LD 38 April 21–24, 2017

Jumbotron & Multipeeps

Ok a velvet-like table full of cool stuff. Great! IMG_2065.jpg

But then these cool peeps. All multiply wonderfully playing in fours and threes. IMG_2059.jpg

Put on this brick-like wall STUFFED with cool. Supah great. IMG_1540.JPG.jpg

My vote hurdle is just a few jelly beans away. ~ Luv ya <3

Flat Earths! Post-mortem and Play-through

Michael Wilson and James Lloyd of @ponywolf partnered with Scott Meyer from @mutatedsoftware to create a multi-player deathmatch entry titled Flat Earths.

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We are petty fracking excited about how it turned out, both from a playability and visual polish standpoint. If you haven't, stop reading this and grab a controller (and a friend or two) and give it a shot.

What went right?

Nearly everything

This was by far the smoothest LD I've worked on. We made some rough sketches pretty early on and had a prototype (for single player, no bots) working in just a few hours.

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Look and Feel

This is our first try at putting shaders into our workflow, and we really come up with something fast and simple that looked interesting. Without the pixel-y look I think this game would have not gotten as much attention.

CPU/Bots/AI

I didn't have much confidence that AI would work in this game at all, but for a few minor issues (see What went wrong?) the bots are a huge addition to the game and lets anyone pick up and play--and hopefully return with a few friends.

Controller support

We got PS4, Xbox, Xbox One, Steel Series and some old school Game Pads AND Keyboards all working on both PC and Mac... Some are better than others, but all in all you should be able to scrounge up a decent 4 player setup with thrift store quality controllers.

Squishy/Juicy

Much of the physics are fairly rigid bodies, but the characters (built in Spine) are hooked up with a pretty loose "follow" function. This gives the game a feeling of just being on the edge of control, which we really liked.

Humor

We didn't get as much text into the game as we wanted, but the descriptions and tweets we done for the game all have a great tongue-in-cheek tone.

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What went wrong?

Fixing bugs and adding features too late

We got stuck in the all too common trap of trying to fix bugs on one system while dropping a few new maps and scoring features on another system which led to more bugs, and so on and so on. We did 3 or 4 patches in that last 4 hours and still messed up the timer and scorekeeping in the final game. On first blush you wouldn't notice, but the scoring isn't quite correct.

Character differentiation

The characters and their aquatic rides don't have enough visual differentiation to make it easy to find who you are after a respawn. An easy fix, but we were too busy on showstopping bugs to re-visit this in the last few hours.

CPU/Bots/AI

Scot did some incredible work to make the bots functional, but again the time didn't allow us to tweak them to make a single player experience that would be a consistent challenge. That said, just the fact there is AI in there at all is a huge win.

LAN support

I personally wasted a bunch of time trying to get local LAN support working that could have been used to make the game better. I almost always give up on a feature in LD games, and I should have given up on this sooner.

Scanlines needed an off switch

GIFs of the game with scanlines on look pretty messed up, and (unless you are at least 1080p) captures are equally dicey.

In conclusion

Again, I am super-proud of the team and we were over the moon (that is also flat) when we saw a group of four from Stumpt play a few round on their Twitch channel.

https://youtu.be/cq9ScVPrmsI?t=15m52s

Petty Puny Planet 38 - Planetary Expansion Ballot

This Ludum Dare’s judging is ending pretty soon, and we couldn’t be happier with the response we’ve received for Petty Puny Planet 38, our simulation-but-not-really choose-your-own-adventure-esque game. Once that’s done, we’ll be more than free to further update the game with some of the feedback we’ve received! :smile:

We’ve got lots of things planned and discussed to further expand the customization of the planet, and the interactions you can have with the game. More choices, more branching, more events, more endings, and some other stuff that could turn each playthrough into an even more unique experience.

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However, with all these events planned, we’ve also talked about user-submitted choices and events. So, if you were in charge of adding new stuff to the game, what would you add?

As in, would you like a choice that made your people spend a century bowling? Would you like an event where aliens invade the planet? Would you like an ending where the people evolve beyond comprehension and leave the planet to make their own planets? Do you just want to add a moustache and a monocle to the planet? Anything goes!

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Basically, we would love to see some suggestion and ideas coming from you! Anything goes, from events and endings to features or just cosmetics. We will discuss them over, see which would be fun to add, fill in the blanks, and hopefully add them to the game. You can go as far as to suggest actions you would like to see together with the kind of stat bonuses they give and even what kind of cosmetic picking the action would show in the planet!

We’ll credit you, of course. :stuckouttonguewinkingeye: We’re not planning on getting any monetary gain from the game, if it helps keep your mind at ease regarding these user-suggestions. We want to keep this project as a constantly evolving free web-toy that everybody can always look back too and expand upon.

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As such, if you would like to see some of your own ideas on the game, head over to the comments (of this very post) and make your suggestions there! No need to follow specific templates, forms or anything like that, just make any suggestions you have to your heart's content! Of course, we recommend you to do it after you give the game a try. :wink:

On behalf of our team at Whales And Games and everyone else that has jammed with us, we thank you for all the support and feedback you have given us during this Ludum Dare edition. The feedback we’ve received this time around smashed all our expectations, and we’re really thankful to all of you!

Now then, onwards with your suggestions! :whale:

Our Little Island - Statistics

views.png In the first week I only offered the Flash version on my site (tinyworlds.org), later on also the HTML5 version. Generally there is to be said, that people seem to prefer HTML5 (didn't want to believe Flash is dead :P). However the higher percentage on itch.io can also be partly attributed to traffic from Twitter.
Also, as many of you may not know yet, you can also publish flash games on deviantART! I released some games before on there and in terms of views & comments it has been really pleasant! Your game needs to fit in the deviantART community tho, for it to work :) But back to itch.io!

visits.png As you can see, I got a lot of traffic from Twitter, mostly due this Tweet: Auswahlem267.png I was able to pull additional people in trough the #screenshotsaturday hashtag, who were actually not looking for LDjam games. Also notable is the fact that the Tweet carries itself mostly trough the visuals, the text only directs the viewer to the game.
Here are some statistics on how the tweet performed: Auswahl/em268.png There are a lot more impressions than engagements, but the rate is still really ok for me.
And here are some statistics about when I got the views (itch.io): Auswahl_270.png The huge spike comes from the day I published the tweet.
If you're game is visually simple and interesting enough and/or humorous, Twitter might be a great place to get some additional views. In my experience other developers are generally really supportive & will retweet your game upon release, if they like it enough.

That's it for now! I hope you found this useful :)
If you want to do me a favor, please play my LDjam game and leave me a comment please: 173f_compressed.jpg

Click here to play

Sooo close

https://ldjam.com/events/ludum-dare/38/just-another-pocket-universe

Just 1 away in all categories except Humor and Mood, Humor is 5 away and Mood is 3 away. Please, i would like to qualify for at least 1 category.

Metrics

Was the ratio of rated games to ratings always that bad?

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Or is it just the new sorting thing being influenced by comments? I didn't comment on about half of the games I've rated.

Well... me, too.

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Hey friends!

