Ludum Dare 50 April 2–5, 2022

TO ALL LUDUM JAMMERS

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Thank you all Ludum Jammers! To people who imagine, create, play and critique - may your creative lifeforce juice never deplete and may your imagination fly further and do amazing things!

Focus your energy! Train your mind! Guard your time! Stay cheerful and constructive and see you in September! 💪

My objective this edition was get a score in FUN category higher than all other categories! I've secretly decided that if by any chance I'd end in the top 100 that would be a huge success - I'm very surprised, thankful and humble to discover that RUN COFFEE RUN managed to rank 25th overall!

:bow: :pray:

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KEEP ON KEEPING ON, GAMEJAMMERS, THE JAM IS ETERNAL

BREAKING: CryptoHunk loses $ 18.3B in unprecedented hack, goes bankrupt

NEW YORK CITY, NY - Last night at 10:18pm, security officers at CryptoHunk reported massive amounts of crypto being drained from the company's treasury account. While the breach is still under investigation, now by the FBI, anonymous sources from within the now partially defunct CryptoHunk security team appear to believe that former CEO Jackie Crypto was to blame.

"Yeah, Jackie didn't really care that much about security." our sources said, "In fact pretty much everyone at the office knew his password. He didn't want to forget it so he literally told it to everyone he came across. Honestly, how hard is it to remember password123? We wouldn't even usually allow such simple passwords, but Jackie made us because he was convinced our 'Market-leader-security-team' could handle it."

After the hacking took place, the offices were reportedly in chaos. "I saw my manager steal 5 work computers because they were 'full of crypto'." another anonymous employee told us, " I don't think he understands how that works, but neither do I, so I didn't really say anything".

Curiously, the company's value was still going up at this time. Users on social media were still defending it claiming the news was just "FOMO and envy".

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This trend didn't last long however, and by midnight it was clear the value of the company would crash by morning. In a last-ditch effort to save some employees, the contractor developer team "GlassBrick" made an offer to buy back their CryptoHunk platform and keep some of the staff.

The offer was reportedly accepted in a final email from CEO Jackie Crypto: ``` Dear GlassBrick Studios,

Sure, whatever, keep the platform. I already got all that sweet cryptocurrency, see if I fckn care.

Jackie Crypto, CryptoHunk CEO ```

"Honestly, I never thought they were going to use it for real." said GlassBrick developer GordotForrot, "We coded this in a haze of redbull and coffee, but it was supposed to be an MVP, not a full platform! Anyway, I'm glad we at least get to keep our IP, though it'd be a big help for our finances if more people would follow us on twitter"

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At press time, Jackie Crypto was in a hot pursuit police chase down highway 59 screaming "YOU'LL NEVER TAKE ME ALIVE!"

"Why didn't my game rate higher?" and other similar questions

It is a shame to see people writing disheartened posts based on their ratings. I just wanted to share some thoughts on this, incase it helps give some people perspective:

Comparing ratings between LD entries is questionably useful.

I see people doing graphs and think they are improving as a game dev because of some lines changing direction. If you are getting like 200 ratings per jam, then perhaps it is more meaningful. But having a sample size of ~20 means the variance is going to be huge and as a result it makes comparisons unreliable. Another factor to consider is that it's not the same people playing your game every LD. People rate games in different ways: some people 5 star everything if they liked it; some people are happy to use the 1 and 2 stars when warranted; some people rate games relative to all the other jam games they've played; some people rate jam and compo entries differently. All these factors introduce variance from event to event.

What did you think of your own game?

I saw someone say “this is the best game I've made” yet still were disheartened that they didn't place as high as they hoped. I'd recommend not to override your own internal sense of achievement by the validation of strangers. To me, making the best game you've ever made sounds like an achievement. Wanting an arbitrary score to validate your efforts is understandable but may be detrimental to your happiness and progress as a game developer. Game dev is done for many reasons: making games you want to make; making games that will be popular; as a creative outlet. Keep that in mind, and that they don’t always play nice together. For example, making a game that you love, may not be a game that majority of people like.

Was your game suited for a "jam" audience?

There are specific game dev considerations in a jam if you are looking to rank well. Making your game accessible is really important, this includes: how easy it is to download and play; how likely an average player is to explore all the content you’ve put into your game. Some people will only play jam games for 5-10 minutes, so if the depth and quality of your game is tied to a longer play session, then you may be limiting yourself. Difficulty plays into this too; it's always tempting to make a super challenging game which will be rewarding for those players who master it - but that may end up being only be 10% of the people who play your game.

In closing

I think every entrant should be proud that they chose to spend their free time being creative, growing their skills, and contributing to a great community. See you in LD51! 🕹🧡

Thank you all so much!

Screenshot of Re:Placement

We've got our jam scores, and they are the best we've ever achieved!

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We are especially grateful for placing 40th in Innovation! This means a lot to us, because finding fresh, unique ideas, and turning them into reality are at the very core of our creative drive.

Our game turned out more challenging than we had anticipated. Still, despite (or perhaps thanks to?) the learning curve, we've placed 196th in Fun. Watching people play, try their best, and even replay the game multiple times for highscores has been super awesome :blue_heart:

We're also very happy that you enjoyed our Audio, at 117th. Marek did a fantastic job composing the epic soundtrack, designing and integrating all the sound effects, and even voice acting!

The team has grown and changed over the years, and we've definitely come a long way since our first Ludum Dare entry back in 2020.

Big shoutouts to @CJGladback for modelling and animating the robot and most of our factory equipment, @666Savior for modelling the assembly pieces and the big screens, @Marek-Domagala for the audio magic, and @AlexTengu for taking on 50% of the programming.

Play Re: Placement, if you haven't already. Also, check out the continued development of our LD47 game, Pillars of Anguish.

Thank you, and we hope you had as much fun as we did!

Yooo top 10%!

I actually did better than I expected. Thanks, all!C43FBCA6-79E7-4D90-982D-0C8737E3DDC7.jpeg

Thank you everyone for the games!

Thank you to everyone who gave MAGICAL JUGGLER EXTRAORDINAIRE a go and for all the feedback in the comments. I had so much fun this jam and to come out of it with a new personal best is just the icing on the cake.

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This was the first LD where I had enough free time to really dig into the rating & review period and properly get past 20 games played, and I got to see so many great games that taught me so many things I can't wait to implement in my own games moving forward. I hope everyone had a great time and learned a thing or two too! :smile:

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I've ported the post-jam version of my game over to android with a host of tweaks and fixes, you can find it on the Google Play store here. Feedback on the new and improved version of the game would be greatly appreciated!

My Disappointment is immeasurable and my Day is ruined

Here are the ratings of my LD49 game UnstaBall: Unstaball-banner.png UnstaBall.png

Compared with my new game for LD50 The Last Patrol: patrol-banner.png patrol.png

As you can see every single category did worse than last time. And it is not even close...

But the thing is - i thought (and still do) that its the better game. Especially Audio, Graphics and Mood are objectively superior to my last entry. With pretty much the same amount of feedback as last time and overall very positive and constructive comments i was hoping to get into the magic "top-100-overall" twice in a row and yeah - now im actually quite disappointed.

Post Solis took 175th place!

Probably everyone here secretly hoped that their game could possibly take one of the first places. Well, miracles are miracles, and we're quite happy with our results:

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By the way, this time the game's graphics score was higher than in previous years, and that's a real achievement!

Thanks to everyone who played Post Solis, rated it, and gave us feedback. We hope to release our game on Steam soon, but in the meantime we encourage everyone to subscribe to our Twitter feed.

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Cheers!

Insane experience

Hello! We are so proud of our grades! It's the first game jam of two people on the team and we are living a dream! We released a post jam version go check it out! https://yudi-games.itch.io/1-man-6-bullets

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Thank you so much ✨

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First time we get more than 4 in each category, this is incredible, I'm really proud and happy and will be for days or weeks! Congrats to everyone, Ludum Dare is incredible, I played a lot of cool games those past weeks, and there are many games in the top of rankings that I did not yet try ✨

See you in a few months.

Doot - Game Dev: Twitter 🐦 - Instagram 📸 - Itch 🎮
Blibloop - Artist: Twitter 🐦 - Instagram 📸 - TikTok 🎶

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what the fuck? - A TL;DR Post-Mortem

Bro I feel bad now ;w; I had like no time to play you guys' games this time, and now this. That's my best placement ever! Thank you so much, honestly. :pray:

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So uhm I made this game, it's like a tower defense but you need to keep stuff plugged in, and you have only one outlet extender to do it.

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It's an idea I had since my first time trying (and failing) to participate in a jam, years ago, back when I used Unity and had no idea I hated it yet. So I'm glad I could make it this time!

The main mechanics were done in about the first day, so I spent the rest of my time polishing and creating the story mode, which was kinda controversial because of the confusing way it tries to teach the mechanics. But there's a pretty fun story there.

And the game itself was apparently very fun! But it was one of those endless arcade games that are just way too easy, in which you have to kill yourself to finish, pretty lame. But I'm glad people liked it!

Realistically this is probably my peak in LD, I never even expected to get here. :S But I'm gonna keep going regardless because this is so fun. You guys are awesome!

Post Mortem and Lessons Learned

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It's that time again, another ludum dare down, another chance to reflect on what we all did well and what we can improve on!

