Ludum Dare 54 September 29–October 2, 2023

Awesome Gamejam Tools

2021-10-01 15em38/em09-Awesome Game Jam _ This is a curated list that contains helpful links and resour.png

Three years ago i created a list of tools and resources for game developers! I think it is a fantastic way to find new tools that you may need to make your games better :grin:

Feel free to add your favourite tools to the list by commenting or by creating a pull request!

https://wujood.github.io/awesome-gamejam/

Mechanizyn - Update is Coming

Atualizacao.jpg

The best reward you get from a jam is having a concrete prototype (if applicable), which has been evaluated, tested and received feedback. Even though I sent a very raw demo with no sound and very unfinished, it was still a concrete thing in concept (even though it was draft graphics) and right from the start it tried to present what it was about. A simple platform game in which you control an insect always trapped in a square room the size of the screen. You just need to exit the left tube and fly to the right (avoiding the traps). Basically that's it. In the post jam, based on this improved draft, I added the concept of doors and the red button, which you press to activate the traps and release the exit door. This new mechanic is ready (but I haven't updated the project yet because I want to wait for a more complete update) and I'm currently working on the audio and graphics. Now you are an insect that starts in the right tube and as you move forward the door opens and you can walk around the room freely, you can even step on the traps as they are not connected. However, the exit door is closed (the right door). When you think you're ready, after checking out the room or getting some rest, you can step on the red button. Then the left entrance door closes, the traps turn on and the exit door opens. You just need to fly towards it, just being careful with the traps, that's all. My care with this project includes taking care with the very large sound, including several different sounds from the mechanical environment of the room, different footsteps on the ground, difference in impact on the floor depending on the height you fall, be careful with the hand-drawn graphics, researching insects and their movements to try to create a realistic insect that is at the same time disgusting and disgusting. And finally, good death animations in traps. I imagine I can have a number of different animations for the same trap. For example: we have an electric wire that electrocutes the player, we can have about 4 different deaths for this. Yes, it increases the scope, but since we only have one room, that's all we have, so we can work pretty well with everything we have in this small space. At least that's what I'm looking for. I would like to share my thoughts on this. I would really like to post the update here, but I would also really like to post it with the graphics and sounds updated the way I want. So I'm just passing by to remind you, those who liked it and said it would be good to continue this, that I'm doing it. I'll post it here soon. Thank you to everyone who supported, hugs. This community is so cool and you learn so much here...

Top 100 in Overall and Fun & Steam Version Planned for Dwarf Looter!

Results.png

After much positive feedback and good initial results, we've decided to develop a full version of Dwarf Looter! The full Steam version will be more polished and extensive, while retaining the game's core strengths!

You can already wishlist the game HERE

Of course, while waiting you can still play the Jam version: https://matthieu-riboulot.itch.io/dwarf-looter

smallscreen.png

Less Space results and post-jam update

Less Space results

Considering the short time I had to work on this game, I'm pretty happy with these results. It's not my best score but it's still above the average of my previous entries.

I played a lot of very good games during this Ludum Dare :smile: Congratulation to all participants!

LD54 Less Space Results_.png

Post-jam update

I made a post-jam version with rebalanced difficulty and some small additions. Thanks to all those who played and commented, your feedback helped me a lot!

You can play here: https://vyndilis.itch.io/less-space

Less Space - Ludum Dare Page

LessemSpace/empostjamgif_640.gif

Didn't make it, but had fun

This was so much fun! Getting a very quick :bulb: moment for the theme helped me get going. I came up with Space LTD, a generic space services company simulator, which is the theme reversed sort of. Here's the timelapse, with lots of notes below: https://youtu.be/Sky141NOvDk

On the lapse, you'll notice sometimes the left screen goes black. This is when I have that monitor switched over to the xbox. You'll also notice alot of flashbangs from old visual studio. This was kind of unavoidable as I had to use a windows xp virtual machine to code for the original xbox.

So going into this I knew there would be a few timing challenges so I opted for the 3 week mode. There was the overwatch league grand finals, motoGP and an emulated everquest server I had been looking forward to for a long time launched the same weekend.

