Ludum Dare 45 October 4–7, 2019

Hungry Hungry Spiders!

For the compo I wrote a realtime multiplayer game, where you start as a tiny spider and eat flies/other spiders to get bigger and bigger.

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What went well:

  • After the first day, I made a checklist of all the things I wanted to finish before submitting. It's easy to feel like there are a million things left to do; checking off items and seeing the list completed helped me to let it go and keep things well scoped.
  • I was able to throw the basic game together pretty quickly, which left more time for polish and bug hunting (no pun intended.)
  • Server hasn't crashed or struggled to handle the load at all :grin:
  • Automation: I used Terraform to set up the AWS infrastructure, Fabric to deploy/manage the server, and a Makefile for builds. These little investments meant I could iterate on server or client with a single command.

Lessons learned:

  • Brainstorming ideas was one of the hardest parts and took a few hours. Next time I should warm up by brainstorming a few ideas per theme before the event starts.
  • Ratings come fast and you get one first impression. This is a challenge for a multiplayer game - you really need a consistent pool of players or it isn't very fun. If I'd had more time, some AI bots might've been a good addition. I think my scores will probably get dinged for this.
  • Streaming is super distracting! I tried at first but ended up scrapping it - I need to practice working while streaming, otherwise my pace really slows down.
  • Premature optimization: I added a spatial caching structure to reduce the number of collision checks. In practice the game hasn't had enough load to make this necessary, but I think there are still some minor bugs as a result.

Play the game (HTML5) here! (Submission page)

Chorizo: Monkey Mountain Holiday! Soundtrack out now

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The OST for our game Chorizo: Monkey Mountain Holiday! is available to stream and download for free now on bandcamp. The soundtrack ranges from chiptune to surf rock to hip hop and it was a ton of fun to make for the jam. You can check it out here:

https://bryvox.bandcamp.com

Thanks so much to everyone who has played and rated our game! If you haven't had a chance to check it out, our game is a Beat 'em up where you play as pro-wrestler Chorizo, the Luchaboar, who had his things stolen while on vacation at Monkey Mountain. The game is based on the comic series Chorizo (https://www.chorizocomic.com)

If you want to check it out, you can play it here:

https://ldjam.com/events/ludum-dare/45/chorizo-monkey-mountain-holiday

Thanks in advanced to anyone that checks out the game or soundtrack 🙏 it's been amazing getting to see and play so many cool games from LD45! choemclothed/emidle.gif

FLUBBY FARM - Soundtrack online!

I just uploaded a recording of the background music of our LD45 game "Flubby Farm" to soundcloud.

Listen here:

https://soundcloud.com/y-n-1/flubby-farm-seascape-relaxation

Play the game:

https://jonas-tyroller.itch.io/flubby-farm

I even made a brand new square cover image :smile: Flubby Farm SquareThumb.png

Hope that you all enjoy it :slight_smile: :fish:

Thank You

A Very big thank you to everyone who played and rated our game "Run Dash Go" for helping us cross the 20 ratings threshold If you haven't checked it out here's a Link https://ldjam.com/events/ludum-dare/45/run-dash-go LDthanks.png

I want to rate your puzzle games

I love puzzle games, but I've only seen a few so far in LD45. If you leave a comment with your puzzle game I'd be happy to play and rate it (or just comment with a description and I can follow your profile through to it). I only have Linux and OSX so if your game doesn't work on those and can't be run in Wine or a Browser I won't be able to play it, but feel free to leave a comment anyway.

Making of online

The making of our game is online on YouTube: Check it and subscribe 🙏😉 https://youtu.be/beu-KdbIrVI

Hi, everyone !

It’s a game about driving … But driving nothing ! XD

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You can drive the air in “Nothing is my car” here : https://ldjam.com/events/ludum-dare/45/nothing-is-my-car

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) LDScreen.png

You've Gotta Be Kitten Me (Original Game Soundtrack) Now Available!

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Stream/download the original game soundtrack (composed by @AmerigoGazaway) on Bandcamp. Inspired by Sonic, Donkey Kong, Metal Gear Solid and more.

  • https://amerigo.bandcamp.com/album/you-gotta-be-kitten-me-original-game-soundtrack

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

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When you want to be saved, only the light of your soul can come to help you...

This post is not so much about the game itself as it is about its creation.

(https://ldjam.com/events/ludum-dare/45/liberation-by-light)

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Start with nothing has not only become the name of the theme for the jam, but also the motto of our team in the beginning :smile:. When the jam started, we barely knew each other and had no experience and no ideas. Time was not just short, but negligible. In three days, we had to work together, allocate responsibilities, and, first of all, develop a unified concept. Here it was important to learn to hear each other, to feel, and, in some instances, not to impose one's opinion and agree with someone else.

In this situation, we were able to distance ourselves from all the conventions and understand each other. It is impossible not to mention our leader @yaroslav-kravtsov who sort of glued us together. He completed a human puzzle identifying our strengths and putting together puzzle pieces, and this is the game we eventually created.

We have gained an incredible experience.

Play our game, experience emotions, and then share those emotions.

Share everything you like or dislike about the game.

It is important for us.

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Yeah ! My LD44 game on Google play !

My Ludum Dare 44 game "The Strange life of Bill the postman" is available on Google Play !

The game :

Bill the postman lives in a world where life is time and this time is currency. He earns time when he posts letters. You have to help him to post letters to keep him alive. But don't forget to feed him and beware of the dogs !

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Trailer :

https://www.youtube.com/watch?v=9UptOcgSg1w

You can play it here : https://play.google.com/store/apps/details?id=com.TBoGames.Bill

( My LD45 entry : https://ldjam.com/events/ludum-dare/45/nothing-is-my-car )

You feel like painting ?