Diving right in

What went right:

  • One of the best decisions we made this time around was to limit scope to a type of game we already make and a type of artstyle we're used to. This saved a lot of time and effort, and let us get thing working a lot sooner. It did limit us on gameplay somewhat, but we didn't want the mistake of last ludum dare where we tried to branch out and ended up getting lots of art done and being unable to assemble it into a game in time.
  • Using additional time to plan on day 1. Last time we tried to do a more minimal design so that we could get more actual work done on the first day....disaster. We were on completely different pages for art and code, I didn't have any of the assets I needed to get anything working, sprites were the wrong size, there was misunderstandings on scene layout, etc...we decided to go ever further and just devote a full day to doing a design doc as if we were doing a full project
  • Moving hosting to itch.io, not a major thing but we lost some plays two LDs ago because my server certificates expired literally in the middle of rating week, while I fixed my update script since then (oops) we figured we'll just use itch for ludum dare stuff from now on

What went wrong:

  • I won't go into details but due to unforseen events outisde of ludum dare we essentially lost a full day of development, this forced us to change scope and completely re-write the script, eating up practically all the time we had set aside for polish and testing.
  • While making a web version sounded great at first, and made getting lots of plays easier, it bit us bad in the end, we had lots of feedback complaining about controls and lack of music (which confused me as these were things that worked fine for us), most of this turned out to be a bug that ONLY affected the game under chrome! According to the stats almost 2/3 of our feedback was from the broken version of the game with bad controls and broken audio! For future LD events, we will be skipping making a web version as it's not reliable between browsers, it may mean less plays but at least the ones we get will be playing the game as intended.
  • Due to the time issue above drawing of the hitboxes was excessively rushed, as all the rooms had to be remade within hours of submittal, this left the controls feeling REALLY bad in spots, and players missed a lot of interactions due to hitboxes not quite extending as far as they should have.

How did we do?:

Honestly...about as well as I expected in most categories, 287th in graphics with a 4.1, a bit lower than we normally are but fairly close, most other categories around 3.5. Fun and overall definitely took a serious hit due to the mentioned hitbox issue above. The categories that actually shocked me were Theme and Mood, these are normally ones we do exceptionally well on but this time around we were rated quite low, yet every single comment/bit of feedback praised us on these two things! Everything else matched the feedback fairly well, and was about what I was expecting. I do wonder how much the sound being broken in chrome hurt our mood rating.

Disappointment:

No, not in the placement, but in the quality of feedback! Now this isn't to blast the people who rated and commented on our game, you're not really who I'm talking about! It's just that practically every comment on our game was exactly the same (Graphics are great, loved the atmosphere, controls needed work). Where's the 30 other people who rated, who (statistically) liked the mood and theme far less than those that commented, what did you like...what didn't you like? As much as we appreciate praise on the artwork and reports of bugs, that doesn't really help us improve all that much, hearing about all the little things that you feel like were flawed, maybe some suggestions, talking about anything that confused you, etc, that's what we were really lacking in the feedback.

It's something that I know ludum dare has always struggled with, you want to push people to rate as many games as possible and sometimes that leads to people just going game to game spamming 3 on everything (this was a real problem in the past, I don't know how much so anymore), which is why the comments and feedback were added to the pool. Unfortunately theres still a lot of issues with this, most people only give positive comments, no real feedback, which makes it really hard to tell what people found lacking. (obviously not every comment is bad like this, just a good portion of them are). I wonder if it has anything to do with a fear of being retaliated on for disliking something?

Rankings are nice and all but the REAL payoff of ludum dare is the FEEDBACK! Feedback is how we grow as developers, One of the things I've always wanted to see is instead of ratings and comments being separate things, have per-category comments you fill out when you rate that aren't visible until after the scoring, that way we can go back later, find the lowest ratings and the comments on them and see WHY people didn't like something.

Post Mortem I guess ^^ - SUPER 2 Late (as well!)

TitleemTiltshift/emTEXTemGOOD/emLDLogo.jpg I am super happy with the #LudumDare results. My 3 favorite games are in the #Top10 of #LudumDare50 including #DeckHex by #DavidBrocek and his crew & my own game #SUPER2Late got some nice reviews as well! I just love this #gamejam 💘 - Since always!

So thx everyone for playing my game and creating such awesome little games!

Here are some links again to my other stuff if you are interested:

My other games: https://ilikescifigames.com/

My LD Game: https://ilikescifi.itch.io/super-2-late

TY :D

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big thanks to everyone who played and rated NAP GUARDIAN!! very happy about the kind ratings you gave me :'3 see you all again for LD51.

Stream / Results stats

I keep observing that when it comes to results time, very few of the games were ones that I had seen while I was streaming play/rate/feedback. This time I decided to collect some quick stats.

2053 games total received 20+ ratings and thus were eligible for results. I played 78 games on stream. I will assume all are in the 20+ category. This means I played 3.8% of the games with results.

Of the Top 30 Countdown, I had seen 4 games total on my streams (3 Compo, 1 Jam). So I had seen a full 13.3% of the Top 30!

I wouldn't venture a guess whether this means bringing a game to streams gives an advantage (Transparency moment: my mean Overall rating is 3.95, with other categories similarly around 4; I can't speak to other streamers), or if people self-select by not bringing less complete/less polished games for feedback, or if the kinds of developers who seek feedback will also tend to be the sort who make excellent games [I hope this last is true], or some other reason, but it's an interesting discovery.

I'm curious if people have theories. Or if the bias is even real rather than an artifact of sample size.

Regardless of whether it gives you an advantage (I hope it doesn't), I encourage you to consider bringing your game by a couple of streams next jam. There's no feedback quite like watching someone you don't know play your game without telling them how they should interact with it. You'll learn all sorts of things like what aspects of the mechanics you thought were perfectly clear aren't so clear to everybody else (speaking from personal experience), and where you may have fallen prey to "developer difficulty".

Oops, I forgot to make the game fun

image.png Feel very blessed to score a hot 7th in theme and 15th in moodiness, but I even said on stream while making it "The game isn't fun yet!"

Still, I'm very happy with my result. This is my first time doing the compo and it was fun to challenge myself to make all the assets during the 48 hours even though I got a little bogged down with it at the expense of gameplay. Just something to take away for next time!

Thanks to everyone who played and rated!

Thanks for playing GRIDLAST everybody!

Thank You To Everybody That Played GRIDLAST!

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To think that 2 years ago I placed 1500th overall and now i'm in the top 50 is incredible. Had so much fun working on this game and I'm excited to keep working on it post-jam.

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If you'd like to keep up with my work you can follow my twitter https://twitter.com/caktsdev

Thank you and...anyone know how many games there were...?

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First of all, I'm absolutely honored to have ranked 15th in the Innovation category of the compo :)

Second, does anyone know how many games were submitted to the Compo, Jam, etc.? Or even better, how many games were rated by category?

Right now, the closest I can tell is my best (15th) vs. my worst (472nd) but I have feeling based on prior LD numbers, there are far more games than that! Also, on that topic: I find the difference between my best (Innovation, 15th) and my second-worst (Fun, 249th)...very funny. That's what I get for making a satirical game about how shitty the gig economy is lol.

Thank you so much

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I'm so happy with the Card O'Clock results ✨. Thank you everyone for playing and rating the game.

While I released my LD49 entry, //OVERDRIVE, on Steam, I don't know if I'll release this one.

I have a lot of ideas to make Card O'Clock into a full rogue like/deck building game, with exploration and enemies that "dies" as time passes but my current project (Project OPERATOR, that you can wishlist on Steam btw 😇) is taking too much time already.

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Credits goes to Alicia for making these, even though they didn't make it to the jam version!

If you want you can follow me on Twitter or on Twitch (FR).

See you for Ludum Dare 51! 👀

Somnipathy: Moving forward

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Will Aggy have what it takes to handle this new creature? This raw personification of Sleep Paralysis? What other twisted creatures await her as she unravels the reason for the Creepers unending chase. (Concept art, final design subject to change~)

We were overwhelmed by the reception and reactions to Somnipathy over these last few weeks. Being the 8th most rated game in the whole of the Jam division, one of the most played games this event, is honestly humbling and far more attention than we'd expected.

The incredibly valuable feedback we received is also clear: while we are on to something with Somnipathy, it's not there yet. And we agree! The focus is shifting to a more narrative driven experience with more depth, more story, and of course more monsters. We are excitedly working on a full level demo, due for a mid-summer release and from there continue towards a proper release.

Already we've uncoupled our code to make expanding features easier. We've upped the creepy factor by enhancing our lighting and started work on the daytime 'normal' world. So much is in the pipeline, and we can't wait to share it.

If you're interested in joining us for this journey join our discord here or follow us on itch.io. In discord start engaging by joining team Creeper or team Aggy! Or if you just want to hear milestones, releases, and other patch notes, join team LampCat.

Either way, thanks for helping us get this far and see you next Jam!

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Thank You All for Everything

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Thank you to everyone who played, commented, and critiqued my first published game! It really meant a lot!

I'm extremely grateful to everyone who gave my little endless-runner a shot.

I won't lie, it didn't turn out how I wanted, there were plenty of missing features and polish that I definitely had the time to implement but just didn't because sometimes it's hard to get out of bed in the morning.

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I know I should be at least happy with the results considering it is my first completed project, let alone Game Jam game, but there's a twinge of regret looking at the numbers because I know I am capable of better.

Looking forward, I don't plan on updating and improving this game because I have projects that I much more excited about working on. However, I will be keeping Balloon Panic!(trademark not pending) in the Ole' back pocket in case I become the game developer I thought I could be at the start of LD50.

Despite what it sounds like, I'm not giving up, look for me at LD51! I hope that even if you didn't enjoy Balloon Panic!(trademark not pending) I hope you'll give me another shot come September! :blue_heart:

Progress Snapshots

Now that it's all over, thought I'd share some snapshots from the evolution of the game.

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I started out just throwing together a physics playground since I didn't really know what I wanted to do.

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Added in a spiderman tether, because why not?

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Finally decided that I wanted to make a game which was an homage to the famous I Love Lucy chocolate factory skit

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Settled on a layout that I thought would work out

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Hopped into photoshop to throw together some textures

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Slapped together a model and texture for the forms

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Finally, sadly realized that I didn't have time to implement a whole "throwing stuff in the trash since you're in over your head", so settled for sorting only instead.

Thanks for playing!

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And that's a wrap

Well, Ludum just finished, and it was great. For my first game jam, and my first game, I was surprised by my ratings (I even got 1000th exactly in one category,) and I can't wait (or can) for the next Ludum Dare. I hope everyone enjoyed! :D Screenshot (7).png

I streamed all* top15 compo & jam over 7 hours yesterday & made highlights.

