Ludum Dare 45 October 4–7, 2019

White Starts With Nothing 1.0

1.0 version of post-compo of my game https://ldjam.com/events/ludum-dare/45/white-starts-with-nothing is ready. If you don't know, it's a game of chess where White starts without pieces, and your role is to gradually place pieces for them, hoping that AI will win the game for you. screen1-small.png

Compared to original it is playable on mobile, has saves, undos, passing moves, history and scoring. So, now you can play to get max score instead of just winning, if it seemed too easy for you.

Results for Ludum Dare 45

Ludum Dare 45 has ended.

The results for each category can be found here:

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

You can check your game page for your individual results (via the My Game link up top).

Congratulations everyone! You made a game!

Ludum Dare 46: Coming April 17th-20th, 2020

This wraps up our Ludum Dare events for 2019 but don't worry, we'll be back again in April of 2020. Be sure to mark your calender's! Ludum Dare 46 is April 17th-20th weekend!

Stay Informed!

Want to be reminded of the upcoming event?

Sign up for our mailing list here:

http://ludumdare.com/compo/ludum-dare-mailing-list/

Or follow us on Twitter:

https://twitter.com/ludumdare

Wrap Up

That's it for me. See you in 2020!

Comments

LDJam user 35824
29. Oct 2019 · 22:22 UTC

Ayyee! Congrats to all the winners!

LDJam user 14035
29. Oct 2019 · 22:54 UTC

Total rated game by entry type (Compo/jam) and category ```

compo

Overall : 512 Fun : 512 Inovation : 512 Theme : 512 Graphics : 492 Audio : 374 Humor : 378 Mood : 475

jam

Overall : 1132 Fun : 1132 Inovation : 1132 Theme : 1131 Graphics : 1043 Audio : 697 Humor : 876 Mood : 1066 ```

LDJam user 196
29. Oct 2019 · 23:10 UTC

Thanks for another jam! <3

LDJam user 159955
30. Oct 2019 · 15:31 UTC

Congrats everyone!

LDJam user 167763
31. Oct 2019 · 06:28 UTC

512? really 512? 2 to the 9?

you should do a Code review, this sounds like a bug :smiley:

LDJam user 97194
24. Jan 2020 · 07:27 UTC

Woo - Super pumped several months in advance!

LDJam user 159143
15. Feb 2020 · 11:56 UTC

I would love to play this game with my friends but right now we all are busy as we have to write our college papers. One of our friends suggested to Pay for College Papers as we searched online and found studyclerk.com/pay-for-college-papers and gave them our requrements and they completed our papers for us. We would recommend them for all writing purposes.

I placed #12 in fun this time!

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Kinda proud of myself. I've done 6 ludum dares so far and been improving in my ratings on each one, last time I got 74 in fun and that's the best I'd gotten up to that point in any category, this time I got 12 in fun! It's on the first page of results listed under fun :)

If you are unhappy with your results look at this.

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12 Games I made 12 games...I have only ever done humor well. You won't find another person on this site that has been this consistently bad over 12 games.

Thank you for your comments. @graphicedit @ghostgoatsgames @cyberstarlight @hcursino @swordishmage @t8kk @siarhei-pilat @zakamana @lonewolfdev @joeshanahan @jk5000 @mahalis @avzgui @cafelovai @pkenney @lakrits @dry-squid

#24th in Humor!

You guys really like 'egg', huh? Thanks to everyone who played! Looking forwards to next year's jam

And the results are in...

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Not as good as last year, but I kinda expected that. 15 Minutes to Live was always going to be a hard act to follow. Still very good results, though! I can be pleased with that.

Roll on Ludum Dare 46! Hopefully I'm not suffering from a cold and migraines during that one :joy:

See you next time!

Maybe HONK didn't get a high rating, but its rating is better than the rating of Ludum Dare 44 game.

HONK is my second solo programmed game for game jams and my second complete game with GameMaker Studio 2.

There are a lot of things I have to learn, next time I'll try to make a better game. Probaly, HONK II, or HONK Ultimate, HONK Eternal.

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Anyway, rihgt now I'm working on a new version of the game which I've made for GMTK 2019 jam and post various staff about this process on my twitter page. I appretiate any feedback and discussions!

Results of my game!

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I'm happy with the results of my game The beginning of the end! I think it turned out pretty well, usabilities issues apart. I got 25th in graphics, which I think is pretty cool :) Thanks to anyone who rated the game!

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And that's that

Not too bad for my first time I gotta say. I had a goal in mind to get a double digit position in any category, but honestly I played plenty of games better than mine, so I'm satisfied with the results, they're fair.

My strongest points were the fun factor and the simplistic 1-bit graphics, and you know, that's great! It means people had fun slipping and sliding sluggishly and liked my silly pixelly critters, those really were the points I put the most effort in.

I also got a surprisingly high Overall position, I'm not sure how many qualified entries there are in total, but that's undoubtedly around the top 20%. Slick!

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I hope I get to participate next time! It's been a lot of fun, and I loved giving and receiving feedback, and making my first actual game. Cheers! :blue_heart:

So, the results are in...

And of course, the first thing I checked was my own game: https://ldjam.com/events/ludum-dare/45/something-from-nothing

I'm pretty pleased with the result. I almost scored in top 10% in Theme category, got pretty high in Innovation, and my entry was in top 1/3rd of all games Overall. Not bad, especially since I started actually developing the game past halfway through the Jam, and the third day was a work day for me. ^^

I also checked out the rankings of the games I reviewed, and most of the time the games I particularly liked scored high in at least some category, while other games not so much. A notable exception is "Nothing left for Jim!" - while I found it pretty fun and hilarious, it didn't really score well at all... u_u' (the game is here, if anyone is interested: https://ldjam.com/events/ludum-dare/45/nothing-left-for-jim )

Well, I guess it's time I learn HaxeFlixel and try to mostly replicate my entry - then make a full version eventually. I wonder where it'll lead me...

Thank you for this great journey on LD45!

What should i say :)

These are really great results for me. I didn't expected to get high in humor and to be one top 100 of graphics. That i made it so high in graphics made me really proud.

The winter jams are mostly the jams with the best ideas and my favorite games. I had one game where i hit top 51 in theme - but the complete results of claimbeer are much better as all other of them.

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Congratz to you all. See you in April.

In the meantime i make some more games (if you want to follow up check my game a week blog here : https://www.nerdvision.net/game-a-week/ ).

This week i don't have a good idea but if you have some leave it in the comment.

So good

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For the first time I have such good results, I was very surprised when I saw them! Top 100 in most categories and top 25 in the fun category!

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It was yet another amazing Ludum Dare edition, so many good games and such lovely people. Thank you all!

Start with nothing, create the universe in which I finished 44th on theme

In my game Baryon asymmetry you start with absolutely nothing, and you can create the universe, the antiuniverse, the explodiverse, a boring universe or even absolutely nothing.

In real life I started my Ludum Dare #45 game with nothing and ended up 44th on theme.

This sure was fun. Until next time, so long and thanks for all the games, the ratings and especially all the kind and useful comments!

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Thank you for everything !

