Ludum Dare 37 December 9–12, 2016

The One About the Update

Hello All,

We just posted an update to our game Shadow Fencer Theatre, our final update before moving on to Post-Jam stuff (assuming no more bugs).  We listened to feedback and realized that the controls were not very intuitive, and people were getting stuck.  So, in this update we added vertical movement to the swords, as well as an in-game control list for those who don’t like to read the text below the screen.

controls

 

We hope people do not feel that this update is outside of the scope of a jam update.  We felt that if people were having difficulties playing, we needed to address it before moving on.  Like, it’s still way janky, but it’s better.  We have a patch notes section on our page, which shows what we have done, with a note on the patch notes stating we want you to rate us how you feel we should be rated.  Meaning, if you don’t like the control change, then just play the game only moving the sword left and right.

We have lots of ideas for continuing post jam, and will post a bit more here. until then, check out our game.

CoverImage

Comments

TerraCottaFrog
19. Dec 2016 · 16:09 UTC
If you changed the controls, you should release the game separately.
Cerno_b
19. Dec 2016 · 18:39 UTC
I find it difficult to say what is too much change and what is allowed. In my entry, I fixed some hitbox issues which in turn made it necessary to do some adjustments to the damage values, so I felt that it may be getting close to the threshold of what was allowed, but since I didn’t add anything fundamental, I felt I was on the safe side.

Why I did Ludum Dare 37; A Sam Post-Mortem

Sam

The Jam

Last weekend, I spent almost every waking minute working on a small game I ended up calling Sam.

At 9PM Friday, I shut down everything else, pulled up my workstation and proceeded to work on this game until 5AM, at which point I went to bed. Somewhere in between there was a 40 minute break. Anyways, after plunging into this arduous journey I came out on top some 72 hours (16 of which I slept) later at 10pm Monday, when the submission hour had ended. It was done.

This was the Ludum Dare, a game jam that challenges developers to make a video game in two (the compo) or three (the jam) days. I chose the jam, because I knew I wanted music in whatever I created, and am not currently confident enough in my music or sound effect production skills. The compo requires absolutely everything come from scratch, whereas the jam allows participants to use open source assets.

The Theme

I was ready and the theme was set: One Room.

I allocated the first hour to coming up with a rough outline for the game. I generally listen to music while working, but had to switch to a more neutral genre to avoid outside influences. I wrote down whatever game ideas came to mind in regards to theme:

  • Escape the jail cell.
  • Murder mystery – the story unfolds through clues in a single room.
  • Interrogation room – similar to the murder mystery, this allows the story to jump places through a narrative told during a police interrogation.
  • VR or computer situated in a singular room as a gateway (also works as a meta reflection on the player and video games themselves).
  • Bunker survival or management.
  • Surveillance room / some sort of over-watch.
  • A dark room – a story unfolds as photos develop.
  • Externally see the room, manage it in some sense (this one is pretty broad).
  • Abandoned in space, there is one source of oxygen. The player must control airlocks to manage oxygen flow (they must maintain their own single room to keep breathing).

If you played the Sam, you’ll see I ended using a couple of theses in conjunction. If you haven’t; spoilers ahead. Looking back on these themes, it was pretty clear that I wanted some sort of narrative driven game. I got particularly attached to the space idea, as well as the simulation arch and went ahead developing that. Reflecting on the oxygen management and narrative, I decided I want player decisions to have game-play impacts as well. The first scenario that led me to incorporating choices was a hypothetical where the player has to decide to kill someone else on board the ship to make the oxygen supply last a bit longer. This was the main starting point for what I developed the game into.

The Development

Starting development was a bit of a struggle initially. After the first hour of outlining the game, I spent about another hour going through the story-line. I split it up into 6 scenes, where each scene would have a moral decision the player must make. In the end these ended up being a lot more blended together, but what this did do was give me clear milestones to work toward. If I had 3 days and 6 scenes, I would need to complete 2 scenes a day.

This was a good idea in theory, but in the end the first 2 scenes ended up being 50% of the work. The first scene was  a one off with single use assets, and the first scene in general so here I had to set up the weather systems, lighting, movement, characters, and dialogue. For dialogue I ended up using a template because I wanted an elegant solution and didn’t want to spend hour trouble shooting my own, or sacrificing functionality to save time. All other code was done during the jam. The second scene was the longest because I had to create so much original art as well as set up the sound effects and game-play systems.

