to admit. My self-imposed deadlines for implementing the feature were no match for the thought that with just 10 more minutes I could get them working. Alas, I could not get them working, but rather had to abandon the feature and start designing the levels with one hour until submission.

Fortunately I had some notes made on Friday evening and had at least a vague idea of what I would be doing.

Key goals:

  • Introduce concepts gradually with each new world discovered
  • Tease with elements you cannot yet reach but will have to return to later
  • Have the final goal be teased from the very first world
  • Have multiple paths possible too allow for player creativity
  • Make sure the player can't get stuck somewhere!

World #1 Panic status: Relaxed ld45w1.png

Here the objectives are simple. Firstly we need a new world to collect. During the intro, the first piece is collected simply by running, so this is an opportunity to introduce jumping. Secondly, we tease the final goal of the game with the abstract frog-like creature in an unreachable part of the map. I placed the entrance for this right in a corner to make it easy to avoid accidentally granting access to this room too early when making later worlds.

One final consideration with the first world was to ensure that the player started very centrally for the aesthetics as you drag this first world into the void.

World #2 Panic status: I'm fine ld45w2.png

Here I wanted to introduce the spikes to indicate the potential danger of exploring further. I also wanted to, once again, tease a later goal that could not yet be reached. I also wanted to introduce early the fact that you would need to remove rooms in order to proceed, and to do this I made sure there was no option but to go back out to the left into the first room. This was to ensure that I didn't accidentally teach players the idea that it would be possible to proceed simply by adding rooms until too many worlds were complicating it and making it harder to realise that this isn't the case.

World #3 Panic status: Uh... how did it get to that time? ld45w3.png

Here I wanted to introduce a little more complexity, including the button and door mechanics. On my first draft I actually had a world piece behind this door, and the moving platform was moving from the start. It wasn't until a later that I came back to it to turn it into a button for the moving platform. I put the moving platform in knowing that I would eventually want it to be used to hit a ceiling button, but I didn't know the details about that yet. I had to be careful not to accidentally allow access to the froggy room.

World 4 Panic status: GO! GO! GO! ld45w4.png

I had a lot of things still to fit in, and very little time to do them. I ended up using this room to fit quite a lot in quickly which may otherwise have been split into multiple rooms. Firstly, I made a quick and cheap way to allow access back to the button in world 3. I also wanted to introduce the idea of reusing the same world multiple times, so this is the first room in which it is possible to exist from one side and go straight back in on the other, albeit with some obstacles block your way. I knew I had a moving platform that needed to be useful at some point, so I threw in the ceiling button and the obstacle it allows you to cross. As an afterthought I threw on a crate to make sure players realised these could be moved as soon as they touched it as I was intending to use that mechanic again later to make the final spike jump. Finally, I wanted to make use of that earlier piece that we couldn't yet reach in room 2, which was achieved twith the top left exit.

The spike zone here did not turn out as planned. My intention was that multiple crates could be borrowed from other worlds to get across safely. I carefully placed the room to make it near impossible to jump straight across. There were two big problems with this. The first is that I hadn't implemented the worlds in such a way that their objects could persist when they are deleted, and I certainly didn't have time to implement that now. Such would also lead to the potential of getting the player stuck behind walls of crates. Secondly, I didn't have time to implement checkpoints upon entering a room. I had only implemented the far less forgiving reset back to world 1. This was especially bad thanks to the unintentional long routes required to get around to this point! This meant that dying on these final spikes was not only more likely, but also far more brutal. This remains to be the biggest issue I have with the game as a whole.

In summary this world was very much a case of trying to get as much off the todo list as possible, because I wasn't sure how many more I was going to have time to make!

World 5 Panic status: Emergency mode activate! ld45w5.png

At this point I have about 10 minutes remaining, and a quick look over my current tiles reveals that I have no way to complete the game and the path to to complete it would be quite complicated. I also had multiple world tiles in the world which I definitely wasn't going to be able to create. This is when I cut one world and replaced the tile in the right of world 3 with a button to activate the lift, which in hindsight, was a much better idea anyway!

