Ludum Dare 51 September 30–October 3, 2022

Cosmic Crashers jam Devlog!

Our team just posted our first devlog ever, about our experience working on Cosmic Crashers for ludum dare. Check it out! https://www.youtube.com/watch?v=vPVQZDyztBI

Fan art! And a post-mortem.

Fan art

This year, I decided to draw a character from every game I played during play and rate. Here's the group picture!

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Special shout out to the games that won medals! - The Sandwicher got 1st Overall and 2nd in Fun - Thunderstorm got 2nd in Mood

Was it worth it?

Absolutely! This has been a blast, and I'm highly considering doing it again for future events. Here's a summary of how things went this time:

  • Rating games takes much longer. For past events, I could play through many games in a sitting, since it took maybe 15 minutes on average to play through a game. By adding the illustration, I'm often taking 45 minutes to an hour on each one.
  • I rated fewer games, mostly as a result of the first point. I only played 17 games this event, which makes me feel a little bad for being a net "drain" of ratings (I received 36 on my game).
  • There are some really fun characters out there! I was afraid it might just end up being a bunch of generic people, but I had lots of fun drawing every character on here. I did take a few creative liberties for some of them, like this inspector drone from Among 'Em by @william-derksen:

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  • People are super appreciative. I received multiple messages here and on Discord expressing gratitude for the doodles. A few folks expressed how much it mattered because they had never seen fan art of their games before. This was very heartwarming, and made me think we should be encouraging these sorts of projects more.
  • Speaking of "these sorts of projects..." It wouldn't be fair not to shout out to @brainoid's music covers... they're incredible!

List of games

Here are all the games shown in the picture, if you want to play any of them:

Eleventh Second post-mortem

Also using this post to talk about my experience this jam making Eleventh Second.

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What went well

  • Making a sequel - This game isn't only a standalone game, it's also a sequel to my LD50 game Eleventh Hour. I think I hit something close to the sequel rule of thirds, keeping the game's kunai-throwing protagonist, time travel, and visual motives but changing the gameplay to a vertical grappler.
  • Art and atmosphere - I'm really happy with how the game looks! I got to play with some fun visual tricks I hadn't really used before (such as squash and stretch on the "dust" particles to simulate motion blur).
  • Juice - The game felt pretty nice to play! I'm particularly proud of the grappling hook animation for the player.

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What went poorly

  • Ideation - I was really not inspired by this theme at all. The theme was announced at 5pm on Friday, and I went to sleep that night not having touched any code and without knowing for certain what game I wanted to make.
  • Music - Since losing my student license to Sibelius, I've floundered a bit for getting good-sounding game music on reasonable timelines. This time I waited a bit too late in the process and just recorded myself playing keyboard straight into Audacity. I got mixed feedback on the music, but definitely think I could have done somethin more with enough time.
  • Scope and innovation - I definitely think this was a "safe" jam for me, especially given my trouble coming up with ideas. In the future I hope to think more outside the box and make games that are more unique from a gameplay perspective, and lean less on my art, audio, and juice skills.
  • Gears - I wasted at least a few hours trying to get the gears to mesh with each other. Turns out my math was right, but I accidentally had two very similarly-named variables that I was messing up. That's what I get for using a language without explicit variable declaration!
  • UI - I had a lot harder of a time making nice UI in the "sidebars" of a vertical game. Last event, I had the timer shown visually with a setting sun, which I liked a lot. This time, I just had a ten-second countdown, which felt less organic and was harder to notice in the thick of the action.

Results

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Wow.

Thanks everyone who took the time to rate and comment on my game. It means a lot, and the community and feedback are what keeps me coming back every event.

So how do I reconcile these results with my how well I thought I would do?

  • As expected, Graphics and Mood were some of my best categories. Obviously getting 4th in the Compo in any category is crazy, and exciting, and almost certainly as much due to luck as any actual merit, but I thought it would likely be my strongest category.
  • I did better than expected in Fun, especially given feedback that some of my code for spawning platforms made for some frustrating moments. I think having a short "tutorial" and satisfying graphics might have made the game more accessible and helped with this category.
  • I did much better than expected in Audio, which I thought fell short of some of my previous entries. It's possible the final product was just better than I give it credit for after the frustration I had being rushed creating it, or it's possible other parts of the presentation like graphics and juice bled into this category, and raters were more generous as a result.
  • Innovation was my worst category as expected. Definitely room for improvement here, and next Jam I might have to really expand my thinking and make something cool!