I'll throw my game, The Time of our Lives, into the ring for all those who have a minute to play, rank, and (most importantly) leave feedback. It's my first Ludum Dare and I would love to get as much feedback as possible so I'm more prepared for the next one. I'm certainly happy to return the favor for anyone else wanting another set of eyes!

It's playable in-browser.

Thanks a million and enjoy!

-Tyler

King of Tiny Mountain Post Mortem

King of Tiny Mountain was my third time participating in the Ludum Dare jam, and I think it's the happiest I've been with a LD project so far.

Link: https://ldjam.com/events/ludum-dare/38/king-of-tiny-mountain

I wasn't able to start working on the game Friday evening, but I did have time to think of ideas. I knew from the start, based on the theme, that I wanted to do something where the entire level fit in the screen. Initially, I had thought of having the game take place on a cube-world with warps taking the player from one side of the world to the other, and with the player able to freely rotate their view.

Ultimately, I decided against this for a couple reasons. One, I thought it might end up being too complicated to implement quickly, giving me less time to work on the level deisgn that was going to be the focus of whatever project I made. Two, I felt that having a single-screen level that you could rotate the camera around would be a bit to similar to my other current project. Third, if I made the camera static, it would give me a chance to try out an idea for a control scheme I had had recently: if the player doesn't control the camera, you can have a 3D game with both Twin Stick shooting and jumping.

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So I deicded to make a 3D platformer with twin-stick shooting where the entire game world (containing multiple levels which get unlocked as you play) is visible on screen at once.

I made a plane in Blender which would contain the entire game world. I then started modelling out a test area, and got the movement and shooting down, as well as a few basic enemy types. I also put in collectible items and doors which could be opened with those items. I then did a second pass on the test area and turned it into a proper first area of the game.

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By the end of Saturday, I had basically sectioned off the plane to make room for the second and third levels, and the mountain where you'd fight the boss.

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The next day, I had planned to show gradual process of the map being filled in, but I ended up pretty much doing a first pass on the rest of the level design within the first hour of working, so by the time I took another screenshot, it looked like this:

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At that point, what remained included sound effects, feedback effects, victory text, and, of course, the boss itself. I also tested and tweaked the level design and added an effect to let you see a translucent image of enemies and the player when they're hidden behind objects.

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All in all, I'm pretty happy with how the idea turned out.

Metrics

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But my feedback freinds

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http://feedback.ld.intricati.com/?event=9405&uid=16102&refresh

How do I only have 33.5 votes, it makes no sense. I voted on almost every comment.

Our Cramped Little Post-Jam Build

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Hello everyone, team Insecure Shark here!

We just uploaded, a brand new, post-jam version of the game, that contains some bugfixes and small gameplay changes. Due to problems with mouse controls, we removed items "weight", so now controls should feel much smoother. Other changes include several sounds fixes and few extra tasks.

We still need at least 5 ratings for each category, so come and check out our game here: https://ldjam.com/events/ludum-dare/38/our-cramped-little-world.

Rising Tides, Metrics, Streaming: The End of Ludum Dare 38

Streaming

Tomorrow, assuming I am not sick, I'm hoping to do a big final stream for all the folks trying to get their games the last votes they need. Join me at 4pm Eastern on YouTube: https://www.youtube.com/channel/UCPY6adDEbEbx4CoxiVsAb1w I'm on Twitter: @OccultSoftworks

Rising Tides

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Check it out here: https://ldjam.com/events/ludum-dare/38/atlantis

This is my last big update for LD38. We've worked our butts off to get one last big update for the folks who really enjoyed what we did this jam. The original jam version is still featured prominently for folks. If you like, shoot us some feedback on the new version, it's absolutely immense, full patch notes here: https://itch.io/t/75895/patch-notes

If you enjoyed the game, and think we should make it a full thing, please let us know. We're still a bit on the fence... hoping we do well enough on the scores to justify it.

Metrics

Everyone likes to see these, so here's ours for this Jam: ItchAnalytics_0.png I'm going to be doing a big super postmortum of my efforts this jam and hopefully get time to do analysis of several games' analytics in the coming weeks.

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Thank you all so much for the encouragement, community, and great fun. I've met a ton of really cool folks, played a ton of really cool games, and definately became a better dev for the experience. Here's hoping for LD39! (I'll be doing a Metrics post to pool info from folks after voting concludes.)

Okay, Wat?

How did this happen? xD

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We're so close!

Play and rate SUNLESS, a puzzle-platformer about turning on the sun

Only 5 votes left! :)

https://ldjam.com/events/ludum-dare/38/sunless-our-gamejam-2017-entry

We need more votes! Cubic Explorer and the future of MaruGen

Hello everyone!

So, some of you may know we created Cubic Explorer, our Ludumdare 38 Game. Right now we need more votes to complete our 20 votes quota. So I think I will be playing a lot of games tonight so I can give feedback and also hopefully receive more :smiley:. I hope we can receive feedback in return as well.

Check out our game here, with source code, WebGL play and all that good stuff:

https://ldjam.com/events/ludum-dare/38/cubic-explorer

If you decide to leave a comment and also review our game, I promise you will get also feedback and a vote from mew. I guarantee that I will comply with this agreement :handshake:

CubicExplorerScreenshots.png

MaruGen what's that?

Some of you may not know, but we used a custom framework for Unity called MaruGen.

The main concept is that you take a start graph, then some basic rules on how this graph "expands", and after some random iterations and generations, you will get a more complex graph that will represent your space (or game mechanic)

MarugenProcess.png

I personally created this framework for my master's thesis, using elements from another framework created by Joris Dormans, named Machinations, Mission-Space and Micro-Machinations.

You may want to read about it in his free doctoral dissertation "Engineering Emergence":

https://www.illc.uva.nl/Research/Publications/Dissertations/DS-2012-12.text.pdf

Some of you may know him for a game he recently created called Unexplored on Steam. I believe he uses some of these concepts in his game. And, of course, I want to be able to get his main ideas of how to generate spaces and mechanics and apply them into a useful, computational tool.

So, what about it? What's the future of MaruGen?

After I finish my master's thesis (I have to present it in about two weeks :fearful:), I want to to keep working on this tool. Now, you can get the initial implementation of for Cubic Explorer by visiting the source code in the LDJam page. But I want to actually use it in a more professional way, so I plan to use it in a project Glitchy Pixel is currently making (check out http://www.glitchypixel.com.co for more info :wink:). Hopefully the tool will improve and get better.

In the near future I plan to put it somewhere more visible, like in Github and maybe an asset in the Unity asset store? It would be a free tool of course, but I need to get my head around it so it can work ok and maybe people can use it as well.

In any case, I hope that I can make it more stable and usable in the near future, and maybe a true game concept can help it develop further. I've already fixed many things in the tool, and also tried to make it less arcana in the code os its easier to understand.

Well, if you got through all of this, thanks for reading! And I hope I got your attention on the tool. And I would thank you even more if you could play our game here:

https://ldjam.com/events/ludum-dare/38/cubic-explorer

Cheers, and have a good one!

Shrinking Space

Shrinking Space a game about helping your friends get everything they need to escape a forever shrinking planet!

https://ldjam.com/events/ludum-dare/38/shrinking-space poster.png

Not much time left!

So the voting days are nearly over, time to rate just a little bit more :)

Check out my entry if you haven't:

https://ldjam.com/events/ludum-dare/38/space-raiders

Thank you all for the feedback!

