LD 42 August 10–13, 2018

Spaceabon

So I somehow managed to make a game about pushing boxes that got 29th in Innovation and 5th in Theme...

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The main thing I wanted to do was a game where you "run out of space", and not "run out of time"... I also wanted to make the player feel they were running out of space because of what they'd done instead of because the game forces so.

The core idea is "join 3 blocks of the same color to reduce them, and gain more space", but "if you just join 2, they get locked, which might lock you into a smaller space".

During development, I had my sister play-test it, and she said it was overwhelming. This gave me the idea to split the game into an "arcade" and a "puzzle" mode; their difference in code is a simple conditional, but in gameplay; one is a frenetic challenge to keep up with, the other is a zen puzzle that eventually traps you.

Theme: 5th (4.484 - 33 ratings) Innovation: 29th (4.081 - 33 ratings) Overall: 33rd (4.032 - 33 ratings) Audio: 56th (3.726 - 33 ratings) Mood: 58th (3.714 - 30 ratings) Fun: 112th (3.726 - 33 ratings) Graphics: 264th (3.468 - 33 ratings) Humor: 295th (2.542 - 26 ratings)

Thanks to everyone who played and congrats everyone who made a game!

Thanks every one!

For this cool score! kl_T4-yM6gM.jpg

this is last art for my game as i think. if you want more check my: https://twitter.com/s21_man

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Screen Space Defender Results/Postmortem

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Thanks to everyone who played and rated Screen Space Defender! I had a blast playing your games!

Ratings Breakdown

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Postmortem

The theme of this jam was "Running out of space". Participants were given 72 hours to create a game from scratch that incorporated this theme. The concepts and mechanics I came up with were:

  • An Arcade game where the player types incoming filenames to prevent them from being downloaded and having their hard drive run out of space
  • An Action game where the player must eliminate enemies in a specified order to make the approaching spiked walls recede
  • An Action game where colored boxes fall from the sky and must be destroyed by the player by matching their fist color to the box before being crushed
  • A Puzzle game where the player must unscramble images and close panes to prevent their desktop from running out of space

I went with my fourth idea as I felt it was the most unique. I also thought it would be fun to create the simulated operating system in the game.

What Went Right

  • The game was completed and submitted on time
  • The presentation was polished and visually appealing
  • The mechanics worked well and the audio selection complimented the gameplay nicely

What Went Wrong

  • The difficulty scaling mechanic of having multiple versions of each puzzle with an increasing number of pieces made the game too hard and was removed
  • The delay added between selecting the second puzzle piece and the swap occurring was too long and not well received
  • Limited testing time resulted in some bugs making it into the release (patched post-release)

Conclusion

Another Ludum Dare in the books! This was my second game jam, and while it didn't go quite as smoothly as I had planned, it was a great learning experience that resulted in another playable title.

Time is always an issue. The 72 hour window is tight and really forces you to refine your scope. I had planned to add an online leaderboard, as well as additional animation, OS interaction, and puzzles, which didn't make the cut. This is something I hope to improve on in the next jam.

I'm happy to have made progress in the graphics department. As a programmer, art is not one of my stronger skills, although it is something I have been working on. Screen Space Defender rated higher than Deck of the Dead in Graphics and Mood so I consider that a win in itself.

I'd like to thank everyone for playing and rating Screen Space Defender. The feedback is greatly appreciated. I had a blast creating, playing, and rating games during this jam and I can't wait to do it all again for Ludum Dare 43 in November!

Play Screen Space Defender

Dave Brake Creations

So long, and Thanks for All the Fish

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We want to say thank you to everyone who played, rated and left a comment on our game, A Tale of Fish.
This is the final result:

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Considering that it was essentially a last minute project and our very first entry to Ludum Dare, we're extremely happy with that result and even somewhat surprised. We've always personally believed that even a simple and straightforward idea - the game is, after all, essentially just one long fetch quest - can be elevated through a bit of polishing, and this seems to prove it.

If you haven't played the game yet, you can do so here: https://dalton5000.itch.io/a-tale-of-fish

So, what's coming next?
First up, we don't really intend to continue working on a A Tale of Fish. It's a nice one-shot, but we have neither desire to expand on it mechanically nor narratively.

If you do want to know what we're up to, I recommend following my partner on Twitter and itch.io, where you can also find his previous game, On Blazing Rails to Kansas City, which won third place during the Godot Community Game Jam earlier this year:

https://dalton5000.itch.io/
https://twitter.com/dalton8000

I myself don't have Twitter at the moment, but if I ever get it you'll probably hear it on his feed.
We're looking forward to participating in future game jams. In fact, Dalton is already planning to participate in another German-speaking Game Jam this weekend.