72786960em416070952440743/em4830440505382797312_n.png In Dreamiverse, you paint the world around you to discover it and evolve in it !

Use your brush to paint the walls, objects, doors and flowers to find your way, find hidden fairies and change your color !

Let's color this world ! 🖌️

The Little Adventure for Slime - Y'all were waiting for this !

Hi guys! We finally decided to patch the controls of our game. As people have said once or twice, they were horrifying. So here you have it, enjoy!

Patch: (After Deadline) - Corrected Controls - Reworked Jump - Reduced Animation Time - Simplified The Wall Jump Tower

Go to Jam Page

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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

The Last Word - Play the Game, Read the Post-Mortem

Hello, fellow jammers,

I just published a post-mortem about how our team made The Last Word, our entry for this 45th Ludum Dare. If you are interested, please read it on my blog.

The Last Word

You are an Entity that has an interest in this little girl getting to the end of her journey. Progressing in the game gives you, the Entity, new Words of power, giving you more control over the world. But what you are actually looking for is… The Last Word.

Play The Last Word (Web, Windows, Linux, Mac)

We've received very positive feedback about our game so far, so if you haven't played it yet, I strongly encourage you to do so! The Last Word is, as a friend put it, "a rhythm game disguised as a runner". We hope you'll enjoy playing it as much as we enjoyed making it!

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Rottenville with 10 lives?

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Hi y' all! Rottenville has received some great love and constructive feedback and we could not be more thankful to you all for taking the time to play our little tower defense. We were wondering if anyone has managed to beat it without losing any lives so far? We know we haven't... :cry: Share with us a screenshot in the comments if you managed to repel those undead Indian sprinters! :D

HTML5 and windows versions: https://ldjam.com/events/ludum-dare/45/rottenville

The Greatest Patch in the World

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

After your rigorous and according to Dave extremely annoying playtesting and streaming of our games we were able to spot and correct a few issues with the game.

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We believe that the game is now completely bug-free! So... we leave it up to you to prove us wrong. Again. Please don't break it this time...

Oh and we'd appreciate more of your feedback and ratings, Dave won't, but we will.

Turn your favourite cushion into a game asset

Since we needed a lot of stuff to fill Mr Raccoon’s home, I needed to find the quickest way to create believable objects. I wish I have had time to polish them more, but here is a way to get a good looking game asset starting from an actual piece of furniture from your home.

This is my super stylish tibetan cushion :) cuscino.png First I cut out the cushion. Easiest way although not always perfect is the magic wand tool in PS. Next I adjust colours a little bit. Usually saturating them works very well. Then I apply a cut palette filter to simplify shapes and reduce the number of colours.

Sometimes you have to fix the final result, but most of the time your asset will look great and ready to use! racconeemsu/emcushino.png

"Nothing is my car" : Available on Web, Android, Mac OS and Windows

Avoid cars, rocks, trees and … cows XD

"Nothing is my car" : playable in Web, Android, Mac OS and Windows

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You can drive the air in “Nothing is my car” here : https://ldjam.com/events/ludum-dare/45/nothing-is-my-car

( And the "little brother" from LD44, "The strange life of Bill the postman" is out on Google Play : https://play.google.com/store/apps/details?id=com.TBoGames.Bill )

Deal with Your Death, fixed!

https://ldjam.com/events/ludum-dare/45/deal-with-your-death

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After work week (which was after Ludum "work weekend") we finally got to fixing bugs in our game! Fresh build is available on same page, no download required. Check it out!

Guys! Check out our game!

Guys, we recently updated our game! We have added a new map to our game as many of you asked for one!

Check out our game from the link below, also don't forget to rate and feedback!

https://ldjam.com/events/ludum-dare/45/prison-escape

(You can play our game in browser!)

Stop! Mattock time!

Bored of the usual medieval weapons like swords, axes and war hammers? I have the game for you here!

Come and try alternative weapons in Chronicles of the Mattock? And don't forget to leave a feedback!

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And in case you don't know how to use a mattock, I've fount a great tutorial about it in the dark side of the internet:

https://youtu.be/HfJAT5AOecI

Cheers! :pick::pick::pick::pick:

A tiny postmortem for Juicefruit Orchard

My entry is called Juicefruit Orchard. You run a farm, making juice to sell to game developers. To get the juice you have to play an arcade minigame where you bounce around collecting fruit. As you upgrade the farm, the juice gets better, and the minigame gets juicier to reflect that.

I challenged myself to make a really juicy game, which I don't normally do. That's what led to the idea.

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What went well (for me): - Solidarity. I took part at a friend's place. There were three of us trying to make compo games but the others didn't manage to finish. For me, doing the compo with others was motivating; everything felt less dire than usual. We'd interrupt each other with feedback. This helped me: if I'm working alone, I have to contact others to ask for feedback, and I always take too long to get to that point.

What went badly: - The usual: setting too large a scope and not getting enough sleep. In the rush at the end, I failed to think of some obvious little features that would have really improved the game. Like, a few commenters have suggested having a shortcut to quickly sell a stack of juice. And looking back, it's pretty obvious that the game should have had that.

Classic jumping challenge

You can play and rate our game here: https://ldjam.com/events/ludum-dare/45/you-broke-the-game

One of the later stages that combines a few of previous hazards together:

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Reap and tear without problems

Here is a short tutorial about bloody effect in HONK.

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First of all, this effect is based on this tutorial https://www.youtube.com/watch?v=nz8FUMHEyAU

However, I've made some slight changes to make it better for my game. I think, that my approach is still clunky and needs some upgrade in the future.

Step 0. Make movement system

I use my movement system in this effect, I highly recommend to read about it. Movement.

