Ludum Dare 48 April 24–27, 2021

Good job everyone ! oh and Falling Dwarf Post-Jam version coming out soon !

Hey there ! Votes ended. Congratz everyone on making through this Ludum Dare 48th edition ! Remember that no matter the rank you get, as long as you enjoyed making the game then you won ! :tada:

Now a quick update on our side, the crew behind Falling Dwarf has been actively working on a post-jam version (and we still are :smile: ). We are near the end and we are really happy to announce that it will come out really soon !

What to expect ? tweaks and bug fix, added more juicy feedback, new layout, new village, new monsters, new bosses and more ! With all these new juicy features, you will want to go and fall deeper and deeper for sure !

Are you drooling out of excitement ? (Because I am :drooling_face:)

Here is, as a waiting gift, a little peek on one of our lovely boss ! Stay tuned !

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Post-jam version will be posted on our itch.io page : https://gcake.itch.io/falling-dwarf. Feel free to take a look around !

To finish, I would just like to thanks everyone for this awesome Ludum Dare 48. You guys rock ! :fist: :tada:

Everybody is a winner

external-content.duckduckgo.com.png We all get a reward for participating. A very just reward too. Our game.

The music of "Blackout" - Part 3 and Final Thoughts

Wow! A massive thanks to all who played, rated and commented on Blackout! And thank you very much for very nice comments about the music from the game! :heart: It warms my heart.

I loved scoring Blackout. Spooky-sounding game music is just a treat to both listen to, and to make! I mean, it's no Luigi's Mansion, but I'm quite pleased with the stuff I achieved in only one weekend. I've shared 2 out of 3 tracks previously, so naturally here's the last one.

SPOILERS

https://youtu.be/CGM_jJJwFSU

This one's probably my favorite track. It was also the last one I wrote before I went to bed on the night of the deadline. I originally wrote just the first 36 seconds, and it was supposed to end there. I felt creatively exhausted and thought I had no more juice to make any more new music. The programmer Frasse told me "just find a small section to loop for the second half of the game". I thought "alright... let's just do this". And it turned into a full new track instead. It plays on the main melody from the main theme, but in a Major key (Mixolydian in fact, for you music nerds out there!), but turns into a new thing. Anyways, enjoy! :smile:

FINAL THOUGHTS

Working with my team was a blast. We had lots of fun! A big thank you to the best team one could ask for during a no-sleep weekend; .fpeg, LiquidFunk, Okamit, Frasse and a huge, huge thanks to Falafel for promoting us and submitting our game to every stream possible. We wouldn't have made it without you! :heart:

See you all next season!

...oh, and by the way. We're making a Post-LD version, more on that soon...! Follow the game on itch.io for more news!

This community is wholesome as heck

Thanks to everyone for reminding me why I enjoy participating in these jams so much. Love all of these wonderful wrap-up posts after a month of enjoying each other's hard work and congrats to everyone who improved any of their game creation skills by participating :)

Send me your post-jam games for feedback!

Even though Ludum Dare 48 is over, if you have a jam game that you'd like design feedback on (whether or not you've made a post-jam version) I'll happily try it on stream!

https://www.twitch.tv/bluishgreenproductions

I'll be streaming Mon-Fri 7:30 - 9:30 PM (GMT-4). Tonight's stream starts in under 15 minutes! Submit your game in chat. Hope to see you there!

Jumping Crab - Post-Jam update

~~Aaaaaaaaaggh, 30 mintues to go~~

~~Completely forgot about this, need ratings ASAP. 😅~~

Whoops, didn't realize it's over.

https://ldjam.com/events/ludum-dare/48/jumping-crubster

Fixed bugs, added stuff.

Play updated version here

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I'm out of root puns

I'm just speechless.

I was about to release the post jam update of my game, and the results came in.

Well, I guess you'll like the new version even more ! I'll keep working on it and try to release it on some store.

The game is now freely available on HTML5, Windows and Android.

Thank you so much for the amazing feedback, I had a real blast, and I'm looking forward to see you in a few months <3

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Complete version rootScreen5.PNG

Results are out!

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

Thanks to you all fellow game devs!

A big thanks to all of you! For you support, kindness and all your great games! Had a lot of fun!

Went through a lot of ups and downs with my RTS game called Down. This Godot project was a bit too large for myself only and therefore I had to do a ton of bugfixing and polishing post-jam. But in the end I'm really glad that I went through. The result is a playable game, which some of you enjoyed. That alone was totally worth it.

As a thank you, here's one of the large scale battles in Down, just for you to enjoy:

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Take care and see you next time around!

The Depths of Science - HD!

https://www.youtube.com/watch?v=IkaZNQ9GKGo

The Depths of Science post-jam version now available

Download now at: https://trustyshm.itch.io/tdoshd

Criming Deeper Theme song (GTA 4)

While we are waiting for the results to be released, here is the theme song I wrote for the game. It's based on Soviet Connection, the GTA 4 theme song ;)

https://youtu.be/RTYaWw2mPqE

Damn

Tough to believe

Designing the main character for Blackout

Hello! I am the character designer/artist and animator for Blackout! Great work everyone and thank you all so much for playing our game and your valuable feedback! :heart:

Challenges This was my very first game jam, and thus there were quite a few challenges in setting up a workflow. When we settled on a point and click mystery game, I had no clear ideas for a while. The only set goal I really had was that I really wanted to animate hair. We wanted to have some kind of spooky costumes for all the characters, so at first I just set up a workspace in Aseprite with the dimensions we settled on for the main character (24x64) represented as a dark pink rectangle.

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Here you can see the iterations the character went through. What started out as a quick sketch to try out our set dimensions actually slowly morphed into the actual finished character; there were no re-draws, just edits.

Thinking about how I could better telegraph movement for the upper body during animation, i settled on adding buttons and tried out two shirt designs. Since both were basically identical except for the colors, I went on animating the version with the purple shirt, pushing deciding on the final design to the future. However, as I continued on the purple shirt really grew on me and it naturally became the final design.

What's next? For our post-jam version which will release soon, the character design hasn't changed much. The walk cycle has been made a bit smoother and the striped leggings are a bit more polished.

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Thank you all so much for all the love for Marilyn and Blackout! :heart: Follow Blackout on itch.io for more news on the post-jam version, releasing soon!