I can also tell you that we do intend to reveal a big project in the near future on which we have already started working together well before Ludum Dare.
It is going to be an adventure game - on a much more stable basis than A Tale of Fish though, I promise! - and coming along nicely at the moment, so if you're interested in that, definitely follow us on Twitter and stay tuned for the great announcement!

Dystopia Tycoon: Full version released!

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Thank you all for your feedback! I took all of it into account while working on an improved version and I hope you guys want to try it again to see if it is any better! @langotriel approached me and helped to add sound, which makes the game a lot more playable.

The following features were added for the full version: - Added way more sound - Ability to skip waiting on timer - Modified Solar panels to be more useful - Made GUI more clear - Fixed minor bugs

This might not be the last version and I will look into expending this into a full game later, but for now I wanted to provide an improved version of this jam game. Hope you enjoy playing it as much as I did making it!

Try here: Full version

If anyone notices anything that doesn't look right, feel free to contact me!

GG everyone!

GG everybody! I hope you all had a great Ludum Dare 42! I personally loved this experience and will definitely​ try a Ludum Dare 43!

12th in Mood for Compo - Thanks For a Great LD!

Thank you everyone who played and rated my entry, I Saw Him Today, and gave it 12th in Mood for Compo! It really means a lot to me and I'm glad so many others were impacted by the game. If you haven't already checked it out, it's a 10 minute visual novel about dealing with the after effects of suicide.

Itch.io PageGame Jolt Page

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What happened to Hindbodes in the 41st Ludum Dare?

This is what happened.

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Over the course of four New Zealand days, I worked on my entry and finished the features and the three levels I wanted, and then found bugs and kept breaking things over and over, determined and adamant that I fix every game-breaking bug. Bunny Horrors is a Chip's Challenge clone that I decided to use to get my first game over and done with, once and for all. I was using LOVE, so there was very little guidance for me as far as sorting out functions calling once after being triggered by a detection in the update step. Now, it's definitely worth stating that I got this under control eventually, because it isn't literally the "worst idea" and can be solved, but for the entirety of the LD41 challenge, I did not figure out how to solve it. It was a really, really dumb fix, which I figured out pretty much immediately once I started work on the next game.

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By Day 2, I'd already seen my fair share of unholy bugs in the game I'd made, and Tiled broke the first level map somehow, leading me to have to redesign Level 1 (which I think sucks, because I'm pretty sure the original version was way cooler and more interestingly balanced).

On Day 3, and the early morning of Day 4, things got really stressful. We'd already all seen the game in my household, we knew its merits, the weird April-based Christmas my family came up with was already done, but there was seemingly no stopping of the issues I was having.

The biggest one, and this makes me quite mad: gold was duplicating. Sometimes gold would double every time you died. And that was a huge problem because the amount of gold you collected was a core mechanic, and that growth in gold value was accumulative. You can't get the right ending if you get so much gold from walking into a single tile that it triggers the inaccessible joke ending that's supposed to be mathematically impossible.

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After the Ludum Dare, after finishing another two games, more recently, I discovered the cause of the issue. And it was really, really dumb. Some things were triggering more than once because I didn't do the if prak == "prok" then prak = "done" thing properly. The way the control loops work, that expression cancelling whatever is inside the if statement has to come FIRST, not last.

But that was after a matter of weeks. Back in the morning of the day I had to submit the game, nothing was working properly, and I was helpless to do something about it. I decided to submit an unfinished copy of Bunny Horrors and clearly label it that way. Then, shock horror, the website slowed to a crawl at the last possible minute. Now, I know now that I probably could have just asked for a bit of leeway on submitting it slightly after the submission deadline, but I was out of my mind with tiredness and rage and decided against it. In the same state of mind, I decided to make Bunny Horrors an unperson to LDjam, disappearing silently and working on BH or something else later.

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This is a screenshot from Day 2, but the game is finished now. I spent a few days over the first few weeks of May trying to fix Bunny Horrors, to no avail, then gave up for the meantime and started working on something else. Once that and one other, smaller game were done, I got stuck into Bunny Horrors and fixed the update bug just as I once predicted. It is quite unfortunate that Bunny Horrors didn't make it to LD41, but things could have been much, much worse. And I will be making something better next time a Ludum Dare comes around, purely solo. It helps to have friends like I do.

