anchorlight

Ludum Dare 47

And that's a wrap on my first completed gamejam!

Well, this took a turn.

With LD47's judging period well underway, it's fun digging through the ashes of the absolute madness that was proceed. From its predecessors, to its original ship in a slightly-on-fire state, to the hotfixes that finally caught up to all of the crashes and removed the half-implemented features bringing it down, the final game is... it's okay. I kinda like it.

More than anything though, I've enjoyed bringing my own project to the table and seeing all the wildly different interpretations others have come up with. I just want to pause my stream-of-consciousness post to give some special mentions. I was blown away by TRiXiT, Looper-3, and Recursion. These games are exceptional, especially as compo titles. Go give them a look!

Right, right, my game.

Before we get into the details, you can play the final game here:

https://ldjam.com/events/ludum-dare/47/proceed

Now, let's get started...

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We Gotta Talk about Sustained Notes

proceed was not my first idea for LD47. Heck, it wasn't even my second. It took me FOUR tries to start a project this time around.

The timeline looks something like this:

Friday, just after LD47 began: I opened up a Unity folder called Achilles. My mind was racing with ideas for Death is Not the End, and I had a great idea. I was going to make a shooter where you die to go into a no-clip mode and respawn, and--and you fight the robot things, because you have to defend the big elevator, and---and...

Then I checked the theme again. "Stuck in a Loop." Well, uh... huh.

Hopeful beginnings

The idea I instead pursued was Sustained Notes, a tower defense with a musical twist. This idea featured hand-drawn musical notes that would fire away at a horde of square monsters that would slowly march up a single lane. I wanted to render out a turntable and room in Blender, which I would put in the world through a video player. I had no idea how Unity's video player support worked, but I was going to try it one way or another!

The core idea was simple: it's a tower defense game with this musical twist where a series of four splash zones would divide up the platform. You can use these areas once a round to wash away all enemies on the space with a prerecorded loop. In other words, they get stuck in a loop... tee hee.

Enemies that are washed away, as opposed to being destroyed, will be carried into next wave as deferred enemies that spawn at quarter the normal speed IN ADDITION to the normal horde (to be balanced as necessary).

I spent roughly a day programming incredibly basic tower defense characters that could move left and right (which would later be scrapped), enemies that linearly marched right, and bullets that moved left at a decent-ish rate. I had 3D colliders that were all close enough to collide/trigger from their Z coordinates, but I would later go back to replace all my 3D objects with sprite renderers. That was the intention, anyway.

Fortunate Featurecreep

Bugs began to crop up, I couldn't figure out what was wrong with them, my music wasn't sounding all that great, and in general I was having a bad time working on it. Doubling down on the idea, I refused to drop it. I spiced up the game with two big powerups (one of which immediately got dropped as an idea). The one that stayed was a Vaporwave powerup that would rip a hole into the background, peering into the vaporwave dimension as all enemies froze in place.

I'm proud to say this ability was implemented so well that it outlived the rest of the project... more on that later.

I spent a whole night on that animation, I'M GONNA USE IT!

The vaporwave powerup is really worth a mention because I spent a great long while putting it together-- I knew that it was going to be my favorite part of the game by far. I rendered out an animation for this ability in Blender overnight while I wrote a very quick placeholder audio track for the animation that I could replace later.

Anyway, this music track and video shipped with the game unmodified.

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--

I was upset because this rendered video ultimately became nothing but trouble. It took three attempts to actually render the thing correctly, and it was constantly running in the background of my project. I was unsatisfied with the final outcome and kept wanting to polish what was supposed to be a minor powerup with a neat visual effect. I am especially glad that I used Eevee; a Cycles render would have taken way too long for even one of those.

The frustration between prioritizing this joke gadget and seeing my primary game fall apart horribly was ultimately what made me realize I had to face the music with this idea. (Ha, Ha.)

Despair and Farmland

I went through two very quick idea phases. It was Saturday around 12 PM, and I knew that Sustained Notes was doomed. Opening up blank Unity projects and trying to make... something, one idea was too ambitious to make in time. The other I tried was passionless, and I had no interest in seeing it to the finish line despite its simplicity.

All I have of this concept to show is a little tune I wrote in about two minutes. It's cute, I guess.

https://soundcloud.com/anchorlightforge/the-looper-saturday-jam-track/s-sZ38tcf7uId

Frustrated and exhausted from hours of fruitlessly trying to make Sustained Notes happen, I took a nap. Waking up in the late afternoon, I mindlessly threw open Unity and threw down a cube to sit on, a ball to roll around. I locked it to 2D because I'd already been dead-set on a 2D game since the jam started.

I was frustrated. I decided on an idea that I had just before collapsing a few hours earlier: "I'm just gonna make a really basic platformer, but if you don't do it exactly like I say you have to do it again. You'll get all angry at the game because it's being petty and stupid about every little thing you do."

Fellow Ludum Dare participants, I present proceed.

The proceed story

Building a House on Sand

I have no doubt that a huge inspiration for proceed was from many of the games I've played as of late. Just recently, I played through both Oxenfree and Inside, 2D Unity platformers that try to tell cryptic stories through gameplay and surreal atmosphere.

While not consciously thinking about it, this ultimately formed the basis for my game. You do basic platforming, you get told that you did it wrong, you get sent back to do it again. I scripted a series of objectives that I could be as petty as possible about-- a box that you may not push, a window with curtains that needs to be closed. I threw these assets together in Blender as fast as possible; cube, bevel, inset, call it a day. I did manually drag a few points for the curtains, but the emphasis was just having something. I didn't even use the materials; I ended up shading objects entirely in Unity, and ultimately never implemented any textures.

As the game came together, I decided that my big reset should be foreboding and spooky.

My instrument of choice was ambient soundscapes. I found a VST I liked as a cold and foreboding sound, and bitcrushed it beyond recognition. I held down a basic C note for a whole measure.

Combined with the black background and post processing... this was working! I really liked this! Still, it's too light. I need something stronger.