Step 1. Setup surface object

In my game I use special object which is called obj_drawer, this object does one job - sorting sprites and drawing them in the order I need. It takes a lot of time to explain this, now you should create an empty object which will control surface for these bloody effects.

Create event surfaceFloorEffects= surface_create(room_width, room_height);

Draw event if (surface_exists(surfaceFloorEffects)) { draw_surface_ext(surfaceFloorEffects, 0, 0, 1.0, 1.0, 0, c_white, 1.0); } else { surfaceFloorEffects = surface_create(room_width, room_height); }

Clear event surface_free(surfaceFloorEffects);

Step 2. Setup base object

In the project I use special base objects. They include some logic, which is shared by other objects, e.g. I have obj_sortable, which contain logic for sorting etc.

In this case this you need to create obj_floorEffect and place it on your level.

Destroy event ``` var surface = objdrawer.surfaceFloorEffects;

if (surfaceexists(surface)) { surfacesettarget(_surface);

draw_sprite_ext(sprite_index, image_index, x, y, image_xscale, image_yscale, direction, c_gray, image_alpha);

surface_reset_target();

} else { surface = surfacecreate(roomwidth, roomheight); } ```

Step 3. Setup splatter object

Create object vfx_splatter without any sprite.

Variable definitions

You need this variables to adjust child objects.

vfxemslplatter/emvd.png

Create event ``` velocityMax = 20;

// Visual paarameters imagespeed = 0; imageindex = irandomrange(0, imagenumber - 1); imagexscale = randomrange(0.05, 1); imageyscale = randomrange(0.05, 1); imagealpha = randomrange(0.25, 1);

// Movement parameters direction = randomrange(0, 359); imageangle = direction; velocityCurrent = randomrange(0.4, velocityMax); groundFriction = randomrange(0.1, 0.2); velocityX = 0; velocityY = 0;

// Smear parameters smearTime = 3; smearTimer = 0; **Step event** // Movement MoveObject();

velocityCurrent = CalculateDeceleratedVelocity(direction, velocityCurrent, groundFriction);

if (velocityCurrent <= 0) { instance_destroy() }

// Smearing smearTimer += global.TimeFactor;

var checkTimer = checktimer(smearTimer, smearTime);

if (_checkTimer) { smearTimer = 0;

instance_create_layer(x, y, layer, smearObject);

} ``` check_timer script

Be aware, I use timefactor, it means you need to arrange global.TimeFactor somewhere at the very start of the game. gml global.TimeFactor = 1;

``` /// @param timer /// @param time

var _timer = argument0; var _time = argument1;

return (floor(timer) >= _time && floor(timer - global.TimeFactor) != floor(_timer)); ```

Step 4. Setup smear object

Create object vfxsmear. It must not have any sprite as well as vfxsplatter.

Create event ``` imagespeed = 0; imageindex = irandomrange(0, imagenumber - 1); imagexscale = randomrange(0.05, 0.5); imageyscale = randomrange(0.05, 0.5); imageangle = irandomrange(0, 359); imagealpha = randomrange(0.25, 1);

instance_destroy(); ```

Step 5. Create sprites and child objects

Here is an example of blood sprite. sprembloodSplatters/emstrip6.png

Yep, it’s small.

After this, you need to create a new object for splatter and smear and make their parents vfxsplatter and vfxsmear relatively.

Do not forget to set up variable definitions.

Step 6. Make a spawn script

This script will definitely make adjustments of the effect easier.

``` /// @param x /// @param y /// @param splatterObject /// @param count /// @param velocityMax

var _x = argument0; var _y = argument1; var _object = argument2; var _count = argument3; var _velocity = argument4;

for (var i = 0; i < count; i++) { var _splatter = instancecreatelayer(x, _y, layer, _object);

with (_splatter)
{
    velocityMax = _velocity;
    velocityCurrent = random_range(0.4, velocityMax);
}

} ```

Step 7. Use script

Now you can place this script wherever you want, but be careful when you will use it in step events.

Step 8. ???

Step 9. PROFIT!

Now you can reap and tear in your game with ease!

You start with ... "Nothing"?

Have you ever asked yourself what could ever hide behind the word “nothing”? It was the first time I participated in a game jam and it was stressful and funny at the same time. We made something like a little puzzle game! So I would be happy if you play and rate it!

This game was made with love! :v:

https://ldjam.com/events/ludum-dare/45/start-with-nothing-14

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Gargolite Pathfinding Algorithm

Pathfinding is the main feature in our ldjam45 entry, Gargolite.

In this top down shooter, you protect an orb located in the center of the screen, from gargoyles that walk towards it from the edges of the screen around you.

Gargolite screenshot

When you shoot a gargoyle, it becomes a block that the other gargoyles must bypass on their way to the center. Effectively, we must calculate a path to the center for each gargoyle, one that does not goes through any wall; and we must recalculate it each time a wall is added and the environment is changed.

This calculation must be fast, otherwise it will lag the entire game.

The problem

The entire map is built on a grid. Each game element fits in one cell: A gargoyle, the player, the walls, the orb, and even the floor tiles. This means that the granularity of the path can be at the resolution of the grid. This helps to simplify the calculation.

Each path segment is between two grid cells. From each cell, the gargoyles could move in 16 directions: 4 primary directions (up, down, left, right), 4 diagonals, and 8 secondary diagonals (similar to a knight in chess). See the figure below - the a gargoyle located in the yellow cell can move directly to any of the gray cells (no need to allow movement to the black cells, because each of them is composed of two steps to a gray adjacent cell).

Cell neighbors

This 16-direction solution did not yield the absolute optimal paths, but it was enough to give a natural feel to the gargoyles movement.

I wanted to find the path which was composed of these segments, and is the shortest (in distance, not in number of steps).