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Forkin' It Up

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Not too shabby! Many thanks to you all!

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Play Forkin' It Up!

"This is freakin' fun man!" -Pilorekt (Twitch) https://www.twitch.tv/pilorekt/video/298303231 1:50:00

"This is like a really fun, snappy little game." -Tiger_J (Twitch) https://www.twitch.tv/tiger_j/video/298618145 1:55:15

Time to think about the ld43

I m pretty satisfied with my 11th in mood in the Compo, especilly since i m a big beginner (but learning fast). But i lost sooo much time on Paint to draw ugly sprites..

I either need practice or a team. If you are in the same case, maybe we can consider working together for a future game jam ^^ feel free to ask

(btw i m not fluent in english obviously, sorry)

Deleted

Final results!

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Super happy to end up in top 25 overall for my first LD! However, most of those individual category scores could probably use some work.

In particular, I know my graphics could be improved -- they're kind of basic. Maybe I'll try using more than two colors per tile next time. :stuckouttongue:

Additionally, while my initial idea was inspired by the theme, the game kind of diverged in implementation, and the theme didn't really shine through as I'd hoped it would.

Lastly, it's not super innovative -- while I'm proud of most of my puzzle designs, and I think the specific concept of the game is something that hasn't been explored before, the general "block-pushing puzzle" category is probably pretty saturated at this point, hah.

Overall though these are really good results -- better than I was expecting! So I'm pretty proud of myself but I'm also glad to have some clear room for improvement.

Hope to see you all next time!

Someone's Unity game from this LD created a 21 gb log file

So, something kept filling up my disk space. I finally decided to run drive usage analytics to find a output_log.txt file sized at whopping 21gb. It apparently was produced by Unity. I don't really know Unity, so I don't know how to find the source game. The path is AppData\LocalLow\DefaultCompany\Game Jam SEP-01-2018\output_log.txt. Is there a way to find which game to blame?

Also, a reminder that this can happen. Be careful.

LD42 results

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First of all, I'm happy we could finish the game and make something decent on our second entry :) Thank you all guys voting for the game and commenting.

Our first entry was for LD40 and we were working mostly on a gameplay and balance for all the stuff there (it was about managing passengers on a space ship, while they are getting stressed out and killing each other :D). But it was really hard and we couldn't pull it off in the end. We finished the game, but it was really raw and the gameplay wasn't quite what we were intended it to be.

So this time we were trying to make something more simple, and it seems, the game came out too simple :) I knew it has problems with the gameplay, but I didn't think it would turned out THAT bad :D We'll really try to improve it.

But as an artist I am extremely happy with the graphics score! :) My goal was to make something good in these short terms and I think I did my best here and I'm glad you liked it :)

So I think next time we need to find balance and aim for something simple enough to finish it in three days but enertaining enough to not fail the Fun score :)

Final Voyage - Major post Jam update.

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

Results

results.png We are very happy with our results, thank you so much for voting and playing our entry. We got a lot of valuable feedback and have created a Post Jam version that contains both content, bug fixes and balance changes. If you like RTS games, give it a try :smiley:

Patch notes

  • General

    • Added Health bars to buildings.
    • Improved minimap: Has more information, can be clicked to move camera there.
    • Added difficulty levels. Standard, significantly easier than the previous difficulty of the game as well as Hard and Insane that will really put your skills to the test.
    • Upgrades to units and buildings apply to already existing ones.
  • Added controls

    • Holding shift allows you to add more units to your current action-group.
    • Pressing CTRL + 1-9 adds the currenct action-group to a control group.
    • Pressing 1-9 will select all units in the corresponding control group.
    • Double tapping on 1-9 will center the camera on the units of the corresponding control group.
    • Pressing Space will center the camera on the units of the current action-group.
  • Balance changes

    • Enemy turrets now has the ability to move (slowly)
    • Hover-tank
    • Deals more damage
    • Maximum targets set to 3
    • Has more 50% more health
    • Mine-layers
    • Now places mines spread around itself.
    • Mines now have a duration (30 seconds)
    • Heavy infantry
    • Increased damage by 30%
    • Increased health by 50%
    • Light infantry
    • Increased damage by 20%
    • Upgrades
    • Each level now costs 100 Crystals more than the previous one
  • Bug fixes

    • Fixed build button bug (Player would place a building when pressing the build if a building was selected)
    • Fixed a rare bug that would cause units to visually remain after dying.
    • Fixed a bug causing some text going outside of the dialog box.
    • Purple Goo will no longer spread outside the map.

