Ludum Dare 48 April 24–27, 2021

Reflecting on the results.

The results are in, and here are mine:

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This is not much, but this does show an honest effort. Besides I have checked my rating for my previous entries (the real ones. I was in a relly bad place when I made my previous entry, so I would really like to pretend it never existed.), and across the board all the ratings show a steady increase. Like every next game got a +0.1 to Overall and Fun ratings compared to the previous one.

Considering all this - I am really content with the results I got.

I hope you also had fun, and looking forward to taking part in the next event!

THANK YOU SO MUCH!

I still can't believe the reception on my COMPO entry memories.io - A Living Painting, especially in the top 10% for Audio and Mood!

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I tried to really put myself out there and give my whole into this post-mortem video. I really wanted to drive home the point regarding Art Games: why they exist, why do we need them, how I came up with mine. And honestly think this might be my best devlog yet. Check it out and let me know what you think!

https://youtu.be/O0YTtjdOuJk

Come say hi and give me your opinion on games as an art form: would mean a lot!

did good

This is my first Ludum Dare, and my first solo game jam, and I think I did pretty OK! learned a lot and had fun from this and playing others games. Thank you to everyone who played and commented! a9cGhQ9.png

Overall I enjoyed participating in this jam and I'm Looking forward to growing my brain muscles and game dev powers in future jams

Wow

I don't think my first Ludum Dare could have gone any better. I knew my game was pretty polished and fun, so I was hoping to crack the top 500 or 250, but no way was I expecting these results. 4th in audio and mood! 4th! I know the ratings don't mean much, seeing that games with more ratings seem to score lower, and that games much more deserving than mine have placed a lot lower, but still, it's so nice to know that my work was overall well-received. Thanks to everyone who played and rated, and participated in this event!

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Very Happy with my Results

I started my "4x1 LD challenge" several LD ago which is participate in the compo for 4 hours during the event. Those 4h are split into 4 blocks of 1h in order to make it painless in term of time investment.

Note that it doesn't stop me to think about it between those blocks, but I cannot actively contribute (code, paint, test, ...) to it.

And, on this entry, I'm very happy with the results of my 4h game.

Thanks everyone that tried & rated it, and everyone else to contribute to make that JAM what it is!

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Our "game"'s final leaderboard

We created an experimental social media game called deepr where people mess up inspirational quotes and rate other people's quotes. In 3 weeks, 333 quotes were posted!!! We were so happy to see so many gems emerge from a combination of computer-generated nonsense and human creativity! These are the quotes which made it all the way to the top:


:trophy: #1: "Some say the world will end in fire, we say in America."

-- by @Purrseus

:trophy: #2: "I have become that which the government will not willingly let loose."

-- by @Wizard-sino

:trophy: #3: "Plumbing is tricky to deal with, both professionally and in your personal life."

-- by @carrotcards

#4: "Why go to bed early. Stay up and die."

-- by @Martina

#5: "You are only as good as the people you killed."

-- by @trexxak

#6: "We all have skeletons in our bodies and things that we can improve upon."

-- by @Wizard-sino

#7: "I am glad that I have become much more damaging to society at a Soviet school."

-- by @DaneTesla

#8: "Happiness is an excellent joke."

-- by @Ich

#9: "This is stupid and pointless."

-- by @guimoliveira

#10: "You have a chainsaw. That is what worries me."

-- by @kevnt

#11: "It should not be the queen running the elevator."

-- by @bytinggames

#12: "Death is preferable to error."

-- by @carrotcards

#13: "Mystery is but another name for fate; if we were kids, I would be called frank!"

-- by @ChuChuGeralt

#14: "The trouble with most of us is that we would rather be dead and dumb than saved by criticism."

-- by @Purrseus

#15: "My ultimate goal is to simply make people disappear, and watch while they do so."

-- by @Wizard-sino


Congratulations to all the winners, and a huge thank you to everyone who contributed and rated our game! :hugging:

If you've been missing out on the fun so far, you can still play the game and mess up some inspirational quotes on deepr!

See you in October!

hell yeah

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So, right as I started to work on post-jam version of Deeper Sleep Beta, results came in. Did pretty good, not gonna lie, or pretend to be humble :)

Congrats to all of you! I played some pretty cool games this time, and hey, that's what really matters, right? I'm planning a larger post summing up my opinion on some of your submissions, that I have found especially charming.