Stuff I didn't anticipate was a big family gathering 300 miles away, and a death in the family + funeral and such. Then the weather had a bit of a cold snap and I had to abandon my office (and my xbox) for a few days. If you've played Rimworld you know what I mean :)

Codewise I started mostly with nothing, but referred back to my github stuff in both C and C# format. I have some basic collada tools, bsp map compile stuff, a shader library and such. None of which were compiled for xbox. So I spent quite a lot of time just getting text drawing on the screen.

Some of the code challenges I ran into were my usual yaw/pitch/roll camera not working at all in space. Fixing that was just changing any pitch/yaw/roll change to be relative to current orientation. There is no "up" or "forward" just where-am-I-now? Quaternions are great for this, but the old xbox math libs were missing alot of quaternion stuff so I had to go hunting for a few functions to steal.

Physics were the next big one. I was going to just fake some simple velocity and thrust and such but the numbers would quickly go haywire and it was hard to show onscreen data like G forces. I ended up porting over an implementation I had done in C# of Gaffer on games's great physics articles: https://gafferongames.com/post/integration_basics/

That got me thinking (and googling) about power requirements and heat and fuel and so on. We are a long way off from decent space travel, and it mostly comes down to getting rid of heat. I had to assume superconductors had been invented to even get close at decent amounts of thrust.

Then there was the extreme scales of space. A shuttle being a few dozen meters and gas giants being 50 thousand kilometers across. I ended up going with "sectors" that were 64 thousand floating point units across + and -, and then INT_MAX of those, so around 2000 astronomical units of space for a star system. Not enough for the furthest out bits of the Oort cloud but plenty for a game.

I ended up using a megameter scale for huge stuff like planets and major asteroids like ceres. These draw first as I couldn't image anything big enough to draw "behind" them. Then I change projection matrix, clear the depth buffer, and draw the close stuff. This worked pretty well.

I did one realtime journey, but I cheated and gave myself an enormously powerful engine that would accelerate at 30 thousand G. Even with that it took a few hours to do a 7 AU journey. Space is big!

Here's the Git: https://github.com/Kharzette/GrogTestXBOX

There's not much art assets really. Just a font and a couple dozen AI generated gas giant cubemaps. Oh and a terrible shuttle I made in blender in 5 minutes.

Robot Detour: my LD53 arcade puzzle DETOUR is reborn and heading to Steam!

Remember DETOUR, my puzzle game from previous Ludum Dare, about robot on a wire?

Well, I've been cooking a full game out of it the last several months.

Promo gif 1 small.gif Promo gif 2 small.gif

10+ "worlds" with different mechanics, 100+ levels to wrap your head and wire around (haha, get it?), and my infinite love towards good puzzle mechanics and levels.

See you all in a month or two for a demo, and in half a year for the full release!

Wishlist the game on Steam!

And look at this gorgeous poster: 16-9 normal poster.png

Much love <3

Nozomu

I uploaded the music I made for our LD54 entry !

I finally uploaded the music I made for "Claustrorush", our LD54 entry with @marcoleric !

You may find it here : https://youtu.be/qR7jx4uw4cI

PLAY THE GAME : https://teampebble.itch.io/claustrorush LDJAM ENTRY : https://ldjam.com/events/ludum-dare/5...

We made a post jam DLC version of Cavescape!

Thank you so much for all the positive feedback!

Cavescape ranked 259th and that was the best ranking my team has ever achieved!

This time the team was great in -both- size and skill and there were loads of assets and plans that were left unused as our time ran out... So we decided to make a DLC-edition where we added all the missing content. So don't mull over what could have been, download the DLC and try for yourself!

Download Cavescape DLC

https://youtu.be/tSt2gJLZH7Y

Featuring: - Speedrun Scoreboards - Controller selection - Enemies - Destructible obstacles - BOSS FIGHT - Loads of bugfixes - Quality of life tweaks and balancing according to your comments!