I had to come up with a cheap and easy way to ensure the final piece could be reached and that the lift could be used. The crossroad piece let me do this. To highlight the uniqueness of the room, I decided to give it a totally different style, made entirely out of the grey blocks. So yeah, this room was a bit of a hack, however, I am totally happy with how this turned out. If I'd had an extra hour to make the levels, I probably wouldn't have had this room as I would have had time to design more intricate ones. I'f I'd had two extra hours, then perhaps I actually would have used it, with time to realise such a room makes for a nice unique reward toward the end of the game which unlocks a lot of new potential routes!

World 6 Panic status: AAAAAAHHH! ld45w6.png

All I needed now was a way to get back to the froggy-thing. This was a quick and simple path which could go from the first room to the frog as a kind of victory lap.

Conclusion

In conclusion, this didn't exactly go to plan, but with the odd hack and a bit of luck I landed on something that not oly could be played from start to finish, but that I was actually mostly pleased with.

I'm very much looking forward to continuing development on this alongside my current client work. Not only did I have to drop a whole load of features mid-jam, but I have so many ideas for where to take this. Ideas include the aforementioned power lines, mechanical structures which can be joined 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.

I would also like to explore the idea of doing more detailed mostly hand-pixelled worlds in one of my usual non-rushed styles such as this:

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I'm planning to continue to stream all development at twitch.tv/joecreates and also do a devlog on youtube at https://www.youtube.com/joecreates

The Firebrand - A Mystery Story

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"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.

Click to investigate.

(Play in browser! Windows and MacOS builds as well!)

Hey there!

I am bringing an update for you guys! In this update, the overall text of our game would be much more readable, adding a new map! Also, we have fixed some minor player bugs and rechecked some collisions on our map.

Also, the new level will be level 1, and the current level will become level 2.

Check out our game- https://ldjam.com/events/ludum-dare/45/prison-escape

(Play in browser, windows build available!)

Almost done!

We already have 15 ratings!!! Thanks to everyone who played my game. Play!!.png Please try my game here.

Cyber Tails on HTML now!

Hi everyone!

My prototype of fast action game Cyber Tails was updated! - new web build - little balance fixes - lower audio volume and add mute button - and yes, i change project name :)

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Hope, you will enjoy ;) https://ldjam.com/events/ludum-dare/45/ld45-cyber-tentacles

I REACHED OVER 20 RATINGS !!!!!!

Thanks a lot to everyone who rated my game 🤗🤗. Its just amazing. This is my first ever game jam and I got so much rating. Thanks again. I'm having a blast rating all the games and hopefully it's the same for all of you. There are just so much amazing games. Cant wait for the next one. Good luck with your games.

Pipo wants to jump!

https://ldjam.com/events/ludum-dare/45/pipo-the-ghost

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Going live!

The final LDJAM rating stream starts now! Come by if you want :D

Twitch

Memories of Eleph - Thank you!

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Thanks for everybody who have helped our little friend here! We had a lot of work and fun while creating this game, and we are very happy that you guys are enjoying it!!

If you haven't checked it out yet, please do take a look. We have a Web version, as well as a Windows one

https://ldjam.com/events/ludum-dare/45/memories-of-eleph

https://vauron.itch.io/memories-of-eleph

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See you at LD46!

Looking for web games with no sound.

So im currently testing games on a spare compute, I just can run .exe's on it and its sounds broken.

Hit me with some sound free web games.

Make our sound guy happy

Rock Brokli worked hard to get some music to fit the game. What do you guys think of the menu theme? https://www.youtube.com/watch?v=RzWkQBr6cgg

A slightly longer version and the other two pieces of music are found here: https://soundcloud.com/mad_brokli/sets/ludum-dare-45-hellion

game: https://ldjam.com/events/ludum-dare/45/hellion-is-now-finally-published

Finally...

...I got the collision detection in Inspiration. working properly! No more getting stuck... I hope!

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Hopefully, no more need for patches either. I might make some post-jam graphical upgrades, but this should be it for now. If you haven't already, give it a try: https://ldjam.com/events/ludum-dare/45/inspiration

Death is only the beginning!