A big thank you and shout out to everyone who gave written feedback on my game, namely: @thulium-games @rateddfordegenerate @untitled-studios @abigailcorfman @alina-baybulatova @legolula @ksonyanya @thearchitect @thatnoobles @aroningi @alyd-asmar @xxatrain223 @alchemic @fran-gambero @yaakgold @borabee @miej @logicon211 @lalaki7 @masterproject @trexxak @chuchugeralt @tygrak @crazybot @merlinnsound @pxldev @exopunk @cvetk0 @thinh @bastienre4 @dantelich @xatulu @gamedevkng

If you liked my game, you may check my other works here ==> https://damoch.itch.io/

Cheers! And see you in October :)

Post Jam Update

Thanks to everyone who gave me feedback! As promised I've made a post jam update with two new difficulty modes and a bunch of bug fixes. Hopefully anyone who didn't get to fully experience The Naked Truth can do so now.

Full changelog over here: https://mangosofthouse.itch.io/the-naked-truth/devlog/255182/post-jam-update-101

The category I scored best in was Graphics, which makes me glad since it's my favorite area to work with, so that's what I'll focus the most on in the future. If anyone needs a pixel artist for future Ludum Dares, hit me up!

Also managed to beat my own record while testing the update. I wonder if anyone can manage to beat it?

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Honest Feedback Streams - Mondays on Twitch

Congrats all on taking part in another Ludum Dare! I hope you all feel a sense of achievement for what you've created ♥ One of the things I love about jams is the ideas that come from them. Too many times I've ended up wanting to continue working on the jam game after the Jam has finished! I know if it wasn't for the jam, I'd have not tried to come up with a new game idea.

I stream game dev regularly on Twitch in my spare time. Every other Monday I host Honest Feedback - a stream dedicated to giving feedback to games that are actively being developed. The idea is to give feedback to games that are still in the development process that can feed into the games continued development. It isn't a "live" queue system like LD streams, but instead I select 3-4 games to give feedback on from the queue before each stream. I email the developer before hand too, in hope they can attend the stream as we give feedback.

Got a game you're currently developing that you want feedback on?

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For more information and to submit your game, visit the Submission Form!

Be Proud!

Be proud of yourself! It doesn't matter if you won, or you got last, you FINISHED your game, and now you can do whatever you want with it! You win as long as you have learned, and had fun. Good job, everyone!

Secret Floors - Results!

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The results are out and I'm so happy! Those are the best results I've ever had in the Ludum Dare, after 6 participations. I scored better in every category than in any past game, except for the theme.

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I wrote all the dialogues very late, 7 hours before the deadline and in less than 2 hours. I was exhausted and I felt like what I had done meant no sense at all. I'm so glad it didn't and people liked the writing of my game :grinning: It was also the first time that I composed real music for a jam, and it's nice to see that it paid off! Still a lot to learn, but I'm finally improving in that category!

I usually do a what went right / what went wrong post-mortem, but I feel like I just need to keep training, no big lesson this time. Just one advice for anyone who'd want to do a puzzle game like this: give the soluce. It's so hard balancing the difficulty in such a short time, it's better to make sure that people will be able to play your game until the end and won't get stuck too quickly (level 2 was obviously too hard in my case).

Finally, I'd like to thank all the people who left a comment on my game: @baturinsky, @mdotedot, @uzpykes, @robowarrior1982, @john-gabriel, @erkberg, @towergame, @ladycerberus, @bastienre4, @imzary, @godsboss, @ladybenko, @tylerkealy, @lazzor, @cavedens, @techsec, @brainloaf-studio, @shaymin, @braian996, @kfischer-okarin, @franrf, @javicoder, @chuchugeralt, @blockerz, @psiv, @txanevk, @projectaroid, @stanov, @andyem, @lone-wolf, and @brice-mahier. Some of your comments made me really happy :heart:

I hope you all had a great jam and see you next time!

Having fun and improving your skills is key

Having fun is key in a jam. Improvement is secondary, but I think it's actually inevitable.

In my humble opinion the graphs of the stars received and my relative placement in my first 6 jams show a gradual improvement in my game creating skills with some bigger and smaller ups and downs.

The humor seems to be an exception here as its more related to inspiration than skill and is wildly affected by the type of game made.

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Post Jam version of my Excavation-based Puzzle game

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I got position 225 overall but overall I am quite glad. It was my first ranked jam and my main goal was to finish something, anything. And it's nice that the result actually looks like a game.

From feedback it looked like the mechanics are fun, but the compo version needed some polish. I revamped the leves quite a bit, specially the last ohe. But most importantly, there is a teleportation mechanic and it is not always very clear where you'll get teleported to.