If you placed you can watch a highlight of just your game in this playlist:

https://www.twitch.tv/collections/29wuqCNI6BafoQ

Click on the top left of the first video to see the playlist. playlist.jpg

I took light notes on the right up until about the ~22nd? game when I abandoned that to go a bit faster.

There's also a heart rate monitor in the bottom left which may or may not be working depending on the game (never working on the right).

The original broadcast: https://www.twitch.tv/videos/1463733868

If I made any errors that aren't mentioned in the video description let me know.

*all except for compo #7 (sorry danman9914 somehow I skipped your game but on the bright side you get your own eventually when I'm not burned out)

A belated, but exciting new version!

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Long story short... after a number of setbacks, our belated post-jam version of Fur Steam Ahead! is here!

Give Fur Steam Ahead v1.2 a try and make a programmer happy!

Although it comes with a few improvements to the train speed and game flow, the real star is the sound effects and voicelines by @saad-memon and @nah. These were all made during the jam but you know sound designers, they have to have the most fancy software that will give the team's programmer (me) a share of headaches. Well, with Wwise successfully tamed by Nah and yours truly, this is the version that best reflects what we wanted to show you at the 72nd hour. Oh, and not to toot my own horn, but I do love this all new countdown animation, so I had to make it a GIF :wink:

Congrats again to all who participated! :steam_locomotive:

Board to DEATH

The results are out and we are super happy with the results!

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We received a lot of positive and constructive feedback during the jam, especially watching people streaming our game. Thank you everyone, it was a great experience!

Special thanks to @coleslaughter, @caudatecoder, @Erkberg, @Nerzal and @honest-dan for all the advice!

Over the last couple of weeks we have polished up our game with some fancier art, bug fixes and tweaked the level design. We also added some additional levels to complete after the main game has been completed (and we are designing more)!

Try it at: https://neil-sadie.itch.io/board-to-death

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Fronk Frizby Source Code

Hi everyone!

We've decided to publicly post the source code to our game Fronk Frizby - Qoffee Cuest. It's a mess - as is tradition when writing Ludum Dare games.

I suggest you check it out! A great starting point would probably be Main.gd.

https://github.com/vholmer/fronk-frizby-qoffee-cuest

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1st place in fun ! Amazing. Thank you !

Wait for it ! made it to the 1st place in the fun category and 16th overall ! This is exceptional and I couldn't have hoped for a better reward for this little lighthearted compo, so thanks to everyone who has taken time to play it, rate it, give constructive feedback and even stream themselves playing it ! :smile:

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Congratulations to everybody who submitted a game. I can't wait to play all the great games I've missed. Keep them coming and have fun in the process !

This was my first game jam and you can be sure I'll be there for LD51 :sunglasses:

Cheers,

Simon

Pixel-Panic Postmortem

https://youtu.be/WxQ6WezkSo0

Overview

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Thank You

To everyone who rated, played and commented on Pixel-Panic, thank you! Your response to my game has been incredible! I am still blown away by how many people took the time to play, comment and rate my game! 134 ratings is insane! Thank you!

Slide90.PNG This is my second every Ludum Dare game jam, and I am amazed that I placed in the top 100 in the Fun category! I could not be happier with my results and I am so excited to create an even better game for Ludum Dare 51!

I will be back!!!

Eleventh Hour Postmortem (and Fan Art)

Hey jammers! Chiming in with some reflection, lessons learned, and a little bit of art as we send off Ludum Dare 50.

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What went well

  • The aesthetic. I think my game had a more cohesive visual and thematic identity than usual. The city-skyline-sunset background was a pleasure to create, although it led to some interesting problems with contrast, etc. I ended up adding a colorblind mode partway through after a friend couldn't make out the player in screenshots, and liked the improved visibility enough I just left it on by default. Also, a tip: use more parallax in your backgrounds!

  • The juice. I put a fair amount of time into particle effects, player movement, and projectile physics. I think it showed in the final product and this seemed to be something that landed well with players based on comments and feedback. For anyone looking to juice up their games, I can't recommend enough watching "The Art of Screenshake" talk by Vlambeer (search it on YouTube).

  • The gameplay. I've been making art and music longer than I've been making games, and for quite a while I made games that were pretty, but mediocre. It's been really validating seeing my games slowly improve in the Fun category and resonate with more and more players. One tip in this area --- get a working version with the core gameplay as soon as possible! I actually front-loaded the graphics this time, and the final game had a few kinks that would otherwise have been ironed out with more incidental playtesting (notably, your projectiles tend to accumulate at the edges of the screen, which are very dangerous).

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What could have gone better

  • The onboarding. I ran out of time for a full tutorial, so I just added an instructions screen to the beginning. I don't recommend this. Players don't always read the instructions, and when they do, they rarely have the context to understand them fully at the point they're reading them. Watching my game played on screen, it almost always took the player a few confused runs to realize how all the mechanics worked, and for a jam game, there's a chance a confused player will just leave and move on to the next game.

  • The scope. Frankly, the game doesn't have very much content. I was originally hoping for more enemy types and a boss-like enemy at the end (where you disarm the bomb referenced in the intro). Ultimately I had to choose between skipping the extra content or rushing through audio, and chose to make a smaller, more polished experience. I think this is generally the right call for game jams --- but I still wish I had time for both.

The results

Purely in terms of rankings, this jam was wildly better than I expected.

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Thanks so much to everyone who played the game and gave a rating, and so I'm happy to have made a game that resonated so well with people. I remembered watching the top 15 countdown thinking maybe I could be in the top 15, but figured I had no chance after seeing Flameline (how could I possibly have ranked higher than that one?). It's been a surreal couple of days!

I will say the following about ratings:

  • Ratings are inherently random. You only get a small sample of people to play your game, and based on the genre, difficulty, and theme, you could have a lot of variation. I personally don't think this game was my most fun game (that would be Spinnerets) or my best overall (that would be Broken Threads), but 35 players clearly liked it a lot.

  • Ratings are correlated. It's often hard for reviewers to disentangle the various categories when giving scores. Having punchy audio will make your game more fun, and having cohesive art will improve the mood. If you score less well than you expected in one of your "strong" categories, know that as you improve your other skills you'll likely see gains there as well.

  • Ratings aren't everything. It can obviously be highly validating to see a high number on your game, and track your improvement from event to event, but it's good to remember that the important part of Ludum Dare is to make a complete game in a weekend. There's time afterward to make it good, if you want to (hell, the Ludum Dare version of Hollow Knight wasn't great).

Fan art

I was excited to see so many games I rated in the top 15, so decided to draw a quick group picture!

Featuring: - The ninja kitten from my game, Eleventh Hour - Claustrowordia by @antti-haavikko - Flameline by @holyblackcat - The Lars Mission by @elysiagriffin, @brainoid, @spacey3d, and @honest-dan - Healer's Handbook by @lushboy-studios, @chris1919, @raytendo, and @javi7

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Thanks everyone for a great Ludum Dare 50!

This was really fun

This was my first time entering Ludum Dare, and it was really odd timing since I was going through the process of moving countries, but I took some time for it and to give/get ratings and I'm super happy with the experience!

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Two weeks ago I also took the time to update my entry with some of the feedback I got, but it's only today that I properly address it, and I can see the LD results too which are super exciting to see! I never expected I'd get this sort of response, since in my mind I made this really silly game without any deep thoughts over it, haha. And being so inexperienced with making games, it's just unexpected. It obviously didn't do the best out there, but it's not so bad! I think!

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Anyways, I'm not sure if I'll continue improving this little game, since I think it pretty much covers what I wanted out of it. If anything, maybe someday I can improve the graphics a bit, or maybe add different music. (Though I am not good at making music...) In terms of gameplay, who knows! If anyone would like to play the updated version, here's the link to the entry: https://ldjam.com/events/ludum-dare/50/cliffcart

(The files for the compo are still available on itchio, it's a downloadable zip that contains the source, and the game for windows, mac and linux.)

I'm hoping I can join next time and have more time to really participate for the entire run of it! Thanks everyone for the great experience, see you next time hopefully!

30th In Graphics \o/

Thank you to everyone who played and reviewed my bee game :bee:

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Some additional art that was made during the compo but I didn't have time to implement: MrFox.gif Crow.gif Scraggy-Otter.gif

Cya next time!

779 in humor

not bad

night guys its 9:18

just kidding thats my score for audio

I somehow got 2nd in humor and have been absolutely flabbergasted

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I simply don't understand how this happened. I always get my hopes up that I'm somehow going to get like top 100, and then results come out and its 1000th in everything, so this year I tried hard to not set my expectations too high. I was crossing my fingers and aiming for at least one top 100 result this time around, and my previous best placement was all the way back in LD39 with 164th in Innovation, back when there were far fewer submissions. When results were posted, I sorted by humor, and when I saw my game at the time I legit thought the site had crashed somehow because I could not believe it.

As someone who's participated in 10 Ludum Dares now and has been doing them literally since middle school, it's a fantastic feeling finally placing well, because going long enough without making something you can say you're proud of can make you rethink everything you're working towards. If you placed worse than you were hoping for, remember not to be too discouraged and to keep pushing yourself to make cool things!

Love this community, hope LD50 went as well for you as it did for me!

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Link to the game if anyone's interested:

https://not-apollogising.itch.io/jimberts-tax-adventure

Dawn of the Karen - Post Mortem

Ludum Dare 50 has come and gone, and now it's time to kick back and reflect on our results. Let's take a moment to talk about what went into this spring's jam, how we did, and what the future looks like for us.

Background

Our entry was in the Ludum Dare Jam, giving us 72 hours to whip up a video game. This was our team's second jam and first Ludum Dare - although I have entered previously in the Ludum Dare 49 Compo.