Be a vengeful warrior and start even without your life, take it back from death himself and follow your path towards your nemesis. Get the loot to be prepared to the final battle.

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Play and take your vengeance! https://ldjam.com/events/ludum-dare/45/soul-avenger

Hope you like it!

Performance patch

We have been hunting a bug that made the game framerate drop when dying or reaching the end of the map. Luckily, now it is fixed, so you can help RUST to keep its freedom by killing green thingies!

Rare interactions and bugs in When Nothing Came

Hi folks

lots of people have played our game this time and we could not be happier.

Its awesome to see that our art can reach other people and transmit the feelings we wish to communicate, it comes to show that games and interactivity have a great potential as a medium that can carry emotion.

We also know this experience we made here is far from perfect, it makes people click aimlessly to find hidden items and does not provide any form of tutorial or visual hint of what to do or where to go.

I have just played through it again and I confess that even as a developer of the game I could not find lots of the items I know I hid in the environment ... not because they are actually hard to find, but because the triggers to find them are confusing and sometimes, they do not even exist probably .... that was likely caused by how rushed it was to implement and fix the last details before submitting the game (we used literally every last minute to fix the most things possible)

That said, here are some items I know that are hidden and are either rare (according to our observation of others playing) or maybe impossible to find (which are bugs that ended up in the final version probably)

I will start with the first clue, which I agree its not that obvious Screen Shot 2019-10-11 at 5.32.06 PM.png

Its was quite rare to find people that complete this room (with the full verse in the floor and both sofas) Screen Shot 2019-10-11 at 5.34.02 PM.png

there is a computer in this room, and if you click on it you see the message "perhaps I can find help online", that is a really rare interaction Screen Shot 2019-10-11 at 5.36.23 PM.png

there is a fridge over which the penguin sits ... could not find the trigger to make it become visible though Screen Shot 2019-10-11 at 5.38.25 PM.png

also could not find the trigger to make the verse that rhymes with "places" appear ... it was supposed to be shown in the floor Screen Shot 2019-10-11 at 5.54.28 PM.png

Btw we are very thankful for everyone that has rated our game so far and we will make sure we rate everyone back! If you want us to play your game, just comment here and we will play and do our best to provide accurate feedback on it.

We should start playing games again tomorrow, so please send us all of your games!

Empty Stomach, Empty Toilet, not empty ratings!

With my game completed and submitted, some bugs had come to light and I had to squash them. With the latest feedback making no mention of bugs new or old, I'm guessing that I've done all that I can for my Jam entry. Any further game improvements (such as adding sound and animation) would have to come well after the Ludum Dare season ends, in separate builds if not just remaking the game entirely from scratch with some better code. So, thanks to all who have played and rated (and even enjoyed) my crappy game!

How I really started with nothing

I had real problems with this theme. At first I was glad, as it allowed us to create almost anything at all. In almost any game genre you can already start with nothing, like: - no money - no clothes - no inventory items - no weapons - zero amount of anything - no environment.

This liberty proved to be too much for me. I really didn't know what kind of game to make. Half of first day was gone and I still got nothing. I almost gave up. Besides, all these implementations didn't sit well with me, they were incomplete, in all of them you actually start with something, you always have at least yourself, who is technically not nothing.

Then I got to thinking: what if I take the theme totally literally and actually start with absolutely nothing. So I searched high and low and finally an idea struck me out of nowhere: spontaneous creation of matter and antimatter particles in vacuum, which physicists call pair production. So the first mechanics of the game were born: - click to create both matter and antimatter that fly off in opposite directions - if matter hits antimatter, they annihilate each other with a bang - if matter hits other matter, they join forces (same goes for antimatter).

This was all fine and dandy and could be easily programmed and could be made look good, but where was the actual game in that? You would start with nothing and also end up with nothing, which admittedly would be a really funny ending, but there wouldn't be much point in playing something like that, now would it? I needed something more. Since time was short I went with it anyway and finally started making something.