I started with one approach to calculate a path with the traits above, but later moved to a different one that worked faster. I'll explain these approaches and will show you some of their awesome results.

Approach 1 - A* algorithm for each gargoyle

A* algorithm (pronounced: A-star) is a pathfinding algorithm that finds the shortest route between a source and a target. It is probably the one that your GPS app uses when you navigate with your car.

Pros: 1. Optimizes the path using both the source and the target 2. Can work on an infinite graph (the game area is infinite, and A* works without problem on that. It searches the entire area and stops when it finds a target)

Cons: 1. Relevant only for a single source (i.e. one gargoyle) 2. Though efficient for paths where going in the general direction for your target is a good guess (e.g. map of New York), becomes less efficient when the area becomes more maze-like, with many dead ends.

When using A*, the game worked fast at first, but later when the area became like a little maze, and there were more and more gargoyles on the screen, the game started lagging for each wall added. After all, it was a more complicated calculation, calculated numerous times for each invocation.

I did some optimization that helped (e.g. for each wall added, recalculate the path only for gargoyles that had the new wall blocking their previous path). But then I thought of approach 2 which solved many of my problems:

Approach 2 - One Dijkstra from the center

Dijkstra is a relatively simple algorithm that finds the shortest path from one node to every other node in the graph. Meaning that starting from the center, I could find the shortest path from each point on the map, to the center.

For each point I also saved the 'parent' node, that is the next node through which the shortest path should go through.

When a gargoyle steps on a grid cell, it starts walking towards its 'parent' cell. When it gets to the next cell, it walks towards that cell's parent and so on, until it reaches the center.

Pros: 1. One calculation is good for all gargoyles 2. Not less efficient even if the paths have a lot of turns and dead ends 3. No need to save the path for each gargoyle; they can figure out their next move based on their current location only.

Cons: 1. Not using the source (i.e. gargoyle position) for optimization 2. Not relevant for the infinite area but only for the areas I precalculate.

This algorithm turned out to be more complicated than calculating the path for only one or two gargoyles; but once I had it I could find the path for all gargoyles, meaning that the game would not get laggy as the game area gets more crowded.

Once I succeeded in packing this calculation into one frame, it was good for early and late-game as well.

One caveat is that it is only relevant for the area I precalculate, not the entire infinite screen. If I calculated too much area - the game started lagging. Luckily, most of the gameplay is near the orb in the center. Get too far, and a gargoyle may surprize you from the other side. Therefore, a quite small square covering a little more than the screen (roughly around the paved area), was enough to make the game feel realistic. Gargoyles which are outside this area will walk directly to the direction of the center until they pick up a 'calculated' grid cell.

Another upside of this approach, is that Dijkstra can also find that the center is blocked (and induce a gem-emitting explosion), without any additional cost! Each time this algorithm find a wall, it saves it; then when the graph seems blocked, all the marked walls explode and emit gems.

I visualized some of the graphs found by this algorithm, and it led to surprisingly beautiful results. All hail math! Gargoyles would always walk in the direction of the white arrows to reach the center.

A snowflake pattern of the clear map: paths1.png

A corridor. See how it is clear where is the line that defines whether you better go up or down: paths2.png

A cool spiral. paths3.png

Just some random walls to help you get the hang of it: paths4.png

The algorithm

```

This is a Gargolite-specific version of dijkstra algorithm:

dist[center point] = 0.0 queue = [center point]

while queue is not empty: current = pop the queue for the cell where dist[cell] is the smallest mark current as done

for each neighbor of current (see 16-direction fig. above):
    if neighbor is marked as done, skip it.
    if neighbor is outside play area, skip it.
    if neighbor is a wall skip it (but first mark it as 'reached').

    check if the way between current and neighbor is clear of walls
    (this includes all the cells in the rectangle blocking these cells)
    if way is not clear, skip this neighbor.

    # Now we know that neighbor is a valid cell, and there is a free way between current and neighbor.

    new_dist = dist[current] + distance(current, neighbor)
    if dist[neighbor] is not set, or new_dist < dist[neighbor]:
        dist[neighbor] = new_dist
        parent[neighbor] = current

    if neighbor is not in queue:
        add neighbor to queue

# At this point, we have dist and parent set for all cells reachable from the center.

if not reached edges of play area:
    # Found a circle blocking the center!
    explode all reached walls and emit gems

```

Hope you enjoyed this post!

See Gargolite entry at https://ldjam.com/events/ludum-dare/45/gargolite

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

Hey you

Yes you

Check out the ~~demake version I made for the game~~ I created for Ludum Dare ~~43~~

You can have it here.

Give me a link to your game alongside with what you think about my game in the itch.io's page comments

Leave a item suggestion here.

Hello guys! This week i received a comment in my game (link in the end of post) talking about the hammer be the only item that you get in the game. So i thought "Hmm...What about i make a post asking for items suggestions?"

If you played my game and want any new item in it, leave a comment here talking about the item. And if you don't played, go play and them back here and leave a item suggestion.

[Here's a list with the items that i plan to add in the future updates] - Shurikens - Bombs - A mountable Rhyno/Bull

-Here's the end of the post-

Forbidden Relics

My entry was unfinished but I still want to show it off https://ldjam.com/events/ludum-dare/45/todo

https://www.youtube.com/watch?v=lQN6xp-r2Rs

Will you be a lover or a loser? Now with a post-jam version!

THE LEGACY OF A LOSER

You are a nobody. Beauty, fitness, intelligence… well you have none of them. But could you still accomplish something? Get a job, go to the gym, get a haircut, and get a girl! Use your wits to seduce them all, and maybe your child will be blessed with better genes… Build your legacy, even if you are to be remembered as a forever loser.


We just updated the web version of the game with a post-jam version! It includes amongst other things a lot of QOL fixes, more difficulty for girls of higher prestige and a few new visual elements for your protagonist. Enjoy!