I think this was the first game I’ve made where every single art asset used was created by me. This has always been a weakness for me, but I’ve been focusing on improving my pixel art this season and I’m pretty happy how it came out in the end. It may look amateurish to some, but I think it is functional enough to get the job done without being so bad it’s distracting. The end goal here isn’t perfection, but visible improvement.

Something that helped me a lot was to sketch out how I wanted each scene to look. Even if my sketches are terrible, they gave me a direction to go. Another thing that helped me out, and is a cornerstone of game development in general is creating re-usable assets. This is especially important during a game jam because you have such limited time. Design your assets so you can create content with it multiple times over. Here are some comparisons of the sketches and final results:

379 events built, 1,266 objects  placed, 50ish art assets, 14 grid notebook pages, 27 hour long youtube music mixes, about 5 episodes of Community during breaks, one all nighter, and two caffeine pills later, I was finished. In total I estimate I spent 47-50 hours working.

The Result

My mindset changed a lot during the development of Sam. I kept going back and forth between feeling like the game was going to be one of the best entries and that it was absolute garbage. In the end, I’m fairly confident and pleased with how it turned out. It’s not without a few flaws, but I’m proud of the finished product.

So what went wrong? Plenty. I over-scaled. I always over-scale. I had to cut quite a bit of content out to finish in time. Originally, I planned to have an actual escape sequence, with falling and exploding ship parts everywhere. I wanted the robot to be destroyed in an accident rather than powering down. I wanted a slide after the credits showing how your choices stacked up against other players. The entire oxygen level broke somewhere in the last hour of development. Luckily, I was able to go back and fix that one.

A cut statistics screen. It would adjust real time with player choices.

Scope is one of the most pressing issues in the industry. Bioshock Infinite, Halo 2, Fallout New Vegas, and countless other examples of games at every level of budget have cut content. A part of the reason I wanted to participate in the jam was to get better at scoping projects, yet I still over-scaled. Maybe the more important lesson here is that over-scaling is almost always inevitable, and the real value is in being able to cut content without crippling the game.

The Takeaway

To me, there seems to be 3 primary mindsets to approach a game jam with. While these obviously aren’t exclusive, and we should try to take on the best aspects of each, it can be helpful to categorize yourself in a way to clarify what you want to get out of a game jam.

  1. The Hobbyist – Those who jam for primarily for fun. This is not to say they don’t work hard, or make excellent projects, but they engage for the sake of the jam itself. They are a sort of purists, participating in the jam without an ulterior motive.
  2. The Competitor – They want to win. Generally seasoned in some form of game development, they want to be among the best, scoring in the top. They are willing to lose sleep, among other things, if that’s what it takes to finish.
  3. The Introspective – The introspective competes to learn. While high scores and having fun would be ideal, the first and foremost goal is to come out with a new trick or two up their sleeve. They are competing, yes, but above all else they are competing against themselves.

I started out somewhat of a competitor, and while I’m still hoping I can score high relatively, it was a worthwhile endeavor for the experience of it alone. In other words, I came out as the introspective. The Jam offers something unique: an objective self-evaluation of your skills in a given scope. If you asked me beforehand what I can get done in 72 hours, I would likely over or underestimate. Participating gave me a frame of reference of my game development efficiency that I can translate into a larger picture. I’m proud I was able to accomplish what I did in the time span. Never have I done locational audio, or relied on lighting this heavily in any 2D game I’ve done. On the other hand, I can see how far my goals are as well. What I did here is almost nothing what I want to be able to do eventually. My entry next year should put this one to shame, and that trend should essentially never end. Semper Improvidus.

I’ll be honest. I came into this jam already exhausted. Not physically, but mentally. I haven’t released a game in 11 months. I’ve been working on quite a few projects lately, but I haven’t had the opportunity to go full sail at a passion project in some time. I haven’t written a blog post in a while either. It’s hard to write, especially when you feel you don’t have anything worth writing about. A huge part of my motivation here was to do a full system reboot. I needed something to kick me into gear writing again, and it’s rough not getting feedback for almost a year. I’ll be releasing a lot my projects soon, but getting past that final stretch can be an uphill battle. This jam presented the opportunity to be creative again, to ignore everything else and start with a blank slate. That’s something with real value.