So, I took a Revolta 2 VST, the most aggressive one I could find. I pumped out pure bass, disgusting amounts of bass. Max attack, heavy distortion. I want this note to punch you in the ears! ...I ended up turning it down a little bit.

I tried playing this in the background of my deep C note, transposed said note to be higher, and rebalanced things a bit. The end result: a proper ''WHOOOAAAAAAAAAAAAAAAMBOMBOMBOMBOMBOMBOMVVVVVVVVVRRR'' to be proud of! Well, maybe not proud of... but basic satisfaction was achieved.

On this first day of development, from Saturday until 5 AM, I put together the core logic loop of the game. I would run a check if the player fell or entered the final room, and the code was all basically the same. I would run a script that tracked different ways the player could mess it up. These functions would start the video script, change the world elements as appropriate, increment the loop counter by one, reset any win conditions, and clean up any disturbed objects with fresh prefabs. This is ultimately the same logic loop that would ship, though with some tidying up and bugfixing along the way.

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This is totally working!

It's Sunday. Submission is at 6 PM... but I think I have this.

The time frame from 1:30PM to 3:45PM was nothing short of blissful. I got my panic under control and put my nose to the grindstone, churning out function after function. I didn't want to animate my crude Blender curtains, so I replaced them with a light switch. I made the light switch turn on a light. Angrily remembering that I made the platform entirely unlit to keep it a secret, I hastily threw a default particle plane on top of the object to simulate a big overhead light. This particle could receive light, so I had no problem throwing my warehouse lights into a new area. One rename and scripting later, I had my lights hooked up to the switch. All that was left was the Evil Ball.

I was in high enough spirits that I looked at my bridge, horribly broken and written out of my level design entirely. I also disliked how the push box could get stuck on this bridge. So, I shrank the bridge and wrote a new script that instantly tweaked the scale back and forth on click. Borrowing materials I just wrote for the lightswitch, I basked in glory as the now-defunct curtainsScript saved my game piece by piece.

So, um... this is where it all spirals horribly out of control.

This isn't working at all!

My final encounter. I had big hopes, big dreams. An enemy would spawn where you normally do, and chase you! You would jump away, and the box would destroy the enemy, showing you why it was so important.

So, uh, that didn't happen.

There just wasn't enough space in the level. The only room large enough to properly house the red ball and give it room to maneuver was the warehouse. So, I stacked boxes in front of it. I colored the ball a bright red, letting the player know that they can click it.

I was disappointed to find that Red was horribly acting up. I kept fixing it, and it kept breaking! It would trigger too early, it wouldn't push through the boxes like I wanted. It couldn't hurt the player, couldn't even REACH the player. I was incredibly disappointed, as I knew that I kept fixing the problem only for it to crop up again. I looked with disappointment at my playtest and quietly decided... I wasn't going to submit the game. I can't. This is embarrassing. I failed.

-- Anyway, I submitted at 5:50 PM.

Red, that's not how you--

I ultimately decided that I had to ship it. The other 80% of the game was working. The broken enemy was goofy, but I had already made sure that the ball returns to its position when respawning in case players tried to outwit the ball. Players would definitely be able to finish the game, and I'd have to just take this as a learning experience.

I'm glad that I chose to ship it, and incredibly thankful that I somehow scratched together a project to show. This is of course my first full submission to Ludum Dare. I don't think it's mind-blowing, no... but under the circumstances, I'm happy that it turned out well enough. It's truly been a pleasure to play other compo/jam titles and seeing how their authors grappled with the same time constraints. Sometimes, you can see that they're onto something cool, and with a little more time beyond Ludum Dare they'll have something truly special. Sometimes, they go all-out with an idea that you normally wouldn't see ship, and regardless of the outcome the project stands out as something cool and unique. Other times, something like Recursion comes out... A+. Absolutely brilliant.

My game, on the other hand... well, it was a little bit bizarre. Before I get into more whining about all the different ways the red ball broke my game and ruined my cereal, I'm going to instead focus down on the more constructive long-term feedback I've received about my game.

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Failings

There are definitely a few things to pick apart about my game design.

For one, the idea of presenting all info in-world was interesting, but saving these little tooltips for the final room and ONLY changing them on loop was a poorly thought out plan. It means that players only get feedback for things they already weren't thinking about. Nearly every comment I have received remarks on this problem-- they just hear about things they did wrong last time without any info.

The soft crashes weren't nice either, but at least they're patched now. I put out ~~two~~ ~~three~~ four daily hotfixes for the game that addressed the most critical problems-- Red's AI wasn't great, but I was more concerned with a few soft crashes that slipped into the game logic. Thankfully, mostly dealt with. I'm sure there's more issues somewhere in there. They just haven't come up yet.

I do think that this game was very easy to misunderstand. I expected players to loop again and again, slowly learning how to get through the game as the directions became more clear. Unfortunately, "more clear" is a lot less useful than it sounds, and the accidental red herrings only added fuel to this dumpster fire. Lessons were learned.

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Not-Failings and Succeedenings

Well, look at the thing. It EXISTS! I do wish I'd taken a moment to fine tune the post-processing a little more. Believe it or not, it was even more aggressive at one point. The camera was also more zoomed-in before.

I think it's safe to say that the strongest part of my game was the intermission video. It does look rather nice. There's truly some delicious irony in the fact that it was made for a completely different game idea on the opposite end of intended tone.

...what now, then?

I didn't expect to enjoy proceed. I expected to make something basic and soulless, and be done with it. I'll fix this mess, then I'll move on and do better next jam.

When I was going through my Blender file and looking through the animations, and fixing bugs, though, I realized that I genuinely enjoyed a lot of the core ideas that I had put together in proceed. So, on a whim, I decided that... hey, maybe I could make this a thing!

It's tough to say what the future will hold, especially nowadays, but in the short term I plan to work on a post-jam branch of proceed. After cleaning up my code for efficiency and modularity, I plan on adding a new stage, overhauling the gameplay, fine-tuning the visuals, and putting together a solid proof of concept to explore what this game could be.