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ChipOS wants to thank all the LD45 competitors !
Well played and see you for the next one ! ;)

Great first game jam!

Thank you all for your ratings :) This was the first game I have ever finished and therefore also my first time participating here. I am so happy with the results and had also great fun making the game and playing other entries. I'll definetly join 2020 (if there aren't any important exams lol)

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Thank you!

Hi there!

Even if we didn't get into the top of the rankings @derbandev and I are so proud that we wanted to share it.

It was our first Ludum Dare, and we made the game in almost no time since I had to expend the whole saturday celebrating a birthday and also worked on monday, and my poor mate felt sick. We were happy enough that we managed to finish it, but the results in mood and graphics have cheered us up a lot! We didn't expect it at all.

Thanks to everyone who played and congratulations to all of you, because making a game is hard work and whatever the results are you have to be proud too.

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Thanks Everyone

My best game so far! (but the less innovative) Immagine.jpg

It proves that a simple concept with a good execution is better critically received that something more original but also not as well balanced or explained.

And also a pun on the theme could get you great results in humor and theme.

Immagine.jpg

Thanks everyone for the wonderful experience!

End of First Ludum Dare!

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Didn't score as high as we'd have hoped. Honestly, I'm quite sad and disappointing in how we did. Highest in any category was 291. Ultimately, I'm not sure if it was a problem with the content or the quality. Most comments were pretty positive other than 'its too hard', but we wanted to make it hard and I personally only enjoy games which are insanely difficult. I guess in the end, it's not about what I personally enjoy playing and more what the masses do.

But, ultimately this was a good learning experience. And it was great time meeting so many of you.

Thanks to everyone who tried our game! And a bigger thanks to everyone for sharing your hard work, sweat and tears in video game form.

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https://ldjam.com/events/ludum-dare/45/rekindling-of-iron/

TO YOU

Happy with this! Huge thanks to everybody who played and rated my game!

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wow...

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...I am actually really happy about my results. Definitely didn't expect such a high fun rating, thank you so much! Innovation is my weakest category but that is usually the case :smile:

A big thanks to everyone who played my game ^-^ See you next time!

This Is The Police (results)

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

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Thanks for Playing

Ludum Dare Results.png https://ldjam.com/events/ludum-dare/45/light-bots

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

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

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

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

World Collector Results

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

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

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

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

A slimy thanks for all your votes!

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Holy smokes, this was a wild ride!

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

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

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

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

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

3 Weeks Ago

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

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

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Quality over quantity, gets the cake!

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

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

Deceptive much?

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

but saying that is making an excuse, right?

No copping out, do better next time.

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

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

Tactics! Skills!

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

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

was that their master plan???

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

Lessons learnt:

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

Overall:

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

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

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

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

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

See you next year April!


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

Holy Guacamole!!!!

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

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How many games?

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

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

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

“Start with nothing”

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

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

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

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

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

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

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

Dayunisi Builds the World!

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

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

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

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

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

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

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

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

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

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

After the jam

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

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

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

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

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

Meager Genesis results

I had a lot of fun creating Meager Genesis.

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

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Zen Man Results

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

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

Palely results

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

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

See you all in 170 days!

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

Top 100 all categories

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

Reboot-Royale, My results!

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

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Thanks to everyone who supported, played and rated!!

I see you all in 170 days!

How many compo entries...?

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

:purple_heart: :dart: :frog:

Eight Eights for The Blue Girl

8 is my favorite number, and it just so happens that 8 digits in my 8 rankings are 8, and it is the first digit in 6 cases (and I note that 6/8 = 0.75, and 0.75 rounded up is .8). What more can I ask for? Thank you everyone.

Overall: 828th

Fun: 894th

Innovation: 807th

Theme: 835th

Graphics: 805th

Audio: 300th

Humor: 833rd

Mood: 286th

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Naked Guy is thankful

My third Ludum Dare game got quite a nice rating and amazing feedback! Thank you so much for playing my game!

See you all in a couple of months! :stars: Przechwytywanie.PNG

Thank you!

I have to say coming into this was rather intimidating as I've never made a game let alone participated in something of this scale and type. I just wanted to say thank you to everyone who gave encouragement, idea's, and criticisms through this month long ride. Cant wait to participate in the next one!

unrelated to thank you's I was pleasantly surprised with where I placed as well ratings.png

on a more unrelated note if you want to try out the same game that I've been constantly working on to see how far its come its here: https://himegized.itch.io/spaceflightofsurvival

see ya in 170!

What the ever-loving--

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Double digits in FOUR categories? That's a first! I bet that would've changed if I got more ratings, but I'm flattered anyway! Holy cow... Well, see you all in April for LD46, and let's hope I don't go the same route as this one and actually think up some interesting mechanic instead of "grindy platformer with lots of enemies"

Here's the link to my game, in case you're curious

Holly cow!

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Thank you everyone who voted! And than you to the members of the team I was part of!

Well that was unexpected!

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I was actually fairly bummed at the end of the jam because I thought I didn't do all that well. I thought I had a good concept but that I didn't quite pull it off. Looks like I was a little too hard on myself! :scream:

Thank you to everyone who played and provided feedback! :smile: :rocket:

I wasnt expecting this, thank you!!!

wow this amazing I wasnt expecting to rank in top 100 in anything but top 50 in mood, thank you so much!!

Overall: 372nd Fun: 371st Innovation: 388th Theme: 402nd Graphics: 484th Audio: 110th Humor: 316th Mood: 41st

Docendo Discimus

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I was quite surprised I got this good results, especially about the overall-score.

But more than anything I'm really grateful to everyone who came and gave valuable feedback. Folks here have been really supportive and the observations and constructive criticism is crucial if one wants to go forward as a game-designer.

I think I've learned a lot every time I have participated, and gained much perspective regarding the elements in my games that work and those that need more effort put into them.

I've also learned a lot simply by playing other submissions and reflecting upon them. I think it goes to show that the living and breathing community here is unparalleled when it comes to developing your own skill-set and self-assurance.

I will continue to play and give feedback to other entries whenever I have the time, and I hope you will too. I think it's the best way to give back to the community.

See you next jam!

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Thanks guys!

Thanks to all of you, guys!

It was my first ludum dare. That was awesome!

Unfortunately, I wasn't able to make the completed game during the jam, but I decided to finish it soon.

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I want to add: * animations * sounds * new gameplay

Follow me on Twitter.

See you in April 2020.

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Thanks Game Pals!

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Thanks to everybody who played and rated my game this go-round. It was a ton of fun to read your comments and desperately try to fix game-breaking bugs before the looming deadline. Haha fun!

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Anyways, it was all worth it I think. Here is my game if you still would like to play it. It looks like this:

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Results and post-mortem for "Ex Nihilo"

Here are my results for "Ex Nihilo". I finally got in the top 3 for Audio!

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Successes

  • The procedural music!
  • Completed it within 24 hours. It's better when I actually have the time to work on it some more, but if I'm going to have that restriction I might as well embrace it.
  • I'm getting better with particle effects, and in particular I came up with a particle-based thing for the planets to give them a random "texture" when they are generated (actually a paused particle system).