Next time I participate, I’d like to either do the compo to truly test my mettle, or do the Jam with a team for greater production capacity. I was impressed with a lot of the other entries I saw. As a whole, seeing all the competition is a bit intimidating, but the indie game industry is alive and well, and jams like these breathe even more life into it. Here were some of my favorites from LD37: Cozy Christmas, Smallest Dungeon, Toy Box Metropolis, and Voyage.

If you enjoyed this post, feel free to follow me on twitter.

a reminder from the girl that is doing a massive amount of Ludum Games this week

if you want your game showcased, post a comment on this video before Wednesday (December 21st). I’m doing 10-20 games a day, giving them as much attention as I deem needed (meaning if I like your game super a lot, it can get a 15 minute segment, if 1 minute is enough, it will get a 1 minute segment. There’s no set timer). Every single game that I record I also rate and leave a comment. I’m essentially offering free feedback 😉

Today I released the first video out of series of videos (will do as many as it takes to get trough the list of games) containing RoomLops Cleaning, Hellblocks, Blackback Mountain, Bruce, the escaping ant, Pizza Catcher, Fear and Freedom, The One Room Experiment, Buteratos, Outlast The Flood and Tracer. If you’re too lazy to play these entries yourself, consider watching the video. Every Ludum Dare game deserves to have someone play it, test it and enjoy it.

And on that note, consider checking out my game.

First Post-Jam Version

Hey guys. I just uploaded my first post-jam version. Hopefully I’m not forgotten now.

Run 2016-12-13 02-38-35-10

play here

 

What I wanted to do

The main idea of this game is to make the whole stage falling to you, like a collapsing tower. To simplify the physics simulation, the stage was built up with blocks. When you shoot down some blocks, more of them will fall down. This may make the game somehow like a 3-match, tetris or something, but that’s not what I meant to do (though combining a shooting game with a 3-match sounds also interesting).

In my ideal condition, the stage is in a volatile state at the most time: If you don’t do anything, the stage keeps a fragile balance, and nothing will move. But that cannot stay forever, as enemies around are shooting at you(maybe it should be grow more intense over time?). If you start shooting at them, blocks will be broken, so is the balance, and world with new enemies begin to fall, until a new fragile balance is formed.(well, that still sounds like a 3-match)

This is not really a easy job. Because I used no engine, only some old rendering frameworks of mine, I don’t have an effective level design tool. So I decided to generate the stages randomly. (Even if I designed the stages manually, the behavior of players is still random. ) The unpredictable conditions make the stage process very uncontrollable. In many cases, you need to shoot down many blocks to break the balance, and enemies around you are very few. That’ s a really boring “garbage time”.On the other hand,  sometimes blocks fall extremely rapidly, and the screen is filled with bullets and it’s impossible to evade.  What’s worst, in some conditions the space above you is empty, and the blocks are far above. To avoid such condition, I added a system that blocks will be crushed when few of them supports some big blocks. As a result, when the stage fall quickly, most of the blocks were crushed by the big boss on the top.That also seems weird.

What I did

I worked on the new version last weekend. Except for some minor visual update, my main job was to make the stage process feel better. I added some controlling mechanics to the game. First I added some horizontal bar that can hardly be crushed. but when they lose balance, they break into pieces. Shooting down them will certainly bring down a lot of things.However, these things brought new trouble–the worst case that blocks are far above you happened more frequently.I also tried some other mechanics, but sometimes the density of enemies was simply not rational. Well, maybe I should fix that, but there is no time, and I have a lot of work to do.

What I’m going to do

I will continue my work this weekend. I will try to improve my random generating algorithm, maybe that will work. Also I will add new game entities, which I didn’t have time to do. Hopefully the problems will be more or less resolved.

Comments

Post-jam mobile version coming soon!


Finding Home - Storybook game by Alex Bezuska

I have been diligently working each night to port my game to unity and do a new expanded, touch-friendly version of my #LD37 compo game “Finding Home”.