After doing some experimenting it finally hit me: I needed to create an imbalance. And what better way was there to create an imbalance than to make the annihilations asymmetrical? Particles and antiparticles would destroy each other regardless of their actual size. So a tiny particle could annihilate a huge antiparticle (and vice versa). This allowed me to make a game about one of the biggest unexplained mysteries of physics: why is the universe apparently made mostly of matter and almost no antimatter, the so called Baryon Asymmetry, which logically became the name of my Ludum Dare submission. The game would start a few moments after big bang and the result would be determined after a certain amount of time passed.

Because playing god with the universe is unpredictable, my game has five different endings, which are counted in the end screen. Can you find them all in Baryon Asymmetry?

On Feedback

Ratings.

I've grown to hate that word, as part of this jam, since I started doing it 9 years ago. At first, the ratings seemed awesome! I could compare how well my entry fared against the likes of McPixel and whatever batshit insane(or surprisingly normal) thing Notch came up with. It gave me a sense of where I was in relation to these giants in the industry. It made me love game development even more, to know that I could go and comment some suggestion and word of praise on McFunkypants entry and get something meaningful in return, something that really helped me progress.

I'm not sure I could say when exactly that changed for me. It was probably a steady change over time, I think. As LD got bigger, as the culture around it changed, as we lost the involvement of some and gained it of many, many others, of course the culture and feel of the jam changed. I think that many knew it would, and much of that change is amazing(take the new site, for instance). If there's one thing that I haven't appreciated, it's the focus on ratings, which now feels like an almost gross word.

I don't just want to bitch and moan here, so let me talk about what I think we've forgotten:

Feedback.

To me, value in this community has mainly been the high quality feedback and encouragement that you could expect from fellow developers. I have learned so much from the comments sections of the entries, nearly as much as the actual game design/development itself! More than the scorekeeping, popularity contest, and rush for maximum ratings it seems to be trending towards, real feedback from other game developers brings value to the jam outside the pure fun and rush of building a game in 48/72 hours. With all that in mind, here's some quick guidance on providing quality feedback.

  • Call out key interactions as you saw them! Knowing how players see key interactions vs how the designer intended them to come across is great for improving their interface/visual feedback loop.
  • Provide helpful tips for common design/programming errors! Mentioning some pseudocode around directional vector-based movement to someone whose character moves faster on diagonals can save them a set of if statements or a switch in every 8-way movement system they write from now on.
  • Help others understand why you didn't like their game! It can be rough to tell someone that you didn't enjoy something they spent the last weekend pounding away at if you emphasize incorrectly or use the wrong wording, but if done in a helpful, informative manner, it can help designers understand what about their game needs re-thinking or re-tooling.
  • Don't point out bugs that others have already mentioned! The feedback section really shouldn't be a place for bug reports at all, and as feedback it is not very helpful (and least of all if others have mentioned it in the comments already).
  • Encourage your comrades in arms! Gamedev is a battlefield, and LD is a chance to have fun and experiment. Above all else, keep in mind that everyone is here of their own accord, and engaged in the same awesome weekend as you. Keep it kind, spread the love, feel the joy of LD.

There are plenty of other things you can do to make your feedback the most quality thing in town, and it's always something to improve on! If you're conscious of the game you're playing and how it works and feels, you can communicate that to others to their benefit. Happy jamming!

My Humble Attempt at a City Builder

Greetings, fellow Ludareans!

Just wanted to share my experience. It's my 3rd completed LD (out of 5 total), and I really did not have any idea what my game would be like - 2d or 3d, and what genre - until the theme was announced. And even then I was not sure whether I should make a city builder or a tower defence. So, I started to work on the intro and then decide where to go from there. This time I decided to participate in a compo, since I have no team anyway. My previous experiences with teams didn't work out well...

So, a compo means all done by hand: graphics, sound and so on. In the end I got carried away with the intro, soundtrack and the unit images, and also run into some issues with Godot engine. So, long story short, by the end of the compo I only had the intro and the unit images. So, I decided to switch to Jam and do some gameplay during the 3rd day. Again, being not experienced in city builder genre, i spent lots of time figuring out how to make advanced UI in Godot. I first found out about Godot 2 years ago, but I mostly use it for making a 3d driving simulator. For the simple 2d games I mostly use Javascript. It's been a great learning experience for me, because without Ludum Dare, I could hardly find an excuse to spend so much time for a project unrelated to my work. I do make games for living, but this would still be considered as a side project. But for such a prestigious event, my boss even encouraged me to participate!