I originally aimed to release this immediately after Ludum Dare as the "Disqualified Edition," but life things™ forced me to reevaluate the release date for this little project. I'm aiming for early 2021 now, with the bulk of that work taking place late in December. Hope to see you then!

This isn't really planned yet, but I also really want to finish a prototype of Sustained Notes at some point, because... I mean, look at this! Can you say no to this?

sustainnote.png

==

Thanks for reading through my little postmortem on baby's first gamejam! It's been a wild ride. Now, I need to get my sleep schedule back in order. I'll stick around for the duration of the month to see how things go, and of course check out as many peer submissions as I can. Beyond that... see you in April!

I gave it an honest try. :)

Thank you to everyone that played 'proceed' and gave me your thoughts on the game! It's been a wild ride.

I was also shocked to find that I scored 37th in Mood! The Manager would like to personally thank you all for appreciating its spooky demeanor.

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As for every other category... eh, let's just say I learned a lot. I made a good number of mistakes along the way. :joy:

It's been a blast jamming with the LD community, and I look forward to seeing you all in mid-April for another go-- one that hopefully involves less cancelled projects and torn hairs.

I also want to congratulate @drunkardwolf for a MUCH deserved 35th place Overall and 4th in Mood, not to mention some rather impressive Theme/Graphics/Audio scores to boot. I absolutely loved your game entry. You TOTALLY earned it... I ain't even mad! :joy:

In the meantime, while slightly behind schedule, I still fully intend on the Manager's return in 'precedent' (working title)-- a fully fledged prototype starring a new character in the cryptic Subreal Realm.

Since I'm a big fan of both creepy audio AND teasing things that aren't even nearly close to being ready, here's a little sneak peak of the upcoming Dread Fence zone and the latest n' greatest in creepy failure noises...

https://soundcloud.com/anchorlightforge/precedent-i-see-you/s-MBwDAD2sUND

I know a good number of you have had your sleep schedules a bit off since this LD, so... for your sake...

r e s t .

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(I formally apologize for the sake of any and all hurt by this dad-joke tier humor but claim no liability for damages.)

If you're interested, you can play my LD attempt at:

https://ldjam.com/events/ludum-dare/47/proceed

I've also written a little post-mortem of what the heck happened while I was working on it with a few alternative Manager renders, Sustained Notes concept art, unused sound files, and more, found here:

https://ldjam.com/events/ludum-dare/47/proceed/$226071

Okay okay okay, NOW I'm done. See you next year!

Ludum Dare 48

LD48, here we come!

There are three constants in life: death, taxes, and gamejams. Looking forward to the next 48 hour session of sleep-deprived spaghetti code and the friendships that will follow :)

This will be my first time publishing a game since a total overhaul of my workflow. Among many improvements in audio quality and C# skills, I expect that my games will finally work on Linux and WebGL as intended. Still, anything goes, and I fully expect to face all sorts of unexpected challenges going into this project. I say... bring it on.

My expected toolkit:

  • Unity 2019
  • Blender 2.92
  • dsoft20's PSX Shader for Unity
  • Ableton Lite
  • GIMP
  • Overeager friends and a microphone
  • A desk and chair that can be slapped, punched, kicked, and brushed in hundreds of unique sound-affecting ways

Can't wait to get started. I won't make the best game, but I'll make something I can stand behind as a good attempt... and maybe this time it'll actually make some degree of sense.

Good luck to all participants!

First Day Progress

First of all, I'd like to say that the theme REALLY threw me for a loop. One might even say, I'm stuck in it... alright, that's enough.

The first thing I wanted to get out of the way was that I absolutely would NOT allow last LD to repeat itself. The project I started on is the one I'm submitting. I will say that an additional half-year of preparation is paying off, but I still have a lot to learn.

My original goals this LD were to make a game that involved a few in-jokes-- the less context, the better. I also really wanted to make something sci-fi this time around. Well... the theme didn't really fit either of those. So, I made it fit!

Introducing the working title Resurfaced, a game about deep sea diving into the center of a long-brushed-aside disaster off the coast of the Martian Sea. Be mindful of your suit's diagnostics as you delve further into the wreck of a spaceworthy cruise liner at the bottom of an extraterrestrial ocean.

https://youtu.be/yHo4RuFeEl8

My first day focused on getting a basic 6DOF movement system off the ground, then figuring out how exactly I was going to handle certain objectives, items, etc. I came up with a pretty nifty system that was mostly the consequence of how it was programmed, and in practice I think it's fairly functional. Afterwards, I simply got carried away with Blender and started making model after model, though I fear that I may not be able to texture everything in time for the compo.

It's been a lot of fun (mostly!) putting together the systems and figuring out just exactly what I wanted to do with this game, even if the code is a little messy here and there. I can't wait to see what the rest of you have been up to!

LD 48 - Day Two Approaches!

I'm starting to feel the heat a bit!

As of now, Resurface is 90% complete. I have a 6DOF player controller, a system for buying upgrades, a system for interacting with objects and gaining money, and a set of collectible items that will give a bigger payout. I also have payout broken down so that you have to actually get out alive to earn your pay, otherwise it doesn't count towards your score at the end.

https://www.youtube.com/watch?v=R2fW7IkyhQ0

Side note, no HTML tags allowed... :(

--

So, what's the big deal then if everything's going so smoothly? Well... now I need to make the game.

I like where the game is headed, but as of right now I only have the rooms and objects I made in the first hours of the compo. It's a short experience with no endgame.

Now, it's a race to add content using the systems I've built over the last 27 hours, and I hope to have Resurface as feature complete as possible by the time the compo ends!

Good luck folks!

Resurface - Official Cinematic Score now on SoundCloud!

I originally intended for my first announcement to be a post-mortem, but since I got a little sidetracked looking for some critical collision-related bugs, I had an idea listening to one of the audio files that didn't make its way into the game.