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Results for Ludum Dare 48

And with that, Ludum Dare 48 has ended.

The results for each category can be found here:

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

You can check your game page for your individual results (via the My Game link up top).

Congratulations everyone! You made a game!

Ludum Dare 49: Coming October 1st-4th weekend

Announced earlier in the year, Ludum Dare 49 will take place in October 1st-4th weekend. October events are a bit easier to schedule on my end, so herein I'll be making an effort to announce October dates a bit earlier.

Next year though, our April event is both our 20th anniversary and Ludum Dare 50. I'm going to need a bit more time to nail down a date for that upcoming event. :wink:

Stay tuned!

Future stuff! LD49, LD50, 20th Anniversary, etc.

I'm running late on my "future stuff" video for a variety of reasons. Getting my vaccination a week ago didn't help either (:zzz:), but I at least have piece of mind as far as my future health is concerned. :sweat_smile:

There's a lot to talk about, so I'll save it for then. Lets tentatively say expect a video and a blog post next week.

Migration and deadnames

The ludumdare.com/compo migration plan is something else I want to talk about, and ideally see finished in the next 12 months (details to follow). But 12 months is a long time, and since it has come up, I want to extend an invitation to anyone in need of help with a deadname to please reach out. I'd be happy to help.

https://ldjam.com/contact

Stay Informed! NEW NEWSLETTER/MAILING LIST!

Want to be reminded of upcoming events?

Sign up for our newsletter here:

https://newsletter.ldjam.com :mailbox:

Or follow us on Twitter:

https://twitter.com/ludumdare :bird:

We'll be phasing out the old google mailing list. I did a quiet test-run of the new list during the last event, and it worked well. I still need to reach out to everyone on the old list and let them know about the change, so if you're on the old list expect to hear from me before October. :wink:

That's it for me. See you in October!

Post-LD game announcement: Pâquerette Down the Bunburrows!

Hey everyone! :rabbit2:
We're so thankful for your nice feedback and are so proud of the results :heart:
We hope everyone had as much fun as we did!
We have a lil announcement for you all...
We're turning Pâquerette Down the Bunburrows into a full game, releasing soon on Steam! :rabbit2: :exclamation:

>> Please go wishlist the game! <<

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Here's what to expect: * More levels! (notice the -s in bunburrows :eyes: ) * Even more diversity in visual and musical themes~~ :musical_note: * New mechanics such as a pickaxe and carrots to help you better track the buns :carrot: * ~~MORE secrets~~

That's it! Hope you're as excited as we are :heart:!

Post-jam Vibes

As of this writing scores aren't available yet (though it seems rankings are, with the winner being the ever so clever Fallumns) but I just wanted to say congrats to all the winners!

I'm actually surprised a couple of my favorites didn't chart higher, but it was a super competitive jam and it's actually quite lovely that the overall winner was so relaxedly simple.

If you guys did get a chance to play Fetal Fury, however, I hope you enjoyed it!

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We'll be doing a post-jam version on Newgrounds with highscores/achievements and the like, unfortunately a lotta us got hit with a big load of Life right after the jam so we're all trying to sort that out.

Seeya then~

Oh, and, shameless self plug, if you wanna check out my stuff hit me up on Twitter :D

Not bad

considering it was a VR game, did pretty well, all things considered.

Screenshot 2021-05-18 184942.png

honestly surprised humor was as high as that.

If you would like to play the game and haven't already, it is available here: https://dakmonster.itch.io/vrtigo

Number of games with a result in each category

Here are the total number of games with a reported rank in each category, according to data downloaded from the API just now, in case anyone wants to calculate what percentile they fall in.

|Category | Compo | Jam | |----------|-------|-----| |overall | 898 | 1920| |fun | 898 | 1920| |innovation| 898 | 1920| |theme | 898 | 1920| |graphics | 876 | 1773| |audio | 708 | 1286| |humor | 647 | 1436| |mood | 831 | 1804|

We are happy with our result

We are really happy with the results, but even more happy about the game we created. Overall, we placed in the top 13% of all Jam games, with some graphics being a little bit lower.

Learnings: - Next game jam with a real artist again to get better graphics results. 🎨 - Fix stupid FMOD issue because for some people the soundtrack was not loaded. Worse Audio rating than we could have got. 🎵 - Maybe don't make a rage game inspired by QWOP to get some more points in Fun and Overall 🙈

HowToSwimResults.png

If anybody is still interesting in playing our game, here is the link: https://ldjam.com/events/ludum-dare/48/how-to-swim

My TL;DR Post Mortem 3

Disappointed basically.

My buddy couldn't participate in his first jam because Brazilian internet.

Made way too simple a game with a control style and physics that were way too confusing.

Didn't live up to my previous entries like, at all.

As for post-jam, nothing. As per usual.

Next jam I plan to challenge myself to make a platformer. I never wanted to make one before because the idea is too generic, but I want to try it, at least once, to make a unique one. Also they are fun.

Recorded some footage for a future devlog video about what I learned, so if you speak Portuguese and want to see it, sub to me! :0

Celebrations!

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The results are in and Dwammings came 166th overall. This was the first jam for the majority of us on the team, and were ecstatic on seeing how well we did.

But also, congrats on all the other creators that participate. I know I gonna find myself participate in the next jam in the future, and pulling in everything I learned here in LD48.

Thank you for rating OVERDRILLED!

OVERDRILLED loop-export.png

First of all, thank you to everyone who played our game. This was our second and best entry so far. We are really happy with the results and kinda overwhelmed to be honest!

Results.PNG

To make it in the top 10% overall makes us really happy, and me, personally, having worked in the graphics, that 25th position feels so good.

We are not sure if we are gonna continue to develop a full version of OVERDRILLED, and that is because we are quite busy with other personal projects. I'm working with @everedx and @gelthan on a metroidvania called Stranded. You can learn more about it on our twitter accounts, like mine: https://twitter.com/oscarodfer

Here is a little preview of what to expect there:

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Thanks again! (flies out)

Woah!

A big thanks to everyone who played my game!

My score in Mood is better than I ever could have hoped for. On behalf of Clara and I, thank you all so much!

Shoutout to @alprog for naming Aftermath's protagonist, now the first character I've made to receive a name.