So, if you feel sad that your game is nothing much, remember, that you are not alone, and we are all here because we like making games.

Good luck and have fun!

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

Planet Jumpers - Endless universe generation explained

In Planet Jumpers' third phase of gameplay, you fly (or drift) through an endless universe. The goal, to get further than anyone else has ever been from the starting point. As of writing, that records belongs to a gas planet roughly 18 million miles away named... (checks notes)... uh... that's not that important right now... More about the leaderboard in another post. This post is to explain how the universe generation works!

This post will be more interesting if you play Planet Jumpers and experience the "Launch" phase of the game for yourself!

Here's a zoomed out view of a new round with freshly generated galaxies! That tiny planet in the middle? That's the starting planet that everyone starts on each time. pj_universe.PNG

So how does the game build this? Well let's start at the smallest piece, a single planet! Every planet is generated with four primary attributes. - Gravity - Radius - Biome - Atmosphere Toxicity

These different attributes give the planet a different look in space!

planet_comps.png

As you can see in the image above, these properties allow planets to have a wide variety of appearances! The player can even actively avoid toxic planets by paying attention to the slight color changes.

All of these properties are generated at random, with position being calculated during galaxy creation. Here's the code for planet creation. func generatePlanet(): return { radius = rand_range(16,64), gravity = rand_range(20, 80), biome = PlanetBiome.values()[randi()%PlanetBiome.values().size()], atmosphereToxicity = rand_range(1,MAX_ATMO_TOXIC) }

So what is galaxy creation, and how does it work? Well, here is a simple galaxy, freshly generated.

GALAXY.PNG

Every galaxy has a star in the center of it. When a galaxy is created, it picks a random number of planets between 1 and 10. The first planet is placed 150 units away from the center, but the direction is picked at random. After it places this first random planet, it then picks a random number between 2 and 5, and multiplies it by the first planet's radius. This is then added to the first planet's distance to get the distance for the next planet. The direction in which the planet is placed, is again generated at random.

This is then repeated for each planet that is placed. The planets are limited to be at most 500 units away from center, causing planets to sometimes stack up at the edge (Not intentional on my part, something that I wish I had more time to tune!). Below is a diagram explaining the placements.

galaxyemplanet/emdg.png

Here is the code that generates a galaxy.

``` func generateGalaxy(x,y,planets = 10, maxPlanetDistance = 500): var sun = sunScene.instance() sun.globalposition = Vector2(x,y) sun.planetsOrbiting = planets $Planets.addchild(sun)

var lastPlanetDistance = 150
for i in range(planets):
    var randomDegree = randi()%360
    var randomRad = deg2rad(randomDegree)
    var planetVector = Vector2(cos(randomRad), sin(randomRad))      
    var newPlanet = newPlanetNode(x,y)          
    var planetDistance = lastPlanetDistance + rand_range(2*newPlanet.planetRadius, 5*newPlanet.planetRadius)
    if planetDistance > maxPlanetDistance:
        planetDistance = maxPlanetDistance

    newPlanet.global_position += planetVector.normalized()*planetDistance
    $Planets.add_child(newPlanet)
    lastPlanetDistance = planetDistance

```

So now that we see how planets are placed within galaxies, how do galaxies get placed? Well galaxies use a very similar approach. When you first launch, the game generates what I've called a "space area". This area consists of x number of rings of galaxies. Due to performance limitations, the game currently only generates 1 ring of galaxies at a time. These rings are generated with a center on the current player position. Every ring is 1000 units apart. Each ring has a specific number of galaxies within it, the calculation for this is below.

var galaxyCount = 4 + floor(2 * distance / ringDistance)

Since I originally wanted multiple rings to generate at a time, the calculation takes into account the current ring's distance from the player. Since there is only ever 1 ring at a time, the current version of the game always generates 8 galaxies in one ring.