Bonus fun fact

The clocktower in Eleventh Second is 1000 feet tall. If it was a real clocktower, it would be the second tallest clocktower in the world (behind the Abraj Al Bait in Mecca) and more than triple the size of Big Ben!

Until next time!

Thanks everyone for making this community great, and look forward to Ludum Dare 52 in January!

And if you made any sort of fan content like art or music covered, I'm super interested in seeing it!

Count Down Dracula: the results and what's next

Hey! Soooo we can proudly announce our 23rd place in overall, we are so happy! Here are the details:

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Thank you so much for playing and taking the time to rate and comment, it's been really appreciated. If you'd like to try the game, here it is: https://guilloteam.itch.io/count-down-dracula

About the theme

I'm not going to lie, we weren't really excited about the theme when it was announced. So we chose a slightly different approach, which I think is reflected in the results. Instead of having an event that happens every 10 seconds, we opted to have the player spend 10 seconds to get stronger (in a classic rogue-like structure, with time running out).

After seeing the game played by several streamers, and seeing the few comments, it appears that many people did not find the theme in our game's approach, which I understand. However, I think the theme was a bit too restrictive, resulting in many similar games in their structure. I much preferred the "Delay the inevitable" theme from a previous LD, for example.

About the game, what went fine and what went wrong

Overall, we are very happy with the progress of the jam. We were able to start the production quickly by having found an idea that we liked (and satisfied to have been able to realize all that we had in mind without having to make big concession because of the time).

What went well: - we were able, for the first time in jam, to put in a boss fight. - The balancing was far from perfect (especially in terms of the different possible builds, the ranged build was much stronger than the melee build), but it made the game experience neither too hard nor too easy for a majority of players, which is nice enough for a jam. - We are very happy with the visual rendering: the mix between 2D and 3D works quite well (except for some small readability problems), and the graphic atmosphere suits well the game and what we had in mind at the beginning. - The upgrade system works well and is coherent.

What did not go so well: - Some game design issues: we should have put a directional hint after beating the first room, most players didn't realize they had to change rooms by the right after the tutorial fight. And in a game where time is running out and you lose when the counter reaches 0, this is a problem. - On the camera level, there are problems with tracking the character, and that caused readability problems, some enemies that attacked were sometimes out of sight, etc... Again, since you can't progress until you beat all the enemies in the room, not seeing them all is a problem! - The game system rewards good players but tends to break those who do not do so well: since the player can choose when to spend his time getting stronger, those who clear a room the fastest have the opportunity to get stronger faster, and thus clear rooms even faster, etc... "Win more" system is probably bad for both types of players: not challenging for "good" players, and too hard for those who struggle in the early stages, who don't get to experiment the strong side of their build.

What's next?

After talking about it internally, we decided to continue working on Count Down Dracula to make it a short but complete game. Stay tuned if you want to see more, here:

Twitter: https://twitter.com/TeamGuillo

Itchio: https://guilloteam.itch.io

See you soon for a post-jam update with bug fixes and some additionnal content!

video game question

https://take.quiz-maker.com/poll4540251x7c86453a-142

Pre-release update of my game!

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The game is now finished! Almost. I still need to add bunch of sounds into the game, that will be in release version!

https://ambear1337.itch.io/keeper-of-the-worlds!

But now you can play it through and reach end point! I'm so excited of this project!

I learned so much, during game jam! Thank you ludum dare for this event! Love it very much!

All quiet now...

Everyone is gone, bots are back. and life just goes on... see you next ld

Phil Alone is on Halloween event of Steam!

I am glad to announce that Phil Alone is gonna participate in the next Halloween event on Steam! The DLC didn’t had time to enter the event, but it’s there for those who wish to buy it! https://store.steampowered.com/app/1902020/Phil_Alone/

Better late than never...

I almost forgot to post my usual data analysis after the results were posted. But I didn't actually forget... because here it is!

So, I found LD51 super challenging and I'm not entirely sure why. It's probably due to a number of factors. Firstly, I was working in Godot to make a "finished" game for the first time. All things considered, I think Godot actually made the experience easier than it would have been if I stuck with Unity. Secondly, this was the first LD Jam in a while where I worked entirely solo. I think I'd forgotten how much of a burden it is to take on all the responsibility for all parts of the game (esp. art asset creation which is what I tend to avoid when I'm working in a team). Lastly, I was just feeling pretty run down the whole weekend.