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Smaex

Plea for votes. I just need 4 more

ezgif.com-optimize.gif https://ldjam.com/events/ludum-dare/38/planets-of-zoltcon

I just need 4 more votes in order to get ranked. This is a WebGL HTML game with about 10 minutes of play time if you make a beeline for the artifacts. Here's the latest version: http://ludum.daretogame.net/zoltcon/

What I learned on my first Game Jam - Samhain: Fly Away Home

Over the last few years, quite a few of my friends have participated in Ludum Dares, and I had always loved the idea of taking on that challenge myself. So when I found out that Ludum Dare 38 was going to start off, and that one of my friends, Vanilly (Who's did the fantastic art for Tipping Point, which you can find here http://ludumdare.com/compo/2015/04/22/tipping-point/ ), showed interest in it; We quickly set about acquiring the help of @WMMSounds for music, Subtank for art assistance, and Martyfun for help and assistance. I was enthusiastic (In fact ecstatic) to give this a try, not only because it would be my first Ludum Dare, but it would be my first game period! After 72 hours we were exhausted and mentally drained, but it was built, saved to dropbox and itch.io, and posted to the Ludum Dare site.

I present to you, Samhain: Fly Away Home (Link Below) title.PNG Capture.PNG

*You can play Samhain here: https://ldjam.com/events/ludum-dare/38/samhain-fly-away-home-1 *

Now that the dust has partially settled, I've been able to unpack some of my thoughts about working on the game, as well as some times that I would have liked to give myself, and I'll certainly hope that I'll remember next time. Hopefully some of you that are budding game developers like me will heed their caution or at least share in the camaraderie of making these mistakes together.

The first thing that I would have loved to tell myself in advance, was to keep scope in mind at all times. After discussing with the team, and scrapping our first idea (A 3d small planet resource management game). We had decided on taking the theme, and expanding it into the idea of the world of a bug inside of a small back yard.

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Now that doesn't sound too crazy, right? Well it becomes a lot crazier, when you realize that I had initially suggested and envisioned a three level platformer, with 1-2 bosses and a charge move for the beetle girl, Anna, that would be able to break through terrain and damage enemies.

That's... A lot, right?

It was a tall order, one that as I worked into the night I soon realized that it would be too tall of an order, and wouldn't be possible to implement all of that. Now luckily for us, the ideas that we had kicked around could be scaled down if need be, and thus three levels became one, and 1-2 bosses became none as we began to focus on a fun atmospheric platformer. I was lucky to have the ability to do such, but had I envisioned a game who's core mechanics required more work, it very likely would have crashed and burned. From this I learned: Game design scale is kinda like picking a recipe. Pick one that's going to work with the time you have, don't go making that slow cooker beef stew when it's already 5pm.

The Other lesson I would really want to stress to myself while working on this, would definitely have to be Prioritize. Now, for the most part, I knew right away that there were certain things that would need to be done to have the game work. The character has to move, there has to be enemies, there needs to be a beginning and end to the game, terrain has to have hitboxes, all the general things. What surprised me in execution though, was just how many steps would be required to accomplish those goals. Movement had seemed easy enough at first, but when the world geometry was implemented, and the collision mesh put in, I quickly found out that Little Anna couldn't walk up hills! This was also the first time that I had attempted to write a player character state machine, and the process of reasoning through the concept took me longer than I had thought it would at first.

In addition to this, some things slipped right by me. I had almost forgotten to do things like creating a title screen and ending screen, transitioning the game from one screen to another. This was after I had already created a game state machine which didn't like the idea of leaving the scene that it was in.

Had I prioritized better, more time could have been spent on those elements instead of things like creating random movement for snowflakes, or trying to make Anna slowly sink down when she died in the ice water. All of these were nice little touches and polishes that were an extension of something that already had to get done, but they ate up their own chunks of time too. All of these small missteps on my part lead up to a feverish workload right in the last few hours of the game jam as I struggled to push the game into a final, playable state.

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I'm looking at you, snowflake.

Now, some of those elements of polish gave me a lot of insight, and I learned a lot from them. In that respect I'm glad that I did them. However, I'm pretty sure sleep deprived me, 2 hours before the deadline resents everything that I'm saying even now. Prioritize: You can expand upon that idea once everything else is at least started.

Overall though, is Samhain a perfect game? Not by any stretch, but even as I look at it, with it's janky flying controls, and lackluster ant AI, I can't help but look upon it with a certain fondness, not unlike an apprentice carpenter looks upon their first wobbly chair with poor back support and smiles. Now that I have a Ludum Dare under my belt, I'm looking forward to LD 39, and getting to try something new. Though hopefully this time, with a better understanding of what you can do in 72 hours, and with a much stronger idea of what needs to get done first.

This is my game, there are many like it, but this one is mine.

I Just need some votes ! Thank you! : D

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Hi developers, I'm inviting you to play and review my game

https://ldjam.com/events/ludum-dare/38/little-wild-invasion

Thank you!

PD: You can share your game in the comments, I will play it :)

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New stuff on game pages

so i noticed pov added new stuff to the "my game" page i.e. metrics. is Karma for feedback the new coolness? does it effect our final score?

I have all the ballance! Or maybe I don't have any...

AntagonisticAnalytics.png

These are some numbers I found about my entry. Some people like to compare e-peen scores, so there ya go. Whip out the ruler!

I kinda know what some of these are. I don't have a clue about others. That's okay. You know what I do know? There's only a couple days left before I gotta go back to bribing the grand-kids to play with my homemade digital toys. You folks have been great! No one even nagged me for a cookie! I hope I can finish again next Ludum Dare and trade games with everyone one more time.

Actually, there is one interesting thing those numbers do show. It is the fact that I always return feedback :wink:. I'll just leave a link to this little game I made down below.

https://ldjam.com/events/ludum-dare/38/antagonistic-hamburger-hill

Thanks again. Be excellent to each other.

Late Push for Breakout Bunny

Heya, everyone! The new metrics are awesome, but they also let me know that my team is a good bit short on ratings for our game, Breakout Bunny.

In that light, I'm making a late push/plea here for ratings. I'm also rating a heap of games tonight, too, so if you're also a bit short, leave your game here and I'll give it a shot. Thanks, and good luck to everyone!

Twitter News

For non-Twitter users: tweet1.png

EDIT: "To get a score at the end, you need about 20 ratings in a category. To get ratings: play, rate, and leave feedback on games. Every game you rate and leave quality feedback on scores you Coolness points. Having a high 'Coolness' prioritizes your game."

EDIT 2: Feedback Friends and this tool might help find entries in need (tool source). The numbers from @avavt's tool don't seem to add up, not sure why.

Source

Friendly Discord Chat

I've gone ahead and made a Discord for folks to congregate and chat in, coordinate LD stuff, talk game dev junk, etc. https://discord.gg/p3UXSFJ : This link should never expire.

Feel free to invite folks. I'm not super big on rules, I think the only one we currently need is: "Be cool to Everybody."