Once the galaxy counts are calculated, it picks a random degree to start with (0-360). It then takes 360, divides it by the number of galaxies, and that becomes the degree of difference between each galaxy in the ring. This makes it so that the ring has evenly spaced galaxies placed around it.

Here is the code for generating an area of space.

func generateSpace(centralPosition): var ringsToGenerate = 1 var ringDistance = 1000 var maxGenerationDistance = ringDistance*ringsToGenerate var distance = ringDistance while distance <= maxGenerationDistance: var angleDeg = randi()%360 var galaxyCount = 4 + floor(2 * distance / ringDistance) for i in range(galaxyCount): angleDeg += 360/galaxyCount*i var angleRad = deg2rad(angleDeg) var position = centralPosition + (Vector2(cos(angleRad), sin(angleRad)) * distance) generateGalaxy(position.x, position.y, randi()%10+1) distance += ringDistance

Below is a diagram showing roughly how galaxies are placed around a ring.

generation_deg.png

The final question is, how does the game handle when you go outside of the galaxy ring? The answer to that is somewhat disappointing I'm afraid. Due to time constraints, I wasn't able spend time figuring out a way to map areas that have previously had planets generated. I also didn't want to risk the player getting lag from too many planets. So my solution was to calculate a "play area".

A "play area" is simply a bounding box, calculated by looking at the furthest planets in each direction.

Here is a quick illustration of what a "play area" would look like.

playbox.png

When the player steps outside of this box (plus some margin), all planets that are currently in play are destroyed and a brand new galaxy ring is generated around the player. This is unfortunately crude, and causes both stutter during the game and noticeable flashes of planets at times. However, it does ultimately give the feeling of a never ending universe.

To sum things up, the random generation is relatively simple! Planets are placed at random distances on a random angle from the center of galaxies, and galaxies are placed along a radius from the player's position. With this we can get what feels like random planet placement in all directions. Generating a game each time really does feel unique, and despite a few hiccups and shortcuts I am happy with the result!

Linux & Web

Does anyone have games available for Linux (Debian, specifically) or web? I would be much obliged if you would offer your game up to me in the comments section :smile:

Some fanart/drawing this in my style challenge bc im bored!

I've played a couple of submissions but wanted to take a break and draw a little. I decided to take some games that I liked and make some fanart :blush: And while I'm at it, go check them out!(and my game too if you wanna :yum: )

Finished Raccoon Bikini Game by @christopher-wong @keni @aradied @d5r

Play Here racoon.png

Button Runner by @jason-q and @nookington

Play Here buttonrunner.png

My Game!

*Heavy Breathing*

2019-10-11_16-51-04.gif WOW! Our game, Unlock Hero has passed 50 ratings received in every category. Thanks so much for everyone who's left ratings, and especially to those who have given us feedback. We really appreciate it, and it's shaping up to be an awesome event.
Thanks again!

Looking for Linux and Mac players!

Hey everyone! Like the title says, I know my game has a web version, but if anyone who runs on a Mac or Linux box would be willing to take a few minutes to download my game and leave a quick comment of whether or not it works for you and include your Linux version or Mac build, that would be great! Also, if you have a game you'd like more plays and rating on, leave that in the comment as well and I'll check it out as soon as I can!

https://ldjam.com/events/ludum-dare/45/broken-broom-adventure

*Heavy Breathing*

2019-10-11_16-51-04.gif

WOW! Our game, Unlock Hero has passed 50 ratings received in every category. Thanks so much for everyone who’s left ratings, and especially to those who have given us feedback. We really appreciate it, and it’s shaping up to be an awesome event.

Thank you all so much, we both had so much fun creating this game and are astonished with the feedback so far!

Screenshot saturday

Hello world,

Hope everyone is doing great. I just wanted to express my gratitude to all who played and rated my game. I got 50 ratings for my game and this is my first LD. I didn't expect to get these many ratings. So I just want to say play and rate other dev's games and you will automatically get rated. This is the best way to get 20 ratings to qualify.