StarDust post-jam release

Result.png

Hello everyone. I hope that all is fine for you. One month ago we finished the latest LudumDare session and I played many amazing games. Congratulations! Mine has received many good ratings and its final score was good enough giving me the fire needed to improve it. Finally I made a post-jam version of my project StarDust (Mood #4 and Graphics #6). I changed the player controller which was bad and I added many other features in order to increase the gameplay. At this stage, it's more a visual experience than a full game. You can find it clicking the link below. I wish you the best. Thank you for your creativity and your kind words. See you later here. Bye ++

https://geckoo1337.itch.io/stardust

StarDust.jpg

Snow rose post-jam update

snow rose.png

Good morning everyone, just congratulating everyone who participated in the jam, I saw a lot of potential out there. I wanted to thank the people who played our game, we didn't expect so many people to play and like it, we intend to make it a complete game, I already have most of the story things in my head and I started making new songs.

you can play the game here: https://shiivers.itch.io/snow-rose

The process:

My friend had invited me to participate in this jam, I had never participated before, so I thought ''why not?'' a week before the jam started, I had already made a song for the game, it didn't take long for me to think about what the game would cover and the first thing that came to mind was a robot that disassembled. The first day that started, I was kind of bad and tired from having to work on other things, but I still persisted in starting to make new songs on the first day. I have to say it was a crazy thing to do one song after another, but it was worth it. If you want to stay tuned (as there is no specific place about it yet), you can add me on discord, yellowrain.

robo.png

thank you all

Percentile rank calculator

tiny rocket stats.png

When grades come out I try to convert my ranks into percentiles. (It's hard to say what 335th means until you know 335th of how many.) In the past I've divided my rank by the number of games in the event, because that number is easy to get, but what with different numbers of games competing in each category I've never quite trusted my back of the envelope math. There was only one thing to do: write a script to pull down all the grades for the entire event from the API and run the calculations properly.

If anyone else wants to use it: https://jacobwinters.com/ld-percentile-calculator/

Six Seats Left - V1.1 Update

Thanks to everyone who played and rated Six Seats Left during Ludum Dare 54! It ended up being comfortably my highest-rated entry since LD44, and my highest-rated Newgrounds submission in over a decade!

As a way of saying thank you, Six Seats Left has been updated to V1.1, addressing some of the feedback I got from the jam and adding a few things I didn't get to include initially. There's little in the way of new content, but I hope you'll all enjoy the changes that have been made.

ld54pj_0.gif

V1.1 Update Notes

Additions

  • Dialogue can be fast-forwarded by pressing Z

Changes

  • Alice and Caitlyn’s dialogue noises are now much quieter
  • The intro now fades in
  • Added clouds in the sky during the intro
  • Added a pathway leading into/out of the game area (what happens if you try to leave?)
  • The target arrow is now animated
  • Minor code tidy-up

Bug Fixes

  • Fixed candidates facing the player when boarding or leaving, instead of looking where they’re going
  • Fixed candidates clipping through the fencing and/or the side of the boarding ramp while boarding
  • Fixed candidates clipping through the fencing when leaving

Help Playtest Cosmic Cursor!

https://www.youtube.com/watch?v=chStBidRi7w

Join the Beta Now until November 15th! https://store.steampowered.com/app/2611750/Cosmic_Cursor/

Based on Impact-Effect from LD51, Cosmic Cursor is an arcade roguelike that combines kinetic melee-based combat with a dynamic bullet hell. Use the cursor to control a vast array of ships and survive increasingly complex enemy swarms as you battle through the cosmos.

Ludum Dare 54 Devlog!

This time around was a great experience, and I made a devlog about the game!

https://www.youtube.com/watch?v=AoJwodlwo3M

Thanks to everyone who played it, and hopefully keep getting the time to continue participating!

Ludum Dare 54 Results Devlog!

For my first game jam, this has been a lot of fun and a great learning experience! Seeing all the incredible games people made in such a short time has been amazing, and has given me so much inspiration for some other ideas of mine. I've made a second devlog on my game, going over how well I did in the jam, as well as some updates and lessons for next time! A big thanks to everyone who played the game, voted, and left some awesome feedback - you're all amazing!

https://www.youtube.com/watch?v=9VjFvP-Gp7s

Gacha Fever Steam Page is now live - Ludum Dare 54

Gacha Fever Steam Page is now live

We continue to work on our game that we made on the Ludum Dare 54.