Opportunities

  • Despite some successes in the graphics, it's still one of my worst categories. Not THE worst (this time), but it could have definitely used some extra flourishes or interesting visual effects to go with everything else.
  • I realize that I didn't communicate the beginning very well. I really, REALLY wanted above all else to literally start the game from nothing on a blank screen. The problem is that you have to hold down the right mouse button to create the first planet, and it's very difficult to do that by experimentation (nobody ever HOLDS a button when they're testing controls; they just click). This clearly caused some confusion, and I'm sure my Fun category suffered a bit from it (it was my worst category).
  • I really wanted to have more things to click on and do, and more music (maybe just a little more would have even pushed it to 1st place in Audio). I'm happy with what I made in 24 hours, but there's a LOT of room for improvement.
  • I didn't quite learn my lesson from my LD 38 entry, "Nucleu" (actually a very similar entry to this in a way, even down to completing it within 24 hours). The problem with both games was that I had very specific goals in order to progress, which of course were not communicated to the player per se, and so it was possible to miss them and get stuck or just take longer to progress than expected. I should have had things advance automatically at some points, especially once the comets started to appear (you have to click on them 4 times in order to progress, but I should have just made it also progress after a certain number of them pass by, like 8). The Fun rating clearly suffered due to this.

All in all, not terrible. I'm still pleased with how it came out. Thanks for everyone who played it!

Why I'm not making a lot of progress?

I've been creating games for years (almost 10), including ludum dare games. Something that bothers me is my lack of progress on the ludum dare ratings... Why I'm not making a lot of progress?

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If you want to check all these games: https://ldjam.com/users/unidaystudio/games

A personal victory

This was a monumental Ludum Dare. I actually followed the theme without just making a stupid pun!

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Still didn't reverse my nosedive trend in theme though...

Time Lapse and Post Mortem

Hey, I finally got around to record my Post Mortem & Timelapse of the making of I Have Nothing =)

https://www.youtube.com/watch?v=uUb1mOihEqY

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First Ludum Dare: Expectation & Results

title.PNG spacer.PNG So first of all this has been Amazing, I loved making the game I loved seeing people play it and I can't express enough gratitude for all the nice and critical comments I've received. spacer.PNG I was aiming to be in the top 500 in atleast one category for my first Ludum Dare, so I'm well pleased with the results! I'm very aware scores are a very unreliable way to judge yourself and I would have judged myself much worse so I'm very interested how you guys set yourself goals and what you're trying to achieve with each Game Jam you enter? For the next LD I definitely would love to incorporate the theme much more and focus on play testing to make the whole experience less frustrating for the player. I had a blast and I hope you guys had lots of fun aswell, till the next jam! :) spacer.PNG Scores1.PNG spacer.PNG 12.PNG

ldstats.info updated for LD45

Just a friendly notice: it looks like ldstats.info has been updated to scrape ratings and scores from LD45! Check it out if you'd like to view your rankings and scores from all LD entries (including from the old site).

Here are my rankings for the 22 LD games I've worked on:

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(Nice to be back on the audio medal train again...)

HI Im looking for a 3d Modeler

hello everyone i am a 15 year old a need a 3d modeler (not paid cause i don't even have work but when we make a indie game he will get paid) if you are interested this is my discord https://discord.gg/AaqeCP2

Postmortem, sort of

HOLY COW GUYS! We DID NOT expect to get #2 on humor. More like... in the hundreds. So yeah, THANK YOU for playing and rating! Hopefully you enjoyed this game as much as we did :]

While it was far from being the best game... or perhaps even a good game, for nearly a week we got addicted to the dopamine release and found ourselves playing almost every hour. Once those muscles started growing... it was instant satisfaction. In my ~10 year history of making silly games this has NEVER happened, so maybe... maaaaybe we got something special here.

Anyway there's a loose plan to polish the game, then in a few months - if the stars align - perhaps we'll think about a sequel. But first we gotta finish our existing commitments. For anyone interested: Updates shall be posted on itch and indiedb.

Development process

  1. Sit around a deli or pizza place while we pitch stupid ideas
  2. Finally one "clicks"
  3. Devise a loose plan for what needs to be in the MVP
  4. Unleash the creative freedom
  5. Someone crams everything together at the last minute

Obstacles

  1. The Blender -> Godot 3D animation workflow is a pain in the butt
  2. Satellite internet
  3. Poor lighting
  4. Being hungry, sometimes
  5. A relationship that stole away our precious dehydrated squid at a critical moment
  6. Laptops without number pads

Thanks for reading... and good luck with your future game stuff.
-The Muscle Typer Team

Results & PostJam

Hello there!

I've gone ahead and whipped up a quick post jam version of my LDJAM45 entry, 'Nothing'. You can check it out here.

I also wanted to take this opportunity to say a massive thank you to everyone who rated and commented on my entry, this has been probably the best outcome I've had to date. I managed to get in the top 10 for theme which is huge as nailing that category was my main goal this time around.

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Lastly I want to take a moment to throw out a couple of things I learned from my entry, and from playing the entries of others. Kinda a post-mortem if you'd like.

Let people cheat

During this jam, I discovered possibly the single best thing anyone can add to any LDJAM entry. A skip/level select/cheat button or command. In my case I discovered how useful this is because I accidentally left in a "debug" button I was using during development to generate a large number of resources immediately. When it was brought to my attention I'd left it in, my initial idea was to remove it and make a note of the change (it arguably falls under the kinda change that's allowed for a LDJAM).

Shortly after though I had a thought. A common issue I personally come across (and having taken part in multiple LDJAM play streams also observed) is that a lot of LDJAM games have one of two major issues that can be helped with the addition of some sort of level select or cheat button. Of course fixing the real problem is better but this can be quicker and that's the name of the game!

Your game is too hard

This one's self explanatory, the game has difficulty issues and thus it becomes too hard to continue. The player may feel dejected enough to simply give up and/or may feel the game isn't as good as it otherwise might've been. As well as that they may miss out on important content that was hidden away behind the difficulty. This is incredibly common as I bet, like myself, you probably just tested your game yourself. That means you're way better at the game than anyone who's picking up for the first time, and you fall into the vicious cycle of making your game harder to "balance it".

So when testing a game, follow the below rules:

1) Don't be your only tester

2) Seriously, get someone else to test your game

Of course, you could just add the ability to cheat and ignore all sense of game balance. I am joking, don't do that. But allowing the ability to skip difficult parts is a valuable option. What's easy for some is difficult for others, and in most cases, you yourself will be the worst person to decide on what is "too difficult" or not.

Your game is too long

This one is a big issue that I see far too much. If your game is long, and really for a game jam even 5 minutes can be long, players may simply get bored or otherwise find themselves needing to move on. They might be busy people with busy lives after all. A game with no checkpoints is even worse however, as replaying the same section over and over just to get a little further can have a negative impact on how players perceive the game. Of course, the game might be in an "arcade" style where the game resetting is normal. If a game is built with the idea of restarting often in mind this is perfectly fine! But any game that isn't can suffer greatly from the lack of a checkpoint. This doesn't mean that players shouldn't get to see everything your game has to offer though! Adding a level select or other cheat mechanic might just be the solution to guaranteeing that every player gets to see that cool final boss fight, you spent far too long on!