Aftermath Protagonist 5x.png


Here are my rankings from last Ludum Dare, a Solo Jam submission that I'm not incredibly proud of Jam version-wise:


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And here are my scores for this Ludum Dare's Compo submission:


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How do I feel about these rankings?

Considering that Aftermath was made as an experimental game, my first entry into the world of 3D plugins, narratives, and custom apps, the sliiiiight decrease in the "normal" categories is to be expected. Theme took a heavy hit this time around, which is to be expected since after going with the theme possibly too strongly last Ludum Dare, I went for a more psychological and less obvious use of the theme. Not all people were really able to feel the theme strongly since it wasn't really communicated and more of a deeper understanding that is easy to overlook, but what the heck, who cares about ratings.

What really stands out to me are the improvements in Graphics, Audio, and Mood. Graphics went up a whole .6 stars (still not my best work, but the Compo is tough), and Audio went up over a whole star! (Since I actually made a soundtrack instead of just one terrible sound effect.)

And then there's Mood.... 3.61, putting me at 245th, it's so generous for someone who had to create everything, even their own logo, from scratch in only 20 hours! This was my first time doing a narrative game, and my first time trying to communicate a strong atmosphere in a game, so the fact that you reviewers gave me close to 4 stars in Mood makes me so happy I can't put it into words. (And I'm a bit of a writer, so that's something.)


Despite having been a writer and comic drawer ever since the day long ago that I learned to read and write, and having been a game and app developer for 3 years, this was the first time I tried to make an experience rather than a game. "Can I make a good story on the fly?", I asked. "Can I actually do this?", I asked. "What makes me think people won't hate this?", I asked. And then you guys give me the highest rating I've ever received, in the category that basically represents what this game is: the first step in Peace Of Cake Games becoming more than just a creator of half-baked action games.

In fact, the first time I had even ever played a narrative or visual novel was last Ludum Dare, when I came across Anything For You and cried my face off. (Shoutout: @emily-pitcher) I then explored the works of @angela-he (and cried for quite a few), and @gamebuilder's team (one word: ATMOSPHERE), and then as I browsed for games several months ago I cried my face off playing the works of @fullmontis. (Yeah, these visual novels and narratives make me cry a lot.)

Thank you to all of the reviewers, whether you just played the game real fast, left a quick comment, or had the patience to get all of the endings on stream despite the font being garbage and really hard to read (shoutout to @togis for surviving the wrath of the terrible font spacing). I'm glad that my first attempt at making a narrative game was positively received!

Aftermath will not be receiving a full post-Compo game, unlike my game from last Ludum Dare, but I am currently working on v2.1.1 to fix all of the issues and finish the game!

Oh yeah and I'm going to release the art and music apps I made and used.

Results From First-timers

Howdy! This was our first time doing a game jam. I think we did OK for a group of greenhorns. We had a lot of fun, and really loved the community. Our team is looking forward to October!

Our music/sound designer was the MVP!

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What!! (Also who cares?)

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Feels nice to finally be in the single digit club :0

After 5 entries (4 being compos) I actually got a top 10 in a category! I could've performed a lot better in other categories,

*but I don't think Greg is fit for a crown. :stuckouttongue: *

And while the number feels cool.. What's much better is the kind comments and genuine feedback I got in the comments.

Please note

Always remember that the numbers aren't everything. As the kind words and feedback that people left on my game mean much more to me than the ratings.

I cant tell you how happy every single person's comment made me. And thank you to everyone who played Saving Greg.

-Lando

Thanks. First Jam.

Heh. First Jam, first game. Thanks for the high scores. first jam.png

Sometimes you succeed in other areas

Congrats to all winners and participants!

Although I got more engagement, incredible technical and amicable feedback, I did not reached my goal of improving my rankings. I would be happy with at least equal. I won't lie, I feel a bit down, but on the other side, I found success in other areas.

I had other goals, which I reached: make a simple core loop, strong mechanic, a concept and basic coding within the first day, sleep more, take breaks, participate. I'm happy with my coding and blender improvement. Perhaps, the key is combining a little bit of everything, simple but stylish graphics, strong core loop with a couple of smaller ones, more focus on mood and add humor.

I wanted to make a game out of this but the results does not justify the effort.

Here's the obligatory stats.

LD Results.png

Abolish no-comment ratings

I'm really not the one to rant about ratings, like most I join just to create something and take part.

But it grinds my gears in this moment that our game had way more ratings given than comments posted (70 ratings, about 39 comments), which makes me believe it might have been under some sort of a troglodyte attack. Of course I'm not saying it deserves high ratings in any category, least of all in Overall and Fun, as the whole thing was a very half-assed production, yet I've been taking part in LDs for a long time and some of the results feel a bit off, not too much, but just enough.

So I guess the only point I want to make is that rating a game without leaving a comment should be made impossible, as such act serves no purpose to anyone, most of us make games for our own enjoyment but we submit them to get feedback. Not to mention this ability inspires paranoia and gives a device to any potential abusers out there.

Either way big thank you to all who took time to give our game a spin, it was amazing fun taking part and I'll definitely continue doing so whenever possible.

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Progress

We made a puzzle game for this jam and people kept saying we should take it further so we might do.

Day3.png

I had a lot of fun this jam, interacting with streamers finally playing a lot of games (played ~60 games), talking about games, giving constructive feedback - it was a blast, and the game making of course, first time I made levels and it was awesome :D

Comparing it to my previous entries, the current one is the one with the best ratings:

Jam Progression.png

Somewhat lower than the comments made us expect but still quite good.

And the most important thing: What I have learned.

This jam made me actually understand how to make games in a new way xD After 8 years of game devs, this is the first time I realized what it means to make levels and how a game should be structured, especially in comparison with my previous entries. Until now I kept adding features until the time runs out, never polished anything and barely managed to upload it on time - having the build-progress-bar and upload-progress-bar side by side with the LD-Timer. It was always on the very last minute.

But efficient Game Dev is about combining reusable mechanics. Constantly introducing new things to the player without proper explanation is bad. Many players didn't understand the elevator I created in "Murder Loop" because it was never introduced, so this was a point where people got stuck and had to quit the game.