Speaking of our last jam, that was the Seven Day Rogue-Like jam, which wrapped just barely a month before Ludum Dare began. It was pretty tough to enter another jam so soon after the last one, and I think in hindsight we'd probably have wanted more of a buffer between games. But in the end, we're very glad we did Ludum Dare.

72 hours is not a super long time to make a game. Then again, it's also just barely enough time to make a game. You know what would be pretty tough is only having 24 hours to work with - which is exactly what our artist had to deal with. Due to a schedule conflict, she only had one day she could give to the game - uh oh!

Our design philosophy going into the jam was that we wanted to make a small game as polished as possible while also making it from scratch. We figured that we would prefer to play something simple but finished, and we want to make the kind of games that we like to play.

So how the heck do you deliver a polished game in such a limited timeframe when you have the additional constraints on how long your artist can work on the project? I think we did a pretty good job with what we had. We were able to provide variety to the enemies with simple palette-swaps, and we also skimped on death animations by forcing the enemies off screen when they're defeated.

I like what we ended up with. I feel like Dawn of the Karen has this neat look to it, and it accomplishes it with surprisingly few graphical assets. Not having so many assets also freed us to play with some new tools that we weren't super familiar with - such as Unity's timeline animations, or the workflow around recording and processing voice-overs for the PA system.

Results and Feedback

I bet this is what you're really here for, so let's get right to it. Below are our rankings for Dawn of the Karen. For a little background, there were 1993 entries in the Jam category this year, and we received 48-51 ratings depending on the category. Results.png

There are a few outliers here, but generally speaking it seems we placed in the top third of entries. Our lowest ranking was in Innovation which frankly holds no surprises to us - our game is a relatively simply top-down shooter that offers no unique mechanics. Despite that, we placed quite highly in the Fun and Humor categories. This might be my own bias talking, but I think those two categories are pretty important to the player and ultimately influence their Overall rating.

These numbers mean very little in a vacuum, so it's always good to look at what people had to say about the game they played. We received feedback from 41 participants which is astounding. One of the great things about Ludum Dare is that developers are incentivized to leave feedback on your game, but even still I wasn't expecting such a high ratio of feedback to ratings.

The general sentiment of our feedback is quite positive. There are very few bugs or UX issues reported. In fact, the biggest gripe people have is that they wish there was more game to play. In that sense, I'd say our strategy of making a polished game with few features was successful - always leave them wanting more.

It's not a very good post mortem if we don't learn something from it, and there's no shortage here. Part of the great thing about the Ludum Dare is that the people giving feedback are other developers, so when somebody gives a suggestion for improvement you know that it's probably well thought out and achievable. There's quite a few things we hadn't considered ourselves which people suggested to us:

  • Variety in the sound effects used is important. We limited ourselves to one shooting and 'death' effect, and both get stale pretty quickly. In the future we'd like to either have some more variety in the assets used, or else apply some post-processing to give the illusion of difference.
  • We thought we were being cute by labelling the mute button "Turn off the store radio." This lead to some confusion in what this button actually did, and there wasn't any immediate feedback that the game was muted. That's a pretty important accessibility issue, so we'd like to make sure that's more clear in the future.
  • The player's weapon fires quite slowly at the start of the game, which is by design. The player is able to upgrade their weapon's rate-of-fire, however that means they have to suffer through a slow weapon at the start. This is unfun for the player, and isn't the point of a game to have fun? We should be more careful when designing features that they aren't including some pain-point for the player.
  • There are some performance issues when the maximum number of enemies are on screen. In my opinion this is a really tough one to work around, especially with the time constraint we have for a game jam. We had tested performance with two hardware configurations, but in hindsight those were both high-performance computers. As developers, we don't really want to lock people out of the game because of their hardware - especially given this is a browser game meant to have a wide reach. I think we could have been more clever with our optimization to make this less of an issue, but it certainly feels bad knowing that people couldn't enjoy the entire game because of it.

There's one extra thing that I'd like to mention, which is a neat feature we had. At the end of every round an announcer reads out a message over the store's PA system. When we added it, we thought it would be a fairly trivial feature and our writing might be worth a laugh. When the feedback started coming in, we were surprised that this is the number one thing people commented on. Apparently our little gag was very well received, and voice work is quite rare for a jam game. I have some doubts that we would have rated as highly as we did if it weren't for the announcements, so I'm quite glad we took the time to make something fun.

Looking to the Future

I'm extremely pleased with the results of our team's first Ludum Dare. We got into game jams because it seemed like a good way to get some more experience making games, and it was enormously successful in that regard. So what's next for us?

As such a small team, we only have enough bandwidth for a single project and an occasional jam. We're currently working on turning our previous jam - Chthonic Corridors - into a full game. You can play the jam version of Chthonic Corridors here.

Of course, Dawn of the Karen will hold a special place in our hearts, so we're going to keep it free forever. You can play it here.

Well, there's 158 days until the next jam. We'll be seeing you again in September!

Final Thoughts On LD50

Now that this Ludum Dare Jam's already passed, all I have to say is thank you to everyone joining in for letting your creativity and effort out for these great games! I couldn't get to playing all of the ones I've queued yet, but from what I've seen so far, the output was surprisingly amazing. I'm guessing everyone gave it their all for this one since this was a milestone worth celebrating.

As for my goals for this jam, I can proudly say that I've achieved them. The things that mattered at this point were: Releasing an entry for a Ludum Dare, especially for this one, since this was the 50th Jam, and its 20th anniversary, no less! I participated in previous Ludum Dares (LD36, LD38?, LD41, and LD43), but this was the first one where I managed to actually push a complete title in (even though it ended up being an Extra entry, because I could not figure out how to make an executable that was not reliant on the game engine's launcher, what counts was that it made it in!), and to showcase the game engine I used, which you can find here if anyone's interested.

From reading one post-mortem a while ago, I can agree with them on one thing: Creating a game within three days is not a simple feat! I spent the start of the jam, following a veteran's advice, by brainstorming, but for six hours before hitting the hay to create something the next day. The first idea I had in my head when I saw the theme brought up a similar one I had when brainstorming for Ludum Dare 43: Survival.

Though, before the theme came, I decided for this game I wanted to add crafting, or resource gathering to the mix, (hence why there's raw materials in my entry that eventually were never used) but that crafting feature got scrapped nearly immediately the moment I started building it. Other ideas I had in mind were all connected to a doomsday scenario, which felt too obvious. Another obvious choice was a runner game. I even toyed with the ideas of making a game out of prepping for a job interview, cramming for an exam, or meeting/delaying work deadlines, but I felt as if that was too true to real life when I wanted to make something a bit escapist.

What I ended up with was having a lone person trapped in a cave, or a temple, hence the literary trope of a "closed circle" came to mind, and I used that as the title for this entry. Another title I had in mind was Trapped Time, where I had a feature of having the player use a magic wand to rewind time, which I also cut. Though the trope of a "closed circle" was originally intended for mystery stories, where a group of people could not leave the place they were at until the mystery of the week was solved, I felt as if it fit the game I was working on since the player could not leave until he figured out how to get out.

I eventually ended up focusing too much time on the tileset and mapping of the dungeon, and not enough on making the gameplay playable, which is why the final result turned out the way it did. I have a feeling that I still have a lot more to learn in that department, especially on making it fun and replayable. I also want to improve and expand on this entry; it still doesn't feel complete in my eyes. By the feedback I've received for this game, my instincts were on-the-nose.

For the next jam come September, I might not participate in it, though this is subject to change depending on how things are going to go for my offline life in the upcoming months. Hopefully, there'll be better surprises and more innovative stuff in store! Again, to all who participated, thank you for the games!

To close, if anyone's interested in playing my entry, I'm leaving it for free on itch.io!

How My Entry Disaster City Did

Cross-posted at my website: https://www.gbgames.com/2022/04/25/ld50-how-my-entry-disaster-city-did-ldjam-ld50/

Late last week was the end of Ludum Dare 50, culminating in Results Day.

After giving everyone a few weeks to play and rate everyone else's games, the final numbers were calculated, and the ratings announced.

Congratulations to those who ranked at the top in both the Compo and Jam categories! And congratulations to everyone who managed to finish and submit a game in a weekend!

So, how did my entry, Disaster City, do?

There were about 2,900 games entered. Of those, 1,413 were in the 72-hour Jam category, which is the one I ended up entering my game. I intended to submit it for the 48-hour Compo, but I ran out of time and needed the extra day to finish the game.

Here are my game's final stats:

  • Overall: 1137th / 1413 (3.136 average from 35 ratings)
  • Fun: 987th / 1413 (3.106 average from 35 ratings)
  • Innovation: 783rd / 1412 (3.212 average from 35 ratings)
  • Theme: 947th / 1398 (3.424 average from 35 ratings)
  • Graphics: 1206th / 1279 (2.682 average from 35 ratings)
  • Audio: 870th / 943 (2.734 average from 34 ratings)
  • Humor: 602nd / 1147 (3.078 average from 34 ratings)
  • Mood: 1068th / 1353 (3.109 average from 34 ratings)

So, Disaster City was pretty much in the bottom of the pack, with my worst scores in the Graphics and Audio categories, which...ok, fair. Jam entries are made by teams usually, and I did everything solo, and I am not an artist or great with audio. I do wonder how it would have compared to other Compo games though. My Overall, Graphics, Audio, and Mood scores were in the 1st quartile, which feels a bit disappointing.

All of my other scores were in the 2nd quartile. My best scores came from the Innovation and Humor categories. While they were in the 2nd quartile, they were near the top of it.

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I could spend a lot of time analyzing it, but Honest Dan shared a post titled "Why didn't my game rate higher?" and other similar questions which made me realize something: I've had a low-priority bucket list item to create a #1 game for Ludum Dare (despite not having participated in years), but that goal is kind of out of my hands to make happen.

My ratings/rankings don't matter?

35 people submitted ratings for my game out of thousands of players. That's not statistically significant. Out of the "winning" entries for LD50, I think I only played one of them. The others were mostly off of my radar. And I imagine it is the same for many participants.