This was actually a big factor for my game, as some of the more fun content (the gambling mechanic, the achievement joke and disco mode were near the end of the game). The first half of the game being mostly to frame the theme and game idea, I wanted the latter half to just be fun stuff. Giving players the ability to generate a lot, but not infinite, amounts of resources proved to be a very practical solution for this, allowing people to skip a little ahead when they lost interest. It's worth pointing out however that many people who didn't cheat felt the pacing in 'Nothing' was fine, please don't use such a thing as a crutch for bad design. Use it as a way of saving people time, as most will appreciate the option if nothing else. See what I did there.

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When your game goes from this to this, you have to make sure that players get to see as much as possible! It's literally the whole point in some games, especially with the theme "Start with Nothing".

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Making sweet music

The second point I want to bring up is something of a personal gripe of mine. I played a decent number of games this LDJAM, over 50, and I noticed a lot of them had little to no audio and more often than not a message by the developer something along the lines of "didn't have time to do audio".

Yes, a game jam is massively stressful at the best of times. Time, the ever present forward motion that plagues us all, is always in short supply when you've trying to make something from scratch. But audio is so important to the overall feel of a game. In almost every case I found myself far more invested in a game that had any audio whatsoever over one that doesn't. It gives a weird emptiness to a game, and not in a good way. I can wholly understand avoiding music. Music is scary to make if you don't know how or if you don't have the tools. SFX can be the same way. But it makes such a marked difference in the perceived quality of what you make that it's always going to be worth the time to look up and learn how to get audio into your game.

Look into music & SFX software before the game jam, and make sure to give yourself enough time during to make the audio your game deserves! As a starting point I'd recommend BFXR/SFXR for sound effects and for music I used to use BoscaCeoil back before I got into writing music proper. It's relatively intuitive, not too difficult to learn at least, and very easy to whip up a simple short song. A great starting point if you're unfamiliar with writing music.

A bad UI is a bad idea

Hey. Don't make a game that almost exclusively uses Unity's UI. Really. That said, if your game has a HUD or other form of information you want to get across to the player make sure that you make it clear and concise. Possibly the biggest problem my game had was that I made the cost for some things appear visually different to other things.

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In the above example, how in the hells are you supposed to know what improving your resources per second (or resource on key press) costs? This was a huge mistake on my part, mainly caused due to my previous point of don't test things yourself. I knew that each of those represented the resource that matched the first letter. A for Atoms, B for Bytes, etc. Pretty much no one else did, at least immediately. On the flip side, the costs for the game upgrades on the right hand side were obvious from the get go. Don't do what I did.

I wasn't alone in this, some games I had played during the jam had UI that was blurry, obscured or otherwise difficult to read. Using the right font is important, making elements large enough to read is very important, contrast between UI and the rest of your game is damn near vital. It's something that's surprisingly easy to check as well (he says using the power of hindsight).

Try this. Take a screenshot of a scene within your game. If your game has a lot of movement/action make sure the picture is during that. Send the picture to someone and ask them to, preferably within a few seconds, answer questions like these:

1) How much health does the player have?

2) How much does purchasing x/y/z cost?

3) Is the player able to use ability x/y/z?

It's a simple test, but likely to be effective. I used this very test to make a couple of minor changes to the UI for this very game. Subtle font size changes, adding the word cost and changing the actual way it's shown to make the specific resource a little more obvious. Is it perfect? Probably not. Is it far better? Certainly.

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Anyway. That's all I've got to say really. This jam was great, probably my favourite so far. I hope you enjoyed it as well! I just wanted to share some things I'd learnt so that maybe you can learn some stuff too. Let's keep learning together.

Omiya Games' Ludum Dare rankings so far

Compared to the last few Ludum Dares we've recently participated, it seems like we're improving on our rankings again. This is kind of funny, given we still kept getting interruptions throughout this Jam like we did the last two jams. Uballto was made with what little free time we could find throughout that weekend.

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ETA: huh, what happened to the scores for Ludum Dare 36? Just checked Artifact of the Ancients, and there are no scores listed.

ETA #2: While this is a rare edge-case, it'd be nice to file two or more accounts for both the old and new LDJAM site on the LDStats webpage so we can list Unconventional Stick Swinging Simulator on the graph.

First LudumDare rating

this is my first ludum dare rating, is this good or bad to be the first time Skjermbilde.PNG https://evepto.itch.io/the-slime-slayer

Awesome games and also, can we pick a better theme next time around?

I dropped out this LD 'cause I wasn't happy with my n-th prototype. I decided I'd go back after the results would be come in and would play the theme winners to see the best ideas that came from that excuse of a theme a I gotta say - not many of those were really that surprising. Don't get me wrong, there're some really cool games, but not really that inventive as far as the theme goes.

I know the theme's always bad and so on, but could we try to do just a bit better for 46? Pretty please?
Then again, I'm gonna be a father of a month old poop-generating, sleep-reducing machine, so I might not participate for a while. I'm gonna try though. :sweat_smile:

Rant over - here're some super cool games I enjoyed a lot (in no particular order):

A Gobliney Thank You

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A big magical thank you to everyone who gave my game a shot! This was my first game jam ever and I had a lot of fun participating.

I put out a new version of Bobbo with some tweaks and bugfixes now that the jam is done. Give it a shot if you haven't already!

https://ambadev.itch.io/bobbo-the-telekinetic-gobbo-ludum-dare-45

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In retrospect I should have dedicated more time making the game more "punchy". In my rush to get things done I forgot to add such basics things as hit indicators and HP bars. Also could've spent more time bugfixing. Lessons for next time, to be sure.

On the other hand, I was happy to see people found the gameplay interesting and the tone humorous. Definitely something I can build upon.

Follow me on Twitter to keep up with the things I do

Egg Scramble! Results/Postmortem

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Thanks to everyone who played and rated Egg Scramble! I had a blast playing your games!

Ratings Breakdown

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Note: Percentiles are calculated based on the total number of ranked games in each category. A game in Ludum Dare is only ranked when it receives 20 or more ratings. Ranked data courtesy of @adroitconceptions.

Postmortem

The theme of this jam was “start with nothing”. Participants were given 72 hours to create a game from scratch that incorporated this theme. I’ll be the first to admit that I found this “theme” to be more of a starting condition, and not only that, a starting condition that most every game follows. Nonetheless, after a period of brainstorming I came up with numerous concepts and mechanics including:

  • Player starts without teeth and must find them scattered throughout the level. Taking damage removes a tooth and places it somewhere in the level to be found again. Taking damage while having no teeth is death.

  • Platformer that starts with no blocks or platforms. Hitting a colored button makes blocks of that color appear which lets the player access more areas of the level. Must hit all switches to reveal all blocks and reach the goal.

  • Start in a monochrome world. The goal is to restore color to everything by collecting colored orbs.