So, I'm actually fairly happy that the game scored only marginally worse than the last few games. In my view, that's an absolute win.

Ranking in each category LD41 to LD51 (with a couple of gaps)

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Score in each category LD41 to LD51 (with a couple of gaps)

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Average range across all categories LD41 to LD51 (with a couple of gaps)

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Average score across all categories LD41 to LD51 (with a couple of gaps)

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Results thoughts

i know a bit late but just my 2 cents on it.

The results are ok for my game - i didnt expext much so this is ok.

However what is important for next LDs : if your game has a good unique idea and would get a high rating in fun/overall it gets high rating in others too.

Autoball for example got 47th im audio but there is just some sfx. Or 50th in graphics with really minimalistic (but matching) graphics.

Dont get me wrong - autoball totally deserve it. It is a really great game.

Just the lesson we all learned again: if your game is great in gameplay it get goods score on others too becauase players get hyped :).

So lesson for me again - care much more about the idea and gameplay.

Encoded War has reached Top 50!

It was super unexpected and we can't thank you enough for all of the game feedbacks. Finally, we would like announce that the game will continue the development and release early of 2023. So stay tune!

▶️ Join Encoded War Discord! https://discord.gg/KENwuthq

Check out our website! https://www.somnolentteam.com/

Youtube: https://www.youtube.com/channel/UC8xkYTDK18wMOlpmUdpT2KA

Facebook: https://www.facebook.com/somnolent.team

Twitter: https://twitter.com/SomnolentTeam

TikTok: https://www.tiktok.com/@somnolent.team

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Appliance Repair

Au fait, pourriez-vous me conseiller une bonne opportunité pour m'aider à trouver un bricoleur pour réparer ma machine à laver facilement et sans problème ?

Halloween Candy Rescue!

I expanded my Ludum Dare 51 game into a Halloween Game!

Your goal is to rescue the candies from the clutches of the monsters. Be sure to grab the candy quickly though or the monsters will eat them up for good!

You can play it over on itch.io at https://khaotom.itch.io/halloween-candy-rescue

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An Attempt at a Post Mortem

We've all gotta start somewhere. I have wanted to try my hand at making a devlog/post mortem for a couple of jams now and never could quite get it how I wanted. So I finally decided to just go and make one and see if I learned anything in the process.

This is the post mortem for my game Warrior, Wizard, Rogue. Be sure to watch it and maybe even leave a comment telling me what you thought of the video. Feedback is much appreciated (and the only way I have ever found to learn) https://youtu.be/8kpU2iwMxPw Also be sure to subscribe on youtube for the next time I make one of these.

Post-Jam Update | Dragua

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We're back -- better late than never :) Aspirations are always tempered by reality, but we were super excited by the feedback we got throughout the Jam as well as by our own visions. We managed to put a lot of nice improvements into our Jam version. If you were interested in seeing a more polished version of our game 'Dragua', you can find it below!

https://hawkinberry.itch.io/dragua

Version a.1.2 Features

Gameplay

  • Tuned weapon balance
  • Added pitchfork weapon
  • Disabled auto-pickup of items to provide player choice
  • Disabled colliders on chests after open
  • Added World Map view to game end screen
  • Added "timer" to rune ring around fire
  • Added voice overs during key moments

UX

  • Added camera transition and fade to end
  • Added credits page!

Graphics and Audio

  • Updated player sprite
  • Stopped SFX once game ends

What's Next?

We like so many aspects of this game, and we'd like to try to take it a step further. For starts, we are going to re-implement it in 3D, where we think we'll have a lot more visual potential. Also, we'll have time to scale the game to include better objectives! So if you'd like to keep in touch, follow us below!

Hawkin | Tempest | KingPotatoCannon

So long! Thanks for a fun LD51, and see you in LD52!

- Hawkin

changing up my profession

im not making minecraft mods and would love some ideas

Spend the weekend making an update for Ten Sec Dread

It very much is Halloween themed so I wanted to get those improvements in there and along with it also came some new features!

You have now have the paranormal vision that allows you to approximately see where your throws will fly. The max power of your throws has also been increased.

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The controls have been streamlined with left mouse hold being grab while release being throw. Right mouse is now the new force push ability.

Also new are the skeleton ragdolls you can pick up. They also lend you their hands to make those chain explosions! GIF-smallHalloween.gif

Furthermore there have been several effects improvements including more physics mixed with the animations and your cursor is now also better visible!

Here is the game https://tocogames.itch.io/ten-sec-dread

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