Ludum Dare 37 December 9–12, 2016

TVGS Live Stream coming up in 30 minutes

Hello, everyone! Tech Valley Game Space will be live streaming on twitch.tv/techvalleygamespace today and tomorrow from 7:00 PM to midnight EST. Want to have your game played? You can submit it here: goo.gl/forms/9Qw8z8qX7O6SrrLC3

We prioritize on entries where the creator is in the chat, quickly followed by the order of submission in the form above. So don’t be intimidated by the triple digits of responses we’ve received! Just be patient on the chat, and we’ll get to your entry soon enough!

You can check out our previous livestreams (as well as free lessons, podcasts, timelapses, etc.) on our Youtube channel here:
youtube.com/user/TechValleyGameSpace/videos

We’ll be posting the live-streams on Youtube shortly after the stream, so you won’t have to miss anything.

TVGS Plays Ludum Dare 37 Livestreaming Now!

Hello, everyone! Tech Valley Game Space will be live streaming on twitch.tv/techvalleygamespace today and tomorrow from 7:00 PM to midnight EST. Want to have your game played? You can submit it here: goo.gl/forms/9Qw8z8qX7O6SrrLC3

We prioritize on entries where the creator is in the chat, quickly followed by the order of submission in the form above. So don’t be intimidated by the triple digits of responses we’ve received! Just be patient on the chat, and we’ll get to your entry soon enough!

You can check out our previous livestreams (as well as free lessons, podcasts, timelapses, etc.) on our Youtube channel here:
youtube.com/user/TechValleyGameSpace/videos

We’ll be posting the live-streams on Youtube shortly after the stream, so you won’t have to miss anything.

How hard it can be?

Finally took a few minutes to fix bugs and make a difficult game a little bit more accessible.

If you are a puzzle-loving gamer, I challenge you to complete the game without using hints!

If you manage, leave me a comment.

recursion

(For better experience, download and play – web version has some issues for some players).

This is not my first attempt at creating a puzzle game, but this one made me think. It’s really not easy to make a puzzle so that it’s challenging enough for hard-core puzzle gamers, while still relatively enjoyable for the rest.

I know I need a less steep difficulty curve, but that’s what I managed to create in some 30-ish hours.

If anyone makes a video review or a stream, would you mind giving me a ping? (It’s precious to see live feedback).

A.R.M.D. Post-Mortem

When I envisioned the game, it was a mix of Papers Please and a tower defense, with a dash of FTL thrown in. Because I didn’t have as much time as I wanted (and didn’t manage the time I did have well), the result is… not that.

The Good:

  • It’s a solid base for the game I imagined.
  • Not having animations doesn’t hurt it much.

The Bad:

  • It’s easy and kind of monotonous.
  • How things work is unclear to the player.

The Unimplemented:

  • More threats – Fires, monsters, intruders with weapons
  • The computer – It was supposed to give you info and backstory

Tags: post-mortem, postmortem

Running behind on Alpha Test

Hey folks!

I just wanted to quickly mention that I am running behind. Between helping people on the old site, and getting the toolchain working again for others (including fixes for the tools themselves), I haven't managed to get much done. It seems my self imposed crunch during the month leading up to Ludum Dare 37 really burnt me out. I wont bore you with the details, but I might have learned some new consequences of crunching and getting old. :wink:

With the holidays coming up and everything that goes with that (Xmas next weekend), I'm going to have a tough time meeting a specific date, and I would like to pace myself a little better. That said, I am still shooting for doing the alpha test in 2 weeks, roughly when Ludum Dare 37's judging ends. That's probably for the best, as it means you're not distracted from the real vote at ludumdare.com.

Thanks for you patience, and sorry this isn't going as quickly as it should.

Love Bar!

My team had a really hard time in the brainstorming… In desperation, we somehow came across this weird idea lol.

 

Gameplay Screenshot

Link to the project: click here

 

Background:
Today is valentine’s day, but I am still single. Go beat the couples at the party! (Web Version’s UI will be fixed. Before that, please play the windows version)

Tutorial:
1. Avoid looking at the couples when they are about to kiss
2. Avoid the dudes as much as possible! They will come and hug you.

Controls:
WASD to move; left mouse key to punch.
We know this game is weird… Really thank you for playing!

~One Room Full of Presents~ updates (Mac and Linux, bug fixes, performance improvements)

Hi all!

I’ve added a couple of improvements to my game – One Room Full of Presents

There are now Mac and Linux ports, in addition to Win32 and Win64 versions.
Maybe you’ve missed my game just because it wasn’t available for your platform, so hey, you can check it out now 😉

That’s my first cross-platform Unreal Engine 4 project, please let me know about any problems.