The goal is to make an interactive storybook world you can visit on your phone or tablet with your children.
I want people of all ages to find poking at things on the screen to feel fun and satisfying.
Expanding on the short storybook feel of the game and adding more fun things to interact with like creatures and plants that you touch to start fun animations and sounds.

I plan to keep the story basically how it is, because the feedback I have received so far like has been great.

If you haven’t played and rated the compo version please check it out here:

Play & Rate Today!
(Playable in your browser.)

Comments

19. Dec 2016 · 21:55 UTC
Its good to hear you’re going to build this out into a full interactive story! That’s something that I was wondering about when I checked out Finding Home in the first video for LD37. The only thing I might suggest is trying out a bit more rhyming with some of the character dialogue as that was always the thing that I loved as a kid.

Planetary Tycoon – Thanks!

Hi everyone!

We didn’t expect the great succes we had!
We wanted to thank everyone that has tryed our entry! You are AWESOME!
We are using all our free time to try yours!

If you want, here there is our entry, thanks! 😀
HEADER1

Comments

Roomckey! – Air hockey simple game

Hey. I want to share my game with

Click here

It’s my third compo. Game was made in 3-5 hours (I don’t remember exactly)
ENJOY!

Screen

Comments

Thank you for comments and feedback

This is the first time we participate in game jam(techically not, but this is first time we actually “finished the game”), and it turned out pretty fun. Would really like thank people who spent time playing and rating our game. Really liked this event and most definitely we will participate in the next one:D

Comments

Larry Does Ludum 37 – Ep 2 – Christmas Time, One Room Dungeon, & The Two of Us

Howdy Indies! Hope everyone is having a lovely holiday season so far, playing all those awesome games and giving ratings! Your pal Larry is back with the second Episode of the Ludum Dare 37 showcase series! Where Ive found a game concept/core mechanic that Ive never seen before.

The Games:

Christmas Time

One Room Dungeon

The Two of Us

 

Got a game to Submit? Then use this handy dandy Google Form! It’s fancy!

Thanks for watching! =D

 

Tags: Larry Chupacabra, Larry Does Ludum, Ludum Dare 37, Video Showcase

Comments

The Power of Art

I had a lot of fun last weekend with my game Cardinal Cell.  It was pretty fun in the end but it was ugly enough to make babies cry because I cobbled together the art on my own.  I could have maybe increased the quality another quarter-point on my own before finishing off the 48 hours…  I could have chosen a style.  I could have smoothed out the busy textures.  However, I was focused on closing the book with features-features-features.

I’m pretty confident that it was a mistake on my part…  while I go through other people’s games I constantly have to tell myself to not let an ugly game influence my assessment of its fun… or let a pretty game get away with dull gameplay.  Maybe it’s not fair, but that’s the way the world works.  Those of us with weaker art skills have a challenge to overcome.

CardTransform

Because the game looked so bad I did a quick reskin this weekend to use some pixel art and audio that I had handy.  I think the gameplay stands well on its own, but the revamp makes a difference in my opinion.  A friend offered up some real art and we’re going to rebrand it as…  wait for it… Skate Knight.

If you’re interested in seeing what a few hours of stock graphics and sounds can do for a game, click the image below to see the update on itch.io.

Skate

BreakAround – LD37 Jam Entry

Well I was going to post this earlier (I’ve been busy this past week as well as being mostly lax about judging for some reason) but here’s my jam entry for Ludum Dare 37 (otherwise known as my “comeback” after failing LD36) which I like to describe (in my own personal opinion) as some horrible combination of Breakout with a 1st person 360 view. Desktop and web builds are available (Although for performance reasons the desktop version is recommended) and there’s also a version of the game on Android/Google Cardboard for those that like their VR.

breakaround

Click the gif to play

Anyway as usual I’ve put up a little Google Form which you can fill in if you would like me to come and play/rate your entries (I’m going be mostly busy for the next week as I’ll be working on important stuff for my main indie game project but I’ll try to go through each submission as soon as possible).

Tags: unity, unity3d

just leaving this here!

here is a small playlist on youtube where you can see some of the hours we worked on our Ludum dare 37 submission: Hoaxed however it is in dutch though so if you are not dutch you probably wont understand but on the other hand you could see what kind of software we used and how we approached Ludum Dare.