Although I actually think figuring out the rule is easy, I add some indicators that might make it easier to notice how it works.

The rest is some QoL stuff, having a better game page, displaying the level number somewhere in the layout (I decided to use Roman numerals here). And thus we get a more polished version that's still true to what I uploaded to the COMPO.

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So, if you like puzzle platformers with simple graphics but cool mechanics, play it for free in your web browser at: itch.io

Thank You

Big thanks to all of you that played, enjoyed, rated and commented on our game Deep Golf.

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  • Here is the OST of the game (with some special bonus instruments and sounds)

https://www.youtube.com/watch?v=M3hRVhJbMw0

Thank you!!

Thank you to everyone who played and rated Aqua Mine! I am overall very happy with my results. I had a great time with this LD and am looking forward to the next one! Screenshot 2021-05-19 at 11.56.19 pm.png

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Slowly creeping towards an average performance

LD48 Stats.png (there was no audio during my first participation, and its overall is actually there, it's just so tiny you can't see it)

For those that prefer raw numbers :

Overall : 2.211 => 2.518 => 2.964 (+0.446)

Fun : 1.921 => 2.464 => 2.911 (+0.447)

Innovation : 2.684 => 2.929 => 2.554 (-0.375)

Theme : 2.474 => 2.722 => 2.589 (-0.133)

Graphics : 3 => 2.732 => 3.268 (+0.536)

Audio : => 1.8 => 2.786 (+0.986)

Humour : 2 => 2.14 => 2.327 (+0.187)

Mood : 2.395 => 2.231 => 2.679 (+0.448)

The relative results were calculated thanks to @abvadabra stat sheet, I just took off all Jam entries than got the last place out of each category to maths out these percentages. They each represent what percentage of people did worse than I do, so 0% means I did the worst game in this category and 100% would be the best :

Overall : 0.09 => 3.65 => 14.92 (+11.271)

Fun : 0.28 => 9.38 => 22.72 (+13.337)

Innovation : 11.23 => 26.87 => 12.58 (-14.285)

Theme : 2.88 => 11.11 => 6.68 (-4.430)

Graphics : 24.64 => 13.11 => 37.67 (+24.556)

Audio : 0.00 => 1.40 => 16.67 (+15.264)

Humour : 5.10 => 13.76 => 23.34 (+9.575)

These results are... hard to process. On one side, I'm happy to have done better than the previous two in nearly all category. I knew going into this that the theme would be an awful score (I wanted to do a Super Fantasy Zone clone, that's a shoot them up that only has horizontal scrolling and that loops, when I saw the theme I became very sad) and innovation... well, it's a shoot them up, a very bad one, but it's a "game", compared to 47's interactive software and 46's... thing. So in a sense, this being less innovative makes sense (this time, outside of a shop, everything that I wanted to put in worked, the previous two had interesting but unfinished and bugged features). Humour, there wasn't any (for the third time in a row), except the lack of invisible wall that made for a quick joke that at least one player found funny and the description which I tried to make a bit fun to read as well (with English not being my native language, that's kind of a challenge !), so again, not a good score, not a problem. The rest went way up, looking at the raw number, +.5 star nearly, that's a huge improvement and for all of that, I kinda feel happy I think. I did a game. You can play it, it won't soft-lock you, and you'll have things to do. There's an ending, a win-con (sort of, scoring is the wincon), an actual death screen. A very bad game, but it's a game. That's big progress.

But on the other hand... outside of graphics, which is the most important thing to me as that's what I want to learn and do as a job, nothing got past 3 stars and seeing "2.9" feels less like a 3 and more like a 2, so everything feels below average which... I guess is right ? Still, it feels bad. The diagrams don't help, progress seems even slower and relative place seems more random than anything else. Graphics are the only thing that don't make me too sad, 46's thing had 3 stars because of pity, it looked awful, I've managed to overcome that, but then again, I'm just slightly above a 1/3rd of all compo entries... these stats makes me sad. Graphics, even with its way better score than everything else, still makes me sad, because I know that I ran into things I couldn't do or at least couldn't do well. I did better, but better doesn't feel good enough and these final results show this very well.

So in the end... I guess this is progress. One step at a time, it'll probably not be 49 nor 50 but if I keep my slow improvements someday I might actually manage to do an average entry, who knows ?

Crust Postjam version - Thanks for everything, you rock!

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To everyone who played, commented and rated our game, thank you, you are awesome! The results left us speechless, thank you again!

We created a postjam version for Crust with the following changes:

  • 3 new levels with tweaked enemies and a tweaked elements

  • Controller support

  • New menu and cursors

  • Loads of improvements and fixes

If you happen to play it please let us know what you think!