This jam lead to a change in the big game I am working on - because until now, every puzzle is something completely new. Somewhat like Outer Wilds (just without the planets, spaceship, ..) - while Outer Wilds is an awesome game, it's an insane amount of work and they where like 15 people working on this. We are just 2 devs. And even Outer Wilds did reuse mechanics for their puzzles. The sand planet has a bunch of puzzles all based on the raising floor.

Our game suffers from a lack of content and I suffer from fixing and polising things non-stop. When I polish the waterfall, only the waterfall looks better, this is one spot in the entire game, same with the pyramid, the scanner, the sci-fi machines, everything exists as single entity in the game, everything is unique. The same is true for the puzzle code. Each puzzle is completely different from each other puzzle. This way, we will never finish it, so we will create reusable mechanics (like in the jam game) which can then be polished and look good everywhere on the map. The puzzles we have now, will stay but we will fill the emptiness in our world with reusable elements, such as moving platforms and boxes to jump on. Like portal. They had what? 7 different mechanics? Portal, Moving Platform, Box, Button, Energy-Ball, Moving Wall, Turret. And made an entire game out of it. Portal 2 only introduced jump & speed-gain goo and made a whole second game out of it.

This jam, playing the different games, categorizing them based on efficiency and completeness may saved the big game we are working on.

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31st overall?!?!?!

So I got my results, and as always, I have no idea how my game got this high. Thanks to everyone who played/rated my game, and I'll see you next Ludum Dare for hopefully another NES game :D

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https://ldjam.com/events/ludum-dare/48/mine-mayhem

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:

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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!

Post Mortem

I could maybe have gotten a higher score on my game, https://ldjam.com/events/ludum-dare/48/haunted-pizza-delivery, had i left more comments on other works, and thereby been rated more, but i did learn some things, like that my simple shapes style is actually appealing, and a little bit about unity, Wish me luck for the GMTK game jam that I'm also doing! Oh yeah, about fixing those walls........

Yay!

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Results are in.

Well i expected better as the comments where really positive at all. But i think there are so much games out there which were pretty good.

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However i was bit disapointed (i thought THIS time i can escape the "curse of the april LD jam" ratings). Ratings in the april jams was every time not the best. Mostly it was the game sucks a bit :D This time i had more focus on the gameplay - and i like it. I also chilled this jam bit more than the last both and though "well its april jam, i dont expect much so don't grind the game". Worked out good at all.

I was really wondering that a game like Fallums wins the jam category.

Don't get me wrong - congratulation to you. You deserve it really. I just didn't expected that a match 3 game like columns would hit the overall category.

However - this is how LD works :) Expect the unexpectable.

See you the in the next LD.

Top 20 overall! Top 10 in audio! Woot!

Thank you all for the excellent feedback and positive atmosphere! This is my first Ludum Dare, so I'm super stoked my compo game is in the Top 20 overall (and top 10 in audio. Woot!). I love this community :) TheColorsmithDemo1.gif Screen Shot 2021-05-18 at 10.00.38 PM.png

First jam ever results! (compo!)

I'm honestly floored at how well I managed to score, especially in theme, seeing that it's my first ever game jam! Spending every waking moment during the weekend on this paid off, but I'm not sure it was worth it regardless of the results, haha.

LLtISK[1].png

It certainly could have been better

I knew the game wasn't anything special and the ratings are not really comparable, but I still didn't expect it would do the worst out of my entries.
Contgrats to all of you for making a thing and thanks to everyone who played my (apparently quite rubbish) game and left constructive feedback.

2021-05-19 07em24/em09-Ludum Dare Stats - Brave.png

Oh well (not sorry), at least there's a lot of room for improvement for LD49 :sweatsmile: See ya round for the next one :smileycat:

My result

This is my first ludum dare, and i very happy with the results:

Screenshotem20210519-082757/emChrome.jpg

If you want to try my game: https://ldjam.com/events/ludum-dare/48/deep-fall-1

Sidenote: Anyone using ECS for jamming?

As the title says - anyone using ECS for game jams?
I'm been toying with the Bevy ECS-based engine (rust lang) and I do wonder whether I could feasibly use it for a jam. Any flavour of ECS really, I would just like to know whether someone uses it in this way.

Counting wrong?

Overall secion - 2 games are at rank 99, the next one is at rank 101, so rank 100 is skipped.

So is it a rank or more like "the 50th best game" ?

It Has Happened

Those of you who played my game Aftermath (ranking in at absolutely no notable rankings other than a way higher Mood rating than the other categories) might be excited to hear that that terribly drawn and spaced font has been fixed. My game development skills tend to be rock bottom when I'm tired, so I'll share this before I crash:


Aftermath Font.png


Aftermath New Font.png


(You can't see it here, but the spacing of the characters has also been adjusted so instead of it looking like random scribbly words all over the place, it's actually readable sentences.)

Version 2.1.1, coming tomorrow, will use the new font and font spacing to make it so you can actually read the story I wrote!

Quite a bit of an improvement, in terms of actually being able to read it! If anyone is interested in getting their hands on these nice handdrawn fonts, my game Aftermath is completely open-source! Even when I make major updates I'll still make sure that you can always get the latest updates. Regardless of what happens next Ludum Dare, I'll probably open source my project no matter what ends up happening. (Why only open source because of the Compo rules when you can always open source? 😄)

Wohoo! Results!

Thanks everybody for playing and rating Deepeth Woods!

ld48-results.png

Wow, ~Top 5% in Humor? Overall super happy with the results. This was our first jam game and only my second game ever. Overall such a cool experience, from the actual making of the game, to playing all your games to finally getting a result. :smiley:

What does the rank mean?

Just a few thoughts.. Does the rank mean it is a good jam game or that it is a good game that should be fleshed out and published? In Terms of Jam james, rank 1 is absolutely amazing, but the concept probably wouldn't work out as full game. While rank 2 is something I'd buy and play on steam.

Looking over various entries, there are clearly some that only work as Jam Version and would need major redesign before they could be sold, while others just need more levels.

So what does the rank really mean? (besides the randomness of some people voting no higher than "3"s and some not giving a lower ranking than "3" whatsoever)

Post-Score Post-Mortem

First of all, congratulations to everyone who participated. I hope you had a great time. I did!

I feel like this jam was my most successful one though the scores don't necessarily reflect that.