PLAY THE GAME

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Realization when faced with a start of a game jam

This was a first Ludum Dare for us, not just that, but a game jam too. We were dumbfounded with the theme when it was announced, and spent around three hours just thinking what could we make. The realization I am talking about is, that starting a game is hard. It's not like this is first time I was making a game, so this was surprising. You have to practice regularly to be efficient, so we will be participating in game jams all around, cause we need experience. This was really fun, and we can't wait for the next Ludum Dare :muscle: :smile:

If you have time, please enjoy our game, !Another Chance :slight_smile:

https://ldjam.com/events/ludum-dare/45/another-chance

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Try My Game Out!

https://ldjam.com/events/ludum-dare/45/gardening-take-over thumb.png

Graveyard Bones post-jam version

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My LD45 game was a top-down exploration adventure set in a big graveyard.

I bugfixed a bit, improved the map layout to make it less confusing, changed some graphics and published the version to Kongregate. I may keep improving it if there is enough interest.

Try the new version here: http://www.kongregate.com/games/root_studio/graveyard-bones.

Check also the jam version here (and rate it): https://ldjam.com/events/ludum-dare/45/graveyard-bones.

Fanart of games I liked (pt.2)

Had fun the first time I did this so I decided to go again. Picked three games this time to draw in my style, links to play are below as well

When Nothing Came by @janderson-barboza , @nataliarrubio , @pza , and @velvetlobster

Play it here whennot.jpg

Ignis Universia: Eternal Sister Saga by @toge , @tonzuko , and @arzi

Play it here ignis.jpg

The Firebrand by @dwam , and @selkkie

Play it here firebrand.png

Procedural ( sort of ) trees progress!

Random trees!

Now the Ninja-Wizard can fight the Robot-Pirate cats through randomly generated trees each time!

Post Dare Version :

https://johnnysix.net/games/fnwgpd04/

Pre-Procedural Dare Comp entry :

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

Mobile

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Desktop ( Same session - just hit keyboard to remove the Mobile controls )

wip00555procresstete.jpg

Some of my favorites so far

I wanted to plug a couple of my favorite games so far that I've come across in my ratings that you might enjoy also:

Ignis Universia: Eternal Sister Saga

Ignis Universia Eternal Sister Saga.png https://ldjam.com/events/ludum-dare/45/ignis-universia-eternal-sister-saga

Great art and writing. Funny characters and situations. A self billed epic JRPG but really more of a visual novel. Worth the 5 - 10 minutes it takes to play through to the end because the whole thing is funny and oozes polish.

Spooky: The one who lost everything

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

A cute puzzle-ish game. I mean, it isn't a platformer, really. It also isn't really a puzzle game. It is something in between. Fun and quick to play with great graphics and a simple concept really done well.

Vegan Farmer

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

Make a salad out of nothing but cows. Fun puzzle game with a simple concept but a lot to figure out. You get to fling cows up in the air and watching their eyes bug out is great.

Enhanced version of Start at NOTHING - a post-death experience RPG

GameIcon.png https://ldjam.com/events/ludum-dare/45/new-start-at-n-o-t-h-i-n-g-ltd

I've decided to burn almost two more days to finish my j-rpg like entry to a state I wanted it for compo... so now there are sounds, music (first I made in almost 20 years), combat skills, 9 (technically 11 + death) different endings...

I'm rather happy with the result. If you've already played my game - please try the enhanced version. If you didn't - please play the original first.

Thanks for helping me reach 20 reviews for my "Not a game"!

ludumemdare/em45.png

Wow! I really wasn't expecting to hit this number so fast, especially when people have to build their own level just to win.

Usually entries are pretty neck and neck with how many reviews I've left. Thanks for all your support!

If you haven't had a chance to try it out, enjoy: https://ldjam.com/events/ludum-dare/45/start-with-no-game

I think I'll be spending the remaining review season in the "Danger Zone", helping as many entries to reach 20 as I can. It's only fair.

Meanwhile, I'm planning to make another build of this idea with some additional mechanics and blocks to play with. Maybe a direct sandbox. Who knows?! Direct feedback and ideas are much appreciated!

Can we make it to a 100?

Hellion: the Legend of Jeff made it to 91 Ratings! Can we make it to a 100? Thank you for playing the game and we appreciate your feedback. We will be able to improve the game much further since we are planning to keep on developing our game into something bigger and better.

Here is the link for our game: https://ldjam.com/events/ludum-dare/45/hellion-is-now-finally-published

hellion image.jpg

Can you beat the new highscore ?

@ausstein is the new chanpion in "Nothing is my car" with this score :

69124

This is the highscore run video !

https://www.youtube.com/watch?v=Kx54p1vzuZc

Can you beat it ?

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

Hey guys! Check out Prison Escape!

This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in

https://ldjam.com/events/ludum-dare/45/prison-escape

Screenshot (29).pngInGame.png (You can play our game in browser)

Hi check out my game!

Hey guys, if you haven't played this you have to try it! https://ldjam.com/events/ludum-dare/45/chicken-nothing Annotation 2019-10-07 184615.png

im in

im in

Socks - Idle Clicker - Making My First Mobile App.

This Ludum Dare for me was all about creating a mobile style clicker.

I've never worked on creating a mobile app before, and really wanted to get some experience. LD is always a good excuse to try something new!

It didn't really work well! But I have since spent a lot of time on the math working behind the scenes and the current version (not the LD version... that's still hugely unbalanced!) is now a pretty well balanced game, with much neater code!

Hoping to release it on iOS, then android, soon :D Mostly for the experience of getting through the whole process.

