JRevel

Ludum Dare 47

Bug fix and small improvements for Space Drummer !

Hey ! I'm the programmer behind Space Drummer ! You can play it here, we'd like all the feedback we can get: https://ldjam.com/events/ludum-dare/47/space-drummer

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I'm so proud of the work we've done during this jam, and I think we've found a concept worth to be explored a bit deeper. We may keep working on it during the next months...

For now, strong of the quality feedback you all gave us (thank you streamers, seing people play our game live is invaluable), we've been working these last days to improve the game a bit, mostly by fixing some bugs that should improve the quality of life of the player. Here is a list of the changes: - When the music looped, there was a small cut that could make the beat feel discontinous at times. I used a different technique to handle the synchronization. I can explain it a bit deeper if some people want some advice to make rythm games - The victory screen was tiny, that was funny but not really worth the effort the player did to reach it... - The level design was bugged at times, some enemies ended up on top of another - I added invincibility frames so that people don't get their five lives all removed because of one second of inattention.

Need some ratings ?

Hey ! I'll have a few hours tonight, I want some games to play and rate, I'll try to give you as much feedback as I can !

If you have some time, try our game, I promise you won't regret it ! https://ldjam.com/events/ludum-dare/47/space-drummer! 37659.jpg

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Ludum Dare 48

Let's gooo !

I finally have my idea, I'm going to make a cultist simulator inspired game ! Play it if you haven't yet, it's an amazing game! Unity_aweKmuB1N6.png

Deep Mind now has a webgl version !

I the webgl build of Deep Mind is now live ! I'd be happy to know what you think of this game, it is more serious than my other jam games, but I think I have found some interesting and original ideas.

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Ludum Dare 50

Put the princess in another castle !

In Super Mowser World, flee from the angry Bario that tries to steal back princess Cheap ! He is relentless, but you can still build new castles to slow down his progress !

https://ldjam.com/events/ludum-dare/50/super-mowser-bros

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Quick tip for Unity WebGL Builds

Hello everyone ! The default configuration for webgl build is not really handled well by itch.io : the default display size is tiny, and the fullscreen button does not work properly unless you set the right option in the project configuration, and even there it's still a bit clunky. But for this jam, I discovered this little template that is still not perfect, but works way better right off the bat : https://seansleblanc.itch.io/better-minimal-webgl-template. To install it, you just need to put its files in your Assets folder and select the template in the project settings. By default, it locks the aspect ratio, but there are instructions for how to change it if that's not what you want. It's not the most beautiful option, as it leaves black bands on the sides of the screen, but it ensures the screen always has the same shape, so it prevents a lot of UI scaling bugs.

I hope it helps ! I know a lot of teams struggle with webgl builds, but it's worth it, as a lot of people only play web builds...

I hope you had fun during this jam, we surely did ! You can check our game here : https://ldjam.com/events/ludum-dare/50/super-mowser-bros

Balance patch for Super Mowser Bros !

Hello everyone ! Thanks a lot for all the feedback you gave us on our game, and to the streamers who played it live, giving us a lot of constructive feedback !

There were two main things that could make the game more enjoyable : difficulty, and UX. We decided to work on difficulty first, because it's what needed the least amount of code rework. But balancing is hard, so please give us as much feedback as you can !

The game is here, you can select the jam or the post-jam version when you launch the webgl game. By the way if people want to know how I did that, I might provide a usable webgl template soon that enable to do multi version easily.

The next patch will fix the horrendous UX that confused so many people, so stay tuned ! You can follow us on itch.io to get notified when it is ready !

And tell us how long you survived in this version, our current record is 16:58 !

https://ldjam.com/events/ludum-dare/50/super-mowser-bros 4a63f.png

Handling multi-version build for WebGL

Hey ! For all those who want to publish a post-jam version of their WebGL game and allow both versions to be playable in the same itch.io page, I have found a solution that works pretty well. It only asks basic knowledge of html/css/javascript. People who try to launch the web version of our game Super Mowser Bros will see that appear : firefoxem2022-04-19/em21-32-45.png

The first key to do this is to understand what WebGL builds are made of : Sans titre.png

The only files that are regenerated for each build are the ones in the Build folder. And more specifically, the ones with the .gz extension. They are fetched by the index.html, which contain html code and js that initializes the webgl build. This is all done here : Codeem2022-04-19/em22-13-47.png As you can see, the .gz files are fetched using their path, which means that you can basically put the Build content of multiple builds in different folders and launch the right version when you need it.