Background

I worked in a team for this one and we all contributed meaningfully to the game. Initially, I had intended to do the jam alone but two of my friends were free-ish for the weekend so they jumped on board at the last second. That was great because they are much more capable artists than I am and it meant I could focus on programming while they churned out art assets and music.

Issues

We did run into a few troubles which sucked up a bit of time. Merge issues using Git meant that we couldn't simply and easily work on the project simultaneously. As it turns out, solving those issues was fairly straight forward but I didn't look into the solution until after the jam because I didn't want to sink a tonne of time into it. At least now I know the solution for next jam.

Feedback

As is always the case, player feedback and criticisms focused on exactly the issues that you knew were problems. Mainly, the controls confused people (controls operated in world space rather than object space... which made sense for me but no one else apparently). Collisions were a bit janky (I didn't leave enough time to develop an elegant solution). The game was a bit unbalanced (that's what happens when you spend exactly zero minutes balancing).

Overall

Overall, I think the scope of the game was a bit too big which meant that there wasn't enough time left after development to do proper playtesting. This seems to be a recurring theme across a lot of my jams. I should probably look into that.

Anyway, onto the graphs. The jams marked with an asterisk* are jams where I worked in a group.

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Conclusion

I am a bit disappointed with the results but only because I feel like this game is a significant improvement over my previous jam entries. It looks better. It's more fully fleshed out. People (that I know IRL) played it for longer and seemed to enjoy it more. Yet, it scored worse than my last entry which I wasn't super-happy with...

... who knows?!

This has been my TED Talk, thanks for listening.

The results are in...

...and they're disappointing.

ld48_results.png

These are, across the board, the worst rating scores I've gotten for any of my Ludum Dare entries. Even in categories like Graphics and Audio, that were complimented by several reviewers, I've scored lower than ever before. Pretty much the only one that isn't an all-time low is Humor, and even that's down compared to last time.

I know BreakEven had its problems, but I didn't think they were this bad. I have to try not to get discouraged. I can only improve from here.

so, i dropped-out again... [AND RANT!]

the last several jams, i have ended-up dropping-out for one reason or another... typically, it has been the theme, or the inability of me and my friend josh to agree on an idea we like. some would say to ignore the theme, but the problem is that the theme is a voting category you can NOT opt-out on. and while you should mostly just do jams for fun and for practice, these are a good way to get an idea out there, to gauge interest in a full commercial [or at least COMPLETE] game. and honestly, that is very important, too... that's the sad reality of this money-driven society we live in.

but this time, it was not the theme that stopped me. for the last few years, i have been stuck on a family shared computer. i get a lot of shit for this from my mom. all the usual things one would expect "oh, you're addicted to the computer" , "it's not YOUR computer" , "where are all these games you talked about making?" , "all you do it sit and play games on the computer" , etc...

so, the addiction argument comes from someone who herself spends almost all day checking facebook on her phone. it comes from someone who bases solitaire sessions on games WON. [i by contrast base game sessions on specific lengths of time or levels/matches PLAYED. solitaire for me is currently 3 rounds pyramid and 1 round spider]

i did not claim to own the computer, and i generally avoid making any changes that would be undesirable. i play games, i watch videos, i download shit, sure. but i am careful, and i typically do not mess with system settings or install very many programs. i also don't have an issue with sharing. she, however has been increasingly finding EXCUSES to have a reason to use the computer. it's to the point where it is disrupting any remaining ability i would have [since we run oh SO many very NON-essential errands and do volunteer work in place of things at home that NEED to be done] to work on gamedev/programming/hacking shit. she has said herself that when my grandfather was doing HIS computer stuff for the military that he was NOT to be disturbed. how she does not understand that this very much applies to ME is just... SMH! i even took-on the job as secretary of our lions club partly to relieve some of her burdens, partly to do things much more efficient and organized than her, and partly to strip her of the 'need' to constantly use the computer. well, 2020 and some of her own meddling has pretty well taken care of THAT.

since i am so often away from home, since i am so often FORCED to wake-up before i am READY to, since i am almost constantly stressed for any number of reasons [many being the situation at home], i am too tired and too burned-out to put-in the time it takes to code. since literally ANY time i open a code editor, try to research a topic, or even try to RELAX... I AM INTERRUPTED, OR SHE COMES-UP WITH SOME THING TO DO ON THE COMPUTER, i reach the point of not bothering. i don't even make plans that i'll do ANYTHING. and this goes on for weeks and months. and eventually, once things start to calm-down, once i decide "alright, i will work on this some more", BAM! something happens, usually something she brought on.

quite a lot of what i do, she has no idea. not a clue. i have been called-out for watching youtube videos after solid DAYS of doing my dev stuff. every day, i do some combination of playing games, researching, watching funny videos, looking at and/or re-posting memes, etc... sure, i do a lot of gaming, but i do one hell of a lot more if ever she payed attention, if ever she LISTENED when i had things to share/say. but she doesn't. and whenever i make an argument, i am automatically 100% wrong, even if what i am saying comes from people who definitively know their shit and can prove it.

now, besides issues with the theme, my participation in ludum dare has been impacted by IRL things, many of which are related to and/or caused by my mother. my second ludum dare was impacted by taking the car to get serviced, which led to me manually debugging a script on paper, just to recover some of the crucial dev time i otherwise would have lost. anyways, the LAST time i complained about how my time with gamejams is constantly interrupted, the excuse "i forgot" / "you didn't tell me" came up. so THIS time, i reminded her in advance, as i added to her phone calendar the full 72 hour time block needed for ludum dare. the first day/night was alright. i was not quite where i wanted to be with my engine, so much of that time was spent to implement ESSENTIAL features to at least make things passable... all the while i was brainstorming ideas, and the last 2 or so hours i worked on the jam were spent on sketching/writing those ideas down. i then played my usual late night games and called it a night. first objective on saturday was to start getting A GAME made.