I set a goal to review at least 40 games, as reviewing more games means the Ludum Dare algorithm will show your game to more people who are looking to review games.

One person managed to review 400 games, which is prolific! When I checked their own game, though, I saw that while they had way more than the 35 reviews I did, it was still only about 100 ratings for their game. So there is a limit to how much the algorithm helps players find your game, I suppose. Also, having 100 ratings means you can be more confident about what people generally thought of your game, but it still isn't much more statistically significant.

The winners of LD didn't have more participants rating their game than others. They had a small subset of people rate their game, and those ratings were higher than the subset that rated someone else's game.

In a way, it's hard to say how someone's game actually compared to someone else's game because there's some randomness in terms of who played which games and how they felt about them.

And as Honest Dan pointed out, you can't even really compare your previous LD results to your current results, as it isn't like you had the same 20 or so people rate your game in each. It's an apples and oranges comparison. You can't say whether you improved based on how others rated you in two different LD compos.

So despite leading with the stats up above, I'm trying not to take them terribly seriously. Maybe the general average ratings can give me a sense of what someone's gut feel for my entry was.

But what I found incredibly valuable was the comments section of my game. I think even though there was a major bug that people reported that they exploited, and even though they said the game was too easy, a lot of them also reported that they basically saw the promise of the game. They liked the turn phases, the general concept, the mechanics and dynamics. They enjoyed playing it.

Which tells me that in a weekend I was able to put together something that other people found entertaining, if flawed. And that's an accomplishment, something a low-ish rating can't take away.

Now what?

I would like to make a post-LD version of Disaster City. My task list was incomplete, so what you can play now is a subset of what I envisioned. Adding more disasters and more things for the player to do to mitigate or rebuild after them should make it more compelling. And balancing the game should help, too.

But if I do, I want it to be part of my Freshly Squeezed Entertainment line of games, and I want to be deliberate here. Rather than build onto what I did, I might start over without the time crunch of a weekend deadline.

More on those plans later.

Ludum Dare 51 is scheduled for September 30th, and I would love to participate in it. I've marked it on my calendar, and I'll need to work out logistics with my wife in terms of how to ensure I can focus on the compo that weekend. She arranged multiple outings with the kids and babysitters so I could fully participate in LD50, and I am incredibly grateful.

More immediately, this LD got me focused on putting together desktop ports of my entry so that people could more easily play them, which is something I've been meaning to work on for my existing games. So I'm going to tweak some build scripts, create some desktop ports of Toy Factory Fixer and Toytles: Leaf Raking, and then look into how easy it would be to create a web build using Emscripten.

Thanks for reading, and thanks for a great weekend and past few weeks!

We just finished our 2nd weekly update for Rifthoppers!

Totally a shameless plug, but we had so many nice and helpful comments on our game that we just have to continue working on it. If you'd like to see our progress, you can play it here!

https://kaircha.itch.io/rifthoppers-dev

And if you have any criticism, feedback, or suggestions, send them our way!

https://discord.gg/mYPjWeJ7Tn

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V.E.X. - A Post-Jam Update!

I'm happy to release a post-jam update to my game The VortExperience. Thank you to everyone who played, rated, and gave feedback! These interactions are always a favorite part of this jam and this community for me.

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Feedback

To summarize most of the feedback: the narration was entertaining, but the underlying mechanic got stale. Critique was overall very positive but also honest. You know, the "fun" aspect continues to be a tough one for me. Self-reflecting, I tend to focus on a vision of the player experience, but I also don't do a good job of baking fun into that experience. I think that "fun" sometimes starts with the mechanic, but it usually involves iteration to "follow the fun". Iteration requires time, of course, which is something that is not in abundance--especially for a solo dev.

What's new?

I had plenty of ideas of updates even before interacting with raters, but I also got good inspiration from their feedback. The first two weeks of ratings I was doing some traveling, so I really didn't start updates in earnest until the third week. The biggest update I wanted to get in was a new mechanic to make the gameplay a little more interesting--the spawner breaking! Other updates really just focused on visual polish and gameplay tweaks.

Here's a complete summary: * Scientist animations * Vortex vacuum effects * Goo spawner break mechanic * Narrator mute option * Gameplay pacing updates * Minor UI and artwork polish

So in the end, this update doesn't bolster my weakest category, but I hope it does enhance what already made it special. I have some other ideas for this title that could extend the game, but I think I'm ready to sign this one off. If you're interested, feel free to play the update here. For now, it's off to other projects! Maybe I'll focus on "fun" in the next jam :) See you then!

_ -Hawkin_

Post Jam Update.

Energy Tower Defence has a new update.

NEW TURRETS. I added three more turrets, Speed Turret, Tank Turret, and Bomb Turret, to help you defend better and turret range is now visible.

https://sleepy-lava.itch.io/energy-tower-defence

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#16 overall, thoughts on game jams as a whole

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5 takeaways from 3 years of game jamming

Since my first ever game jam roughly 3 years ago, I’ve learned a lot. And yet, things still don’t seem to be getting much easier. Shouldn’t they be getting easier?

This post is both a retrospective for my most recent Ludum Dare I participated in, as well as some things I’ve learned over the years. Hope it’s helpful to someone out there.

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1. Making something is better than making nothing

Lots of people want to be game devs without doing the work. What’s most important is that something gets made, not the actual quality of the thing being made. Whether the end result is “good” or “bad” doesn’t matter. Every game provides a learning opportunity, a piece of feedback that says you’re moving in the right or wrong direction. Quantity leads to quality over time.

While coming up with ideas for this game jam, I kept hesitating to commit to anything. I was paralyzed by the desire to come up with a remarkable idea right from the start. This was causing a huge delay and starting to stress my team members. Eventually, we decided to just get to work on a relatively simple idea. In the end, we made something and that’s all that matters.

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2. Game jams never get easier

I’ve done 25 game jams in the last 3 years and it doesn’t seem to be getting any easier. It might never get easier. Every game is different. Different design problems, code structures, art styles, game loops, time constraints, team conditions, and more. There are constantly new and challenging problems that require new and challenging solutions.

One challenge while coming up with the character design in Hearts Ablaze was how to portray the player’s gun. While the player itself was a static sprite that locked to 8 directions, the gun needed to be able to point in any direction so that the player knows they can shoot freely from any angle.

To solve this, I made the gun 3d whereas the player is 2d. Initially, this made the gun feel out of place alongside the character sprite. However, I then applied an outline shader to the 3d gun to make it look more “2d”. This is just one example of the unique types of problems you constantly face while making a game.

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3. The order in which you make a game (might) matter

Let me paint you a “hypothetical” picture. Your “friend” is making a game and she spends the first 50% of her time on the artwork. Then, she does the cover art, even though the game isn’t playable yet. Now, she only has 1 day left and what does she do? She redraws the character art and then spends the rest of the day on environment art. Now there’s only 3 hours left in the jam. She realizes she needs to make the game playable so she aggressively puts the game loop together and with 5 minutes left submits her game.

How is the game, you ask?

Broken. Unbalanced. Lacking content. Inaccessible.

What happened here?

There are technically no rules when it comes to making games. You can start with the art.. the story.. an IPA? You can do whatever you want. But. If you are going for a polished, balanced, gameplay-heavy experience, then you should probably get the gameplay loop working as soon as possible.

This is sadly a lesson I keep learning time and time again. Most of my jam games are not playable until the last hour. And my games usually suffer because of this. In my opinion, having a gameplay loop working early on is one of the healthiest ways to approach making games.

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4. Having a team you trust is awesome

Working with a team can be an extremely rewarding experience if you find the right people. People who aren’t afraid to challenge your ideas or push you to your creative limits. When everyone trusts each other, not only is the work more efficient, but everyone has a say in the direction of the project and their opinions make the project wholly better.

Working with Mafgar, Alphons6, and Riceputtin was a blast because we all respected each others’ opinions and trusted each other to get stuff done.

It took me some time to find the true value in working with a team. I always wanted to be a solo, auteur-type individual like Toby Fox or ConcernedApe. But working with great people has shown me that they have a lot to teach me and likewise, I (hopefully) have a lot to teach them. There is mutual gain.

Furthermore, working with teams and working by yourself is not mutually exclusive. You can still work on solo projects and take the learnings from your more experienced teammates with you.

5. Game jams are a means to an end, not an end themselves

Game jams are awesome. They provide a structured way to improve in game development, to find a community of like-minded people, and to put a piece of yourself out into the world that others can find joy in.

But whenever I finish a game jam, the same nagging question pops into my head: When am I going to finally work on a bigger project?

As much as I love game jams, I can’t pay for groceries with them.

This is my dilemma. Game jams are a means to something greater and eventually, that greater needs to take precedence.

Jon <3

(This is a repost from my personal blog.)

How Long Did People Spend?

Strawpoll Here!

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This was my first game jam where I took it kind of easy, didn't really get started until the 2nd day, and let myself get a full night's sleep to finish things up on the 3rd day.

Got me thinking how long folks tend to spend on their games.

Here's the poll: https://forms.gle/VX6hQwdveBt7zqUo8

Do folks find that spending more time yields better results? For those who have done many jams, does it seem like your results change depending on how much time you put in? How about getting more or less sleep?

The Assessment - A Short Update!

My team and I are working on the inevitable post-jam update of our game The Assessment, which is a WarioWare-type game with microgames.

We did around 10 games, but we had so many others planned that never came to fruition because of, well, time. Here's a sneak peak of one of those games, it's called "Share The Wifi" and basically you're the host of the party and your guests are eagerly awaiting the Wifi password. A true classic.

So I did this music track for the microgame, please enjoy! And stay fresh!

https://youtu.be/xwAMkCNq2PQ

Postmortem for Crows

At my request @lesinvisible was kind enough to write a detailed postmortem for his game Crows:

https://ldjam.com/events/ludum-dare/50/crows

I fear not many folks will see it, so I am posting a link here. It makes for very interesting reading, for those of you who want to know more about the processes of creative thinking and game design.