  • Player starts as a 0 with legs. They must jump back and forth through an upwards stream of objects, collecting objects which increase their score and avoiding others that cause damage. Increasing score changes the number the player’s body is made of. The higher the score, the larger the number/hitbox. Jumping while airborne makes the player dash. Jump is the only button.

  • Side-scroller spaceship shooter where the player starts with no ammo. Player can trigger a brief shield that absorbs enemy projectiles and allows them to fire back.

  • Player is a chicken in an empty coop. They must eat food scattered around the yard to fill up their egg meter while dodging predators. When their meter is full they must return to the coop to lay an egg. The level is completed when all of the nests are full.

It took me longer than usual to decide on what I was going to make. I ended up choosing my last idea as I felt it was a good use of the theme and something that I could complete in the given time-frame.

What Went Right

  • The game was completed and submitted on time. As per usual, the scope had to be reduced to accomplish this but the end result was playable and functionally complete.

  • The artwork came out nicely. I’ve been doing some practice with creating vector art and I got a chance to demonstrate that with this jam. I’m still much more so a programmer than an artist but I feel I’m making progress in this area. The ratings and comments seemed to indicate this as well, which was nice.

  • The core mechanics work well. The game has a simple premise with an effective execution. I would have loved another 24 hours to implement more of what I envisioned, but time is never on your side during game jams.

What Went Wrong

  • The artwork took too long to create. While I was able to create better visuals, it came at the cost of time. I underestimated the amount of time it would to create everything I needed, and as a result, the scope of the game had to be slashed in order to finish.

  • The game doesn’t include audio. This was my first submission to not have music or sound effects. Ironically, it was also the first Ludum Dare where I planned to record my own sounds rather than using premade sounds and opting out of the Audio category. This would have helped boost my mood, humor, and overall ratings.

  • A couple of bugs made their way into the initial release. These were the result of some last minute code changes prior to submission. I had to remove numerous things I didn’t have time to finish and made a couple of mistakes along the way. Luckily these bug were patched the next day so the impact was minimal.

Conclusion

This was my forth Ludum Dare/game jam. Most of my rankings were on par with my last LD, which I wasn’t necessarily happy with, but I made progress in Graphics and Humor. Unfortunately, spending too much time on the artwork resulted in having to cut audio, an additional enemy type, and enemy behaviors, among other things.

While it wasn’t all good, it certainly wasn’t all bad either. I managed to create a simple to play game with a charming aesthetic. I created 3 levels of progressing difficulty, multiple waypoint behaviors for the foxes, and an effective algorithm for randomly scattering the food around the yard. I also got more practice with creating vector art as well as a better understanding of how long it takes me to create assets of a specified size and detail.

Once again, I’d like to thank everyone for playing and rating Egg Scramble! Your feedback is a great help to me and always appreciated! I was hoping for a better result but I’m proud of the progress I’ve made and what I managed to come up with in 72 hours. I had a blast playing your games and I look forward to doing it all again for Ludum Dare 46!

Play Egg Scramble!

Dave Brake Creations

Our Ludum Dare rankings over the years

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~-~-~

This is the 15th Ludum Dare my team and I have participated in! Here's a few visualizations of our progress:

Entries-ldjam.png Orange highlights categories which we placed top 100 or better. Medals show top 3 status. Our best game yet was Coin-Op Kid from LD44!

score-linechart.png This line chart shows raw scores out of 5 per category per game. We tend to not focus on humor, resulting in some low scores there.

percentile_linechart.png When taking into account the total participants, the results are more insightful. Our game Don't Be Rash may not have won any medals, and "only" 31st overall, but it was well within the top 5% of all entries! Or how Planetration, our first ever LD entry, came in 17th place for graphics but out of 90 entries, that's just barely in the top 20% of entries.

~-~-~

Hoping to keep up the upwards trend. Even though we didn't perform as well with our LD45 entry, EPOCH as we did with Coin-Op Kid, we still feel that we're improving our skills and having a great time with each Ludum Dare jam.

~-~-~

Thank you all for so much for playing our games! Here's links to all of them:

LD21 Planetration

LD23 The Tiny World of Fiorella

LD25 Another Castle

LD26 Double Hydra

LD27 10 Seconds of Joy

LD28 Rations, Please!

LD33 Super Sea Serpent Simulator

LD37 RubixRoom

LD38 Six-Sided Sojourn

LD40 Don't Be Rash

LD41 B.E.A.S.T.S.

LD42 Keeper of Balance

LD43 Sacrificial Run

LD44 Coin-Op Kid

LD45 EPOCH

Thank You So Much!!!!!!!!

This is pretty unreal... "B4 This" won the best audio, the best mood and the 8th best graphics in Ludum Dare 45 Game Jam (2613 participants)... 😶

Thanks to everyone who voted for B4 This!!!!! 🖤🕊️ (Post-mortem isn't coming yet because I'm planning on continuing the story of B4 This ;))

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Ratings & Reviews : Thank you for your kind words !

https://youtu.be/fOrPWaaxF7s

Ratings

  • Overall: 29th/512 4.25/5
  • Fun: 77th/512 4/5
  • Innovation: 96th/512 3.95/5
  • Theme: 233rd/512 3.775/5
  • Graphics: 159th/492 4.175/5
  • Humor: 115th/374 3.775/5
  • Mood: 23rd/475 4.3/5

Surprising reviews

When i started this jam i wasn't sure i would be able to deliver something at the end. Taking care of my daughter and working when she was napping or sleeping was basically my jam. To sum up, i actually worked on this concept for about 15 hours. So when i submitted the game i didn't except a lot of feedbacks, i just put all my efforts on the mood and storytelling, couldn't push it too far.

I didn't except so much good reviews and rates, i gave me the fire to continue creating games, guys. Thanks you for the kind words, it meant a lot !

"But dude, what about the Theme ?"

Well, at first my little character was supposed to get friends helping him. The more you would have friends, the more you could do some more primary actions (double jump, dash, some other fun stuff) but...you know, time just ran out of... me lol.

I decided to focus on immersion at start with this intro pun from the "boss" in the game, reinforcing your will to hate him and escape. This was supposed to be the "start from nothing" but i know i could do better.

What's next ?

Well, i guess this gamejam has become one of my favs, see you at the next one ? Keep creating !

SpaceDrifter 4500 - Belated Post-Mortem and Results

First Ludum Dare completed! What an exhausting, yet rewarding experience! I didn't know that I had it in me to make a complete a game in 48 hours, let alone a game that I'd be proud of enough to show to others. Looking forward to participating in many more of these. In any case, here is my belated post-mortem (sorry if its a bit ramble-y, mostly using this as a place to put my thoughts down lol):

Game Description

https://ldjam.com/events/ludum-dare/45/spacedrifter-4500

"Spacedrifter 4500" is a game where you must pilot your spaceship back to your home planet, while managing your limited fuel and oxygen (picking up fuel and oxygen tanks that are scattered throughout space). Also, you must avoid asteroids. You start the game with no fuel, drifting haplessly through space.

I think there's an interesting balance in the game between moving quickly before your oxygen runs out, and moving carefully so that you don't crash into an asteroid. The fuel gauge is another variable that complicates the mix a bit (overall the game is still pretty simple though lol).

