Going Compo
First time at Ludum Dare, going Compo fullspeed ahead, hell yeah i'm crazy!
First time at Ludum Dare, going Compo fullspeed ahead, hell yeah i'm crazy!
Was able to finish the compo with a very bugged game, which you can check below:
https://www.newgrounds.com/portal/view/710095?updated=1524439366
Football meets violence! Hope you like the bloodshed and ignore the bugs!
2nd time on Ludum Dare (going Compo again), hoping to not make a not so clunky game as before (check my entry on LD41 91' Evolution Football for maximum clunkyness). As people are sharing their "settings", here goes mine:
Hope you guys have a good time and develop such nice games again. I had a great time playing many good games from you fellow developers and will do my best to provide something nice.
Due to internet connection problems and game build i was almost unable to participate on compo, but luckly i made it!
Check my entry on LD42 - Unbelivable Space Runner:
https://ldjam.com/events/ludum-dare/42/unbelivable-space-runner


I interpreted literally "Running out of space" and made a game of a guy who, literally, wants to run out of space!
Ill be taking a break now, but definitely play as many as games of you guys as i can, until i RUN OUT OF SPACE!
I find very interesting to see your opinions on the Theme Voting, so i am sharing mine as well.

Automation (0) - I like this kind of one word theme because it is very broad. This particular one could provide an approach on automating machines in order to obtain a result. However, it seems to me that it would take too much time coding, i'll probably do something story-related to automation if this is the theme.
Break the cycle (+1) - Another simple it broad. It can be implemented on breaking mechanic cycles in-game, story-wise, conceptually-wise.
Control the environment, not the player (-1) - Too restrict in my opinion. Will probably lead to a lot of games where the "player" has to go to a place and you change pieces of the path and remove blockades. NO!
Each playthrough builds on the last (-1) - Don't get me wrong, the theme is good. Broad. Many possibilities of what you done once will affect you later and replay value. But i really don't think i can implement something nice in the Ludum Dare time frame. Probably would led to a lot of clunky games.
Everything grows (-1) - I don't like this "everything", "nothing", "everywhere" themes. The obvious answer would probably be a plataformer where the scenario is non-stop growing and would led you to be smashed on the roof or something. Or that kind of game where stuff are growing and you are running out of space (last Ludum Dare theme). Also no.
It only changes when you aren't looking (-1) - This reminds me of Slender. You are doing your stuff and you turn and BAM! jumpscare. It would be really fun to play the games of other people. But i wouldn't like to implement this.
Sacrifices must be made (+1) - OH YEAH. That's what i would like. It's broad. What kind of sacrifices? Your items? Your friends? Your limbs? How the lack of one of them would affect your gameplay? Your mobility will be reduced? Your skills will be removed? Like it.
Absorb your enemies (+1) - Yeah i know many people dont like it, it requires enemies, it requires that you absorb them, it narrows what you can do. But i would like to implement it so i am updooting it. Hate me.
Darkness is your friend (+1) - Another hate topic leading to stealth games where you hide on the shadows. But is that the only kind of darkness that can be your friend? Maybe the player is a vampire that would burn in the sun. Maybe darkness can be a concept that is your friend, like a place where you run from your problems.
Don't trust the game (-1) - No. No no no no no no. I can only imagine lots of games that have instructions on what you should do, and you do them, and you lose. Ha ha ha, not funny. I would probably think in something more like a concept in game, as the "game" is a deceiving something but, whatever. I really hope it sink into the bottom of forgetfulness.
Magic, but at what cost? (+1) - I little like Sacrifices must be made, but requiring magic in the mixture. I know it narrows a bit but it could led to questioning the player if is it really required to use magic. Would magic kills its friends? Its planet? ITSELF? I like it.
Making connections (0) - Its broad, i can think in a lot of options, connecting paths to progress, make connections to people in order to obtain data, anyway. I just think is meh.
One item, many uses (+1) - I saw this and though: McGyver! Ok, it would require some item system that you would operate in a lot of ways, like a swiss army knife, or water (water has many uses), which could be really code demanding but i think it's a fun theme.
Take one, leave one (+1) - Take WHAT? Leave WHAT? Heh, nice. Would led to questions to player, what to get and what to leave, what would be the drawbacks of the decision. It could be people that are you partners, and the one left behind DIES? It could be weapons and you have to work around the weapon weakness? I like it.
Two connected worlds (0) - It would require some good brainstorm to develop a cool way of two interconnected worlds operate in order to require the player to travel for one and another in order to progress, but, as Automation, i think it's too demanding for the Ludum Dare time frame. Lots of clunky games on the way with this theme.
Evolve (0) - Like the previous, very interesting but time demanding. Deal with evolving mechanics where you have a new set of skills, movement, anything requires time for polishing and we dont have time. Another set of clunky games on the way with this theme.
Lets hope for the best!
Also, would like to know your opinions on my opinions, even if is a "F*CK YOU, NANANA THEME IS GOOD".