Add a new vampire survivor like the most Kawaii to your wishlist !

We are so happy, we are so excited ! Thank you so much ! 🔥🥰

Steam page : https://store.steampowered.com/app/2673310/Gacha_Fever/

GachaFeverSteam.JPG

Boxed In is now on Google Play

I planned to publish this right after the jam ends, but the verification by Google took so long and I got busy in real life so i kinda forgot about it. Oh well, better late than never right?

On this new version, I added character skins and themes, tho I don't think i did a good job designing the new themes. So if you buy the theme support and have a suggestion about the themes, feel free to contact me.

Download Boxed In for Android here: https://play.google.com/store/apps/details?id=com.raassh.boxedin

Postcards Latest Update

The second major update to Postcards is now live on itch.io: https://otergen.itch.io/postcards

Postcards was my LD54 compo entry that did way better than I could have hoped and got a lot of good and helpful feedback besides. Because of that, I was originally inspired to continue developing the game, so almost a month after the first update (which was a lot of post jam polish), the second update is now ready.

Postcards is a text-based interactive fiction game in which you backpack across Europe, sending postcards to your pen pal Paul along the way. In this update, I've expanded the final city, Venice, considerably - the game's overall content has more than doubled. Venice used to be a very brief place to see either of the two endings to the game. Now those two endings are entire versions of Venice, each with a lot of different options to explore. And there is a third, somewhat hidden ending I added too :)

To help balance the fact that the game starts pretty linear and then becomes much more branched, I also added the ability to replay from any of the major cities when you reach the end of the game.

Besides plugging my little game, I'm also here with a bit of postmortem thoughts after working on this last update.

1. Making a branched game was much harder than expected. I'll spare you my groaning and skip to something I'm currently wondering about though: I did my best to allow players to make choices that feel right to them and true to the narrative. But doing so also makes it harder for a player to see everything in the game, requiring multiple full playthroughs to see all possible choices and outcomes. Having just realized this at the end of update 2, I'm starting to wonder what an optimal middle path might look like: how to provide choices that matter (to both the player and the direction of the story) without making it a chore to see 100% of the game.

If you've worked on a branched narrative game in the past, I'd love to hear your thoughts while I continue to mull it over.

2. The game lacked (lacks?) art direction. I've had to go back and try to provide some love to the graphics, but only because I didn't properly consider the art direction (and my level of skill) ahead of time. But, in struggling with the art, I stumbled upon something I'm rather fond of: creating line art in Blender. As someone with better 3D skills than 2D, I ended up reproducing a bad 2D drawing of mine in 3D (with the help of Google Earth and reference photos), then having Blender trace over the line art for me. With some more polish in Krita and Inkscape, it turned out much better looking:

Update 2 Lux Before After.png (and if you're wondering, I was so excited to figure out this process and see it work well that I forgot to add the train to the reproduction!)

It's been a lot of work, but in all this continued development has been a great learning experience and has kept me excited about making games and writing stories. Thanks to everyone for such a great jam - even while I've continued work I've been looking forward to the next LD many months away. Big thanks to Mike for doing so much for the community, it's really great.

Viper Survivors

Decided to add some polish to my Ludum Dare 54 entry, "Limited Ssssspace", and release it for free on itch.io as Viper Survivors - a game that combines the bullet-hell frenzy of Vampire Survivors with the arcade classic Snake.

Features: - 10 Minute Session - Ability Upgrades - Crazy Tense Gameplay - Global Leaderboard

Web Link: https://quoclon.itch.io/viper-survivors

The momentum is building - Towards full release

I'm making progress very fast and the game is really coming along.

m2-res_480p.jpg

I'm unable to upload a video, so here's some gameplay:

https://www.reddit.com/r/godot/comments/17xoh6h/nowthecleanupbeginslovinggodot4s_tilemap/

If you're interested in following along, I've also created a website and started a newsletter!

🗞️ https://smitner.studio/ 🗞️