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Development Timeline

The 48 hour stretch of game development is a bit of a blur. IIRC, a lot of coffee and insta-ramen were present. I basically lived like a college student again. I believe it went something like this:

Ideation:

Woke up to the theme of "Start with Nothing". I can't fully remember my brainstorming session, but I found that taking a short walk around the neighborhood helped me come to an idea that I liked. I settled on "shmup where you start with no fuel or ammo". My initial idea was for the controls to behave like a typical side-scrolling shmup, and if the player ran out of fuel, the ship would remain stationary. The player would have to decide between moving to dodge enemy bullets, and moving to ammo/fuel power ups.

During development, the design of the game changed. I noticed that it doesn't really make sense for a ship in space to remain stationary if it runs out of fuel. It should drift endlessly in the direction it was previously going. This led me to the design of the current game. With all the asteroids, oxygen tanks and fuel tanks galore.

General Timeline: 1. Ideation 2. Ship controls (spent a lot of time getting this the way I wanted to from the onset) (Played around with shmup controls, asteroids style and the current "snappy but drifty" style. 3. Gas Tank and Oxygen Tank implementation 4. A Full Game Loop (lose if you run out of oxygen, win if you reach the home planet) 5. Minimap implementation, Fuel and Oxygen UI 6. UI for level lose/win 7. Asteroid implementation 8. Procedural Level Generation based on Halton Sequences: https://en.wikipedia.org/wiki/Halton_sequence 9. Dynamic Difficulty Adjustment (less asteroids or more fuel/oxy tanks if you lose. more asteroids or less fuel/oxy tanks if you win) 10. particle effects...juicy stuff 11. Sound Effects 12. various polish 13. Tutorial / Intro Scene 14. Polish and make sure WebGL works

I'm happy with this sequence. I like that I started with the idea, then the controls, then the mechanics, then level design (a.k.a. lazy proc gen), then juicy-stuff (visual effects, ui, sfx, tutorial level).

I did mess up on the UI (didn't anchor it properly so it would work on many resolutions, had to fix that post jam).

Because of the stress of the deadline, I didn't make too many gifs during development. But here is the sequence that I have (note there are some things missing):

https://www.youtube.com/watch?v=86PDjgUMN7s

( 1. basic movement; 2 bullets; 3 parallax scrolling; 4 drift controls; 5 snappy-drift controls; 6 gas-tankmouseclick_accl; 7 full-game-loop; 8 minimap-pickups-UI; 9 Basic UI & Level Complete; 10 Level-Lost-Text; 11 Tutorial-Out-Of-Fuel; 12 Hit An Asteroid Playthrough )

Results

Drumroll please...

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Ayyy! Pretty happy with these results! Great to know there is a lot of room for growth and improvement. My main goal for this jam was to create a complete experience in 48 hours, so the low score for Innovation is understandable. Over the course of the next 6 months I'll try to create many different prototypes and stretch my game design skills creatively.

Learnings / Thoughts

  • Streamers are a great resource. It's always insightful to observe people playing your game, and they gave me some fantastic input. Utilize streamers! Especially if you don't have any IRL friends on hand (:cryingcatface: :cryingcatface: :cryingcatface:).
  • I've always found that doing some physical activity and then relaxing allows more creative ideas to come to me. I think I'm gunna start the next jam with a brisk walk as well.
  • Gameplay Improvements:
    • French people are people too! Have an alternative to WASD input!
    • The ships angle's is not quite perpendicular when holding a vertical input (it's around 80 degrees I believe?). This caused some confusion for some players about the direction the ship would move. The ships angle should represent the direction it will go in, purely vertical. The animations would be a bit choppier, but clear representation is more important. (plus I could add an interpolating animation to reduce the choppiness)
    • because the camera doesn't zoom in/out based on the speed of the ship, players are more inclined to move slowly (lest they crash into an asteroid). I don't want to discourage players from going fast, so variably zooming out the camera based on speed would have been a nice addition.
    • level ramp is weird (starts out harder, ends up easier as you hoard a bunch of fuel and oxygen, resulting in the level kind of being a chore at the end)
    • Initially, the game was too difficult. A common trend of the games I played seemed to suffer from this. Let's make it less punishing! Perhaps a health bar would be better than an insta-asteroid death.
    • the game is not diverse/interesting enough to constitute such a long game loop. Either shorter the level loop, or add move variation to the level or a sense of progression.
    • I spent a decent amount of time getting the spaceship physics to feel "snappy". They intentionally did not behave like real life physics because I wanted players to move fast and be able to quickly react to oncoming asteroids. However, direction changes were a bit jarring and harsh (I believe a perpendicular angle would completely cancel your speed). I think that having the ship direction based completely on user input was okay, but the speed changes could have been tweaked.
    • The font I used was a bit hard to read
  • Dynamic Difficulty Adjustment is an interesting mechanic. The game becomes easier/harder every time you win or lose (even on the first level). No one noticed/mentioned that the game got easier the more times that they played it. I assume that without this, the game would have been way too hard and my score would have suffered (I also think players would have a worse experience. In this kind of format, I assume that people have less patience for difficult/frustrating games). I do think it may be better to be explicit about the adjustment however.
  • I find the Halton sequence to be a great way of generating a level: https://en.wikipedia.org/wiki/Halton_sequence . The distribution of items seems natural, and its deterministic as well!
  • I liked the fact that the final design of the game was not what I initially drafted in the initial hours of the game. It's cool to see how the design of a game changes as its developed, especially at the rapid pace of a jam.
  • I love how much the system here promotes giving constructive feedback. It's incredibly motivating and I've learned things that would have gone completely over my head.

See y'all in April!

How about going back in time?

So

Do you remember LD 43 almost one year ago (the theme was - sacrifices must be made...)? anyway, back then my friend and I made the game "Electrocuted" for that jam. So I thought it would be cool to make a demake edition (the opposite of remake) of Electrocuted in my text-based game engine I wrote in C++.

So there you can have it, I`m leaving a link to the itch.io page, feel free to try the game out and even let me know what you think about it in the page's comment section.

https://gelgavish.itch.io/electrocuted-the-demake

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Thanks for your time! :D

LD45 Post Mortem - Blank Page

Here's my long overdue post mortem.

My game: Blank Page

Final results (Compo) Overall: 15th (4.1 average from 47 ratings) Fun: 38th (3.9 average from 47 ratings) Innovation: 1st (4.656 average from 47 ratings) Theme: 2nd (4.567 average from 47 ratings) Graphics: 287th (3.2 average from 47 ratings) Mood: 221st (3.226 average from 44 ratings) I'm very happy about this, especially considering this was my first game jam.


In this post I'll mainly cover how I did ideation, design and development during the compo.

Before the compo

This was a good time of the year to have a compo because it was scheduled to start 8am local time at the beginning of a three day long weekend. I didn't schedule anything else that weekend.

I wanted my game to be web-first (playable in a web browser) and ideally be written in TypeScript because I like the type safety. I was considering using Phaser for the game engine.