Give us a look :D

Hey guys, last day of judging, why not take a look at our game? https://ldjam.com/events/ludum-dare/38/avaricious-abyss thanks, we will check out yours in response :D

Platform Styx

Why not give our game a try :okhand: https://ldjam.com/events/ludum-dare/38/platform-styx :okhand:

Play and Rate Warpy's World

Hey guys please play and rate Warpy's World and if possible leave some feedback. The game now controls with the mouse only. Keyboard controls are no longer supported. Enjoy!wal2.png LD page: https://ldjam.com/events/ludum-dare/38/warpys-world Download Link: https://nilanjan.itch.io/warpys-world

Try to beat Spike Spire!

Hello! Spike Spire, the platformer I made, is pretty hard! See if you can clear it! My score is 48 seconds (it took me quite a lot of retrying to be able to win though..) I also still need more ratings, so if you could rate my game after, that would be much appreciated!

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To arms! You should experience this (not my) Ludum Dare entry

Here's the deal: One of our fellow gamejammers, @ryan , has created Draw A Small World as his entry. It is an application that asks the user to drawn a number of things and creates a composite masterpiece. The tragedy is that the comments section is total devoid of user generated 'art'. It is up to us to fix this grievous oversight and see that this experiment reaches it's full potential!

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Click it. You know you should. https://ldjam.com/events/ludum-dare/38/draw-a-small-world

Hi everybody !

Last hours to play !

Have you experienced DEN ?

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https://ldjam.com/events/ludum-dare/38/den

Like some other did I'd like to post our stats ! so here it is :

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and here are feedback friends :

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It is partial cause feedback friends only reflects @lamecaniqueduplastique's participation!

ENJOY THE END OF THE VOTING PHASE !

Ludum Dare 38 Games now with ratings Given vs Received

My google spreadsheet now also has the ratio for ratings given versus received. I will repeat what I said in the spreadsheet since it is very relevant:

E1:

Given To Received Ratio of ratings, Note: instead of dividing by 0, I either answer with 1 if no rating were given or max value if at least 1 was given. Also note that given ratings are divided by 8 while received is divided by the amount of categories. Warning not 1 to 1 total ratio, see sheet "Stats".

Link: https://docs.google.com/spreadsheets/d/1HWYo-es4weXRFnUBhKAUHX9rCodGiczvyIsWRkx9eoo/edit#gid=0

Note: The ratio is rounded to the 3rd decimal place.

Clash of the Fungus - Postmortem

Hello everyone,

I hope you are all satisfied about your Ludum Dare game and working hard on playing an rating other people's games :)

I wanted to just give a short Postmortem about @ohanhan and mine game called "Clash of the Fungus".

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General

This is my second real Ludum Dare (the first being LD 36) with several Mini LD participations before and in between and my first Ludum Dare with ratings and a team. We were a team of two: me, the programmer working with Unity 5.5 and a small ever-growing set of general Utility classes, and @ohahan being mainly responsible for the graphics using Photoshop. Also one of my brothers in Germany composed the two music tracks for the game.

Finding the idea

This stage took quite a bit longer than we expected (a total of 4 hours including lunch break).

First problem was properly translating the theme into Japanese since "A small world" had in my opinion (but I'm not English speaker either, so that might be wrong) both the nuance of small (小さい chiisai) as in ants and bacteria but also confined (狭い semai) as in not wide, not spacious.

We had several ideas ranging from a fish trapped in an aquarium and finding out there is more to the world than his small confined living space, to a Mario-esque Jump & Run where the main character was just 1 pixel big and you could see the whole stage at once...

But in the end we went with the very first, silly idea we had... A Fighting Game starring stationary mushrooms. (Thus using small world in the sense of "not big")

I once listened an inspiring 5 minute talk at the local Indie Developer meetup here in Osaka where the main message was - try to remove something essential instead of adding something to see what kind of interesting idea you might get. The example in question had been: How would Tetris be like if you played it with the mouse instead of the arrow keys ;)...<

So we tried the challenge to create a fighting game where the characters cannot move.

One thing we definitely DID NOT want to do was anything related to small planets with Mario Galaxy-like gravitation, since a first quick survey of Twitter and the LD Blog posts revealed that many ideas were going into that direction.

Development

From my experience with the last Ludum Dares I knew that I could easily get lost in non-essential small details and not have something playable until the very end. Therefore our rough plan was:

Day 1 - Playable Prototype Day 2 - Feature Freeze Day 3 - Balancing

Unfortunately it did not go as fast as we expected and I guess that's mainly because I'm just not very fast and coding and have a big preference for doing things properly rather than quick.... So everything we had after our first day was about this:

Prototype 1.gif

Since we both had to work on Monday (LD starting in Japan on Saturday at 10 am) we would only have very limited time on the final day - and we still tried to keep the balancing on our Agenda since quite a lot of the fun would depend on how hard or easy the game was.

But from Sunday eventually we just went into crazy full development mode. And at the end of Day 2 the game in its current form was mostly finished.

Then I made a decision about which I'm not sure if it was a good one in hindsight.... I definitely wanted to have a character select screen to capture the feeling of the old arcade fighting games and this screen eventually took away most of the time that could have been used for balancing. I'm still quite satisfied with the end result ;) But maybe other things should have had higher priority than a screen that will only be shown a few seconds before the game. The spent time vs. gained value ratio of this feature was definitely not good...

The final feature I implemented on Monday night (Remember? Feature Freeze on Sunday? :sweat_smile: ) was the simple AI (until then it was 2 players-only - which would have been extraordinarily bad for a game jam submission)... But that one time my proper well done coding approach actually helped me out since with the abstract Input Manager that I had written it was easy to replace one of the player's inputs just with AI button presses. So after about 2-3 hours I had a somewhat decent AI and went one to final parameter tweaks (damage, mushrom decay etc.)

What went well

  • Working in an actual team at the same physical place helps a lot with boosting creativity and motivation and getting immediate feedback about your creation :) We will participate again in August
  • Actually making a rough plan and keeping it maybe 50% - Going from no plan to a plan is a big step for a chaotic mind like me
  • Though we struggled with the idea in the beginning, I like the peculiarity and uniqueness of what we came up with

What could be done better

  • Keeping more than just 50% of the plan. Next time I want to properly write down a list of prioritized (and maybe even time-estimated) tasks than can be cut off at any moment if the time of the current phase should run out
  • Not sure what I should to about my slow coding... I can only hope that with more and more game jams my private library of support classes that makes everything faster and easier (so to speak my own Game Engine on top of Unity)

Thank you for reading. I would be glad if you could play and rate our game :video_game: and let me know your opinion in the comments... I will try to also play and rate your games in the remaining time

Thank you! We are over 20 votes now!

tut6.png https://ldjam.com/events/ludum-dare/38/planets-of-zoltcon

Thank you!! We are over 20 votes now! Here's the latest version: http://ludum.daretogame.net/zoltcon/

a game where you are a cute worm

We are 6 developpers since 4 months (and 2 since 1 year) and we would like to know what is value of our work. So if you want to try our game, do this and don't forget to rate it please !!

https://ldjam.com/events/ludum-dare/38/locker-c-18

Light Analysis on LD38 Deadline Numbers [Boring Math Stuff]

Note: Streaming at 4pm today, going to round up folks to try and get as many deserving games rated as we can before voting is over. @OccultSoftworks on Twitter, https://www.youtube.com/channel/UCPY6adDEbEbx4CoxiVsAb1w on YouTube.