If you have the time to play the original, it's here:

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

Sadly I couldn't get it to work on webGL properly. The resolutions were all off. But it opens in a smallish window and happily plays in the background!

29152.png

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

Virus Jones - Patch 1.1.0

Hey guys!

We, The Jucas Co, just made improvements in our game released for the jam!

Check a look in our game and share your thoughts with us (:

You can find the link below:

Virus Jones

Tela Apresentação.png

バクラウ Bloodless | Level Design Process

bloodless.png

Hi Everyone! We’d like to share a bit of process on designing the levels of our Ludum Dare submission; バクラウ Bloodless. Check out the game on the link below;

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

We spent half a day discussing what the main mechanics of the game would be like; what would be the behavior of the enemies, how to diversify them... It seems to be a long time wasted on one simple thing, but when it comes to a large team of 8 people from different areas it is important that everyone is on the same page before starting to develop game content.

hit-gif.gif

We get a little goofy at some moments of the jam, it helps us enjoy the tense moments where time is short and scope is wide.

As the main mechanics are defined and discussed with the team, we begin planning the levels of the game. Our minimum scope for the game to work is simple and has little content to diversify it. So we bet on the progression of the difficulty to hold the player through the feeling that he is becoming more skilled.

Our level design process began a little looser with only pencil and paper as tools. We have designed some room layouts with positioning of different sizes and props. We have also planned spawn points for use in enemy waves. Each stage consists of 3 waves of enemies to prevent it from becoming too repetitive with the variety of enemies we had available.

post-2.png

From the narrative perspective we have a ronin who’s going to invade a shogun’s castle, so we had to keep in mind that the game should begin with an exterior area, then proceed to an interior area. We thought of how to build the stages coherently to this story while still having a difficulty progress.

The game's simplified art style allowed us to have stage props early in the process of setting up the game rooms. For this we use Unity scene to position all the environments props and set the colliders position and layer order for each obstacle.

ENEMIES

Enemies.png

Initially we talked about very different enemies, different weapons, different moves, etc. but since this is a game jam, we soon realized that there wouldn't be enough time. After some discussion we decided to start with Red, a swordsman that attacks twice but can be countered only on the second attack. If we had time we would create some simple variations.

Fortunately there was enough time to create two variations: White, a simpler version of Red, he attacks only once; And Shogun, the boss, he attacks four times in quick succession but only the fourth attack can be countered.

LEVEL 1

ld-01.png

The first level serves as the game tutorial. We chose to do a fairly open area with few enemies. When the first enemy comes into play the game displays the message "dash to counter attacking enemies" on the screen until the player can defeat the enemy. The first two waves have only one enemy, so that the player can get the hang of the controls and timing of the attacks, only then we send two enemies at the same time.

Wave A: 1 white Wave B: 1 white Wave C: 2 whites

LEVEL 2

ld-02.png

After level 1 we expect the player to already know the basics of the game. The first waves will have two enemies coming at the same time, but the level has some obstacles that the player can use to manage one enemy at a time. The last wave introduces one new enemy variation that has two attacks, the first one cannot be blocked (has a red color to indicate danger) so the player must aim his dash on the second one.

Wave A: 2 whites *Wave B: * 2 whites *Wave C: * 1 red

LEVEL 3

ld-03.png

In Level 2 the red enemy serves like the area boss. In Level 3 we decided to start with a red to show that he is actually just a mob variation. We also thought of increasing the amount of enemies in a wave, so we used just an open large area for the level with little obstacle to give the player space to maneuver while learning how to deal with multiple enemies.

Wave A: 1 red Wave B: 2 whites, 1 red Wave C: 4 whites

LEVEL 4

ld-04.png

The waves in this Level are very similar to the previous one, with the exception of a red in the last wave. The idea was to repeat the last challenge with less room to maneuver around and a little bit of obstacles.

Wave A: 1 red *Wave B: * 2 whites, 1 red *Wave C: * 3 whites, 1 red

LEVEL 5

ld-05.png

This is the final Level. The idea here is to have a somehow tight space again, but with entrances at all sides so that the enemies could come from different places to surround the player.

Wave A: 2 red *Wave B: * 2 whites, 2 red *Wave C: * shogun

And that´s the end of the game (for now!). We hope that this post can have some use for you guys, and if not, we hope that you at least enjoy our game. Either way, It would mean a lot if you leave some feedback and/or share some of your process too.

Thanks from the バクラウ Bloodless Team!

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

Help Jared Fight Zombies !

Come fight for your life in this pretty cool twin stick shooter !

Jared.jpg

Play our top-down story-based shooter, Sentience!

Sentience is a roguelike story-based top-down shooter. Music is a big part of the game, everything happening on rhythm. Blast through hordes of enemy pixels as you upgrade your drivers!

Good luck! You’ll need it.3.png

Nobody's Journey: Full Mobile Version!!

@phyro, @drkdavis and I are very excited about the feedback and repercussions of our game here at LD 45, so that we want to release a more complete version of the game for mobile.

New ideas are coming up all the time in our meetings and a new version of the art is already being made (follows the example). 77acd14b-55d8-4a4f-96b5-b9be94cd7b9d.png Take a look at the current version of the game and please send us feedback on what you would like to see in the game. We will be very grateful XD

https://ldjam.com/events/ludum-dare/45/nobodys-journey

Hey guys! Check out Prison Escape!

This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in!

https://ldjam.com/events/ludum-dare/45/prison-escape

(Play my game in your browser!)

Input method manager

I have a strong notion, a game should always have gamepad and keyboard controls and a player shouldn't spend a lot of time on switching between them.

That's why I've made a simple input method manager which I used in HONK. You should place this object in all rooms and it will change your input method on the go.