so, saturday morning arrives, and the first thing my mom did is come-in, wake me BEFORE i was actually READY, and proceed to spend 4 HOURS typing at least two word documents related to one of the charity events we help organize. i do not know exactly what was in those letters, but it's probably the usual 10% actual information and 90% bullshitting. seriously, she generally cannot type or forward an email without at least a long paragraph of text, most of it formalities they're on the computer, so i can read them. i do know they were sent to individuals not known for responding fast [if ever]. anyways, that just killed my motivation. i could not recover it, not even force myself, that willpower is focused on other things on account of how STRESSED AND PISSED i am nearly every day. i tried cooling-off watching a playthrough of Cadence of Hyrule until dinner. and i just...couldn't do it... couldn't recover on sunday, either. [oh, and before people even suggest "but, it's a charity event, those letters were important". i know for absolute FACT they did not have such insanely high priority, as the event takes place in NOVEMBER and most planning/preparing gets done last minute, anyways... it's inefficient/frustrating, but it's unlikely to change... at the least, she could have waited to type + send those, and she CHOSE to do it right in the second day of the jam because obviously her intent was to disrupt MY plans/work like she always is doing]

i am GREATLY displeased, and once again have the regret "oh, i dropped-out of another game jam", the doubt "am i even a game developer? a programmer? i keep dropping or indefinitely stalling projects", the sense of absolute BETRAYAL "i told her, i notified her, and she CHOSE to find something that interfered with my plans", the shame/embarrassment of even having to say "i quit, again..." or explain why... i was READY this time. i made the commitment, i found an idea i liked for the theme. yet all this again doesn't matter. as i foolishly hoped/assumed i would not be interrupted again. oh, and shall i add on the tuesday or wednesday following the dare "i didn't impede on your plans the last few days". UH, YES, YOU DID. DID THE FOUR FREAKING HOURS and FORCING ME TO WAKE-UP TOO DAMN EARLY SLIP YOUR MIND?!

i've so had it. and next jam, i'm being much more aggressive/assertive. i'm blocking-out the entire month except for essential errands and family birthdays. auxiliary errands either get batched-together, or she does them alone or not at all. i will not be volunteered to help with church or charity without my CONSENT.

fact is, even if my schedule constantly suffering to this weren't an issue, she needs to STOP. my dad needs care whether she wants to admit/accept that or not, the housework is not getting done because we're not home and/or i am too tired to do it. her own health is definitely not great, i know at least her knees are in terrible shape and she should not be driving or doing other things that require putting extra strain on them. she doesn't seem to be all together mentally, perhaps because she is both by necessity and by choice trying to keep track of SEVERAL things. [the volunteer work? it's not JUST her doing work, it's her controlling and making decisions about that work.] who knows what her heart situation is, but it can't be good. she's even suggested blood pressure might be at a dangerous level. [supposedly measured it since my dad needs to check his daily.] i'd believe that. all my friends, multiple family members, random strangers all agree. she 1. needs to stop screwing with MY life. 2. for her sake, for my dad's sake, needs to STOP doing all these extra things that require leaving the house FREQUENTLY, that require physical and mental commitment. and if events fall-through or at least, encounter MAJOR hiccups? so be it. these are run by committees consisting of probably 10 at least people on average. it should not be the job of only 2-3 that the work gets done. she always preached to me when i was growing-up about taking care of your own problems, complained about enablers/enabling. she needs to quit enabling. they sink or swim, and it's not her fault, not mine. if they come and pin the blame on her, let them try, i'll throw it right back in their face. doubly so if they blame me. i already have been criticized as i've been observed sleeping/napping when i shouldn't [sleep deprivation and boredom/dejection are GREAT, huh?], and ofc how many times i have NOT delivered the lions club minutes on time, if at all. and i'm very close to unloading all of THAT, too.

i do not ask for advice on this. heard it all. some even i thought of myself. just stating how i feel... she is the problem, she HAS the problem. and she needs to admit it. she needs to seek help or help herself. she needs to listen to me and work WITH me. she chooses to work AGAINST me and seemingly with the intent of ruining my life/goals. she chooses to complain about her issues and yet do NOTHING about them. also chooses to pass those issues on to me. when i ask small a question, i get a lecture/biography. she complains about others not pulling their weight and yet bails them out time and time again. she complains how others exclude her or won't participate in her conversations/interests, yet IMPOSES her ideas/thoughts when they do. when she asks a question, your answer must never deviate from her expectations/beliefs. she hates indecision, as well. [for many reasons, i regularly give silence or "i don't know". tho i also often do [or say "yes"/"i guess"] so when i have made up my mind that the answer is "NO", because she really hates that and won't hesitate to gult-trip me for say, refusing to come on some errand run she decided needs to be made that day] i just ask that people listen. don't want advice, don't want arguments. i've even tried some things, like talking to her, calmly explaining things. this doesn't work. try it yourself, she'll have a counter-argument, often the one thing you weren't actually prepared for, and that's the end. you might realize later the counter to that, or adjust your viewpoint a bit after considering it. but never will your argument get to her. you can lay-out a scenario, even, that perfectly demonstrates the issue. i did this about copyright once. now THIS is one of the times where after THAT, i broke-down enough to cry, not in front of her or in public, but silently, alone. how someone can be ok with an IDEA being OWNED for literal ETERNITY is beyond me. especially someone who so casually re-posts facebook memes, which could not exist if there wasn't some amount of fair use [which media empires like disney and UMG really don't like] protecting it. not to mention complaining about entitlement benefits, copyright in its current form is the ULTIMATE entitlement. especially if you're a major studio. it also apparently carries no real penalty for using it FRAUDULENTLY, as UMG + youtube have sufficiently demonstrated with one party ILLEGALLY claiming videos and the other ILLEGALLY allowing it to happen. and then there's the remaster collaboration literally NO ONE asked them to do, suggesting total collusion at this point. ofc, my original argument was about how owning an idea, especially for eternity is wrong, and that eventually, even if you wrote SOME contract, the person or persons to inherit those rights will do wrong by you, even ruin your legacy or taint/exploit the idea. the remastering of music videos hadn't even been announced then. this is just ONE example of the many arguments i've had with her. they all end the same. she slips me up, and/or i get mad. she appears to win, or think she has won once i no longer can counter. also common is me just going silent either because i can't at the time counter her counter, or because i know it's pointless, it relies on previous arguments/points she refuses to so much as CONSIDER.

aaanyways, i guess i'll try again in october... sorry to disappoint, again... i know at least a few people would've liked to see what i was working on. i know at least a few people might have enjoyed discovering/playing it. and once again, the only glimmer of hope i could possibly offer is attempting to try this idea later, without the pressure and time limits of a game jam. but also, i kinda don't want to. i guess it feels less significant to me finishing + releasing a jam game post-jam... i have one i was doing for flash forward, as well... [that one has actual code/architecture and asset prep put in, at least...] i know finally participating in a jam and having SOMETHING to show for it would've been good for me. but, there's always next time, i guess... something i continue to tell myself time and time again. there's even a game archival/ripping project i that completely dropped the ball... don't think i'll forget that. i could not have done the actual work, but i could've at least provided the tools and knowledge for the other person to do it.