I'm going to bed shortly, but I decided to look at some metrics as we had a good discussion earlier about the pending deadline and possible deadline expansion. I'm too sleepy to do any kind of deep analysis, this is a mostly a surface skim. I'd love to wake up to see what other folks do with this stuff.

Total Games Submitted to LD38: 2983

Total Games with >=20 Votes: 856 (28.7% of Total)

Total Games with <20 Votes: 2127 (71.3% of Total)

Note on GTRR (Given to Received Ratio) Scores: 30 Games have Unrealistically High Scores and are considered outliers for our purposes.

Total Games with 0 GTRR: 939 (31.5% of Total)

Total Games with >0 GTRR: 2044 (68.5% of Total)

Total Games with >1 GTRR: 797 (26.7% of Total)

Unranked Games with GTRR Scores of 0: 920 (30.8% of Total)

Unranked Games with GTRR Scores of 0.001 or More: 1207 (40.5% of Total)

Unranked Games with GTRR Scores of 0.33 or More: 1115 (37.4% of Total)

Unranked Games with GTRR Scores of 0.66 or More: 918 (30.8% of Total)

Unranked Games with GTRR Scores of 1.00 or More: 735 (24.6% of Total)

Unranked Games with GTRR Scores of 2.00 or More: 50 (0.02% of Total)

Unranked Games with GTRR Scores of 3.00 or More: 33 (0.01% of Total)

Ranked Games with GTRR Scores of 0: 19 (0.01% of Total)

Ranked Games with GTRR Scores of 0.001 or More: 837 (28.1% of Total)

Ranked Games with GTRR Scores of 0.33 or More: 758 (25.4% of Total)

Ranked Games with GTRR Scores of 0.66 or More: 603 (20.2% of Total)

Ranked Games with GTRR Scores of 1.00 or More: 403 (13.5% of Total)

Ranked Games with GTRR Scores of 2.00 or More: 53 (0.02% of Total)

Ranked Games with GTRR Scores of 3.00 or More: 16 (0.01% of Total)

By these numbers:

31.5% (920 Games) of the Games Submitted to LD38 were likely Abandoned by their creators, or they did not submit any feedback (thus not participating in the system)

0.01% (18 Games) Did not Participate in the System, and were rewarded with enough votes to be properly ranked. Unfair, but statistically insignificant. I'd be curious how their scores panned out.

24.6% (735 Games) of the Games Submitted to LD38 must be given highest priority by the website as their creators have participated in the System above what the system has given to them and it has not rewarded them with rankings.

0.01% (33 Games) have an extremely high degree of feedback but have not gotten rated. These should be looked at, and where there isn't data errors, given extreme focus to bring their numbers back to reason).

If we were to remove the 920 Abandoned Games from the System, we are left with 2063 as our baseline. With this Adjusted Total, we would see 41.5% of all Games having received Ranks Currently.

To Reach 50%: +175 Participating Games Voted to 20 Rankings in a Category

To Reach 75%: +691 Participating Games Voted to 20 Rankings in a Category

To Reach 100%: +1206 Participating Games Voted to 20 Rankings in a Category

Using Data from :https://docs.google.com/spreadsheets/d/1HWYo-es4weXRFnUBhKAUHX9rCodGiczvyIsWRkx9eoo/edit#gid=0

Credit to: @timeracers

Platform Styx - Almost there

Come on guys, lets do this! we are almost there!! show us your love <3 :okhand: :okhand: :ok_hand:

play our game ;) https://ldjam.com/events/ludum-dare/38/platform-styx

Lending a helping hand

I am so bored of study at the moment, so I need to take a break, and what better way to take a break than to rate games

If you are below 20 votes comment your game and I will * (try to) *play it (Windows or Web)

I'm going to play as many games as I can before voting is up

Please Check Out My Game

Hello everybody! Please check out my game at https://ldjam.com/events/ludum-dare/38/survival-game Please rate it. I am 13 years old only and I had a lot of schoolwork, so I couldn't exactly make the game i had in mind. :slight_smile:

P.S. I will leave good feedback and ratings for those who just take the time to rate the game. :stuckouttonguewinkingeye::stuckouttonguewinkingeye: :innocent::innocent:

Funky people, help me get 20 votes!

Also, leave your game in the comments and I will gladly give my vote! :D

Linkerino: https://ldjam.com/events/ludum-dare/38/secluded SecludedGIF2.gif!

Help us get 20 votes! :)

Jq6DzQ.png

For Ludum Dare 38 we made a small and kinda weird Point and Click adventure.

The game is about a man walking around in a small town, observing his surroundings and acting out his feelings.

Fancy stuff included like: Environmental effects ( if you figure out how to make it rain! ) and multiple endings!

Hope you like it! :)

Itch link: https://joovel.itch.io/whats-the-point

PS: Please leave your own game link in the comments so i can check out your game as well! :) what's the point2.png

No Minor Task: Postmortem of my first game jam [LD38]

Hey all,

This was my first game jam, and the first game I completed and published in Unity.

Our team was formed over Reddit, with 3 sound guys, 2 artists, and 1 programmer/writer (me - the other programmer dropped out).

For a 3-day game jam, with a remotely-communicating team, I am very proud of what we achieved! :smile:

So without further ado, here are my key lessons from this game jam!

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What went wrong: :thinking:

  • Level design. This was a time thing mainly. Originally the game was meant to be broken up into 5 smaller, more strategic levels (Monday to Friday), with more stealth elements, less enemies, and using object environments to strategically block line-of-sight, but with the other programmer not showing up I had to focus on finishing the programming for the story section, resulting in just one big level instead.
  • Difficulty and pacing (or: the 'I can beat it so they can too' illusion). I'd been playing the game for so long that I knew exactly how it worked. Unfortunately this meant I underestimated the difficulty of the game. Since no one else was familiar with Unity, there was little testing of the game either, except for my own testing! In future, I'll make sure everyone at least has Unity for the purposes of testing, and for future game jams I think it'll be much safer to be on the lean towards the easier side of difficulty.
  • The long intro. This was meant to be an interactive 2nd half of the game and was assigned to the other programmer, but he ended up not showing, so instead it became one long story intro. The plan was to have it weaved between each of the 5 levels. I definitely should have made it click to skip past dialog though, instead of having it time-based (I fixed this in the game jam I did following this one :) ), and should have a skip intro button on the UI (you can press ESC but not everyone knew that).
  • Clearer indication of when you were about to die (incl. coordination with art about colours - choosing a colour palette). There was a lot of confusion about what conditions were causing players to die based on our feedback. Again, I can probably attribute this to a lack of testing by others apart from myself. The enemies changed colour from green to purple to red when they spotted you, and there were audio cues too, but it still wasn't super clear to new players. This issue was amplified by the sheer number of enemies on screen, and how some enemies were already darkly-coloured making it hard to spot the colour changes. I probably should have included a circular radius of where you could be spotted by each enemy, and a 'Bust-O-Meter' on the UI showing how close you were to losing.
  • Colour palette and consistent resolution - with all the different artists that I found on Reddit, there was some inconsistency with the colour scheme and sometimes the resolutions of each image didn't match. That being said, it turned out fine and it was only a game jam, so I'm not too worried about this.
  • Clearer indication of controls - a lot of people had no idea that they could use SHIFT to sprint. This should have been introduced in-game through the UI, not on a controls screen that pops up before the game starts (as no one will read it). This was also a time thing though.
  • Get to the action fast + no one likes to read (even the essential controls) - you have to SHOW them in a controlled setting. The feedback / watching others play the game really helped realise that even if you tell them the controls or what to do, they won't necessarily do it. It hasn't to be introduced to them through gameplay, and we would have done this through a tutorial and a gradual introduction of mechanics if we had more time.
  • Scope - I think we had a very ambitious project, as we planned to have an interactive story section as well as an action-arcade section, with 2 distinct art and music styles. I think we probably could have completed it if the other programmer showed up. Regardless, having a smaller scope would have caused a lot less stress for me.
  • Animations (still confused about this. didn't work out how to do up down animations) - I couldn't get the Unity animation system working for up and down movement, so we had to scrap the up and down movement sprites and just use left and right. Definitely need to learn this properly.
  • Team availability and time zones - I found the team through Reddit, so naturally we were all in different time zones. Although I tried my best to minimise sleep and stay online (as the only programmer), it made it a bit difficult. I think it's okay having the sound guys in a different time zone as the work is quite independent, but it would be great to find coders and artists in future with synced time zones for more productivity.
  • Losing a team mate - didn't foresee this happening. Actually, 1 programmer and 1 artist dropped out, and some of the other teammates also had a family so they weren't there the whole time. I took this into account in the game jam that followed, by over-recruiting (2 teammates dropped out, but we still had 6). This probably would have been less of an issue if I reduced the scope of the game.
  • Team familiarity with game engine (I was the only one implementing) - I should definitely make sure the team knows how to use the game engine, because it helps with quicker implementation of the game assets, allows me to focus on the code rather than importing assets (from 100 different places... we had individual dropboxes and google drives haha...), and of course so everyone can test the game!
  • File sharing. Tying in with the above, no one knew how to use Unity so no one imported the assets directly, and we had a mix of file sharing across Discord, Slack, Dropbox and Google Drive. It got chaotic pretty fast.
  • Optimising for speed - I didn't focus on this because it ran fine on my computer, and it seemed to run fine for the large majority of players. However, some people found it lagged a bit. I definitely should look into ways to minimise the possibility of lag in huge levels with lots of game objects. This was also a problem with tiling - it was hard to align all the different tiles in the game, so lots of overlapping was required, and since each tile/sprite was so small there were heaps in the scene which may have slowed it down a bit.
  • Full screen (optimizing for streamers) - I disabled the full screen mode because I didn't want to / didn't know how to optimise for different resolution screens / I thought it would look bad fullscreening 8-bit graphics, but didn't realise that people would want to fullscreen it anyway (particularly people who were doing let's plays or livestreams of our game).

bigadult.png

What went right: :innocent:

  • Teamwork. Despite us all working remotely, we got along instantly, and were very productive, dividing up the tasks efficiently and playing to ours strengths. We found a way to include everyone's work is some shape or form, including making additional scenes around cool music our team had made.
  • Humour - Almost all of the comments mentioned the humour, so it seems we did quite well in this department. Partially this was due to the concept of the game itself ('Superbad' the game), but largely it seemed because of the cutscene dialog at the start, particularly the 4th wall breaking. I enjoy game writing and I will definitely continue it for future projects (as I did with the IRX Game Jam - see link at bottom!).
  • Making a 'complete' game - in such a limited time, a lot of the feedback praised us for having a game with a start and an end, and I'm very happy that we accomplished this too, as the game can stand on its own.
  • Having a browser-playable game - it makes it much easier for people to play the game and give feedback, and was part of the reason we got so many plays and comments. If you're using Unity, definitely make a WebGL build for others - more will play it!
  • Art style - the retro graphics tied nicely with the youthful theme of highschool and the 8-bit music. The cutscene graphics also set a really nice mood.
  • Audio - we had a very strong audio team of 3. Our sound guys created some top-notch 8-bit melodies, as well as a really moody jazz track with live recorded double bass!
  • Theme - with all the games that were literally just involved a small-sized planet, I'm happy with our creative interpretation of the theme, going along the lines of 'what are you doing here? what a small world!' as well as a small world from the perspective of a teenager in a small town trying to start a party.
  • Variety and innovation - following on from the previous point, and compared to many of the other games I played in this jam, I believe our concept and gameplay was very unique, combining a comedic visual novel with a chaotic action-stealth collect-em-up with trashcan physics!
  • Core gameplay elements were fun. I built the game to have 'emergent gameplay'. Each enemy had its own A.I. and a number of obstacles that you can interact with, meant that creating new levels would be very doable given enough time. Unfortunately we didn't have enough time so some things could have been clearer, but I'm happy with its potential.
  • Marketing. I wasn't promoting the whole time, but our game got a lot of exposure (stats below). Things I did include: contacting YouTubers and livestreamers and getting them to play our game, giving useful feedback to others and linking to our game, looking out for posts where people wanted to play Ludum Dare games, making posts on Reddit (the official LD reddit as well as /r/playmygame), sharing on Facebook, sharing on Twitter with the right hashtags, and making LD blog posts (like this one!).
  • Feedback - tying in with the marketing, we got a very exhaustive list of feedback and its very clear what we would need to improve on if we continued the game, as well as things I need to keep in mind for future game jams (such as the IRX Game Jam which I did on the weekend - link below!).

Thanks for reading, and hopefully you got some insight out of this post!

nominortaskgameplay.gif

Finally, here are some stats and charts, because who doesn't like stats and charts?

Views: 441 (and for some reason, 7 people downloaded our browser game) nominortaskviews.png

Total Ratings: ~60totalratings.png

If you want to check out our game, you can find it here: :smile:

https://ldjam.com/events/ludum-dare/38/no-minor-task-party-of-a-lifetime

Also I did a game jam after this (IRXJam17), taking into account a lot of the lessons I learnt from this game jam. You can check it out here: https://xavier-indie-gamedev.itch.io/literally-free-will

Your Game

Guys, if you want me to check out your games, please comment your links here.

And don't forget to rate mine! https://ldjam.com/events/ludum-dare/38/survival-game

Tomorrow is results day, last chance to prove your multitasks abilities! ;D

Well, I already got +20 votes ratings (and thanks everyone for the votes!). But its never too late to still play my compo entry here and give your vote and opinions, since tomorrow is results day!

How much score can you get, in this anthill based game, where everything there has to be managed at the same time! Try it now!! (Free cookies if you pass 200 points!!) ;D

https://ldjam.com/events/ludum-dare/38/anthills-multitask

Screenshot1.png

Please Rate My Game!!

I am a 13 year old game developer. This is my first Ludum Dare. I am really hoping get a score. Please take a few seconds to rate me https://ldjam.com/events/ludum-dare/38/survival-game :slight_smile:

The last day please help me out.

To be honest this is my second GameJam, im not a young guy i have 42 years old, and this is what i realy like to do, i have quite everything to pursuit this carrer, i have been done all by myself so this jam is a real game change for me as i will put on my portfolio. So once again i need your help to rate my game. https://ldjam.com/events/ludum-dare/38/save-the-little-world 12c6.png12c7.png And good luck to you all, and o hope to participate in other jams and be really able to become what i have always dream off.