Create Event

``` // Create a list of gamepad slots connectedGamepads = dslistcreate();

// Set active gamepad global.ActiveGamepad = noone;

// Setup input methods enum InputMethod { Gamepad, KeyboardMouse }

// Set current input global.CurrentInput = InputMethod.KeyboardMouse;

// Set deadzone and threshhold for Xbox gamepad xboxAxisDeadzone = 0.25; xboxButtonThreshhold = 0.1;

// Set deadzone and threshhold for PS4 gamepad ps4AxisDeadzone = 0.2; ps4ButtonThreshhold = 0.1; ```

Clean Up event

ds_list_destroy(connectedGamepads);

Begin step

``` /// @description InputSwitcher

var listSize = dslist_size(connectedGamepads);

if (_listSize != 0) { for (var i = 0; i < _listSize; i++) { var _slot = connectedGamepads[| i];

    var _leftStickV = gamepad_axis_value(_slot, gp_axislv) != 0;
    var _leftStickH = gamepad_axis_value(_slot, gp_axislh) != 0;
    var _rightStickV = gamepad_axis_value(_slot, gp_axisrv) != 0;
    var _rightStickH = gamepad_axis_value(_slot, gp_axisrh) != 0;

    for (var k = gp_face1; k < gp_axisrv; k++) 
    {
        if (gamepad_button_check_pressed(_slot, k)) 
        {
            global.CurrentInput = InputMethod.Gamepad;
            set_active_gamepad(_slot);
        }
    }

    if (_leftStickV && _leftStickH) || (_rightStickV && _rightStickH)
    {
        global.CurrentInput = InputMethod.Gamepad;
        set_active_gamepad(_slot);
    }
}

if (global.CurrentInput != InputMethod.KeyboardMouse)
{
    var _mouseKeyPressed = mouse_check_button_pressed(mb_any);
    var _keyboardKeyPressed = keyboard_check_pressed(vk_anykey);

    if (_mouseKeyPressed || _keyboardKeyPressed)
    {
        global.CurrentInput = InputMethod.KeyboardMouse;
    }
}

} ```

Async - System event

``` /// @description GamepadConnectionHandler

switch(asyncload[? "eventtype"])
{ case "gamepad discovered": var gamepadSlot = asyncload[? "pad_index"];

    if (gamepad_is_supported())
    {
        ds_list_add(connectedGamepads, _gamepadSlot);
        set_active_gamepad(_gamepadSlot);
        global.CurrentInput = InputMethod.Gamepad;
    }
break;

case "gamepad lost":
    var _gamepadSlot = async_load[? "pad_index"];
    var _gamepadListIndex = ds_list_find_index(connectedGamepads, _gamepadSlot);

    ds_list_delete(connectedGamepads, _gamepadListIndex);

    var _listSize = ds_list_size(connectedGamepads);

    if (_listSize == 0)
    {
        global.ActiveGamepad = noone;
        global.CurrentInput = InputMethod.KeyboardMouse;
    }
    else if (_gamepadSlot == global.ActiveGamepad)
    {
        global.ActiveGamepad = connectedGamepads[| 0];
    }
break;

} ```

setactivegamepad script

``` // @param gamepadSlot

var _gamepadSlot = argument0;

global.ActiveGamepad = gamepadSlot; if (gamepadSlot >= 0 && gamepadSlot <= 3) // Set dead zones for Xbox controller { gamepadsetaxisdeadzone(gamepadSlot, xboxAxisDeadzone); gamepadsetbuttonthreshold(gamepadSlot, xboxButtonThreshhold); } else // Set dead zones for Playstation controller { gamepadsetaxisdeadzone(gamepadSlot, ps4AxisDeadzone); gamepadsetbuttonthreshold(_gamepadSlot, ps4ButtonThreshhold); } ```

Hey guys! Check out Prison Escape!

This is my first ever game jam, so please check out our game - Prison Escape Here, you have to escape from a prison in which you were forcefully pushed in!

https://ldjam.com/events/ludum-dare/45/prison-escape

Screenshot (29).pngScreenshot (29).png

(You can play my game in browser!)

Been working on my first ever devlog video...

If you want to see how I made Invasion in a step-by-step process, and see what design blockers I came up against, and how I worked around them, etc. then please sub to my YouTube.

https://www.youtube.com/forceofhabit

(The video isn't quite ready yet, sorry! Will re-post when it is too!)

thumbnail.png

New teaser trailer for our game!

https://youtu.be/i2Ujrd8n6gM

Had a blast composing original music for our LD45 entry about mutant kittens escaping from a secret laboratory.

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

About

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.

Soundtrack

Stream/download the original game soundtrack (composed by @AmerigoGazaway) on Bandcamp. Inspired by Sonic, Donkey Kong, Metal Gear Solid and more.

  • https://amerigo.bandcamp.com/album/you-gotta-be-kitten-me-original-game-soundtrack

Thanks to everyone who played so far!

A car game ...without the car ! XD

Avoid cars, rocks, trees and … cows XD :cow2:

Screen.png

You can drive the air in “Nothing is my car” here : https://ldjam.com/events/ludum-dare/45/nothing-is-my-car

Look at this beautiful planet!

See what you can do with it in Vicious Cycle!

https://ldjam.com/events/ludum-dare/45/vicious-cycle

planet.gif

Look at this beautiful planet!

See what you can do with it in Vicious Cycle!

https://ldjam.com/events/ludum-dare/45/vicious-cycle

planet.gif

'MiniRPG' Post Mortem

A post mortem of my game MiniRPG

https://youtu.be/8ya4Bbo_Fis

HEARTSCAPE: adding bossfights (?)

title_LD.PNG

Slowly exploring the additions to the post jam version of HEARTSCAPE. I'm considering bossfights at the moment. I doodled this King Rose boss I had in mind.

kingemrose/emb.png

And the new card I implemented as the reward:

rosebud.png

Well, we'll see how that plays once it's in the game.

in the meantime, you can play the compo version of HEARTSCAPE here.