Below is a compilation of sorts for all of the audio assets made for Resurface, which was submitted as a Compo entry yesterday.

https://soundcloud.com/anchorlightforge/resurface-official-soundtrack

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Every sound asset (save for the introduction speech) was created exclusively using the finished renders of sound assets that made it into the files, whether they were actually implemented or not. It's not perfect, but it was a lot of fun to string together my first real cinematic score.

This score will be mirrored on the ItchIO page (and maybe Bandcamp...?). In the meantime, Resurface just got a hotfix and WebGL port. This patch focuses on correcting the serious gamebreaking issues, and certain rooms that never got a quality pass during testing now have working collision that will keep the player from going where they shouldn't and no longer stop them from going where they should.

https://ldjam.com/events/ludum-dare/48/resurface

EDIT: Bandcamp Mirror:

https://anchorlightforge.bandcamp.com/track/resurface-martian-medley

In the meantime, I'll be checking out some of the other submissions later this week. I can't wait to see what you've all been up to!

I repeat, we have volume sliders!

resurface-volume2.png

Today's patch addresses some of the audio problems in the game, namely in certain SFX that hit the user at 2D volume on full blast. Don't do that to people, it's not nice.

Aside from changing certain audio sources to 3D positional or toning down the volume to reasonable levels, there is now a volume slider included in the game.

As always, the full patchnotes are available on Itch, and if you're looking for a longer read, the entire changelog from day one will be included inside the download.

https://anchorlightforge.itch.io/resurface/devlog/247795/version-01265-release

One More Patch: Improved Collision, motion sickness reduction

Collision Update.png

Full patch notes available on the Itch page...

https://anchorlightforge.itch.io/resurface/devlog/249781/resurface-0127-release-notes-yesthisisthemovementupdate

This update doesn't fix the game, far from it... but it does try its best to improve what's there.

In this patch...

  • Glowsticks are really, really, REALLY affordable now. Please use them. I thought they were really cool. :(
  • Fixed a bait-and-switch price that charged you $950 instead of $850.
  • Player collider reshaped to prevent clipping and help fit through those tiny doorways that haven't been fixed...
  • Player no longer moves like a Fall Guy in tight spaces (Rigidbody can no longer rotate player object)
  • Looting boxes near the AirLift will now cause the money to go directly to AirLift
  • Player now receives a text prompt when buying Glowsticks for the first time (PLEASE!)
  • Returning to the ocean no longer sets you ALL the way back to start
  • Added an FOV slider and optional crosshair to help with motion sickness
  • Fixed the pause menu scaling to be more like 0.12 (if 0.12 worked...)

As always, thank you for all the feedback and support! I learned a lot this time around... the main lesson learned being "level design is important." I walked away from this jam with a lot of important things to keep in mind from this point on, and Resurface may have future potential now that I've had a few days to mull over how I could possibly expand it. It remains up in the air for now, but I'm hopeful.

Full post-mortem vid coming in the near future!*

*A week or something idk, we'll see

Account Report System?

Interesting happenings today-- I appear to have received my first bot message on LDJam. It appeared on my last blog post just under an hour ago. Well, either that or my game had subversive themes about elderly dating and relationships. I can't say I really had that in mind while writing or ever picked up that connotation, but Death of the Author, etc. etc.

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On one hand, it's incredibly unique and I find it amusing to spam LDJam of all places. On the other, it's spam and quite possibly a malicious link. Is there an account reporting system integrated to LDJam yet, or should I reach out to Mike Kasprzak about this?

Thanks in advance!

Scoring Response, or, My post-mortem is behind schedule and I feel bad

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Greetings, LDers, and congrats on your games! There were a lot of awesome titles I played this time around, and above all I think I was pleasantly surprised with all the different places the theme went. There were lots of submarines and mine shafts too, but that's alright... there were lots of cool ideas, both in theory and in practice.

My game, Resurface, was a 6DOF style game developed by somebody that had no idea how to make 3D levels, 6DOF environments, or the genre in general. In fact, it's the first 3D game I've ever shipped. Since I actually had a final grade riding on this project, I really gave it my all and pulled out all the stops for it.

So, with all that said, how'd it turn out? Well... here's how it stacks up to my LD47 game, proceed.

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Well... how'd that happen?


This is all subjective, but I feel that my effort this jam made Resurface a massive step up in quality from my LD47 title. While maybe not as original, the scale, asset quality, and environment art are all massively improved. So, why the lower placement?

Simply put: I think LD was a lot more competitive this time around. Ignoring the placement for just a moment, my scores were improved in every single category with roughly the same number of ratings, and I'm quite proud of that accomplishment. Yet, every single one of my placement scores were lower, and it really just comes down to the fact that there were a ton of incredibly high quality submissions that blew my game out of the water. I have no idea how some of these games were crafted in 48 hours, and all with some incredible angles on the theme or gameplay. If the LDJam community is really going to step up its game and make for some real tough competition, all I can really do is rise to the occasion next time.

It's also worth noting that Resurface had a pretty rough launch, and some of the bugfixes that shipped over the first week of ratings were essential fixes that made a night-and-day difference. So, I also can't help but wonder how scoring would have gone with a little more time put into bugfixing. While proceed was at least a complete (if flawed) experience from the original ship, Resurface had a list of problems that directly impacted the player's ability to finish the game or even make decent amounts of progress. I can't exactly fault some low scores for the absolute nightmare that was the day one version of the Pipeworks room, for instance. And, YES, THE MOVEMENT IS TOO SLOW. Now that the jam is properly ended, I cannot WAIT to finally increase the speed. I'll take this as a lesson learned.

How bad did the bugs get? Well, they were everywhere. This is my personal favorite response I received, in relation to a bug where air refill stations could be infinitely used without penalty due to a missing line of code:

h2givemethat.png

Sorry, bud. Someone told them.


Highlights Reel


My LD 48 game felt like a massive step in the right direction for future projects. In LD47, I was forced to quit the compo halfway through and start from scratch, acknowledging that I would be unable to complete the game on time. This time around, I not only settled on a design by the end of the first night, but was able to stick with said design for the duration of the compo, submitting on time as a complete package.