The compo

At the start of the compo I began brainstorming ideas. Before long, I realised that the theme "you start with nothing" was applicable to nearly all games, so it was very open-ended. You could build a Minecraft/Factorio spinoff or some RPG and that would technically satisfy the theme. But I didn't want to build a regular game. Ideally, it should be something with a stronger-than-normal emphasis on starting with nothing.

I liked the idea of starting with literally nothing: a completely empty webpage. No UI and no instructions. Nothing. This reminded me of games such as A Dark Room and Candy Box 2 where you start with a minimal UI, so I decided to go in that direction. I also liked Candy Box 2's charming ascii art, so decided to do that too. It was also easier for me to draw because I hadn't practiced creating my own game art in ages.

But what should happen next? I spent a long time trying to think of ideas. It was like the "blank sheet of paper" problem described in the rules page. I found that linked Wikipedia page relevant, so I made it the next step in the game progression. From there I brainstormed ways to manipulate the characters to make stuff happen and unlock more things. It was turning into a very weird and abstract game.

But an overly weird game can be annoying or even unplayable. I knew I could make it less weird by giving it internal consistency. I figured that a minimalistic, grid-based puzzle game would be suitable for this. So it became a game where you start with with knowing nothing of what it's about or even how to play. You had to figure it out. Additionally, I liked the idea of exploration: starting with nothing visible, then that small part of the page, then gradually uncovering more of the map. (More adherence to the theme.)

It was almost three hours in when I began setting up the project. By then I had decided that I didn't need a graphics library. It was enough to use just plain HTML, CSS and JavaScript (but transpiled from TypeScript).

From there (and throughout the rest of the 48 hours), I tried thinking of game mechanics – ways to explore, ways to progress, things to unlock and things that would add challenge to a puzzle game. First I thought of the click-to-remove letters and the expanding dot (.). Then the expanding +. Then the "beacons" (those numbers you need to light up), which were useful for dividing the map into separate challenges (or levels).

Due to the exploratory aspect of the game, I challenged myself to fit the entire thing on one grid. I also wanted to make it impossible to get into an unwinnable state. I added "powers", initially as a way to undo moves. Later, I made it a design rule that each (non-passive) power should add some new possibility to the existing space. For example, the slider (@) makes you use the walls differently.

I found it quite difficult to think of suitable new mechanics or powers. The slider idea happened at the nine hour mark. Twelve hours in, I came up with the idea of an "anti-beacon" (0) that you had to avoid, but I didn't have many ideas for new mechanics after that. Towards the end I thought of a weird tower defence idea, but didn't have enough time to implement it. [See Appendix 1]

Apart from coming up with ideas, I spent most of the time writing code and doing level design. My file structure was a mess. I didn't modularise it very well; one of the files was 700 lines of code + hacks. But it had types and only needed to be maintainable for two days. Level design took a lot of effort too. Due to my constraints of one map and no unwinnable states, the map became very complicated to design. I wanted the progression to be increasing in difficulty, and had to be careful to not make parts unintentionally skippable. I found it helpful to make a separate annotated version of the map for my own reference.

Regarding progression, I wanted to introduce the player to new mechanics gradually. In accordance with the theme, I aimed to do it with minimal UI – without an explicit tutorial or instruction manual on how to play. (I was inspired by certain games that did this well. [See Appendix 2]) Even the entry page was deliberately terse.

Overall, it was an interesting challenge that encouraged me to push my limits. I had some doubts along the way but managed to produce something playable and complete enough to be a game.

Thanks to everyone who gave my game a chance. And thank you for reading.

Appendix

1: Crazy tower defence / race idea: * Each race has a endpoint, which is a tile on the map. There are also several start points for allied and/or enemy racers. * The player is able to prepare the map (by manipulating walls) and then start the race. * When the race starts, all the racers attempt to reach the endpoint via the shortest path clear of walls. * So the player should prepare by arranging walls in a way that gives allied racers an advantage and enemy racers a disadvantage.

2: A game that's good at conveying the rules with less words: Mega Man X

https://youtu.be/8FpigqfcvlM

Geta Game Jam 10 will be starting in LESS THAN ONE MONTH!

## Become apart of the 10th Geta Game Jam between January 4th and 7th!

In this jam you get to... * Develop a game from scratch in just three days * Work either alone or in teams of any size * Inspire your game on a theme that will be announced at the start of the jam * Test your ability by confining yourself to the hardmode challenge (optional) * Post your theme and challenge suggestions in our Discord server

* Work in any language, framework or engine

---> Interested? Join the jam here!

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DISCORD JAM 3 (DEC 20 BY LD DISCORD)

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Discord Invite: https://discord.gg/ghPFMna Itch.io Event Page: https://itch.io/jam/djam3

New Unity videos are published~

Hey guys How's going~

I have published several Unity tutorial series on my channel inncludes Collection Manager, Innventory system, Shader graph. If you are curious about them, Hopefully you can click one of them and watch it. (I really dont want to make any efforts but on one knows. If this post disturb you, I am so sorry*)

Portal: https://www.youtube.com/channel/UC84aSoQ90sbu83C8JZUKqxg/videos?view_as=subscriber

Hopefully, you can have a great winter vacation!

Joe

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Marry Christmas

I've been improving my art-skills since the last LD. I use a graphic tablet now:)

This is a gif I made for Christmas: TheTree.gif

PS: Does anyone really read this or is this website dead in the winter?

Merry Christmas Everyone

It is Christmas and it is time to play a fun little digital Christmas Board Game with your friends and family. So come and play my little Christmas game "The Good Elves" here https://gamejolt.com/games/TheGoodElves/386533

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Hope to see you all to the next Ludum Dare.

Merry Christmas Everyone and happy new year

Evole! - Devlogs :D

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Heey! Ludum Dare 45 gave me quite a good time developing my game, so much so, that i decided to carry on with the development, i got really good feedback from people, and some wanted to know where i'd take the project, so here it is! I'm starting a channel and will post devlogs there! :smile:

https://www.youtube.com/watch?v=CIfMMpLk1vc

Come and join us in next weekend's GETA GAME JAM 10!!

Merry Christmas everyone! Hope you're having a fantastic day. :christmas_tree:

### Become apart of the 10th Geta Game Jam between January 4th and 7th!

In this jam you get to... * Develop a game from scratch in just three days * Work either alone or in teams of any size * Inspire your game on a theme that will be announced at the start of the jam * Test your ability by confining yourself to the hardmode challenge (optional) * Participate in theme & challenge voting

* Work in any language, framework or engine

Sounds interesting? Join the jam here!

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Merry Christmas!! Shameless plug of our released game that started in LD45

Hi everyone, Merry Christmas!! We (Aldebaran Project) recently released a game to Google Play, for Android, that started as a Ludum Dare 45 Jam entry (https://ldjam.com/events/ludum-dare/45/boltzmann).

It's like a very simplified Universe Sandbox, more loosely based on reality but with real orbital mechanics and some relaxing music (we got 118th place in Audio during the jam). We added to the concept after the competition and optimized a LOT for mobile, and should run well on average devices and very smoothly with lots of objects on good ones. It's free until 27th of this month, but it will cost just $1.99 after this sale. We would love if anyone could check it out, and it would of course help us a lot!