My results are pretty good

Results.PNG seems nice, you can play the game if you want here: https://ldjam.com/events/ludum-dare/48/madness-inc

Glad I did compo. And you should do the compo too.

unknown.png Some decent scores, especially on theme. My best graphics score of 3.4 and best ranking, I been improving my art glad its recognized. Overall only 2.9 which is alright but if I was in the jam I wouldnt be in the top 2000.

I have done Jam 13 TIMES!! I have never been happy with my results or scores in jam. I do everything myself in game dev and was always competing against teams of people in jam, since 48 was the same number of hours you get to make a compo game I decided to do the compo. Best decision I made, really happy with my scores and feel like I'm being judged with my peers(solo devs). So if you are a solo dev disappointed in your ranking, I recommend that you do the compo.

And finally @monkeybit19 @hruhf @aplite @xiahouheshuo @too-lazy-cat @wuppos @purpledartfrog @xeke-death @roolow @lucavazz @tangiblegames @levidsmith @viperux @repsi0 @kszaku @lone-wolf @mikouaji Thank for rating and commenting on my game.

The game has been judged

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Despite this Ludum Dare being the least successful I've ever done, I'm still happy with the results because I participated in a much more relaxed way. The theme was harder to handle (and pretty shitty in my opinion), but this still allowed for an original story and atmosphere.

As always, I learned many things during those two days, notably how to make a physics-heavy platformer, and how to pimp a light system.

I did a more complete postmortem as an itch.io devlog if you want.

Thanks for the feedback, sorry for the physics and the foreground that looks like a wall, and have a good day!

Thank you so much !!! (And let's connect !)

dwefwefu.gif Thanks a million to every person that played and/or rated my game ♥♥♥ rank.jpg

I'm super happy with the results ! Only think that I wanted is to rank better than my previous entry... And I did !! 😄

I want to make some developer friends ! So don't mind me dropping my socials if you want to connect.

Website in active development, but the social page works : https://sebdec.net/aboutme.html (mostly active on Twitter though !)

See you next time !

Date Night adventure continues ! XD

After 3 years of a long break @togis and I wanted to go back to our creative roots, tho we were quite rusty we managed to finish our precious game 'Date Night' in time. Results don't always say the final words but still we are very happy with them. (Yes the theme was not too obvious for a lot of people, but we took the risk by twisting it a bit and I am glad we did even if we got a low score on it)

Screenshot 2021-05-19 10.29.10.png

We learned a lot from previous jams and during this jam. Used Blockbench for the first time and focused on keeping a small tidy game without getting lost too much and put an unfinished product out there. It was hard to discipline ourselves lol Overall it was an amazing 3 days, amazing moments to learn and grow.

Thanks to everyone who played our game ! And you all did amazing too, hats off ! :D We had so much positive comment on this game (except that it is a bit hard to finish, so there we need a bit of balancing to do :D )

We may not have shiny results this jam but the game is very precious to us and it is the winner in our hearts of all our LD entries. So the adventure goes on... We decided to continue making a post-jam version of it, we have so much cool ideas to add to the game and maybe even make it a full blown steam game! Who knows...

Going to be streaming the journey on Twitch and soooo excited to share it with you UwU

Screenshot 2021-04-27 03.12.29hh.png

See you guys next LD jams or during the journey of Date Night XD

Survive in the Deep - POST COMPO VERSION

Hello,

I have uploaded a post compo version of my LD 48 COMPO Game. You can play it here:

https://ldjam.com/events/ludum-dare/48/survive-in-the-deep

IMGem20210519/em124834.jpg

Lots of new features, it seems a more finished work now. You have both versions to compare.

Thank you for all feedback and for a good time.

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See you in next compos!

Taaanks for all the fun :)

This was my first ever Ludum Dare and I decided to enter it rather late having just taken part in B&W Jam (which was my first ever game jam and my first ever published game!). By the time I had decided to enter, there were only 14 hours to the deadline and I still had an afternoon of my actual work (as in, employment) to complete.

Screenshot_2021-05-19 Taaanks ldjam com Ludum Dare game jam(1).png

A lunch break of scribbling notes and ideas and a frantic evening of coding later and I finished my entry. I'm pretty happy with my result, especially as my initial ideas towards the theme got abandoned half-way through development and I ended up with something unrelated.

Screenshot_2021-05-19 Taaanks ldjam com Ludum Dare game jam.png

Thank you to the community here. The feedback I've received has been really valuable and it has really made the effort and time spent feel incredible worthwhile.

See you at LD49!

I made a spreadsheet so you don't have to

If you want to know what % you have, you can use the sheet -> copy the sheet, fill in the yellow fields, then make a screenshot.

Leave a like, if it worked ^^

https://docs.google.com/spreadsheets/d/1bQeNvSyW6ioDmN5Zy-m949xPNScf5B_lez1DV9-N4hk/edit?usp=sharing

Jam 48 Google Sheets 2.png

Tunnel48

Really? The 34th position in the FUN category? Not bad at all :)

https://geckoo1337.itch.io/tunnel48

See you in the next LD!

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As always it has been a fun time, thanks to the community for the epic game jam! We got our best ratings so far in our LD history and we will seek to do the same in October :sunglasses:

See you guys there!

Jam statistics

..the https://ldstats.info (not mine, but cool) is a very nice tool to check your scores and standings, and does even include the old ludumdare site.

But currently it does not show the LD48 data - has anyone an idea when it will update? :thinking:

Better than last time

This time my ranking was okay for me. I'm happy, the graphics and audio created a good mood and therefore the results in these three categories are quite satisfying. Especially being in the top 15% in graphics is great.

LD48 Result.PNG

https://ldjam.com/events/ludum-dare/48/viper-mission-one

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My best results ever

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I've competed more than 10 times in ludum dare (most on the old site, on my old account) but this is the first time I break top 10 in a category AND the first time I hit top 100 in more than one category.