Thematically, I put two additional restrictions on my game before the compo even started, and I have mixed feelings about this approach. On one hand, I felt like justifying said decisions in the game made for some really fun design challenges-- for example, forcing myself to build on a sci-fi theme led to some of the neon-heavy later environments and the PA system, not to mention the absurd theme that the game took on. Furthermore, a very specific in-joke made it in as the grand story objective, and to some extent I'm proud that I actually went for something so extraordinarily unnecessary. On the other, it hampered the design process and led to a lot of the messy redesigns of Day 2 that led to the spreadsheet of bugs documented in every new build.

Above all, I just had a lot of fun working on this game. It was a much more concerted and focused effort than my first LD attempt, and while not everything went according to plan I'm proud of what I accomplished.

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So, what now?


I have spoken about a Resurface post-jam release quite a bit, but I haven't said anything official. I see two paths forward for this game-- one where Resurface gets one last patch to smooth out the roughest edges before certain qualities of its gameplay are lifted into another project I wanted to create, and one where the story of the HMS Good Omens is expanded on with multiple characters, a new Lifeline mechanic for traversing certain common routes across the ship, and air-tight sections that are spent walking on foot, not to mention overhauled movement and Resurface mechanics and improved presentation. I'm leaning towards the former, as I'm quite confident in the project idea being a solid vision for the future, and I see certain aspects of Resurface's mechanics being the perfect vessel for a dialogue-driven first person point-and-click. Ultimately, both of these projects will need more time in the oven before anything can be said for sure.

If you're interesting in checking out either entry, check out the links below:

LD 47: proceed

https://ldjam.com/events/ludum-dare/47/proceed

LD 48: Resurface

https://ldjam.com/events/ludum-dare/48/resurface

You can also find a first draft of the Cinematic Soundscape for Resurface on my SoundCloud and Bandcamp profiles:

OST (SC)

https://soundcloud.com/anchorlightforge/resurface-official-soundtrack

OST (BandCamp)

https://anchorlightforge.bandcamp.com/track/resurface-martian-medley

I'd link the same for proceed, but it would just be a single bitcrushed VRRRRRRRRRRRM sound on loop so there's really no point.

In the meantime, I'll be continuing on my current independent project while building up to a proper announcement and release window. Once again, it's been amazing joining in on this compo and meeting all sorts of developers worldwide, and LD has once again proven to be an incredible opportunity to learn and share with an incredibly talented, passionate, and sleep-deprived community of like-minded devs. So, with that, I'll head back to working on my Resurface post-mortem for a video release sometime soon. See you in LD49!

Ludum Dare 49

v0.19 update: Elevator fixes, and a hot new trailer!

https://www.youtube.com/watch?v=9gKOPe8gNNo

Some of you agents who ventured into the Inn Stability on previous attacks may have noticed that those Red Dudes liked to pile up on the elevator. Sometimes you'd step in for a normal floor clearing, and other times they'd gather quadruple the numbers and follow you up the shaft. To make things worse, the incompetent engineering of said elevator led to the platform getting STUCK, stranding our poor agents on the job!

Here at Viable Solutions, we find mediocre technology to be unacceptable in our strive for maximum greatness per dollar. From this day forward, all agents will have access to an updated build where the elevators are 97% more reliable under stressful situations, and only one enemy wave will be allowed to tear apart our beautiful skyscraper at a time.

v 0.19LD Patchnotes:

  • Bullets no longer collide with one another, unless they are opposing bullets
  • Enemies wait until the wave transition is over to spawn
  • Quadruple-waves no longer occur when standing in the elevator's spawn point
  • Elevator no longer gets trapped if ending a wave in the middle of an enemy counter check
  • Player movement disabled in elevators
  • Fixed a potential edge-case bug where the results screen text was truncated

It has also come to our attention that our job listing was not entirely transparent. While your mission as an Agent is to stabilize our ~~shoddy construction~~ innovative cost-saving tower by repelling destructive enemies, all destruction that occurs on a floor clearing will be waived as irrelevant. Feel free to blast away with reckless abandon!

You can find our latest version of the defense simulation here:

https://ldjam.com/events/ludum-dare/49/balancing-act-2/

We encourage users to become very familiar with the ins-and-outs of this software, as the loss of the Inn Stability to our rivals would have dire consequences for you and the company.

As always, we encourage you to fill out your satisfaction with Viable Solutions products with the survey below:

https://forms.gle/RXvNQssVTbGmu3pK9

Good luck out there, agent!

Is this stretching the rules?

So, to make this question quick.

I want to add a scoreboard. We can't make postjam additions. Should I add it anyway?


The long story short is that I've been watching LD streams, and I really like seeing this trend of community high scores. Watching jitspoe and Adam C Younis the other day going to war over RexTGUN's game was a fun sight and made me realize just how cool it is to hold a scoreboard for an event. It reinforces the community aspect of the ratings period brilliantly.

While we got a scoring program into our final LD game, I only learned how to put together an online scoreboard after the jam rating period had commenced.

So, the question I have is this: would it be acceptable to patch this online feature into the game during the jam period, or does it have to be postjam?

BALANCING ACT is going postjam! Any suggestions?

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This is a somewhat informal announcement that BALANCING ACT will see a future release for ItchIO and [possibly] Android. Future versions of the game will be explicitly postjam with new features, new tilesets, new music, extra options during downtime/intermissions, and higher-quality presentation.

Any suggestions are highly welcome.

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Our game entry: https://ldjam.com/events/ludum-dare/49/balancing-act-2

Thank you for 30 ratings! A list of my personal favorites from LD49

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Well, that's basically 30 ratings.

This game's basically on track to being the biggest LD submission I've ever had a hand in. More than that, we plan on bringing the game to Itch, Android, and possibly Steam over the next year. It's been a wild ride, this jam... and despite the many snags we hit along the way, it's all been worth it.

As a special thank you to the community for once again making this event something to cherish, here's a curated list of my highlights from the competition!