So here is what I did : I put the createUnityInstance in a function so that it does not launch right away, and added a path argument to be able to select the build to launch : Codeem2022-04-19/em23-02-44.png

Then, I added two buttons in the html code, that call this function when they are clicked : Codeem2022-04-19/em23-06-00.png

and now the build has this structure : explorerem2022-04-19/em23-07-04.png

I kept the Build folder just to keep the loader.js file at the same place, as it the same across builds and the javascript code needs it at this place. You can change its place if you want by changing the path in the tag that imports it.

Of course, this isn't really automated at the moment, but I might improve it in the future, and provide a github project with the full code and other stuff like custom splash screen videos and better itch.io fullscreen handling.

I hope it was useful, tell me if anything is not clear ! And if you have the time, please check out our game, Super Mowser Bros, we need feedback on the post jam version !

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https://ldjam.com/events/ludum-dare/50/super-mowser-bros

Ludum Dare 53

I'm in for Compo !

Hey guys ! I was not sure I'd be able to do this jam because I was working on another project with my friends from Guilloteam : Midnight Blood Rush, that is the successor of our LD51 entry, Count Down Dracula. We just released it two days ago, so I'm free for compo ! Animation3.gif MBRemCover/emultra_redux.png

Here it is if you want to try it : https://guilloteam.itch.io/midnight-blood-rush

Ludum Dare 54

Midnight Blood Rush now has a Steam page !

For LD51, we released a game named Count Down Dracula. We kept working on it after the jam, improved the design and the graphics a lot, and it is turning into a full fledged game, named Midnight Blood Rush !

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We just made a Steam Page for the game, if you like roguelites and fast paced action, it would be great to wishlist the game, as it helps us get visibility on Steam ! https://store.steampowered.com/app/2502310/MidnightBloodRush/

https://www.youtube.com/watch?v=utb-HNgMM0E

A showcase of Wrecking Jail enemies !

We put a lot of work in the animation of the enemies, but it is hard to notice the details while playing as it is a bit frantic. Here is a showcase of the animation of the enemies, hope you'll like it !

https://youtu.be/xxv4wR4Iv7w

Ludum Dare 55

I'm so happy with how Demonic Panic turned out !

When making jam games one always has to make a leap of faith : you can't be sure about anything when trying out a new concept, and things can turn out badly for so many reasons : scope too big, unforeseen game design problem, gameplay actually boring... But that's what makes it thrilling when it works ! And for LD55, I'm definitely positive it did ! !tORziC.gif In Demonic Panic, you control a cultist summoning demons to protect him against the Sky Police, FBI-like priests. You leave a blood trail behind, that you use to circle around zones. When a shape is finished, everything inside it merges to spawn stronger and stronger demons. I'm so happy to see how a simple mechanic like this turned out way more subtle than expected : you can merge demons to get better ones, because they get more tanky, but in most cases having more smaller demons is better to kill enemies quickly. However they die quicker, so it's always a tradeoff. It's so interesting to see people try different strategies !

I think we have fulfilled the goal I have for every game I make : always having room to optimize for better strategies. What's great with that is that it gives a huge replay value with a very few sets of features. Basically in our game, the player just runs around dodging projectiles, but the pathing is extremely important for long term survival.

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Try our game here if you like that kind of game ! I promise you won't be disappointed ! https://ldjam.com/events/ludum-dare/55/demonic-panic

Ludum Dare 56

Vampire survivors + Pikmin = ?

I really wish there was more games with pikmin-like crowds to control ! And LD56's theme was perfect for that kind of game ! So we ended up with Chuminis: Tiny Army, a vampire-survivors style game where instead of weapons, you have crowds of tiny creatures with different behaviours ! I'm really happy with how it turned out !

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you can play the game here : https://ldjam.com/events/ludum-dare/56/chumini-tiny-army