Can we have a quick talk about "help me get my game to 20 votes" posts?

Can we please stop making "Help me get my game to 20 votes!!11!" posts? I love reading postmortems and they're clogging up me feed. You're not a charity case; if you want more votes, rate other games!

See, PoV has implemented (and it's existed for as long as I've done LD), a great system for how you get votes, called coolness. It takes ratings you have made (plus hearts, now) and subtracts ratings you have received, and it gives you a coolness number. There's another great thing, called the games browser. It displays all the games, in reverse order of coolness. So people who have rated more games than they have been rated, show up on top. Nearly always, this means they get rated. What's cool about this system, is it encourages people to rate other games, and it ensures that everyone can get ratings. When I make a rating, within the day I'll have another rating on my game. Because my game moved up to the top of the games browser, and was played.

I've given 20 ratings, so I've received 20 ratings. At six minutes a game, this would take you just two hours. For a game you invested 48 hours into, I think it's worth about two. And you had over two weeks to do this!! There are plenty of games for every platform (even board games an SNES games!). And if the games browser is broken for you, you can always use Feedback Friends, which will effect both the FF coolness and the LD coolness.

This rant may sound rather Darwinist of me, but it's not. I'm a Marxist. Rarely has a system been so effective as LD coolness... there is no exploitation involved here. If capitalism worked, it'd look like this.

Ok, sorry, end of rant. Use the games browser and rate games; stop making whining blog posts.

Fishing game

scr4.png

https://ldjam.com/events/ludum-dare/38/ship-in-a-bottle-painting

Revamped Controls! Now more responsive & less lag!

NotEnoughRoomMenu.png

Avoid if you're claustrophobic or don't want to destroy your keyboard.

Not Enough Room is the 2nd game I made. It was made within 12 hours because I missed most of the jam due to RL stuff. It is a game where you run, duck, jump and climb about a room you rather not be in.

Link: https://ldjam.com/events/ludum-dare/38/not-enough-room

Controls: - Move: AD/↔ - Jump: Space - Jump Height: WS/↕

ld38.lv3 gif.gif

Only need a few more votes

Please help me out! Will play-for-play. Thanks! https://ldjam.com/events/ludum-dare/38/tiny-buckler

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Last day before voting ends!

Heya all!!

We really enjoyed our first participation on ludum dare!

Please try out our submission! You as soul surviver have to dodge all the giant robots (ferrum gigantes) to collect points!

Controls: ASWD/ARROWS - Controlling car. Mouse drag - Camera movement. ESCAPE - Pause. 1-2-3 KEYS - Switching radio chanel. SPACE - Next radio song.

Poster.jpg

menu.png

game2.png

See Race against ferrem gigantes here: https://ldjam.com/events/ludum-dare/38/race-against-ferrum-gigantes

For those of you wondering about voting stats

You can see the live (-ish, there cached) number on how many games have got enough ratings here

json { "status": 200, "caller_id": 0, "id": 9405, "type": "event", "cached": [ 9405 ], "stats": { "signups": 5065, "authors": 6288, "unpublished": 2082, "game": 2983, "craft": 0, "tool": 0, "demo": 0, "jam": 1862, "compo": 1119, "warmup": 0, "late": 0, "release": 0, "unfinished": 2, "grade-20-plus": 855, "grade-15-20": 125, "grade-10-15": 178, "grade-5-10": 321, "grade-0-5": 1504, "timestamp": "2017-05-16T13:02:18Z" } }

I need YOUR help!

Hey guys!

I have a small bet with one of our developers. I must get at least five additional reviews for our game in the next four hours. (If I win I get somthing I want :wink:)

Big problem: I'm at work right now :worried:

I promise you I'll play and rate your game when I'm at home.

https://ldjam.com/events/ludum-dare/38/where-is-mommy

Thank you!

19ec.png


Greetings from Germany

Katharina | Rahtainka

PSA: please don't rate others' games without actually looking at the game :'(

I've been watching it closely, and my game page hasn't seen an increase in views, and I don't have any new comments, but I've seen 5 new ratings in all categories, meaning people are voting without even opening the game page.

C'mon guys, kinda defeats the meaning of ratings for everyone if you do this, so please don't :)

It seems it will be the end soon. Vote : first for ppl not having enought votes

Hey guys ! I hope you are great ! I am so impatient to get the judgement !

It was an incredible experience, creating a game and seeing you liked it was really amazing, moreover : it was my first submission to a Ludum Dare ! Thanks everybody for your support and feedbacks ! For those who didn't played, you can have a look to our game on this page : Wake Up!

But before going to my page, please rate people that do NEED rating to get into the competition. For those who don't have enough votes, please leave your link on the comments I will try to play as much games as I can till tomorrow to help you !

miniature.jpg

Just a few more votes

boap0.PNG I'm a few votes out :( someone save my ld jam ;n;

https://ldjam.com/events/ludum-dare/38/bunny-on-a-plane

My LD Entry

game

Hey guys, I am a 13 year old and this is my first game jam. Please try to rate my game which is a small survival game made in 2 days. :smiley:

Link https://ldjam.com/events/ludum-dare/38/survival-game

Voting is almost over!

Pineshore Planet

I've been crazy busy last few weeks, so I sadly didn't have alot of time playing other people's games. That obviously resulted in my game not having enough votes just yet! :/ I'll try to play some more games with few ratings now!

My Game

Last day! Can I have some feedbacks?

Hi guys, I will appreciate if I have some feedbacks from you in my game, and I'll do my best to give a feedback to you too! Thanks!

https://ldjam.com/events/ludum-dare/38/the-space-explorer

print_5.png

Last Day vote plea

Here's us getting down on our knees and asking for your mercy

https://ldjam.com/events/ludum-dare/38/destructo-island

DILogo.png LD_StickToNormal.JPG

Tabletop Arena

Menu.PNG

A game where you play as action figures and fight on top of a coffee table.

Tabletop Arena is the first game we have ever made as a team. All three of us work hard on this game, it may not be the best game you've ever played but we worked hard and are damn proud of it. We would love some constructive criticism, it helps you to review games and it helps us to make better games. Thank You All! :smile:

If you guys are interested, this is us:

Tyranosaw (Programmer) - https://twitter.com/Tyranosaw

Zuezazon (Artist) - https://twitter.com/Zuezazon

Fynzyme (Music Guy) - https://soundcloud.com/fynzyme

Thanks!

Thank you to everyone that's rated my game Asteroid Hopper so far, you guys are the best :) Never got this much feedback on a game I've made before, it's been so useful! Hopefully my next game will be even better ;)

Check out these portals! portalzgif.gif

Play my game here!

Only 3 To Go!

I am a 13 year old game developer and this is my first game jam.
Rate my game here: https://ldjam.com/events/ludum-dare/38/survival-game

Thanks

Thanks to everyone who voted and gave feedback on my game, its really appreciated. A city simulator where you race against the tide!

The sea levels are rising. Only one small piece of land remains on Earth. Expanding upwards is mankinds only hope! If you havent already, you can play my game and give more votes, I still need 5! Thanks!