Note that this list is only comprised of games I've played myself. There's a number of interesting titles I saw on various streams that I unfortunately don't have the link to.

Please give these incredible submissions a look!

(also please make sure to play our game at https://ldjam.com/events/ludum-dare/49/balancing-act-2/ we really tried to make something cool and also it's coming out on ItchIO and Android next year so your support is appreciated k thanks)


OVERALL:

overall_rhodes.png JAM:

Rocky Rhodes and the Cracked Case by @holbinski, @crelish, @loveboxf, and @brainloaf-studio

https://ldjam.com/events/ludum-dare/49/rocky-rhodes-and-the-cracked-case

I thought this was going to be a clever and witty noir-themed game. I was so wrong. I was so wrong.

A short linear experience that will leave EVERYTHING to the imagination. Originally my Best Humor pick, I sent it up here.

The more I say, the less impact the game will have... so go play it. Go experience it.


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JAM:

HONK III by @justcreative, @sava-tsurkanu, @krik-iddqd, @astramorae, @onlymorozov, and @tricky-fat-cat

https://ldjam.com/events/ludum-dare/49/honk-iii/

This one was VERY close to being my Best Overall, so much so that I broke my rules and made an honorable mention when I said I wouldn't. As a complete package, it feels like a love letter to Quake II with its own odd little movement scheme and a dedicated honk button. In short, this game NEEDS a postjam commercial release. When's HONK, Civvie?


GRAPHICS:

graphics.png JAM:

Apollo's Lab by @clonze and @graylure

https://ldjam.com/events/ludum-dare/49/apollos-lab

A simple puzzle-platformer that finds a tricky balance between adorable artwork and body horror with a unique revival mechanic, among other weird gadgets. Tightly designed and presentation first, with bonus points for a raccoon protagonist. Gimme the gawubage.


INNOVATION

Innovation is going to be a two way tie... I just couldn't make up my mind!

innovation.png JAM:

Fellowship Manager by @elysiagriffin, @brainoid, and @honest-dan

https://ldjam.com/events/ludum-dare/49/fellowship-manager

You did this in a weekend?! Everything okay over there?

To summarize the game in one word: Depth. It's a fully fledged Civilization/For the King meets Darkest Dungeon where you have to dismantle the unstable throne before your party naturally dismantles itself. From customizable battle tactics, to micromanaging units with weapons and stats, to a dynamic reputation system that forces you to keep on fighting so the enemies don't forget to fear you, Fellowship Manager can be quite unwieldy at first glance but has incredible potential.


innovation2.png JAM:

Mech Mapper by @curdlegames and @thestoff

https://ldjam.com/events/ludum-dare/49/mech-mapper

A physics-based building game about building your own solution-car with quality presentation of a fun concept. This almost went under Audio, but I would have felt terrible leaving this out of Innovation for how hard it tried to make this concept work, and how it succeeded in doing so.


MOOD:

mood.png COMPO

The Salatroitsk Incident by @drunkardwolf

https://ldjam.com/events/ludum-dare/49/the-salatroitsk-incident

A slow-burn PSX survival horror game where you collect radioactive materials for research and evade a formless monster. Once again, DrunkardWolf has nailed PSX aesthetics for an easy win in this category.


AUDIO:

Eek, another tie!

audio.png JAM:

2001 Unstable Space Oddyssey by @emurga, @dephon, @rujum, and @nopogo

https://ldjam.com/events/ludum-dare/49/2001-unstable-oddyssey

The space theme of this title is complete with an inspiring soundscape and some impressive visuals for the jam. I do love me some space.


audio2.png JAM:

U-49 MELTDOWN by @ashley-gb , @matias-correa, @likenjay, and Viktor from @blue-pin-studio

https://ldjam.com/events/ludum-dare/49/u-49-meltdown/

A main beat that rocks, audio logs, and an adorable little isotope. This almost went under Theme as it gets the Unstable point across quite well, but I had to give credit for that main track and the voiceover.


HUMOR:

Just pretend Rocky Rhodes is on this section too, okay? humor_ohhello.png JAM

Oh, Hello? by @joah-reason and @itsboats

https://ldjam.com/events/ludum-dare/49/oh-hello

A goofy physics based puzzle platformer about being a Verizon customer. Fling your way to finish the call through the most absurd yet effective means you can think of, and try not to get too far away from the signal point once you're there!


FUN:

fun.png JAM:

Unstable Explosives by @spoky

https://ldjam.com/events/ludum-dare/49/unstable-explosives

A chaotic top-down arcade game where you chuck live bombs towards your enemies while avoiding the same fate yourself. This game ended up being the kind of quick fun I'd love to see scoped out into a small-scale party game.


THEME:

theme.gif JAM:

Manicat by @rextgun

https://ldjam.com/events/ludum-dare/49/manicat

Next time just give me a virus.

What exactly am I looking at? I've been asking myself that same question, every night, for two weeks, all night because I can't sleep anymore. It's cruelty squad all over again. send help. I think Unstable is a fitting word.

I can crack jokes all I want, but this isn't here just because of the theme. This gameplay is incredibly tight, and it EMBODIES PURE CHAOS. It's one worth fighting over the best scores with. @rextgun, excellent work. You monster. I'm gonna go take a depression nap.


And with that, this concludes my list of personal picks from LD49! There's plenty of amazing games I played that didn't quite make this list, so share them in the comments!

Once again, it's been a pleasure jamming with you all again. I look forward to seeing you all again in LD50, and hope to see some of you around when BALANCING ACT gets its full release in 2022.

Looking to Increase Your Visibility? Here's some games that need ratings!

It'd be a shame to have these games lose their chance at a rating with all of the work that went into them, so I'd like to give them one more shoutout!

(if I played your danger-zone game and forgot to link it, I apologize-- link it below and I'll edit it in!)