So this happened

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So far the best I've done in any LD. Perhaps I should take the game and run with it.

High Castle - Post Mortem

Another Ludum Dare done, another dollar! Except, no dollar I suppose. But lots of fulfillment and fun! I very much enjoyed playing everyone's games this jam, and I'm pretty satisfied with how my entry turned out as well. A great jam overall!

I made a post-mortem for my last solo project and it was received pretty well, so I've decided to do it again. I found it to be pretty cathardic for me as well. I thought about doing one before the end of the jam, and that may have been smart to get a little bit more exposure for my entry, but I really liked having the results to show in my last post-mortem so I ended up waiting. Also, laziness happened. So here we are!

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Brainstorming

I'll be honest, I wasn't too thrilled about the theme. Ironically it felt claustrophobic-- I didn't have any ideas off the top of my head, and I was worried about being able to come up with a unique take. But in a way it was a good thing, as it really got me pumped for the challenge and got me brainstorming hard.

I usually bounce ideas off my wife at dinner Friday night for Ludum Dare, and this was no exception. We ended up coming up with a handful of decent ideas, and in the end I was deliberating between three candidates. I had my IDE open and was ready to get started on a puzzle game about cramming material into your brain the night before a test when I realized I had never made a puzzle game before... so I chickened out and went with something a bit more familiar, a half-baked idea for a quirky action-strategy-whatever that became High Castle.

Some players very quickly made the connection to the arcade and SNES game Rampart. I loved Rampart as a kid, and I distinctly remember the frustration of not being able to fit your wall pieces together late into a battle because of all the junk and mangled walls laying around taking up space. High Castle was directly inspired by that memory of having nowhere to fit your walls. I decided to add in the crumbling island in an attempt to increase the "running out of space" theme strength, which obviously was going to be due to the fact that the island was flying, right? A fantasy setting it is then!

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Not Math Again

Like a good LD jammer, I only had a loose idea of what I wanted to do when I started. I knew it was going to be an island floating in space (or somewhere dark and sparkly), and I knew it would involve defending a keep by placing walls. The first thing I worked on was the code behind wall placement. I quickly realized that getting arbitrary shapes that could be rotated to be placed on a grid and set corresponding grid cell properties would not be a trivial task. And so my first panic began.

Each shape contained its own mini-grid, and depending on its rotation that smaller grid had to be mapped to the larger grid and set cell properties accordingly. Coordinate transformations? That sounded like some linear algebra crap, and it had been a long time since I had taken linear algebra (not to mention how I barely passed... the second time).

But it's amazing how something that was so difficult to wrap my head around in a school setting could be so thoroughly and completely dominated in the course of a few hours when there's a fire lit under my butt, and a passion for the application of the concept. After a few scribbles, google searches, and intense braining, I got the math down and the code working beautifully.

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Making It Up As You Go

As stated earlier, I only had a rough concept to start with. As I built the game and test played it, I came up with new mechanics or changes that I thought would be fun to try. This is a risky sort of thing to do, but I think that it is also a very game-jammy thing to do when you've got a very short period of time to work on things. You're driving on a bridge while construction is happening just a few feet ahead, barely keeping up. Hey! That's not a bad idea for a game...

My original (very loose) plans were to mimic Rampart more closely and have "rounds" where you'd fire your weapons and then rebuild in relative peace, then rinse and repeat. Your wizard would conjure random wall shapes during the build period that you'd have to rotate and place.

Then as I was going to sleep Friday night I thought about how cool it would be if debris was floating around in space and you had to grab it and slam it down onto the island. You'd still be handed random pieces, but I felt it would feel a lot more interactive. After prototyping and testing that concept, I thought, hey, wouldn't it be simpler and more hectic if everything was just happening at once? Yes, old me, yes it would be.

It felt haphazard and dangerous, but for a 48-hour code jam the quick [build > idea > prototype > integration] cycle seemed to work very well.


Pesky Theme

Although I took steps to align High Castle more with the theme as development went on, I got some comments about how, while fulfilled, the theme wasn't as center-stage as it should have been. I have to agree with these comments, even though the game focuses on winning 'space' and losing it due to breaches or the island falling apart, it felt more like background noise. I blame the 'making it up as you go along' strategy for this.

If I could go back and try to fix this, I might make the island fall apart more methodically, perhaps in sections rather than lots of small pieces at a time. I'd also try to add 'land debris' pieces that you could pick up and slap on to the edge of your island to build it back up. These changes might help make the theme more central to the gameplay. But that's just a theory.