Leave a comment if your game still needs votes, and you have a Linux build.

Link to Game

Screenshot from 2017-04-24 03:10:15.png

A lot of feedback...

Again, thank you all so much for all the feedback! Here are some of our current stats:

post.jpg

So rather than playing our game some more, go play other games that really need your feedback and ratings! @avavt made this awesome tool that allows you to find games that are close to getting their 20 votes:

stl.png

Go out and play those!


~~Play Murder Mitosis: https://ldjam.com/events/ludum-dare/38/murder-mitosis~~ :wink:

Follow us on Twitter and on YouTube

Planets of Zoltcon

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https://ldjam.com/events/ludum-dare/38/planets-of-zoltcon

Check out our LDJam game.

Here's the latest version: http://ludum.daretogame.net/zoltcon/

Just A Few More

I have got only a few more votes left! Please check my game out!

https://ldjam.com/events/ludum-dare/38/survival-game

Voting is almost over

195a.png

A fair few people have voted already and I'd just like to say thanks! :D

This was mine & a friends first time in Ludum Dare and it's been really great! If you still haven't played it go give it a vote while there's still time :)

https://ldjam.com/events/ludum-dare/38/lift-off

Please play my game!

Hi! I have had a few really busy weeks with schoolwork so I havn't been able to play that many games. Now I don't have enough ratings to get a final score, so if you have the time, please take a look at my game, Defense Against the Giants! - A tower defense game made for the compo :D

https://ldjam.com/events/ludum-dare/38/defense-against-the-giants

Screenshot 2017-04-24 01.03.12.png

Play my game

Hi every.I didnt play that much games to to get a final score so please rate my game and i'll rate yours. Link:https://ldjam.com/events/ludum-dare/38/monster-island/

Games in Danger

You can see a list of games that have nearly, but not quite, got 20 votes here

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This is a preveiw on what @pov 's been working on today, you should see lots more sorting options available soon!

Please rate my game!!

I made a game but I was busy studying and didn't have time to rate games so please at least help me get 20 in any categeory.You should not play the game but please rate it. https://ldjam.com/events/ludum-dare/38/monster-island

Sadism and Challenge

This competition I learned about Sadism and Challenge. I have always been averse to making hard games, as I think the glorification of controller throwing has been a real low point in gaming as a whole. But this time, I accidentally made a very hard game.

Play RASHLANDER here: https://ldjam.com/events/ludum-dare/38/rashlander

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I was afraid I had made something truly bad. No one would play or rate this thing, I thought. So I warned people on the main page: "This is a hard game. It is meant to be difficult." I also happened to use an arcade aesthetic, which was a pretty happy accident. It's no surprise for players to find high challenge in an arcade setting.

What I learned is that difficulty should always been paired with informed consent. Players should know what they are getting into. The art style, the marketing, the package needs to read "hard but fair." Otherwise you'll fall fast into Sadism, and your players will reject you over it. Informed consent gives people a moment to put their game face on, and in turn, transforms difficulty into challenge.

Play RASHLANDER here: https://ldjam.com/events/ludum-dare/38/rashlander

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-Ryan

Last Day Vote - WATEREVER

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Thanks to everyone who has rated our game so far. We also got many great feedback and the next version will be better with the help of your suggestion.

Though there are still a few votes to go. Check it out here!

https://ldjam.com/events/ludum-dare/38/waterever

Please Play My Game

Hello everybody! I am a 13 yr old game developer and this my first game jam. Please play and rate my game at https://ldjam.com/events/ludum-dare/38/survival-game

Have you played The Microns yet?

https://www.youtube.com/watch?v=M9mYWh9Qgb8

Most people don't know how their microwave works... If you are one of them, now you can know, check it out! https://ldjam.com/events/ludum-dare/38/the-microns

Please rate my game!!!!

Hi everybody please rate my game. Screenshot3.PNG https://ldjam.com/events/ludum-dare/38/monster-island

Your last chance to save Smolwurld

If you are looking for a game to rate please try out Attack on Smolwurld. We are two votes short at the moment and not much time left.

It's a fun game.... You will love it... Also there is cake.... :)IMG_8184.PNG

https://ldjam.com/events/ludum-dare/38/attack-on-smolwurld

We are not done making small worlds!

First off, not my game. Secondly, here's a workplace friendly (HTML5 canvas) Ludum Dare experience!

https://ldjam.com/events/ludum-dare/38/draw-a-small-world

One of our fellow gamejammers, @ryan , has created Draw A Small World as his entry. It is an application that asks the user to draw a number of things and creates a composite masterpiece. I put out a call for folks to post screenshots of their creations in the comments and the response was fantastic. Here's a bad collage of the results:

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Please rate my game!!!!!!!

Please rate my game.till now i didn't get 20 in any categeory.So,please help me. screenshot4.PNG https://ldjam.com/events/ludum-dare/38/monster-island

Ratings Please

Would be great if you played my game!

If you like clicker games and/or chemistry click here

We'd love to hear your feedback on this quick prototype. Based on this feedback we'll decide on whether the concept works and it's worth improving the game.

https://ldjam.com/events/ludum-dare/38/atomic-clicker

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AH NO I FORGOT ABOUT THE JUDGING!

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GAH I WAS AN IDIOT AND I FORGOT ABOUT THE JUDGING! I'm still a few votes away. I made this 2D collectathon for LDjam and I then forgot about the whole thing because I'm a giant idiot. I'm going to vote and play some games tonight before judging ends but if people could be a dear and give this ago I'll be super grateful! :D

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So here be the link to my LDjam page, check it out if you want!

GameJam Page: https://ldjam.com/events/ludum-dare/38/$15876

I'm going to take a shower and then play some jam games before it's all over. Damn my really crappy memory!

-Joel

Please rate my game my game is in danger!!!!!

Please rate my game its a good one for a starter and better than many games so please help me get atleast 20 in any categeory.PLLLLLLLLLLLLLLZZZZZZZZZZ. Screenshot1.PNG https://ldjam.com/events/ludum-dare/38/monster-island

It's cominnnnnnnnnnnggg

Hey folks, the big day is coming. I wish you all the best of luckies <3

If you still didn't rate Ascension we've got some time before the gates close (it already got the 20 ratings mark, but all kinds of feedback are very important to us (^o^)/ ). You can play it here https://ldjam.com/events/ludum-dare/38/ascencion , now or later, as you wish.

Before I go, see what Ogun looked like before his final version :3

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Cya!

5 little votes missing... :)

Hi ! I'm Tom, and I made a little shooter game for LD38. It was the first time I made hand-drawn graphics and I made the music myself. 31c.png Thanks ! https://ldjam.com/events/ludum-dare/38/defending-my-small-world

Please rate my in danger game!!!

Hi everybody.Please rate my game because my game is in danger.I don't want all this to go away ,so please help me. https://ldjam.com/events/ludum-dare/38/monster-island

last hopes to get some more ratings !!!

Please guyzz... help me to get some more ratings to get rank in my first ludum dare. https://ldjam.com/events/ludum-dare/38/sunken-mystery

My last hope!!!!

Please rate my game I only need 1 rate and everything will be fine. https://ldjam.com/events/ludum-dare/38/monster-island