Happy Gaming!!

Capture.JPG

Guys! The new update is close - Prison Escape!

The new update for my game will roll out today! Stay updated! The new map can be seen in the imageScreenshot (26).png If you haven't played our game yet, play it now! - https://ldjam.com/events/ludum-dare/45/prison-escape

Help Us Get To 20 Ratings

Play "Run Dash Go" & rate to help get us across the finish line your feedback will also be highly valued link https://ldjam.com/events/ludum-dare/45/run-dash-gordg 2019-10-10 19-08-56-493.jpgrdg 2019-10-10 19-51-09-192.jpg

New Personal Highscore

Just recently achieved a personal, has anyone else gotten a similar score?

UnlockemHero/emHighscore.png

Help me to rate & improve my game

01.PNG Hi, I know Im late to the play&rate party, but ive been having some personal issues to tae care of, my game was only made in under 24h and have only 5 levels, but i like the idea and want to expand it in the future. 03.PNG i would appreciate it if anyone want to play my game and help give me some feedback and criticism, of course I'll make sure to play other jammers` games and rate them to spread some love, thanks in advance :)

https://gamejolt.com/games/void/443405

A new champion !

@itsdanidre beats the best score on "Nothing is my car" !

newhighest.jpg

And you, what is your best score ?

Make a try here : https://ldjam.com/events/ludum-dare/45/nothing-is-my-car

Movement is a key

Here is some information about movement system in HONK which I'll use in my another project One Spear, One Kill.

First of all, it based on this tutorial - A Comprehensive Guide To Time Dilation. Even though there is an example project, I've written my own system, which I use everywhere in the game.

Scripts

If I need to move something with acceleration or deceleration I will add in Step Event these scripts: 1. MoveObject; 2. CalculateAcceleratedVelocity; 3. CalculateDeceleratedVelocity; 4. CalculateConstantMovement;

MoveObject

It's a straightforward script, but because of using this system everywhere wherever I want, I keep it so simple. As different things require different calculations. For instance, I use both CalculateAcceleratedVelocity and CalculateDeceleratedVelocity in the player object; on the other hand, in projectiles, I use only one of these things at the same time.

It's very important to call this script before velocity calculations.

```gml //------------// // MoveObject // //------------//

// @param isConstant

var _isConstant = argument0;

if (_isConstant) { x += velocityX * global.TimeFactor; y += velocityY * global.TimeFactor; } else { x += velocityX; y += velocityY; } ```

CalculateAceleratedVelocity

This script calculates velocity while an object is accelerating.

``` //------------------------------// // CalculateAcceleratedVelocity // //------------------------------//

/// @param direction /// @param velocityCurrent /// @param velocityMax /// @param acceleration

var _targetDirection = argument0; var _velocityCurrent = argument1; var _velocityMax = argument2; var _acceleration = argument3;

//Delta X and Y calculations var positionDelta = global.TimeFactor * _velocityCurrent + (0.5 * sqr(global.TimeFactor) * _acceleration); _velocityCurrent = min(velocityCurrent + acceleration * global.TimeFactor, _velocityMax); velocityX = lengthdirx(positionDelta, _targetDirection); velocityY = lengthdiry(_positionDelta, _targetDirection);

return _velocityCurrent; ```

CalculateDeceleratedVelocity

This script calculates velocity while an object is decelerating.

``` //------------------------------// // CalculateDeceleratedVelocity // //------------------------------//

/// @param direction /// @param velocityCurrent /// @param friction

var _targetDirection = argument0; var _velocityCurrent = argument1; var _friction = argument2;

var addX = _friction * sign(velocityCurrent); var positionDelta = global.TimeFactor * _velocityCurrent + (0.5 * sqr(global.TimeFactor) * _addX); _velocityCurrent = max(velocityCurrent - friction * global.TimeFactor, 0); velocityX = lengthdirx(positionDelta, _targetDirection); velocityY = lengthdiry(_positionDelta, _targetDirection);

return _velocityCurrent; ```

CalculateConstantVelocity

In case when I need to move something with a constant velocity I use this script.