Update:

Congratulations to the Crysterra, Osaka USA, Wayward Warlock, and Gecko's Chronicles teams for getting over the danger line! There's still a few more titles that need help, though!


| Game | Link | Title and Creator | Description | |-----------| |crysterrac.png | https://ldjam.com/events/ludum-dare/49/crysterra | Crysterra by @ciaranw and @teto | Crysterra is a turn based defense strategy game where the world warps and shifts as you play. Keep your crystal stable, despite its best efforts! There's some highly ambitious and interesting gameplay mechanics for show here. | | osakac.png | https://ldjam.com/events/ludum-dare/49/osaka-usa | Osaka, USA by @crashmusashi, @olima, and @moritz-jaeger | A promising prototype for a Crazy Taxi successor. Somebody's gotta deliver all this ramen while it's still hot! There's potential here for a fantastic arcade game. | |geckod.png|https://ldjam.com/events/ludum-dare/49/geckos-chronicles-the-miserable-men|Gecko's Chronicles: The Miserable Men by @justmars, @jokku, @eleeve, @happytomato, and @raffe | A story-based 3D platformer entirely set in photoscanned and distorted environments. The unique approach to level design alone makes this game worth a look. | |ba.png|https://ldjam.com/events/ludum-dare/49/balancing-act |Balancing Act by @Madbeagle|A Tetris-esque casual game where your goal is to keep the system balanced by value. Placement is important! (not to be confused with BALANCING ACT, our own submission :joy: )| |wayward.png|https://ldjam.com/events/ludum-dare/49/wayward-warlock|Wayward Warlock by @reya-wallace, @sabrina-palmer, @stupatchap, and @bradjste | An open environment where you collect elements to boost your potions' potency. |

|wobbly.png|https://ldjam.com/events/ludum-dare/49/wobbly-pagoda|Wobbly Pagoda by @clickmark-ryan and @ramble-house-games|A 2D platformer where a disciplined use of shurikens are your only hope of climbing a shaking tower of invasive foxes.

Let's help a few more cool games get up and over the danger zone!


If you have just a little more time after playing these games, we'd definitely appreciate your feedback on our own title (no pressure, we're well over 20 votes now):

https://ldjam.com/events/ludum-dare/49/balancing-act-2/

A few games that still need help

It'd be a shame to have these games lose their chance at a rating with all of the work that went into them, so I'd like to give them one more shoutout!

(if I played your danger-zone game and forgot to link it, I apologize-- link it below and I'll edit it in!)

Update:

Congratulations to the Crysterra, Osaka USA, Wayward Warlock, and Gecko's Chronicles teams for getting over the danger line! There's still a few more titles that need help, though!


| Game | Link | Title and Creator | Description | |-----------| | osakac.png | https://ldjam.com/events/ludum-dare/49/osaka-usa | Osaka, USA by @crashmusashi, @olima, and @moritz-jaeger | A promising prototype for a Crazy Taxi successor. Somebody's gotta deliver all this ramen while it's still hot! There's potential here for a fantastic arcade game. | |geckod.png|https://ldjam.com/events/ludum-dare/49/geckos-chronicles-the-miserable-men|Gecko's Chronicles: The Miserable Men by @justmars, @jokku, @eleeve, @happytomato, and @raffe | A story-based 3D platformer entirely set in photoscanned and distorted environments. The unique approach to level design alone makes this game worth a look. | |ba.png|https://ldjam.com/events/ludum-dare/49/balancing-act |Balancing Act by @Madbeagle|A Tetris-esque casual game where your goal is to keep the system balanced by value. Placement is important! (not to be confused with BALANCING ACT, our own submission :joy: )| |wayward.png|https://ldjam.com/events/ludum-dare/49/wayward-warlock|Wayward Warlock by @reya-wallace, @sabrina-palmer, @stupatchap, and @bradjste | An open environment where you collect elements to boost your potions' potency. |

|wobbly.png|https://ldjam.com/events/ludum-dare/49/wobbly-pagoda|Wobbly Pagoda by @clickmark-ryan and @ramble-house-games|A 2D platformer where a disciplined use of shurikens are your only hope of climbing a shaking tower of invasive foxes.

Let's help a few more cool games get up and over the danger zone!


Originally I had a link to our own game here at the bottom, but with only one day left the focus should definitely be on the danger zone.

Thanks for another amazing LD! A Mini-Postmortem of sorts

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I'd like to extend a heartfelt thank-you from the BALANCING ACT team. As a first LDJam for most of our members, BALANCING ACT ended up being a solid enough prototype to inspire us to move further. It has been a joy to watch others take our game and give us their own nuanced opinions on how best to blast away red dudes. From clean sweeps stretching across a whole room, to precise pings around windows, to amassing the whole enemy line into a single room for a single mass eviction, the red dude rejection count across the LDJam community spans well into the thousands... and I've enjoyed every second of it.


For me, personally, this LDJam was a bit of a rough experience at first. It unfortunately began with the passing of a beloved pet, Benji, just as the weekend began. I had neither the time nor motivation to submit a Compo game this year, and without a solid team to back me up I would have missed this event altogether. I owe it to my incredible teammates @retroalestudio and @irememberdfg for pulling me through this development. From the initial discussions of a Jenga-centric tactics game, to the narrowed focus of a top down shooter, to a 15 hour stretch of pure programming and completing artwork pipeline, to the eventual shipping and bugfixing of our game, the development of this game itself was a delightful rush that got me back on my feet. While I know that aspects of my work aren't as good as they could have been, I am immensely proud of what I and our team accomplished and stand by the quality of both our current build and our concept for the future.

From there, I was reminded of what a pleasure it is to be part of this group. I've watched @simpathey, @jitspoe, @togis, @itsboats, and countless other streamers take on our game among countless others to help us get the votes we needed. I've watched post after post of developers looking to exchange titles for ratings. @rextgun started a whole community. The list goes on-- this place tends to truly bring out the best in people and I strongly believe that it is one of the greatest opportunities and gifts an indie developer could ask for. I should know by now what kind of place LDJam is, but nonetheless it never fails to amaze me how tight-knit and welcoming this community is towards developers of all scopes. The way the members here band together is truly inspiring and heartwarming.