Also, all the usernames of the people who gave us feedback during the competition are on the game Credits screen. Please tell me if you want your username removed, and I will do so ASAP.

https://play.google.com/store/apps/details?id=com.AldebaranProject.Boltzmann

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Let's surprise Josh

I'm cheer this game jam streamer a lot please join and watch https://www.twitch.tv/mrjoshuamclean

I finished my unfinished ldjam entry after 3 months

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For the first time I published a paid game because I need money for my university education. If you don't want to pay I can send a key for you via twitter.

https://cenullum.itch.io/there-is-nothing-here

My last Ludum Dare (There was something here) entry has a prequel

So for LD45, I submitted this entry: https://ldjam.com/events/ludum-dare/45/there-was-something-here It is actually a sequel to another game I made called "There is nothing here", a mini-metroidvania made in a day which you can play here: https://adriendittrick.itch.io/there-is-nothing-here

https://www.youtube.com/watch?v=9Ork5f8669M

I need help naming my game engine

Hi

I'm starting developing my own game engine using OpenGL and C++. The problem is, I don't have a name for it!

I tried reading about naming game engines, it says that you should name your engine by what its purpose is, but my engine doesn't have a purpose yet.

So, can someone suggest a name maybe? That would be really appreciated

Thanks! :smile:

Ludum Dare 45 Post Mortem Documentary

Hello everyone! I am happy to report I finished another one of my legendary post mortem videos! I'd be very happy if any of you want to attend the virtual premiere on YouTube this weekend. promo-30-premiere-date-v2.png

Here's the video. Click it to set a reminder if you want :) https://www.youtube.com/watch?v=UO9BARNj8cQ

Yeah ! My LD45 game on Google play !

My Ludum Dare 45 game “Nothing is my car” is available on Google Play !

The game :

Your car is nothing ... Really nothing ! This is a crazy race in a long long road ! Pick up the pieces on the roadsides to build a real car and then, protect yourself on the road ... Beware of signs, rocks, trees, cows and other cars ! If you hurt them, you lose a piece of your dear new car ... Don't pick up the same piece twice ! Ready, steady, go!

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Trailer :

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

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

We started an initiative to help the wildlife in Australia!

Games4AustraliaLogo.jpg

Hey guys! I know this isn't about Ludum Dare, but I thought this would be the perfect community to share this with! My fellow students and I created the initiative #Games4Australia. With this initiative we ecourage other developers to make small games to raise awareness and money for Australia!

Join our Discord to find people to work together with, or join by yourself!

So far, there are already 2 games, but we want to have tons to really gather an audience!


To contribute, me and my girlfriend made a game ourselves called Ember Rain! It's and endless runner where you play as a koala that is running from the fires. Please take a look and consider joining the cause!

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Play it here! https://koalafish-studios.itch.io/ember-rain

  • Games4Australia Website: https://games4australia.weebly.com/
  • Games4Australia Discord: https://discord.gg/X2vTrQr
  • Games4Australia Instagram: https://www.instagram.com/games4australia/
  • Games4Australia Reddit: https://www.reddit.com/r/Games4Australia/

  • KoalaFishStudios Discord: https://discord.gg/sFjRZ46

  • KoalaFishStudios Instagram: https://www.instagram.com/koalafishstudios/
  • KoalaFishStudios Twitter: https://twitter.com/koalafish_stu

Thank you for taking the time to read this! ^^

Theorem

As usual for each LudumDare session since two years, I give you some free keys for my game Theorem which is available on Steam store. Have fun. I wish you the best. See you later ++

https://store.steampowered.com/app/838490/Theorem/

YWYFV-67HHV-8XXC8

ZVVIZ-BC5E4-Y8HCA

IV9ID-836XR-K8GK7

84KI6-94R2Q-MTJZI

VN732-RJWWX-PYGYY

YR29M-0Q9GA-WJ4RA

HYGTK-A9EL9-VLKWE

QY8QA-CPY6Q-KXVWP

YV9BH-ZBN4T-5IXTH

FBCV7-WLV8A-XYZBW

78CIH-0PE8Z-JLZTH

G4VB0-AWQ70-YBVNZ

so far so good

in my game you are jinxed to have your heart outside of your body so you must consider every movement

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twitter: @OneGuyStruggle

Retro/synthwave wallpaper for LD46

Was playing around with ideas for the art style in my game and ended up making a cool background image, so I added the text and it looked even better. :smile:

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Fishy Escape - Post-jam

Thanks to all who played Fishy Escape!

I made a post-jam version of my game.

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You can play here:

https://ldjam.com/events/ludum-dare/46/fishy-escape

https://vyndilis.itch.io/fishy-escape

Ludum Dare 45 post mortem

I finally made it! My post mortem of Ludum Dare 45: https://youtu.be/ddJuDK0GfGs

It took only 6 months of work. :smile:

Title

Say something

Slaughter'em all

"Stuck in (a|the) loop" is the only acceptable theme for me.

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LD45 Entry Analysis

A Change in Pace

The game I submitted to LD45 was a departure from what I had developed for previous jams. I decided to focus on puzzle-y mechanics and an unobstructive story over action. I wanted to elicit a similar kind of feeling that other 'adventure' games have given me, most being point and clicks. I also went in a more abstract direction in terms of art style, at least for the opening, as well as the story as a whole. Most of my work however can be classified as abstract though not often by intention.

I also changed how I worked on the game and focused on core movement feel and basic mechanics initially for a prototyping sequence that is more accurate to larger game development. I managed to not take too much time with modeling even though UV mapping is something that I had little to no real experience with beforehand. I think most of my lost time came from bugs and red herrings that stem from not having experience with Unity in 3D.

Stumbles Along the Way

In my eyes, given the time frame I am pleased with the result. Putting myself in the shoes of someone who didn't make the game I can feel some faint sense of discovering a new world and intrigue from piecing together a story. Obviously my imitation of a new player is not perfect and the game has many problems that get in the way. The abstract style also may be doing the game more harm than good. Intimately knowing the world and the message makes it very difficult to see them objectively.

I greatly underestimated the need of a tutorial. When I approach low-quality indie games such as my own, I must be in the habit of trying all keys/buttons and approaching it from a sort of QA-style exhaustive view when things aren't coming together. The beginning of the game is intentionally opaque, but the lack of an in-game control map or basic tutorial objective messages made this impassable for the average player. I did design the section to be a tutorial since it requires the player to hit most of the important buttons to get through it, but results speak louder than intentions.

Even with all the shortcomings I still feel that by going a different direction I grew as a developer and I am glad to have had the opportunity while I am a Ludum Dare participant. My other two entries share a lot in common with themselves and some of my other non-LD projects. Making a game that isn't action-oriented, or 2D pixelart sprite based, or topdown/sidescroller has given me what feels like good experience.

Themes, Themes Everywhere...

...But Nothing to Drink

Animation weekend

You ask us how to properly animate characters)? And the answer is simple - like this!2021-10-03_22-56-44.gif