TheMoonrise

LD 41

TowerDefense meets FarmingSim

After completing most of the coding and working on graphics all day long, we are now ready to proudly present you the earliest version of our Farming Sim where the crops defend you from deadly bugs. Don’t be greedy and sell them too early or it might lead to your demise…

We are participating for the first time in Ludum Dare and are having a lot of fun until now. Future plans are sprites and animations for crops and bugs, as well as decorating the field a bit more.

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Pesky Pests

So we are now heading towards the finish line for the base game. Turns out FarmingSim and TowerDefense actually go together quite nicely. Graphics are looking good and we've even got some sounds and animations in place. Unfortunately the two of us couldn't get the Monday off, therefor we have to get the game done by today.

Hope you are all having a blast!

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Custom 2D wind shader

We are just giving everything the final touch.

Hope you guys can make the most out of the last 5.5!

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Bug Free is now online

Play the combination of Tower Defense and FarmingSim

Check the game out here https://ldjam.com/events/ludum-dare/41/$81774

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Ludum Dare Virus!

I am probably overthinking this, but what exactly prevents some sadist person from disguising a computer wrecking virus as a game entry?

Just comes to my head every time I overrule my anti-virus to check out another one of your amazing games!

HTML5 Version added

Hey there!

We just uploaded the HTML5 version of our game, so you can test it without scaring your anti-virus to death.

Check it out: https://themoonrise.itch.io/bugfree

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This game is bug-free, I promise!

If you haven't already, you should definitely check out our combination of Tower Defense and Farming Sim.

Looking forward to your feedback!

BugFree?: https://ldjam.com/events/ludum-dare/41/bug-free

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LD 44

Stream is now live!

Hey there,

this is our second LD and this time we decided to try streaming our process.

Our entry is going to be a 2D, pixel style fighting game and are working mainly with Unity & Aseprite.

Come visit us on Twitch: https://www.twitch.tv/remusnomos

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It's going somewhere

Just finished drawing and animating our deadly, smashing monster robot.

Check out our progress on Twitch: https://www.twitch.tv/remusnomos

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Here we go again!

Good morning yall!

After a few hours of desperately needed sleep we're back at it.

Check out our progress on Twitch: https://www.twitch.tv/remusnomos

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It's done!

Alright, Ludum Dare 44 is finally completed.

With our initial idea we might have bitten off a bit more than we could chew and so the game turned out a bit smaller than what was originally planned.

Still, we are quite happy with the outcome!

If you have a spare minute, come check it out!

https://ldjam.com/events/ludum-dare/44/no-life-no-game

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It's on!

Maybe you watched our development process on twitch...

If you got a minute come check out the final result!

Available as HTML 5 and Windows Standalone.

https://ldjam.com/events/ludum-dare/44/no-life-no-game

(But stay clear of the spikes, they do sting)

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Ludum Dare 45

Check out 0 to 100

So, this was my first solo Ludum Dare and I am very happy with how my game turned out!

Sure, there are a few things that could have been done better but overall I think it's pretty solid, even quite polished...

Check the game out here! (HTML5)

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Have you played the game? Great!

Here come some of my thoughts and lessons from LD 45:

Applying the theme is really underrated in my opinion. You start with nothing basically refers to most games, but I think the challenge is to build a whole game around this idea. Naming your main character 'nothing' or starting at 0 dollars is absolutely fine, just not very creative. I envy those titles that make you say: Oh, that's clever. Not to say that my interpretation is perfect, tho!

My most important lesson is to keep it small and simple. This time I picked an idea that is fairly simple in it's core but can be expanded on. And it worked out great. I had enough time to build the game, do graphics, make sound and when all that was done I spent the remaining time adding more features. Out of personal experience I know that aiming too big often results in the skeleton of a great game. A great start but pretty useless on its own.

I really like the pixel look I ended up with. Lighting really brings life into 2d scenes and I love the shadows the numbers cast on the walls, although probably nobody notices them. If I had just a bit more time I would have added some post processing, maybe some bloom, just for the final touch. Long story short, pixel graphics are (relatively) easy to make and look great!

And finally, some feedback for Ludum Dare. As mentioned earlier this was my first solo submission and I really enjoyed it. For me the Compo is the most appealing. The 48 hour time limit fits into one weekend (I always lost one day of the Jam because of work/uni) and I prefer the strict rules (Compo games are somewhat more impressive, because they did it all themselves whereas Jam games can be made up from existing assets and stuff). However, the Compo is a solo contest. This time my team couldn't participate but usually I develop with friends. I wished there was a 48 hour contest where you have to make an entire game from scratch but for teams of two or three.

Alright, that's it!

Thanks for reading and good luck hunting those bugs ;)

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Ludum Dare 47

Too Hot to Handle

This time we went multiplayer...

And we actually made it!

https://ldjam.com/events/ludum-dare/47/too-hot-to-handle

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Multiplayer for Ludum Dare

This time we tried something different

Multiplayer games seem to be a bad fit for game jams. Online multiplayer requires more than one person to be playing at the same time and couch coop requires you to have a second player around. In both cases you will miss out on many players because of these limitations.

But what about asynchronous multiplayer? Instead of having two or more players play at the same time, build a singleplayer game that is impacted by the actions of previous players. This is what we did. While our game is played by only one player at a time, the map is persistent and is passed from one player to another.

Networking is awful

Another big downside of multiplayer in any form is the additional workload. Apart from the game itself you have to develop a server that can handle the game's requests and manage the game state. We had looked at different solutions for this in advance but we still spent quite some time getting everything to work. We hosted the server ourselves and while this gives you great freedom, rapid development iterations and is essentially free it also adds even more work. For anyone else planning on going multiplayer I would recommend renting a cheap server space and domain somewhere for little money. It it definitely worth it, not having to set everything up yourself (CORS, SSL, etc.) while also not having to run a computer 24/7 for your game to work.

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Nobody finishes the game

And finally a mistake we made in designing our game. In To Hot too Handle you have to build up production to assemble a rocket and to escape from earth. The resources on earth, however, are limited for all players. When you start your round you will find the ruins of the previous player's civilization and you only have the resources that the previous player left behind.

The problem is, for this loop to work players have to finish the game. Only when a player launches his rocket is the data sent to the server and prepared for the next player. But at this point we have received 8 ratings but not a single server update. This is very unfortunate as the game's core message is about preserving the planet for future generations/players. We want you to finish the game, see your impact on the planet and think about your decisions.

For future games of this type I would suggest a system where updates are sent more frequently. Of course this requires a game idea that supports it.

Check out the game

If you came this far and want to try out our game yourself, here is the link:

https://ldjam.com/events/ludum-dare/47/too-hot-to-handle

But make sure to launch the rocket!

~TheMoonrise

The complete List of Resources

After I had several people ask how a factory can convert oil to pigs, here are all resources from Too Hot to Handle in one neat list with their actual names added.

You can check out the game here:

https://ldjam.com/events/ludum-dare/47/too-hot-to-handle

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Play on your Phone

I wanted to play our game on the train yesterday. It didn't work.

So I did what I had to and added touch support...

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If you're on your phone right now, check out Too Hot to Handle.

If not, feel free to check it out anyways.

https://ldjam.com/events/ludum-dare/47/too-hot-to-handle