Other important improvements are:

  • Fixed player collision when pushing boxes
  • Mute music state is now persistent across levels
  • Enabled scalable graphics performance and reduced textures size to support slower machines. Though currently there is no menu for changing settings :(

quality

Cheers!

P.S. Can’t add an image… “Add Media” button isn’t visible. What the hell?!…

CatChaseZero PostJam Version Up Now!

CatChaseZeroPostJamPlay Now

After struggling to get the game into a user playable state during the jam I finally had some time to round up those small but oh so important finishing touches that make the game feel so much better.

Cat Chase Zero is an attempted throwback at the old arcade style of games. It is your mission as a cat to prevent the mice from stealing all of the cheese by eating them before they manage to grab them and run away. Be cautious though since different mice can have different effects when you eat them!

For those of you who haven’t played (or rated) Cat Chase Zero yet I hope I can convince you to go play and rate it now! The original Jam version is identical in gameplay but the PostJam version includes some bugfixes, missing animations, sound effects and fixes the Highscore system that just barely didn’t make it into the original version.


 

gamepostjamscreenshot4

(left postjam VS right jam versions)


 

DMG CTRL – post-Jam version

So, we decided to work on our game some more and address a few of its shortcomings. Aside from cosmetic changes (like the way the intro plays out), we introduced gameplay improvements.

Now, enemies come in waves, and you have some time to rebuild your ruins and prepare for the next attack. The difficulty steadily grows, too.

Lastly, when you lose the game, you get a simple statistics of how many enemies you’ve killed. It is a logical addition, and god knows why we didn’t implement it in the first place. But hey, hindsight is 20/20.

NB: Since it’s a post-Jam version, you can’t judge our game based on it. You have to play and rate the original version.

 

Comments

Yami no tenshi
18. Dec 2016 · 12:57 UTC
Your link brings to the edit pannel of our own games 😉

Pixelander postmortem?

The first 30 hours after the theme was announced I was making a compo game about a kid on a pogostick that had a fun mechanic about using the previous room to solve the puzzles in the room you were currently in, the bad thing  was that IT SUCKED.
I had spent the first 30 hours of the jam making a game that I hated playing. So what could I do after that?
Option A: Polish the game in the next 18 hours and hope for the best.
Option B: Make a new game  and go for the jam (42 hours left for that).
Option C: Make a new game from scratch in the next 18 hours and go for the compo.
So since I work better under pressure, I went with option  C and this was the result

In Pixelander you  play a series of levels where you  try to get through a door but there is only room for one inside the  door, so it opens when only one character has survived the level.
The trick is, that you don’t have direct control of your player, you can only add objects in the environment to make him or his enemies change directions, jump and go to places that they wouldn’t go in the first place.
After you place the objects in the level  and you are ready to start you have 10 seconds to make your enemies  kill each other and your character go through the door.

So since this is a post mortem let’s talk about what went well and what didn’t.
Things that went well:
Graphics. I liked how they turned out considering the 18 hour limit I had.
Gameplay. Loved the strategic placement of the objects to solve each level.
Game Length. About 30-40 minutes to finish the game depending on your puzzle solving skills
Mechanics. Felt unique and different from everything I had created before.
Level Design. Levels  have different ways of being solved, and it was nice seeing different people (streamers on twitch and friends on skype)solving them in different ways.

Things that went wrong:
Music and Sound FX: Didn’t have enough time to implement any of that
Difficulty: After the first 7 levels I realised I didn’t have enough time to spend on them so I made the rest on a hurry, which means the last levels are easier than the earlier ones… a bit weird difficulty curve.
Tutorial: Again, not enough time to make a proper tutorial about how the game is played without reading the game’s description.
Ease of Use: Almost everyone wanted to try solving each level without using all the objects, and they couldn’t do that, so instead they had to put the objects they didn’t wanna use in random places. The reasons you have to use all the objects before starting the level are:
A) I had to make sure players saw they had new objects in their inventory.
B) I had to make sure they couldn’t place objects after the characters started walking.

Conclusion
I wish I hadn’t spent  so much time making a game that didn’t feel right from the beginning, and everything that went wrong  could have gone really well. Nevertheless I am really happy with the result and I am considering making it into a full game.

Thanks for reading, and if you want to try out the game here it is: Pixelander

Timelapse

Uploaded the development timelapse for Tangent — If you want to try out the game, click here.