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                                                                                        Screen shot from Crows

im hosting a game jam

i will host a game jam for 3 days and the theme will be life is money . reply back if youre interested and you can do you 3days at any time but reply with video footage of of all 3 days. good luck

We created the 4th Patch for our game!

Hey everyone! How's it going? Have you recovered from the game jam yet?

Just wanted to announce that we have released the 4th patch for Fire Escape, which fixed some of our severest issues.

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Since we submitted the game to the competition these changed have been made and issues have fixed:

Issues: - The HUUUGE performance drop that occurred from the 8th day and thereafter has been fixed - The game no longed freezes whilst a day is being initiated - LootLocker API calls have been optimized so that they don't yell at us any more :(

Changes: - The scoring system has seen a lot of love and adjustment so there's even multiple scoreboards now for different versions of the game - The scoring UI has been changed to more clearly indicate how well you are performing - An arrow pointing towards Mr. Boss Man has been added


If you have the time and you're in the mood for some casual fast paced gaming with an online leaderboard head on over to Itch.io and give our game a go ;)

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If you want to get updates on things our team makes and progress on the game make sure to follow us on twitter ;)

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Karawan in Edge Magazine

I couldn't believe my eyes today, when i was peacefully browsing the Edge magazine on the toilet, as i usually do. Suddenly i saw something that seemed familiar before realizing what it was: our Ludum Dare 49 entry Karawan! I burst out laughing, in amazement and surprise. I didn't think this possible, and it was lovely discovering it by accident.

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Happily Hopping Along

If you've seen previous versions of the game, you'd notice that it's changed quite a lot! Evolving from a purely jump game to a something more 3D!

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Full version of Delayed Trickshot!!

I should've gotten this out a lot sooner, oh well

I was super surprised to see that my game got 7TH OVERALL! (well, 7th jam game overall) I told myself that I was gonna make a full version of this game if it did well... so I'm making a full version

BTW, I'm not super fond of the name "delayed trickshot", so if anyone has any better ideas for a name for the full version, let me know!

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Development

Hi, developers use the Dart language to create an application in Flutter. Dart is an object-oriented programming language created by Google, Dart has its own package manager, several compilers and transpilers, and a parser, to learn more iOS app development services , you just go to the article and read everything yourself

Kiwis Can't Fly -- now out for iOS + Android!

Hi all and thank you for everyone who played and rated our game, Kiwis Can't Fly. We ended up placing 1st in audio, 2nd in mood, and 8th overall!

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I'm happy to announce that the mobile port of Kiwis Can't Fly is now available! This game works especially well on mobile due to the drag controls, and looks great on a tablet such as an iPad.

We've also added some small tweaks and an additional animation for the meowmies in the game, as well as an extra end screen that encourages players to contribute toward efforts to protect the life of the kiwi bird species.

iOS: https://apps.apple.com/us/app/kiwis-cant-fly/id1617884722

Android: https://play.google.com/store/apps/details?id=com.cocoamoss.kiwiscantfly

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You can of course also play the web version in your browser as well.

Post-Jam version (v1.03): https://cocoamoss.com/kiwis-cant-fly/kiwis-cant-fly.html

time for something new

i want to make a top down platformer about food and would love some ideas. comment any ideas below:)

Don't Wake Up! - Post Jam Version RELEASED

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Thank everyone who played and rated, Don't Wake Up! It was our first Jam game, and we were so satisfied with the game that we decided to continue it!

We are glad to announce the Don't Wake Up Post Jam Version! We listen to you and created a version of the game that's more satisfying to play than the old version.

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Changes include:

  • Movement overhaul (with Dashing)
  • New and shorter levels
  • More music and atmosphere
  • Better ending
  • Controller support
  • Settings menu
  • Performance upgrades
  • Bug fixes and tweaks
  • And much more!

With this update we are happy with the project and for now will not continue working on it. Thanks to everyone who played the game and we are always glad for feedback to get better in what we do. See you end of September for the LD51 Jam :)

Hallo

Who cam play rust with me ?

One last update...

Someone on Newgrounds pointed out one last glitch in my LD50 entry, The Flower of Marasca. Specifically, I was using the same sprite flag to check whether a tile should act as stairs and to check whether it was destructible. The result: stairs were destructible, and destructible background objects shifted you one pixel up into the air, thanks to the hacky way stairs were implemented.

I've therefore released one last patch to fix the issue and separate out the sprite flags. This also updates the game to V1.0 of the TIC-80 engine. Since the jam is over, the itch.io version has been updated as well.

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If you didn't get to check out The Flower of Marasca during the jam, you can check it out here. In the meantime, I'm hard at work on my bullet hell game, Prism Indigo, which is due for release in two weeks' time. Look out for that when it's released.

TOUCOIN - You are the mining rig

In most blockhain technology, it is inevitable that your mining equipment will never keep up with the increasing complexity of hashing challenges. This game tries to capture that reality in an online multiplayer experience. I had this project in the works since January 2022, and have decided to share it here since it's really on-theme for LD50.

PLAY IT HERE: http://www.minetoucoin.com/

I'm so proud to share TOUCOIN. Your player character represents hardware that is mining for cryptocurrency on the blockchain. Mine to gain currency, fight off viruses, and upgrade your mining rig. Try to outpace the timer as the mining challenge grow harder each block.

The game is multiplayer; you can play solo, with friends, or with strangers. Screen Shot 2022-05-06 at 12.20.00 PM.png

Upgrade your hardware. Screen Shot 2022-05-06 at 12.34.58 PM.png

Fight enemies and clear the block before time runs out. Screen Shot 2022-04-28 at 10.27.12 PM.png

Updates to Hold The Line!

Hold The Line has another update! Griggy has been hard at work to push out some more quality of life, visual and audio changes to make Hold The Line even better.

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Our full list of updates:

  1. Updated formation drawing mechanics to be more intuitive. We heard a lot of feedback regarding placing units and this game was a huge wake up call into just how much work studios need to put into this type of control scheme. We're much happier with the latest version.

  2. Added unit flags above formations to improve readability. Our most common critique by far was that the units were hard to differentiate. This is another of those dev perspective vs audience perspective lessons we'll need to hold onto in the future: what's easy for the devs to notice isn't always easy for the players. Now the unit types are extremely obvious.

  3. Significant UI layout and quality improvements. Our original UI was placeholder at best and it definitely showed. While we wanted to focus on gameplay above anything else for the actual jam, Griggy has spruced up the UI to be much more pleasing on the eyes.

  4. Added audio volume slider. This is another quality of life feature that's a nice to have but not a necessity for the game jam submission version. No more needing to change your whole PC's volume!

  5. Added sound effects for unit movement and combat. We're very, very pleased with how much some sound effects can really crank up the immersion of the experience. Hold The Line truly sounds like a battlefield now.

  6. Updated unit textures for more detail. Everyone looks better now! Gotta look good for your impending doom.

  7. BATTLE CAM!!! There's now a battle camera in the lower left hand corner of the UI that gives an up close look at the action.

https://ldjam.com/events/ludum-dare/50/hold-the-line-ludum-dare-50

We're very happy with the reception Hold The Line received overall and we're looking forward to coming back for Ludum Dare 51. Thanks to everyone who tried out our game and gave us a rating, and congratulations to the winners!

One weekend VS one year! :D

Hey guys,

Here's a quick comparison between my game's LD48 version and the released one! :smile:

You can also find on my channel for example how much money it made! :slight_smile:

Have a nice weekend, cheers!

https://www.youtube.com/shorts/88s-e-R29h8

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Finally got around to making a post-jam update!

Thanks to all of y'all's feedback, I've made a post jam version to my game, Delay The Inevitable, and put it on itch.io! You can play it here: https://eboatwright.itch.io/delay-the-inevitable

The update includes: - A HP bar for The Inevitable - A (very scuffed) difficulty curve - A drawback to holding shoot! (You can't move if you're holding down shoot) - Another attack and tweaked attacks for The Inevitable - Less distracting stars / background - Drop shadows under text - Bigger enemy projectiles - Toned down screen shake - And more!

EndURace 0.12

https://youtu.be/iGYLNLUYfwA

Update 0.12 - Foundations

Thank you!

We would like to thank everyone for all of their feedback and for playing our game, we really appreciate every player and everything they have to say about our game <3

Since The Ludum Dare version of the game we have been hard at work changing the game based on our own and more importantly our players feedback - 3 days did not leave us a long time to properly play test and get to know where the game didn't feel great.

We received so much great feedback but a few themes were present - the car did not feel good to control, the AI was dumb and the second track was boring.

So we went to work - We would love your thoughts on the improvements and changes - Full Update Notes

Go Wreck Some Cars!

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Extremely Extremely Small Update

Hello postjammers!

Extremely Extreme Sports has seen some updates since the jam was over, here's the list of changes:

  • New music track
  • Leaderboard
  • Curved track, with safe path in the middle
  • Basic mobile support
  • Controlling yourself more precisely with mouse/touch controls
  • Ability to respawn when spectating (parachute back on track)
  • Minimap
  • Removed yeti

Join Discord

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Top 15 Results Stream

Hope everyone is keeping well! I finally got around to uploading my Results stream to YouTube, so if you want to re-live the hours leading up to the results, you can check out the video below:

https://www.youtube.com/watch?v=h40Wyu08ixM

LD50 winner Shotgun King just reached Steam! ♟️

Hey all!

It's pretty crazy to think Ludum Dare was starting just 6 weeks ago. Since the week-end we made Shotgun King: The Final Checkmate it proceeded to become wildly popular, then win Ludum Dare Jam with 1st place overall, 1st place for Fun and 2nd place for Innovation, then it became our biggest success on Itch io with the first post-jam version, and now we're releasing the Steam version with even more content, French and Spanish translations, and even mod support.

It's been 6 very busy weeks!!

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In case you missed it, Shotgun King is Chess, except you replace your entire army with a royal shotgun.