As mentioned a few times, we've been taking careful note of suggestions, frustrations, and all-around feedback while watching countless streamers give our game a run, and we can't wait to show you the result of this feedback when we take BALANCING ACT to a commercial postjam release. The re-launch has its date set for sometime next year on ItchIO... and other platforms, possibly. Stay tuned!

In the meantime, again, THANK YOU ALL! Clocking in at a whopping 38.75 ratings, BALANCING ACT has surpassed every LDJam title I've worked on in sheer numbers. It's been a pleasure to once again swap games with this incredibly talented community and explore the imagination of countless passionate developers. From HONK III, to The Train Station Mage, to Weasel Words, to Rocky Rhodes and the Cracked Case, the ideas and games that people manage to submit here never ceases to surprise, amuse, and utterly bewilder me. The next few weeks won't be nearly as interesting now that the event is wrapping up, but I'll be counting down the days 'til we can start talking about the 50th event.

See you soon, jammers!

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Congrats to #12!

weasel.png

Signal boosting the #12 overall jam winner. I played this one last night, and all I can say is that it's delightfully odd.

https://ldjam.com/events/ludum-dare/49/weasel-words/

Congrats to @foxxy and @eldogg for a great entry! I'm still not entirely sure what led to its creation and I'm not sure I want to know. All I know is that it has its own beauty.

Looking for the Overall Winner List? This should do for now:

I'll keep updating as the results roll out! Make sure to refresh as needed.

Note: Fixed a few 404s for Chickie Catchers, Atlantic Rim, and Weasel Words. Sorry about that!

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|Rank | Name | Creator | Link | |----| | #15| ATLANTIC RIM | @pymiro @boumusic @mmemim | https://ldjam.com/events/ludum-dare/49/atlantic-rim | | #14| Rumble| @brotherst |https://ldjam.com/events/ludum-dare/49/rumble | |#13 | Snek Left | @martin-magni | https://ldjam.com/events/ludum-dare/49/snek-left | |#12 | Weasel Words | @foxxy @eldogg | https://ldjam.com/events/ludum-dare/49/weasel-words| |#11 | Chickie Catchers | @xellaya @ddrkirbyisq |https://ldjam.com/events/ludum-dare/49/chicky-catchers/| |#10| Quantum Qitty|@jamphibious @dfree @mr-developer|https://ldjam.com/events/ludum-dare/49/quantum-qitty| |#9| Teeter Hero|@rosypenguin @cosmic-adventure-squad @tenlki @strega|https://ldjam.com/events/ludum-dare/49/teeter-hero/| |#8| Jingoku |@skyeward|https://ldjam.com/events/ludum-dare/49/jingoku/| |#7 | Battery Acid | @aplovestudio | https://ldjam.com/events/ludum-dare/49/battery-acid | |#6| Rocky Rhodes and the Cracked Case | @holbinski @crelish @loveboxf @brainloaf-studio | https://ldjam.com/events/ludum-dare/49/rocky-rhodes-and-the-cracked-case | |#5|Tower of Idols|@simex|https://ldjam.com/events/ludum-dare/49/tower-of-idols| |#4|Karawan|@idinakloppstock @cameron-paxton @rongo-matane|https://ldjam.com/events/ludum-dare/49/karawan| |#3|Paper Pirates|@radonkalmor @sheldonzs @carraka |https://ldjam.com/events/ludum-dare/49/paper-pirates| |#2|Help, I cast the wrong spell!|@clockmaker @justcamh|https://ldjam.com/events/ludum-dare/49/help-i-cast-the-wrong-spell| |#1|Burning Ravager|@sinclairstrange|https://ldjam.com/events/ludum-dare/49/unstable-wip|


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|Rank | Name | Creator | Link | |----| | #14 | Super Misfire, or, One Gun to Shoot Them All | @ivysly | https://ldjam.com/events/ludum-dare/49/super-misfire-or-one-gun-to-shoot-them-all | #14 | Going Home | @lb01 | https://ldjam.com/events/ludum-dare/49/going-home | #13 | TECHNUCLEAR | @thegreenworm | https://ldjam.com/events/ludum-dare/49/TECHNUCLEAR | | #12 | Unscrambler | @antti-haavikko | https://ldjam.com/events/ludum-dare/49/unscrambler | | #11 | Ludens Fortuna | @deniskazantsev | https://ldjam.com/events/ludum-dare/49/ludens-fortuna/ | | #10 | Last Fall | @maus-games | https://ldjam.com/events/ludum-dare/49/last-fall | | #9 | Interstellar Highway Robbery | @corny | https://ldjam.com/events/ludum-dare/49/interstellar-highway-robbery/ | | #8 | Unstable Revisions | @ytaha | https://ldjam.com/events/ludum-dare/49/unstable-revisions | |#6 | Dogs++ | @jezzamon |https://ldjam.com/events/ludum-dare/49/dogs| |#6 | TRAUMA | @adamcyounis | https://ldjam.com/events/ludum-dare/49/trauma | |#5|Brimstone|@holyblackcat|https://ldjam.com/events/ludum-dare/49/brimstone| |#4|Plains In The Sky|@tevasliutauras|https://ldjam.com/events/ludum-dare/49/plains-in-the-sky| |#3|Crunda | @lancescaterpie |https://ldjam.com/events/ludum-dare/49/crunda| |#2|Warhead Stroll|@cagibi|https://ldjam.com/events/ludum-dare/49/warhead-stroll| |#1|Quantum Splitter|@thetatautau|https://ldjam.com/events/ludum-dare/49/quantum-madness|

Congrats to everyone that submitted a game, and ESPECIALLY to the 30 project teams listed here!

Ludum Dare 51

How to Create a Solo Extra?

At the moment, we're wrapping up our jam game; however, I plan on making a solo Extra entry after the three days. Unfortunately, the page I had for a solo entry seems to have been removed from the My Game link now that I am part of a team game listing.

Is there a way I can recover the placeholder page I had for my own game before joining a team so that both games are listed under my profile?