Best regards,

Ayxs
Bredera
Thesander705

https://www.youtube.com/watch?v=r1OiRvRTGso&list=PLgqjKW7-ONM5I6xhsFkCHUT9s7-Fj2D1Z

My First Game Jam

Hello, I want to tell my experience of my first Ludum Dare, my first Game Jam at all…. really my first “complete” game.

Since this January I had seen some Unity videos, complete some tutorials and online courses of Game Developing and Designs, I put myself a challenge, participate in a game jam this year to put a test what I learned, and well what better time than the last Ludum Dare of the year.

THE JAM

My weekend didn’t start smoothly, although I was attentive of the theme announcement, I can’t start till saturday at night, I was outside my home, and had some tasks to do before I can dive in the jam. Yes I know, it is my fault for bad time management. Other problems of the weekend were bad connection and a couple of power outages (yes, I live in a third world country), despite this small bumps, I managed to finish my entry. When I say “finish” and my first “complete game” I mean, my first game with “Menu Screen” and the only one you can download and play it… I had many projects in unity, all derived from tutorials and smalls prototypes. Although I am proud of everything I learned and performed, I am proud I can call this MY FIRST GAME, hope the first of many…

MY FIRST GAME

ToyRobot3

Toy Robot: The Room Defender, was the name I picked for this simple FPS, you only objective is kill as many bug as you can in 2 minutes. Far the shoot more points you can earn.

I made it alone… (jajaja Golden Star for me :D)

  • “3D models” are Cubes/Spheres/Cylinders from Unity
  • Sounds are from http://soundbible.com
  • Font are from  http://www.fontspace.com

 

THE REQUEST

If you have time and are in the mood, please play and rate my game, all feedback are welcome, comment as hard as you need to. I know is simple, i know is lacking in many aspects, and i know some of you can do it better in a couple of hours. This is exactly why I want to participate, I want to improve and learn more…. Im only asking for 2 minutes of your time for playing it, and a couple more for giveme a feedback… thanks you all!!!

GamePLay

If u want to follow me on Twitter and give me some advice, more feedback or telling me what was your high score!

Still coding away

I’m still working on the first post-ludum update to my game. The problem with not writing things down is you end up with a lot of things to fix haha. In this gif, there is a tag on the bow dealing damage on contact, yet, the arrow just pushes them back no damage at all haha. Also, forgot to reverse the arrow when firing left. But I’m really happy with the animation.

Update should be coming some time tomorrow I hope

View post on imgur.com

Christmas Stack!

Hey devs!

Christmas Stack!

Have you tried my festive entry for this Ludum Dare?

I’m thinking about prepare a post jam version with all the features in my “to do” list, and maybe some thing more as you suggested in comments.

gameplay

 

Play it here and rate!

E-magination community participation to LD37

banniere_ld37_little

Hi everyone,

We have been 4 people from the E-magination/Guelnika french community to take part in the Ludum Dare 37 in the Compo category. You can find bellow a description of our entries :

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Polygroom by garywiss6

Some polygon demons have found a entrance to your dimension. You have to “welcome” them and survive as long as possible. Polygroom is a FPS with experimental physical features where you must manipulate objects and throw them on the ennemies to send them flying.

Link to the entry

14059-shot2-1481508261_png-eq-900-500

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Magic Panic by harusame

In MagicPanic, you control an evil wizard in his dungeon. An army of adventurers are coming to try to kill you. It’s up to you to stop them with your magic powers. The game contains several systems such as : loot, experience and unlockable abilities.

Link to the entry

magicpanic_04

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The Room of Traps by Beyondgood

In The room of Traps, you decide to be a player or a creator!
The player must go through a room filled with traps until the exit. Everyone can create his Room and send it to their friends!

Link to the entry

untitled

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Nightmares by Yami no tenshi

Nightmares are about to devour a lonely young prisoner’s soul. She needs your help to defeat as many of those evil creatures as possible.

Link to the entry

nightmares

Thank you for your attention 😀

Splashy Room Version_2.0

We´ve updated Splashy Room for you !!

Check it Out: Splashy Room

125580-shot2-1481577409

125580-shot3-1481577409

 

Improved:

– Jump Mechanics

– Collision Detection

– Character Controll Smoothnes