You can still see the jam page for it here, the jam version can be downloaded alongside the updated demo and the full game on our Itch page, and you can now buy it on Steam!

Ludum Dare has been the launching pad for this game, we couldn't be more grateful for this awesome community of developers celebrating game-making twice a year! Thank you all so much for helping us propel Shotgun King into the stratosphere!

You're great! Have a nice Friday and a lovely weekend!

PUNKCAKE Délicieux 🥞

The Best Baby Online Shop in Dubai Mall and All Over The UAE

It's amazing how much stuff you need when you have a baby. Pampers, napkins, swaddles, bottles, baby strollers, baby carriers, and outfits abound, even for the most frugal parents whose vows to buy just the necessities. Well, or how do you think you'll understand you're in dire need of one else? Between feedings in the small hours of the morning, when there was absolutely no way you're putting everybody ready, piling everybody into the van, and driving to the nearest branch. In this review discussion we will discuss about the top ranking online baby shopping brands. Website: https://www.babystore.ae/

As a result, online shopping is becoming an important part of a new family's schedule - to the extent when, either good at worst, you get adept at it while you're still sleep-deprived. But where do you go shopping? Here are the greatest online baby shops or stores, where you can find all you need and want delivering to your doorstep as you remain in your Night clothes with your loose bun. Parental supplements just are a few clicks away, from big-ticket items baby clothes, child seats, and rockers to everyday needs like baby toys, moisturizers, and baby cleaners. Let's have a look at top-ranking online shopping brands of baby products:

1- Buy Buy Baby: BuybuyBaby has you covered whether you're decorating your nursery, starting your register, or realizing you need a lot more bottles. Although there are some physical locations, its online collection is unrivaled. You can either search by brands, such as Graco, or Fisher-Price, or go straight to the section you require. I'll confess that now the Caring & Breastfeeding area has a lot of great items that we like. You can make this brand your priority by buying new baby products. If you need help prepping the house for a baby, BuybuyBaby also provides a style survey and a creative team. After a positive pregnancy test, parents may find themselves meandering blindly through buy buy Baby, making eyes at all of the other baby equipment, including car seats, strollers, baby carriers, bouncers, and swings. And there's a reason why potential (and new) parents consider going there, everything is in one place! There are many reasons people why love this brand.

Product:

Lalo Chair Purchasing high-quality baby equipment, such as a folding pram and feeding chair, does not have to be expensive. From baby through toddlerhood, Lalo's small Everyday buggy would be your young one's companion, whereas the Armchair will compress to playing size.

2- Baby List: Because of the vast variety of options, many parents prefer to create a baby wish list on the Baby list. If the goods you want in your registry aren't available on Baby’s list, you can add them from other stores. The baby list is comparable to Pinterest in that it allows you to create a baby wish list from any store. You are free to mix and match more than you wish. They have their web store, which sells it all from slings and seat belts to tethers and toys, in addition to being quite useful for new parents. There's also a section devoted to Gift Boxes, which combine commonly purchased items for quick purchases. I like the swaddling blanket choices. I particularly appreciate how well built the website is, with sections for storage and instructional things.

Product:

Cotton Muslin Swaddles The blankets are made of 100% cotton muslin fabric. In a swaddle, the cloth is incredibly smooth, flexible, and permeable, and it doesn't grow too hot or thick. It's suitable for a variety of temperatures, and it's especially useful when it's too hot for thicker blankets. They also hold up nicely.

3- Zulily: Whether you're looking for deep discounts, Zulily has many options, though you'll need to sign up with your email account to purchase there. Because the deals and items are always changing, it's a good time to look in now and then. Are you hunting for the best kid's products to purchase in one place? Zulily is a one-of-a-kind online store where daily deals are advertised. Zulily brings together goods from brands inside one spot, giving it a popular budget shopping destination. Plus, if you spend $35 or more, shipping is free. If you're seeking a certain product, though, because Zulily's turnover is so high, it might be advisable to search for it regularly. I might consider this shop the best baby shop because of its versatile products. Product:

This electric kettle heating system from Zulily earns top scores across the board in terms of safe and secure warming breastmilk for your baby. It has enough extra functions to be useful, but not as much that becomes cumbersome to use. Digital Bottle Warmer is useful to preheat baby formulas or food containers in this useful device warms the contents to a curing temperature to meet the demands of a small child. 4- Pottery Barn Kids: Even if your registry is jam-packed with baby products, don't forget about the furniture you'll need. There's the bedroom to furnish, and I've heard that new parents spend the majority of their time on rocking chairs and couches. Pottery Barn company for its outstanding, sophisticated furniture and design, but because your child is little doesn't mean his or her room can't be stylish as well. For times when you're on the go, you may have furniture like cots and folding chairs, as well as soft-to-the-touch sheets. With time, new inventions are at a peak to develop better facilities for online baby shops for new parents to shop at home. The cot is typically the center of a point when it's about a fresh look. Once that's done, you can fill in the gaps with anything you like (as long as it complies with safe sleep rules) - anything from wall art to bedding to unique trinkets for the bookcases. Product:

Convertible Wooden Cot Your is a place of peace and comfort. Crown and dentil molding has a timeless look to them, and their aged finish adds to their historical appeal. It has 2 storage for all your essentials and converts to a comfortable baby or entire bed with ease. 5- Carters: Your baby's clothes have a theme in the beginning: a bodysuit and pants. They'll be wearing that outfit all day and frequently ruin it. Start stocking up on a few essentials you can start dressing with a nicer layer or two Order from Carter's economical packs to start your baby's attire. You can simply stock dresser drawers with "made to match" goods like outfits, sweats, shirts, and slippers that will match even if you're changing in the dark. It's also worth buying a few outfits at once because the site offers free delivery for over $35. Product:

Monster Cotton Sleep cuddly and incredibly soft 1-piece is excellent for playtime, tummy time, or anytime! It's made to provide all-day comfort from napping to playing. This comfy suit provides relaxing sleep at night. The fabric material is high quality that protects our baby's skin from any allergic reactions. Conclusion: To conclude this discussion about the online baby shops you are now well aware that which brands are ranking in the E-commerce business and what are their top-selling products. Latest technology invents multiple quick ways to do shopping at home worldwide. You can purchase any kid's items via online shopping all over the world. You don't need to gear up yourself for the market to do physical shopping. My suggestion is to go with those brands that are reliable and budget-friendly. Don't attract by high price tags sometimes their features are not worth buying. So continue your kids' shopping and enjoy parental life!

View Content Source: https://www.behance.net/gallery/143412669/Best-Baby-Online-Shop-in-Dubai

Just released an EP containing the soundtrack for the game!

Hello everyone!

How have you been? Me? I've been busy. Just finished my EP that I've been working on for quite some time. It's not much but I'm proud of it. The track Unstable Is the one that was used in the game. Please give it a listen if you feel like it. The EP consist mostly of industrial-ish electronic music but I've thrown in a bit of spice here and there ;)

https://soundcloud.com/dj-depressive/sets/unstable-connection

Delayed Trickshot - Full version is out!

If you didn't know, after getting the 7th jam game overall, I decided to make a full version of Delayed Trickshot! You can play it here: https://greenpixl.itch.io/delayed-trickshot

It has 25 levels!

(If you've already played the jam version, you can select 'levels' and skip to level 9, since the first 8 only use mechanics from the original version)

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The game also has music now! You can listen to the soundtrack here: https://greenpixel.bandcamp.com/album/delayed-trickshot

Enjoy!!!

Prism Indigo - Out Now!

I've mentioned it a few times, I've skipped out on LD49 to work on it, and now, Prism Indigo has finally been released! Fight your friends to save your friends in this brutal bullet hell game!

Check out the launch trailer below, then check out the game itself on itch.io and Newgrounds!

https://www.youtube.com/watch?v=I-doyYiM8Fw

I'm making my LD 48 entry into a full game!

About a year ago I made "INSIDE the BOX" - a compo entry for Ludum Dare 48. I've been told by people that it has a lot of potential. So, just a few days ago, I've decided I'm making it into a full game!

Follow me on twitter to keep up to date!

I've only just started, and I'm mostly working on refactoring so far, so there's not much to show, but enjoy some footage from the original compo game! (click on the gif for the entry page)

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Continuing to develop Different Strokes!

Over the last two months we've continued to develop our game. We're still getting about 1000 daily players! Our most recent addition is a "Gallery of the Week". Each week there is a new themed gallery that is separate from the main gallery. We're doing what we can to give the game as much replay value as possible.

We have more updates planned!

https://swsteffes.itch.io/different-strokes

If you want to see updates and chat with other players please check out our discord! https://discord.gg/7r7MtVmEnh

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Our Ludum Dare 50 game Void Prison is out on steam!

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Hey all!

Since you liked our game so much and we got a lot of positive feedback, we decided to fully release Void Prison on steam! Over the last month we worked really hard to implement new features and changes/fix things according to your feedback!

These are things we added after game jam: - World and Friends leaderboards - Various achievements - Full controller support - Twin stick controls - Unlockable skins - Much more enemies and powerups - Improved UI - Added death screen where you can see run stats - Bug fixes and graphic updates

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Huge thanks for everyone that played our game! This jam was really a lot of fun and we learned so much.

Steam link: https://store.steampowered.com/app/1964260/Void_Prison/

Cheers!

Top Eight Reasons Why Educational Toys Are Important for Child Development

The Best Online Toys Shop in Dubai

Children today are bombarded with TV, tablets, and phones. They're not getting the opportunity to explore their creativity and learn about the world around them. The time will come when they'll need to make decisions and solve problems. How can they do that without the skills they need? Nearly all Toys are educational to some extent. The best games stimulate a child’s senses, inspire their imaginations, and urge them to socialize.

Make your child's early learning fun with the help of a quality educational toy. Children can use these to learn about shapes and sizes within different forms and structures.

This article will touch upon some of the many reasons a toy is important for a child. So, let’s dive into the detail.