This is my compo entry, Death Wish.
A group of cultists took the wife and daughter of the wrong man for sacrifice. Now he will sacrifice them all.
I guess i used the timeframe better this time (3rd ludum dare), but still some aspects were sacrificed in order to deliver the best possible outcome.
While i could make 5 original tracks for the game and do narration over the story, the backgrounds and title screen became very poor. Well, at least the game works, have 2 stages, 5 different(ish) enemies


Hope it is entertaining and interesting enough for you guys rate it. I am always looking for criticism and advice in order to get better in any aspect that can improve my games.
Play and rate:
I would like to play and rate browser compatible games along the day, so if you want/need ratings for your game, sincere review (but not harsh), please post it bellow.
I'll probably not check them imediatly, but i'll be sure to check them all.
While you are here, if you want you can also check my game Death Wish:
https://ldjam.com/events/ludum-dare/43/death-wish
I received some nice reviews regarding the soundtrack of my Ludum Dare 43 entry, Death Wish, so i found some time to compile them into full songs, which you can hear at:
https://soundcloud.com/derek-volker-413758721/sets/death-wish-soundtrack

They are 5 original metal chiptune songs arranged and produced (somehow) within the compo 48h timeframe, along with the rest of coding, graphics and even narration i did for this game alone.
Thanks for everybody criticism and being an awesome community.

Finally done the theme slaughter. Hope you guys manage to finish it as well.
I am participating for the fourth time, with the following tools:
Engine: Unity/Visual Studio
Graphics: Aseprite/GIMP
Music/Sounds: Fruity Loops

So, im in again, for the 5th time, going compo as the 3 first Ludum Dare i was in cause my ~~friend~~ team will not be avaiable on the jam weekend.
If i got enough time will be doing music for my other friends projects as well.
TOOLKIT

I though i've kept more themes than last time, but it was about half. Whatever.

This is my compo entry, Delta Test Site.

Unit QWERTY 123456 is assembled in Delta Test Site in order to perform several tests.
However, the tests hide more than just data collecting.
I could deliver a complete game one more time but again several aspects had to be sacrificed in order to be able to finish a playable game.
There are 3 levels, one boss, 3 upgrades to normal mode (which modifies the normal functions as jump and shoot), enemies, traps, original soundtrack and story.

What went right
I was able to implement all the mechanics i though during the conception, giving a decent physics in my opinion.
There was possible to write musics and a little story for the game.
The implementation provides a reasonable understanding of the controls during the game.
What went wrong
Time management. I set a scope too big and had to cut several things for the final version in order to be able to deliver. In fact, it triggered anxiety and i though i would not be able to finish a playable version.
Level design. I left it for the end and some aspects could really be improved, as i developed all the components and left for organizing them later. I wanted to implement 8 levels and had to condensate them to 3, and not 3 particular bright ones.
Sound design. I made the sounds with only one synthetizer and some of them came out a bit annoying in the game. The lack of remaining time prevented me for redoing some of them.
I hope that even with its flaws it still an entertaining and interesting enough for you people to play and rate it. I am always looking for criticism and advice in order to get better in any aspect that can improve my games.
Play and rate:
https://ldjam.com/events/ludum-dare/45/delta-test-site
Unit QWERTY 123456 started with nothing, but thanks to you now it has 20 ratings in every category!

Thanks for everybody that took the time to play and rate my game. Your feedback is very important for me to improve as game developer. I'm trying to play and rate as many games as possible but just as the jam, i got time constraints in real life as well.
Well i played and rated a couple of games already:

. . . BUT I WANT MORE!
Please send me your games your web games that preferably has less than 20 ratings!
As soon as possible i'll play them and give honest and harsh review about them.

Made some more generic suggestions as my previous ones didnt even survive slaughter, heh. Hope the 46 theme to be a nice one!
No. Just no. The current events are already taking a huge toll on people lifes, some more, some less. And while many of us (probably most of us) are restrained due to lockdown all over the world, why dont we make games that set us free from this reality? I always saw games as a an escape and i guess we never needed them so much.

This took some serious time. Gotta think in somehow restrict the number of suggestions of themes per person, and also remove duplicates. See ya in the jam!

Just finished uploading my compo entry - Of Wolf And Mom

Try to escape a castle while taking care of your werewolf baby
https://ldjam.com/events/ludum-dare/46/of-wolf-and-mom
Would like to share some thoughs about this jam and the development process. Any advice or comment about this will be appreciated. I made a compo entry (by myself, as the rules require) and am still working in the music/audio for a jam project, to be released today.
When the final themes were announced i made a small list of thoughs about every theme. I find this a nice practice as it saves me time when the jam starts. In my two first jams i spend literally one hour cursing the theme, so i adopted this idea in order to prevent myself from wasting time with this.
As soon as the theme was announced i look up at my list and i started developing the idea, which was simply "Keep it alive - tamagotchi". It evolved to a platformer where you must complete the levels, avoid enemies and such, but also must take care of a baby, feeding it and preventing it from damage. To add extra spice, you are a werewolf. Of Wolf and Mom was born.

What went right:
I was able to implement the mechanics i though and i think they work pretty well. There are some minor clunkyness in the movement, but as it doesn't really get in the way of playing, i think it is ok for a jam.
Music and sounds were surprisingly fast to be done. While most of the sounds i just recorded myself and done little editing, the whole write/produce took only half hour.
Character and enemy animations, while simple, made me happy with the result.
What went wrong:
As the time limit was getting closer i realised that i needed to cut some ideas for the game, and the boss Von Holsong unfortunaly didn't make it to the final game. It was an nice idea in my opinion, the boss would offer to kill the werewolf and spare the baby, which would led to the player choose to fight the boss or give up. Then 3 endings would be possible, by refusing the fight and letting the baby live, losing the fight and the baby or winning the fight and saving the baby and yourself.
Scenario graphics/level design i guess is clearly my weak point, and even taking longer time in this aspect i think they are not good enough yet. Hopefuly with some study and practice i can overcome this in later jams.
Result

If you would like to check the result of this development, just click the link below
https://ldjam.com/events/ludum-dare/46/of-wolf-and-mom