I'm very happy.

Honest Feedback - Games in Development (Monday's on Twitch.tv/HonestDanGames)

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!

Our history of ludum jamming

LDtop100.PNG These are all of our jam entries hitting top100. This time we filled the gap for fun and theme. Congrats to all of the winners, hifives to the participants, and until next time.

See you all on next LD

I am verry happy with the result, it was soo cool. My congratulations for all participants изображениеem2021-05-19/em160940.png

M Sad :(

Could not even get a rank :(

Results Final results Overall: N/Ath (2.5 average from 8 ratings) Fun: N/Ath (2.583 average from 8 ratings) Innovation: N/Ath (2.7 average from 7 ratings) Theme: N/Ath (2.4 average from 7 ratings)

Some thoughts after the jam

This was my first jam, and the first game I ever published. The results are below. Screenshotem20210519/em210401.jpg Tbh at first I was kind of disappointed in the results. I was hoping for at least a top 500 overall ranking, and while 500 was a bit high 1180 was a bit out of my expectations. I was also expecting higher rankings in humour and mood, since humour was an integral part of the game and my impression was that a lot of games either opted out of the humour category or didn't really have humour as a thing in their game. Also, even though there were close to no sound effects in the game I hoped the harsh white lighting and text would create at least a decent mood.

But then again maybe my expectations were a bit too high, especially for my first jam: - Being my first jam, I focused a lot more on functionality than polish, so in the end most of the game functioned as I wanted, but a lot of stuff like sound effects got left out because there was not enough time. - I was extremely inexperienced (6 months of coding, 4 months of Unity), going up against more experienced devs - I was working alone, going up against teams of people (maybe the Compo category would have been better?)

Still, ratings aren't everything, and I think I learnt a lot from this game jam, and I look forward to LD49 which I can hopefully participate in.

We're going all the way!

Thank you to all the people who played and reviewed our game

We can't believe that we managed to win First place in Innovation! We were planning on going fully commercial either way, but this shows us that we might have an amazing game on our hands!

If anyone is interested, we have a steam page up and we would love it if you could wishlist the game. Otherwise, congrats to everyone for completing the game jam and we'll see you all next time!

https://store.steampowered.com/app/1626280/Explory_Story/

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Better than nothing!

I didn't get a rank from my submitted game but it doesn't matter cause it's my first time joining the jam :id:

Speaking of the game, I have uploaded post jam version which you can download from Xelam page on Gamejolt.

Results of my first ludum dare game

This was my first ludum dare, I really enjoyed participating in this event, it was fun and stressful at the same time, I got a new experience. The results for the first ludum dare are not bad, as I expected that the mood would be the best according to estimates. The graphics and innovation i thought would be much better, but overall not bad. Here are my results.Screenshot_210.png

Not dissapointed

I am not dissapointed, i expected way worse, thanks to all of the people who played and rated my game, i apreciate every word said about my game. ld 48 was a blast and it was fun learning Gdevelop. thank you all, big hugs score.PNG

So close to reaching a score of at least 4

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We didn't reach our goal of getting a score of 4 this time, but we had so much fun and are really glad for all the feedback we received for our game depthscraper.

This time we still received the best scores we ever had and a lot of people suggested that we turn the game into a mobile game. Because of this possitive feedback we are going to make this a reality. Iy you're interested in hearing about our mobile game release kindly ​leave your email here 📱.

Insights into Ludum Dare 48 Results

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Good day, everyone!

What is it about

After Ludum Dare 47 I wrote a blog post with some interesting insights into results, calculated genre/platforms distributions, categories correlation and etc. You can take a look at it here: Some insights into Ludum Dare 47 Results

Today, at the day of Ludum Dare 48 results announcement I decided to do the same thing again.

During this jam we had 2818 games which managed to get 20 ratings or more in at least one of categories, out of which we have genre data for 870 games (we use itch.io link if it is available for parsing genres).

Team Size Distribution

@TheGreenWorm made an interesting suggestion of calculating a stat which shows team size distribution across games. Since all compo games have team size of 1, this stat reflects only team size of jam games.

``` Team Size Distribution across all jam entries Team size 1: 799 (41.61%) Team size 2-4: 925 (48.18%) Team size 5-9: 185 (9.64%) Team size 10+: 11 (0.57%)

Team Size Distribution in TOP-50 in jam Team size 1: 12 (24.00%) Team size 2-4: 29 (58.00%) Team size 5-9: 8 (16.00%) Team size 10+: 1 (2.00%)

Team Size Distribution in TOP-100 in jam Team size 1: 30 (30.00%) Team size 2-4: 56 (56.00%) Team size 5-9: 13 (13.00%) Team size 10+: 1 (1.00%)

Team Size Distribution in TOP-500 in jam Team size 1: 169 (33.80%) Team size 2-4: 264 (52.80%) Team size 5-9: 66 (13.20%) Team size 10+: 1 (0.20%) ```

As expected, larger team sizes have a better chance of getting higher grades and most people participate in jam with team size of 2-4 people.

Other stats

All other stats are calculated the same way as in results for Ludum Dare 47 so I'll just post them as raw output. I won't write explanation for them, since it would just repeat the original post, which I recommend taking a look at.

Raw output from script which calculates stats can be seen on pastebin: Ludum Dare 48 Results.

Dataset

Collected dataset is available in csv format on Google Spreadsheets: https://docs.google.com/spreadsheets/d/16DQ13H_mUJcsjXExHRd4hkHRB9r6rUTgE4HVnqYEUsU/edit?usp=sharing

If you would like to have a source code of data collection and stats calculation script - just DM me on twitter

To sum up

Ludum Dare has come a great way from being a small community of game developers to a global, international event which has participants from all across a globe. This a huge success for the whole gamedev industry and I want to thank all of you for being a part of it.

P.S. Just as previously, if this post was interesting and you value time put into that little research please share link to this page with your friends - I’ll appreciate it. In case you feel like even more interesting stats can be derived please write about it in the comments and I’ll do my best to include it in the post.

P.P.S. I would really appreciate someone making a neat vizualization of these stats/graphs. Feel free to contact me or just write about it in comments.

:O omg

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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