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Difficulty Is Difficult

In my last solo project, I got a lot of comments that the game was too easy. I also got a few that the game was too hard. I even got a lot saying that the game was right where it should be. One of the issues with that project was that most everything was procedurally generated, including aspects of the game that directly affected difficulty. This time I decided to maintain more control and manually build the map and difficulty arc.

While the results were much more consistent and objectively better than my last project, I still don't think I was able to nail down the difficulty curve. For me this is one beast that I just can't seem to slay. There isn't a lot of time during a code jam to manually test your game, and you don't have access to a lot of play-testers (is it even kosher for a compo game to get play-tested by anyone but the creator?), so I understand why it's hard. Maybe next time I should try to be more mathematical about it or something.

In the post-jam edition of High Castle I implemented difficulty modes to try to accomodate more types of players. I thought about doing this for the official entry, but I didn't think there was enough time left to implement it.


Complexity Kills

As I was wrapping the game up, I realized I had no tutorial. As I was thinking about how to throw together a quick tutorial or controls screen, I began to realize I had slightly drifted into "too complex" territory. Shoot enemies with mouse click from your tower? Cool. Grab floating debris and build walls? Alright. Gain power and capture structures by building full enclosures? Ok, getting weird but not too bad to follow. Sometimes your tower and other buildings produce other towers that you can place by right clicking on them then left clicking to place? I think that's where it crossed the line. All the other mechanics were more or less part of a larger system, but the turret building system was just weird and out-of-place, a relic from the game's conception as inspiration from Rampart that didn't belong anymore.

And of course this made it hard to build a controls screen or a tutorial in a short amount of time. And so I was highly unsatisfied with the player's educational experience of the game mechanics ended up. 48 hours isn't enough time to cram in mechanics that need extra explanation, it's best that the mechanics remain simple and tightly cohesive to be as intuitive as possible. A lame attempt was made to shoehorn a sort of tutorial in-game through pop-up messages that would try to give quick and dirty explanations, but it became painfully apparent that people very quickly stopped paying attention to those while playing.

In the post-jam edition of High Castle I remedied that with a sleek visual in-game tutorial system and by removing the turret building system altogether, instead scattering unpowered turrets around the island that you are free to capture. I feel that it jives with the other mechanics a whole lot better, and just makes more sense to a new player.

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Story Time

In my last solo entry, I threw together a simple last-minute story line before I finalized the game. The story actually turned out mildly compelling, but didn't really deliver at the end and was honestly just filler for presentation. Players care about gameplay above all, and could care less about the story after all. Right?

Wrong. I got several complaints that the story seemed to be building towards something and then delivered a wholly unsatisfying conclusion. I learned something important from that project: players like stories. So, for this project, I tried to put in a bit more effort with the story. It was an incredibly stupid story, I won't lie about that, but I tried to present it more dynamically with small cinematics and funny quips. I think it paid off, people seemed to enjoy it. It was fun to do as well, so I'm looking forward to continuing to improve my story telling methods in the future.

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Bit Tones And Bit Tunes

Making the audio is strangely always a stressful task for me, not because it's that difficult but because I feel like it will take a lot more time than it actually ends up taking. As I'm building music I feel that hours are passing by but it's only been minutes. In contrast, when I'm coding I feel like minutes have passed by when it's been hours.

The sound effects so far have been very rudimentary using BFXR, which produces very 8-bit sounds. They go well with my rudimentary graphics style which is about the best I can do on the art front. I try to make the sounds as painless as possible (it's easy to make VERY annoying sounds with BFXR) but I still got some small complaints, especially from players who got swarmed by enemy infantry throwing hundreds of spears that all made an annoying 'tch' sound when they hit something.

I haven't been making game music very long (only since I've been doing compos) and I finally began to notice a "style" emerge. If you listen to the menu music for my last solo entry Sanguinite and then listen to the menu music for High Castle back-to-back, it's painfully obvious. I'll have to try to mix it up more next time.


Results

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With the difficulty issues, the overly-complex mechanics, lack of a decent tutorial, and apparently annoying sounds, I was content with my entry but not expecting a whole lot from the results. While I was very satisfied with the level of polish I was able to achieve and how the idea panned out in general, the game was highly flawed even for a game jam entry.

And so the results have completely blown me away. Unexpectedly almost every category was a personal best. I managed to land in the top 50 in four categories, notably beat my previous placements in 'Overall' and 'Fun', and even land a top 10 spot in audio. Audio? That one was a real surprise; while I didn't think my audio was bad, I didn't think it was excellent, especially with the few complaints I got about annoying noises. Who cares, I'll take it! Suffice to say High Castle did a lot better than I expected it to.