Toys Onlinebabytoys.jpg

Content to explore

Build Problem-Solving skills IQ Updates Enhance the ability to concentrate A career path can be found in the toys Encouraged the imagination and creativity Foster mental maturity Learn fine and gross motor skills Enhance the physical activity

Build Problem-Solving skills

A child's intellect is one of the most important features of games. They can learn step-by-step instructions for solving a problem through them. So, it can help them think outside the box when solving a problem. For the most part, children's educational games teach them problem-solving skills.

As a toy is used to solve problems and provide solutions, they will have to deal with real-life issues. Plus, they develop problem-solving skills over time as they consider various solutions to the problem. When they're older, they'll be able to use these skills to their advantage.

IQ Updates

Toys designed for educational purposes are fun and educational at the same time. The best toy shops design a toy that allows children to have fun while also learning important life skills. So, educational playthings can aid a child in memory, coordination, reading, and mathematics. The IQ of children who have mastered these skills is likely to rise over time.

All children are born with a strong vocabulary. Using activities and conversations, they begin to learn language and literacy early. Adults learn new words and phrases by describing what they see, hear, and experience. So, songs and poetry strongly connect the sounds and rhythms they contain. It improves children's listening and comprehension skills, which raises their IQ.

Enhance the ability to concentrate

The attention span of a young child is typically short, and they are more likely to become bored or distracted if they dislike what they are doing. Well, these can make something as mundane as math or grammar study. So, which many children despise, a pleasurable experience for them. Additionally, games that teach children new skills have increased their motivation to learn.

A Career Path Can Be Found in The Toys

Buy an educational toy from the toys store as it helps you determine your child's future career path. Games based on a specific profession, such as a kid's baking set, can help children express their interests and display traits associated with those professions. Observe your child's interests and provide them with additional resources to help them pursue them.

Encouraged the imagination and creativity

It's amazing how hungry kids are for knowledge from the moment they're born. In their quest to make sense of the world, children pay close attention to the details around them. When children play with an educational toy, they learn to think outside the box.

And use their imagination to come up with solutions to problems or create new situations. For example, they set their own rules, which they learn to follow or modify as necessary. These are attributes that will prove valuable in the future.

Foster mental maturity

Mental maturity fosters an educational toy, which teaches them academics and helps them learn how to get along with others. Most games necessitate the presence of other children or adults for children to have fun with them. Joy, excitement, essential, and sadness are just some of the emotions children experience while socializing with others. As a result, they will be able to cope with a wide range of emotional situations.

An outlet for children to express their feelings is provided by a toy that allows them to feel like they belong. So, having a child become attached to a toy fosters healthy and positive bonding. In children, A toy is associated with feelings of love, attention, and joy. Buy an educational toy from the best toy shop online so that your child enjoys playing and creates happy childhood memories.

Learn fine and gross motor skills

Handling toys helps kids develop their motor skills and their ability to coordinate their eyes with their hands. There are many stages of physical growth that your child will benefit from using this product. So, kids exercise their fine and gross motor skills while navigating without even realizing it. Plus, they need coordination and developed muscles.

Enhance the physical activity

The importance of regular physical activity for children cannot be overstated. Kids learn how to use their bodies and build brain connections through this activity. So, buy toys online because they are a great way to get kids to exercise and stay healthy.

Conclusion

Toys stimulate a child's senses, inspire their imaginations, and urge them to socialize. So, the attention span of a young child is typically short. And they are more likely to become bored or distracted if they dislike what they are doing. Handling a toy helps kids develop fine and gross motor skills.

It's also a great way to get kids to exercise and stay healthy. Playthings loved and treasured by a child's heart help create happy childhood memories. The importance of regular physical activity for children cannot be overstated. So, buy the best one from a reliable and affordable toy store online and do not restrict your child as they are not just playing but also learning.

View Content Source: https://www.babystore.ae/blog/top-eight-reasons-why-educational-toys-are-important-for-child-development/

Entertaiment

Эй приятель, ты думаешь, что автоматы будут интереснее, не хочешь ли ты попробовать что-то новое, например онлайн игры, блекджек, может баккара, но если ты уже пробовал, то знаешь, я могу подсказать тебе отличный сайт https://slotscity.ua/ru/game-hall на котором собраны лучшие игры этого года, ведь я сам играю уже добрых пару лет и имею в этом опыт. Можете не сомневаться, надеюсь я вам помог.

Games and Entertaiment

Привіт, друже, для мене очевидно, що майже всі казино використовують нечесні методи, такі як налаштування, шахрайство тощо, але вгадайте що, я знайшов тут найкраще казино https://mrcasinos.net/ , тут ніхто ніколи не був обдурений, чудовий сервіс, ви нічого не втрачаєте, натиснувши посилання, ви лише виграєте.

Participate in Ludum Dare 51!

Ludum Dare 51 is right around the corner!

I would LOVE to see @Antonio1212e, @nancypedison, @Baby-Store, @LeonardRoben, @EdwinFallen, @erinnapizzuti, @jacek345, @steven195, @jackmiller, and @Digster there!

They have either posted or commented on so many helpful topics such as: advertising, advertising, and advertising! Gee, thanks!

@Baby-Store, curious as to what game engine you use. Unity, Godot, Unreal, Game Maker? I would love to hear from the rest of you as well! Can't wait to rate your games in ~127 days! (@pov HELP)

random

what is random? is it your experiances playing games or choice made by the mystical arts of the universe? you want to know whats truly random? this blog post

Post-Jam Version Of Closed Circle Is Out Now!

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It's been awhile since I came back here, but I'm here to announce that a new and updated (and final, post-Jam) release of Closed Circle is out now!

Changes made in this version:

  • Removed material items (wood, stone, and metal items are gone!)
  • Changed chance of item drops after mining rocks
  • Fixed bug allowing player to move when tutorial dialogue is open
  • Fixed enemy collision detection bugs (fireballs can now attack enemies!)
  • Made ending cutscene camera pan faster
  • Pause menu:
    • Powder counter now working
    • Items are removed if player has none in hand
    • Added item captions
  • Minor title screen fixes
  • Modified/fixed some areas
  • Fixed upstairs transition bug: If player tries to go back a floor, they will be taken back to current floor
  • Fixed countdown timer to turn back to white if above 100 seconds
  • Moved score HUD
  • Repositioned fireballs
  • Added a little secret
  • Improved audio (a tad bit)

NOTE: During testing, one reviewer mentioned a “bug” in that when the enemies touch you, the player does not lose health. That’s on purpose. The player does not lose health when touching enemies, but time on the countdown clock. It’s only when a player falls down a hole is when the player loses health.

Aside from that note, this will be the last release for this game since I’ll be continuing on to other projects I’ve put off for a while. Hope you enjoy this game! :smile:

Aster Defense Post Jam

Hi everyone! Finally, we made it. You can find an updated version of the game on our itch.io page. We've improved the UI a bit and what everyone was asking for in the feedback... a more challenging experience. It was a hard one but after trial and error, we found a setup that let you feel like you're actually delaying the inevitable. It's not a perfect balance, the currency is still broken and reaches a point where the amount of money will never be an issue. We decided to leave it that way for now, it's hard enough to survive the asteroids waves and we didn't want to delay this update with more tests any longer. One more thing! At the end of the game you can see your time record. A friendly suggestion.. take a screenshot of that, every second counts! Thanks for playing and if you like it, let us know in the comments, we'd love to hear your thoughts!

https://ldjam.com/events/ludum-dare/50/aster-defense fondo-de-espacio2.gif

tea game

a rocket is crashing but your boss is worred about his tea and biscuts so you neeed t get them to him so he can deploy parachute for everyone. im in the middle of making this game and would luv your opinions

I want to share an idea that helped me quite a lot

Hey guys,

I am motivated to work further on my game I made for the last Ludum Dare and already made progress: Updated the controls, Reworked the Inventory System and currently I am refactoring the System that produces Orders.

During the development I found out some practices that helped me quite a lot and I want to share it with you guys, besides the journey of a Game Jam Game to a Release.

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Therefore I setup a blog and wrote about it.

You can read it here: How I use Godot's Resources to make Development easier (marin-gamedev.ghost.io)

I hope you enjoy reading and you consider this helpful for your projects!

Post Mortem of "First Contact"!

Hi guys!

Here's the post mortem of "First Contact", a game inspired by Outer Wilds and Carl Sagan's Contact!

This time I couldn't participate in the Compo, so the new Extra format came in handy.

But as it turns out, it isn't really for me. :smile:

Hope you enjoy, feedback is appreciated! :slight_smile:

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

Fix your forums

Its become more and more clear everyday that the devs neglect the forums. Bots ads ext get posted and dont even get removed. I personally use the ld forums a lot during the summer especially last year to talk about game dev and meet cool people. But each year it feels that it gets more clogged with spam something should be done before there unusable. I posted about this a year ago and so many agree yet there is never any word from the devs, feel free to share you thoughts.

Free songs from projects

Send me a message @ facebook.com/hybridkin

If you want the songs from tetrawave or our 1st one.

Привет357

Ищу людей для разработки 2Д игры. Любой жанр опредилимся в дискорде или телеге как удобно. Просто создание игры. Тому кто согласен кину ссылку на дс или телегу.

Entertainment

Hi, this is actually a completely innovative project , this platform includes sports betting, play to earn betting, prediction marketplace, P2P betting on exchange rates https://dexsport.io/how-buy-desu-kanga-exchange/ , and NFT art collecting, which makes it special among other betting shops and sets it apart from all the giants, promising to bring the technology of the future behind it.

Dome Romantik has grown up

Some of you might remember that action mining defense game “Dome Romantik” from Ludum Dare 48. A year after the jam, it looks like this now, is called Dome Keeper and published by Raw Fury. Wohoooo! :)

We had a great time bringing it this far, and are proud to add a game to the list of lovely Ludum Dare entries that made the jump to a full game.

We just released the (hopefully) super fun Demo, so check it out on Steam!

before-after.gif

The original ludum dare entry is still up on itch too, if you want to do a comparison yourself.