``` //---------------------------// // CalculateConstantVelocity // //---------------------------//

/// @param Velocity /// @param direction

var _velocity = argument0; var _direction = argument1;

velocityX = lengthdirx(velocity, direction); velocityY = lengthdiry(_velocity, _direction); ```

Collisions

And what about collisions? I use a classic script for checking collisions, and I place it after all movement calculations.

But be aware, I don't use this script to execute other code, e.g. destroying projectiles, dealing damage etc.

``` //----------------// // CheckCollision // //----------------//

// @param object

var _object = argument0;

// Collision X if (placemeeting(x + velocityX, y, _object)) { while (!placemeeting(x + sign(velocityX), y, _object)) { x += sign(velocityX); } velocityX = 0; }

// Collision Y if (placemeeting(x, y + velocityY, _object)) { while (!placemeeting(x, y + sign(velocityY), _object)) { y += sign(velocityY); } velocityY = 0; } ```

Thank you for reading, feel free to ask questions and give feedback.

Original devlog

try my game called Blind and Scared.

Can you survive for 5 mins i dont think So.
space to shoot
Game is a good concept and i planned alot for it but didnt implement.
[Bug] Nose not working
Untitled.png https://ldjam.com/events/ludum-dare/45/blindandscared

Mobile / Webapp for HTML games

If you've not tried this already, it's cool for sharing IRL .

If you have an html5 deployment, and if you can self host, you can great a small manifest.json file so when the game page is loaded on a mobile browser, it'll offer to add to home screen/ apps tray.

I've been trying to do this the past few years, to make games accessible on the move with dual controls. If you didn't this time, maybe give it a whirl in April.

Here are my last few Compo entries- this works on Apple phones too I think.

20191012_092632.jpg

CosmiCraft OST out on Bandcamp

I've finally released the soundtrack for CosmiCraft on Bandcamp! A YouTube version will be up later this week.

CosmiCraft RSKemalbum/emcover_1 resized.png

In the meantime, there was a mishap that occurred with our entry. When creating the gamepage, we were opted out of the Graphics category for some reason even though I never recall opting out of it. I also didn't realize this until IJZM told me, and I feel bad, especially considering all the time Takeshi put into making the art within the scope of the jam. It would be a shame if he didn't get any ratings for the work that he had done!

Now that I've apologized to Takeshi and the Graphics category has been properly enabled, I hope that if you were to rate my team's game, that you would definitely make sure to pay attention to the Graphics category. As it currently stands, we've got about 12 ratings on the other categories but only 2 for Graphics, so there's quite a bit of catching up to do. :grimacing: I hope I'll be able to find more time to rate games this coming weekend. There's been some fun ones I've played so far, lots of humourous stuff as well.

Shadowy Monster Land in danger!

Please help me get off the danger page by rating my game - the monsters thank you!

As a mini incentive - once I am off the danger page, I'll post a timelapse video of development!

https://ldjam.com/events/ludum-dare/45/shadowy-monster-land

(HTML5, or Windows download)

shot00.png

The Daily OST on YouTube!

Many of you noted how much you liked the audiovisual aspect of The Daily, so now you can check out the soundtrack on YouTube! I hope you'll like it and thank you for all the nice feedback <3

https://www.youtube.com/watch?v=kJ57m-gwd4U

Give our space sim a try!

The Micro Bang is a simple space simulation game about making sure the planets of the micro universe will not go extinct. You enter the universe right after the big bang.

https://glitchheart.itch.io/the-micro-bang

https://www.youtube.com/watch?v=kI0TUE8JkME

Nothing In The Way

Help this little creature to reach the stars in my first compo submission!

262e4.png

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

Tale of the Toad King v1.1

Titlescreen_Final.png

Ladies and Gentlemen,

we, Beebo Studios, proudly present Version 1.1 of our game Tale of the Toad King! We listened to your feedback and implemented a lot of small adjustments. For now v1.1 is download only, since we don't want to cheat. The Web build will stay in it's current version till the and of the rating period.

Have fun, everyone! :)