Crust

HOLY SMOKES THANKS Y'ALL (or: on designing a game with no graphics)

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Wow!!!!! After an absolutely hectic 48 hours of development and a super fun month of playing other people's amazing games, it looks like Follow My Voice ended up finishing in 1st for Audio and 5th for innovation! SWEET CRIMSON THAT'S INCREDIBLE!!!!!! Making an entirely audio-based game with no visuals was definitely an interesting challenge, and I had loads of fun trying to figure out how to make the game actually playable without feeling insanely difficult or unfair.

By far the biggest challenge in this game was figuring out how to let players orient themselves in 3D space without being able to see. Normally if you're walking around with your eyes closed, you can feel around in the dark with your hands to find obstacles or tilt your head to hear sounds coming from different directions. However, if you're blind in a video game, you don't have access to all the extra senses you would have in real life (like balance or proprioception) so navigating in a game without visuals is significantly more difficult.

In order to work with this fundamental lack of information, I made few design decisions that restricted the way level design and player movement worked:

1: The Level is Completely Flat

One thing I noticed very quickly is that when you're wearing headphones, it's almost impossible to tell if a sound is coming from above or below you. In real life, if you wanted to figure that out you could tilt your head from side to side, but without using a VR headset or some extremely wacky controls that's not possible to simulate. I made the level flat to take away that ambiguity.

2: The Player Can only Look Left/Right

Have you ever been playing a dark first-person game (not an edgy game, just a game where there's not a lot of light) and gotten stuck because it was too dark for you to realize that you had been staring at the floor the whole time? Take that problem and multiply it by a thousand and you get Follow My Voice. This is another situation where in real life you could use your other senses (in this case balance) to figure out whether you were standing upright, but you can't bring that sense into a game (especially an entirely audio-based game) without some extremely wonky controls. Once again I solved this problem by just getting rid of it; if the player can only look left and right, then they can't get stuck looking at the floor.

3: Beacons! Beacons! Beacons!

Giving the player a way to figure out what direction they're facing is probably the most important problem to solve in a game like this. If the player doesn't know which way they're facing, they can't get their bearings and the level will devolve into a nightmare of running in circles and crashing into walls (or at least, more of a nightmare of running into circles and crashing into walls than it is right now). My solution for this was making sure to always have at least one sound playing at a stationary location at all times. The ghost's constant whispering doesn't just serve as a goal for you to move towards; it also serves as a beacon to remind you which way is forward.

4: EVERYTHING MUST MAKE A SOUND

Okay this one seems kind of obvious, but if sound is the only information you're giving to your players then you better make sure that absolutely EVERYTHING in the level provides auditory feedback in some way. Here's a quick list of some of the most interesting sounds I added to help players navigate: - There are three different surfaces that players can walk on in each level (water, rocks, and crunchy), and each one makes a different footstep sound. Placing these different surfaces strategically gives players more landmarks (oh ok I crossed water again, I must be going backwards) and helps separate out the different areas of the level - When you're walking into a wall, you'll hear a grinding sound coming from the direction the wall is in. This both lets you know that a wall is there (otherwise it would just seem like the player stopped walking for no reason) and also helps you keep track of where the wall is relative to you so you can more easily follow it or turn away - I don't want to get too deep into how I calculated footsteps in this game, but basically I did everything I could to make sure that the player had what felt like a consistent stride length so that you could use footsteps to gauge distance with decent accuracy

Oh and if you're wondering, the games does actually have visuals to make development easier, I just have the camera turned off in-game so you can't see them. My roommate (creator of the hilariously flip-floppy eel physics game Deep Undercover) and I joked afterwards that the levels looked like clown cars when you turned on the lights because of my color-coding: Lights_On.PNG

Also, the helpful ghost who guides you through the level? He looks like this: Ghost.png

I don't want to post the full level layout here cause that would spoil the fun of bumbling around in the dark, but if you're interested in checking this game out grab a pair of headphones and prepare to travel deeper and deeper (roll credits) into the darkness!

Also I just want to leave a shout-out here to all of the people who took the time to leave comments on this game, I do want to try developing this into a full title someday (Twitter, Tumblr, Instagram if you want to keep tabs) and your feedback has been super helpful (especially the stuff about the rocks)!

Thanks again and happy developing!!!!!!!!!!

Making BugDive

I made a little video showing how I made my Ludum Dare 48 game, BugDive. https://youtu.be/9hu1jmuS4SU