What happened to Michael? Postmortem

We have been reading all the comments you guys have left about “What Happened to Michael” and we thought you could be interested on how the development went so, we’ve made a postmortem!

004

 

What Went Right

 

The game

This is true in regular game development and even more when making a game for a Ludum Dare. The fact that you have to ship a game, that can be somewhat played from beginning to end is something that must not be overlooked. That’s the most important thing!

We always try to have a minimum shippable game as soon as possible and then add layers to it to make it better. Sometimes we get the core of the game right super quick and sometimes we have to deal with more problems than expected and the core game takes longer to be done. But this is an adventure game! Our first ever point&click adventure game! And we were close to not having a complete game to ship. But we focused on that and we did it!

 

The vision

Also worth mentioning is the fact that we shipped the game we envisioned on Saturday morning. More often than not, the projects we want to make end up not being possible. Maybe because the scale is too big, maybe because it’s not technically possible, or because the game is just not fun. Not to mention when each team member has a different vision in their heads. What does that mean? It means you lose effort and time instead of just getting all the effort in one single product.

We were all aligned to make this vision a reality and all components of the game were made to complement each other. The end result is a very cohesive game, and a game that looks like a “3 days of effort” game, because all the things we produced made it’s way to the final game.

 

Splitting programming tasks

Having two programmers in the team is a blessing when the work needed to make the game can be split, so each programmer can work independently.

This game had a big core gameplay task that, if assigned to just one programmer, would leave the other programmer with little amount of work until some assets were ready to be added to the game. We didn’t want idle people but sometimes it is better to leave just a single person dealing with a big task. When we realised this, we think it payed of. Save the core gameplay! Save “the game”!

The other programmer had to wait a bit for art and sound assets to be done, but alas he got a lot of work to do on texts aesthetics, abduction effects, and little details that add quality to the game!

 

Trust

When building something as a team, trust in your fellow team members is a must. This way everyone can concentrate on their work and know for sure that, whatever other members of the team are making will be great.

For those things we were in doubt, we knew we could ask for help to others and get good feedback when needed!

002

 

What Went Wrong

 

Communication, tasks and time management

One of the big problems when making a game for a game jam is usually we all want to start doing our work, and forget about everything else, because there’s a lot of work and little time! But we must do some team work before that. Ensure we’re aligned in our vision, make a bit of pre production work so we design the game, the software and assets in a way that help us get the job done as quickly as possible, and make a little planning of the tasks and time we’ve got ahead.

This is usually not super easy to do because designers, programmers and artist all speak different languages (not literally). We’ve done together as a team several Ludum Dares, always at Undercoders’ offices. However this time it was different. One of the designers, and producer (that’s me ^^/) was in a different city that weekend, and the remaining three were at a new location. The university facilities were the designer and artist of the game was, at the same time, organizing a Ludum Dare onsite and helping his pupils. And this place had a fixed schedule and was open only from 9 a.m. to 8 p.m.! That made things a bit more  challenging than usual!

What this meant is we were not able to clearly identify a design for the dialogs that would help programmers implementing it and vice versa. Also it took time to decide on getting just one programmer on the core gameplay to try and save the core, and set the programming tasks not related to the core.

 

Scale

Having played classic and modern adventure games we thought our one room game was so small that we could just write the dialogs on a Google Docs doc with a few notes on dependencies and there would be no problems. Also we chose a way of programming the whole thing that made adding or fixing texts a bit difficult but… it’s a small adventure, there won’t be that much text right? Wrong.

We underestimated the scale and work needed to make even the smallest adventure game and we payed the price. As we added more text, we started realising how confusing it all started to become. We had to cut the number of objects down to just those that made the story advance and we had one programmer exclusively adding all the text, fighting the mess it all had become.

objects

31 objects to interact with were planned

A bit late though, remembering a post on Ron Gilbert’s blog, we transformed the document into a tree of dependencies.

diagrama

 

Lack of iterations

As mentioned before, we like building the minimum shippable game we can and then add extra stuff in order of importance. This time, the minimum shippable game was done a few hours away of the deadline and we were all tired (here in Europe, Ludum Dare ends at 3 a.m.).

So even though we could play the game from beginning to end, there were some important features to add. Features that were designed since the very first morning, but that we didn’t have time to add.

The game was not supposed to show as clickable objects those you cannot interact with at a given time in the game. But they were there! And there was no time to fix that so we had to add that sentence everybody hates now: “Not Now”. Otherwise the game would look broken and players would stop playing.