Cheers

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: secret mesSANDges in the game… maybe you find them first) scr1.png

Ignis Universia: Eternal Sister Saga Reference Hunt!

splash_hd.png

Honestly, one thing I like about Ludum Dare that you can go overboard with things quite easily, which is something I can rarely do in my actual job as a game designer. One of those things is referencing the stuff I like! How many references can YOU find in our game?

Check it out!

Please check out my game "Sticky Squares" on Google Play Store if you haven't already: https://play.google.com/store/apps/details?id=com.RiceGames.StickySquare game_icon(pub).jpg funktionsgrafik.jpg

Modrá Dívka // The Blue Girl

stove from good housekeeping 1923 v2.png

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

Featuring eerie music by Brian Cavanaugh

“Nothing is my car” : Android Version

If you want to play on your phone, “Nothing is my car” is playable on Android here :

https://ldjam.com/events/ludum-dare/45/nothing-is-my-car

or here :

https://t-bo-games.itch.io/nothing-is-my-car

ezgif.com-video-to-gif (15).gif

( You can also play on Web, Windows or Mac OS :smile: )

It’s a game about driving … But driving nothing ! XD

I hope you will like it !

The beginning of the end

Discover how the game was made!

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

In a world where time is not what it seems, an inhabitant is trying to prevent a catastrophe. But can you stop what's already happened?​

A puzzle/adventure game about relativity of time.

Play (web & pc) and rate now!

LD45_SmallerGifCompressed.gif

Come back from the nothing and unleash revenge!!

Soul avenger now with WebGL option. Start with less than nothing, get back your life to kill your nemesis!

screenshot_new.png

https://ldjam.com/events/ludum-dare/45/soul-avenger

Thanks for playing and feedbacks!

Big Brain Boy: An Intellectual Odyssey, GALAXY EDITION has been UNLEASHED!!

Screen Shot 2019-10-15 at 9.18.06 PM.png

Link: https://ldjam.com/events/ludum-dare/45/big-brain-boy-an-intellectual-odyssey

SOUND

ALIENS

CINEMATICS

POETRY

VOICE ACTING

NOT CRASHING (as much)

All of this and MORE is now available in the new and improved Big Brain Boy (BBB, for short) release! BBB chronicles the collective cognitive evolution of our species, exploring how our attention turned from what lies beneath our feet to what lies beyond the stars. You begin as Doug, a humble man who quite literally knows nothing, and share in his elation as he discovers sight, smell and speech for the very first time. No game before has so viscerally and accurately captured the magic of learning. Is your brain the brain of galaxies??

For real though, we're very happy to have squashed bugs, improved performance, and implemented features that were left unfinished to make the submission date. Our original upload is still available unaltered for rating, but what's most important is that you have a fun experience, and we hope the new GALAXY EDITION will provide just that!

28de4.png

some wip trees things

Sneak peak of some post-compo world gen stuff I've been messing around with

+small caves and world trees (with no tops yet)

+better lighting LD45PostCompoWorldGenSneakPeek.gif treeees.png https://ldjam.com/events/ludum-dare/45/untitled-sandbox-game-where-you-throw-sticks

A comment on the level design of Memories of Eleph

post-header.png

We thought it would be nice to share with you an early sketch of the layout of the rooms in our game (a bit of a spoiler for those who haven't played it yet!) . I drew this at Saturday, post lunch time (around 21h into the jam). At that point, we knew the game would be about a character (probably an elephant) that had its memories scattered around a sort-of-spooky-but-not-really place.

We aimed for a minimal challenge around each memory, so some puzzle elements were needed. Those elements had to be easily recognizable - like buttons, gates and bridges - so we could skip tutorials. Also, as a programmer myself, they were considered in a way that favoured an easier coding time :laughing: Our team consisted in 2 programmers and an artist, none of us with great level design experience. So, the idea was to exploit the use of those simple elements in order to mix them and create larger, more complex rooms.

This is my silly sketch of the first 6 rooms

image.png

The notes are written in Brazilian Portuguese, but essentially * Yellow stars are memories * Red circles are enemies * Green whatevers are puzzle elements (the bridges, projectile altars and etc.)

After planning those basic rooms, we began to work on coding and creating the assets. Ideally, there would be a second batch with bigger rooms and a more interesting combination of puzzles and enemy patterns. However, we spent a good chunk of our available time polishing, and couldn't spare some for better room layouts! We then decided to include 3 improvised rooms (that aren't in the sketch), and wrapped it up as it was.

How the topmost room turned out

eleph-gif.gif

Downsides of our approach * The difference of difficulty between our thought out rooms and the improvised ones is very noticeable (and bothered the majority of players) * We devoted too much time to game feel and specific mechanics (like shooting water), that could be invested in additional rooms and elements

Upsides * We have a structure that allows us to come up with new elements and quickly integrate them with the others due to a good use of C# interfaces and Unity components * The visuals and atmosphere managed to make up for the simplicity of the rooms and the lack of assets (thanks @fredbernardo!)

Well, there were other issues, and we intend to show them in future posts, if we can find a window of time! We all already work as full-time game developers with a fast-approaching deadline, so it might be a little hard hahahah

If you played our game, we thank you with all our heart for your time and feedback. We would love to add more content and fix glitches. Maybe in the future!

If you haven't seen our little friend yet, please do. And maybe leave a comment! We are reading and discussing all of them.

Link to game (WebGL and Windows): https://ldjam.com/events/ludum-dare/45/$166522

This is a great community, and we're having a load of fun with all the games created. Thank you, all of Ludum Dare!

That's it for now. See you around :)