We wanted to have text we’ve read before marked and be able to skip the texts. We had time to add the ability to skip text… but unfortunately very close to the deadline we found an important bug related to that feature and we had to remove it entirely.

And so on…

 

Bugs reporting

This one is a classic. You feel the deadline approaching, test the game and start reporting bugs skipping all the right procedures to report bugs (say Trello, bugzilla…) and instead report them through Slack or just talking directly to the programmer. Which causes some fixes that were feasible (like changing the unreadable blue text color) to get lost, like tears in the rain.

003

 

Conclusions

I cannot overstate enough how important Pre Production is. We got right some things on pre production, like aligning all minds on the same vision, but we did not on how to make it easy for the programming and the writing to come together nicely.

Making a good pre production saves a lot of time while in production. Never forget that! 😉

Tags: adventure, LD37, Point'n'click, postmortem

Comments

18. Dec 2016 · 17:20 UTC
Since you had a problem with the combination of writing and coding, what would you change next time? I am asking because when you say you code a framework first, then you are giving away a lot of time. And what will the text writer do in that time? if they write the texts in a document, then it takes a lot of time to put that stuff into the framework afterwards

Don’t Touch It, Cat! update: Parrot has arrived!

Parrot is added to game. New button for upper state, fixed some bugs with interactive objects.

Link to entry with post-jam APK here

Enjoy!

dtic03

Tags: 2D, donttouchitcat, Ludum Dare, unity3d

DISK – Post-Jam Version!

Hello everyone! Hope you’re having a nice weekend. We released a post-jam version of our game, DISK. It includes things like: bug fixes, a new level, optimization and settings menu (so now you can finally lower those graphics).

BOOM HEADSHOT! Click to play!

We would like to play and rate your games, so feel free to send them here!

Cheers,
Kuality Games

Tags: DISK, doom, FPS, headshot, KualityGames, LD37, madewithunity, shooter

Comments

29. Dec 2016 · 12:54 UTC
Hey guys, thanks for playing our game! We’ll be checking out your games now :)

The post-LD version of Gogol coming soon!

Hi everyone.

Soon we will publish the post-ld version of our game.

Dec-19-2016 00-51-15

Now we are fixing bugs (yes yes the protagonist’s jump will be fixed :)), creating a new monsters and adding graphics effects. We are planning to publish post-ld version in a few days.

Gogol dev.

Please review and vote the LD version of game

Tags: bugfix, development, gogol, oneroom

Hitler’s Cactus or Only you can stop Trump got Post LD Update

HCOYCST_title_smaller
Hey everybody,
huge thank you to all who played Hitler’s Cactus or Only you can stop Trump and left us feedback.
We heard you and made a new version with some small improvements, such as new and more frequent alternate outcomes and an in-game menu, that allows you to restart the game at any point.

The original LD version can still be found on itchio, just scroll down to the LD 37 versions.

https://stupidmindlessf.itch.io/hitlers-cactus-or-only-you-can-stop-trump

Our first Ludum Dare

Hi everyone,

So finally I had a time to write about our little game and results overall.

We started with a great idea, about a boy who lived in a colorless world and dreamed of being a hero. And he became a hero in his dreams! Running back and forth, fighting a ton of monsters, overcoming traps and obstacles. Halfway through we found out that we don’t have enough time to create “dream” level, so we switched our plans to something different.

But anyway it was great experience and we are already looking forward to the next Ludum Dare! It was really fun :)

You can try our short game HERE.

Behind the Dream Logo

ezgif.com-gif-makerezgif.com-gif-maker2

My First Experience with Ludum Dare

I just wanted to write a few words about my experience, because it’s been great. I been at game jam’s before but this is my first online game jam.

When I create something my approach is always to create it for myself. I still really enjoy sharing what I create because if somebody can get a nice experience from that, well then that is priceless. Seeing somebody play your game and really enjoy makes it all worth it. Ludum Dare is of course online, and you don’t get to see the players face because they are sitting at home at their own computer, but what you do get is the comments by people.

It’s great that this community is filled with people who likes to create games but also take the time to play the other peoples games and give feedback. I really think this system is fantastic. When I read some of the comments about my game I got really touched because they took the time to write the review and play it, most of them had a great time. I’m proud of making something in that short amount of time and giving an experience to another person I probably would never meet. I ended up with a feeling that it was totally worth it to create this game and I wanna be part of every Ludum Dare from now on :) But let’s see how it goes.

 

My game is pretty simple, you can give it ago if you like. My Entry

View post on imgur.com

View post on imgur.com

Cheers

/Dennis