Conclusion

Well, this turned out to be somewhat of a novel, but that's alright. The Ludum Dare experience is intense and there's always a lot to say about it. It was a bit of a wild ride and I re-learned a bunch of scary math, I made a lot of good snap-decisions and a lot of neglectful snap-decisions, and I ended up with a game that I'm very content with. I was also floored by the unexpected results, and that was a really nice treat. Thanks to everyone who voted!

Here's the game page if you haven't played High Castle yet!

Here's the post-jam edition if you want to try it out!

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I played a ton of awesome entries too! Playing new games for a few weeks after the jam is over is always so cathartic to me and is the real reward for participating in Ludum Dare. I wasn't able to play as many games as I would have liked, and I'm sure I'm forgetting some that I really liked, but here's a list of some of my favorites!

Dyson's Fear - Post Mortem

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First of all, WOW. What a trip! The whole weekend of this dare was just a whirlwind of possibility, and we came out in a great place for what we went up against. Without further ado:

  • Overall: 317th (3.65 average from 52 ratings)
  • Fun: 564th (3.265 average from 51 ratings)
  • Innovation: 402nd (3.367 average from 51 ratings)
  • Theme: 641st (3.439 average from 51 ratings)
  • Graphics: 437th (3.66 average from 52 ratings)
  • Humor: 600th (2.585 average from 49 ratings)
  • Mood: 483rd (3.24 average from 50 ratings)

We didn't quite place in the top 10%, but that's still fantastic, and we got some great feedback. Personally I'm impressed our game was coherent and playable at all, since this was our very first time targeting a real Gameboy (with z80 machine code), but we pulled it together and made things happen. We got some pretty excellent feedback from the community too, notably:

  • Sound and Audio would have helped a ton. (We just didn't have time, assembly code is a huge time sink.)
  • Wrenches weren't obvious enough, and players had a hard time understanding that they were a primary objective (without them you run out of level and die)
  • The game's difficulty was a bit awkward:
  • Wall slamming was unforgiving; players expected to be able to try to recover, and not insta-die. This wasn't helped by the short camera distance, a platform limitation
  • The explosion's speed needed fine tuning, as skilled players could outrun it and then it simply wasn't a threat
  • While crates were an intended obstacle + speed management mechanic, they weren't punishing enough due to the explosion speed, so there was no incentive to avoid them. We wanted a balance of good + bad, but clearly missed the mark.

Personally we felt that the game's camera could have been improved with some dynamic scrolling, and this would have helped with difficulty. We drew inspiration from several other endless runners (especially Canabalt) but the hardware limitations made the more traditional "zoom the camera out based on speed" approach impossible. We also had some more interesting mechanics planned (including a wrench + bolt mechanic) but those got scrapped at the last minute.

There was also a deployment lesson to be learned. There are actually some HTML5 Gameboy emulators out there, but we didn't think to search for one before the contest started. It would have been nice to launch with a "web page" version, which I think would have made the game a bit easier to rate. Y'all stepped up to the plate though, and mad props to those of you who got the game ROM running on your real gameboys; those were so awesome to see!

For challenging ourselves with a tough platform, I'm extremely happy that we ended up with a solid proof of concept, and I would like to keep improving it some more. I think my gameboy itch is scratched though; next Ludum Dare I want to target a platform that's got a bit more breathing room in the VRAM department. :)

Pyramidion: Results and Mini Post Mortem

How I spent my time

The first 2 hours were spent coming up with an idea. I had a few different ideas, including a tetris game where bricks expand after every turn (leaving you out of space), and an inventory management game where you need to fit items in a limited inventory. I thought all of these ideas are super original, but of course I later saw similar things implemented again and again in different LD games :) (to be honest, many of these implementations were much more original than what I would come up with).

Eventually, I brainstormed with my wife and came to the idea of going up the pyramid, trying to avoid creatures running around. Here’s the original design drawing: design_small.jpg

I then started with drawing the main character. I’m not an artist, so this took me a long time, and the results weren’t very good. Here is my original pencil drawing: manemdrawing/emsmall.jpg

I “scanned” the drawing (by taking a picture with my cell phone), then colored over it with gimp:

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And then animated the character using aseprite: walk_anim.gif

Obviously it’s very amateurish (and the hands move all wrong!), but I think given what a noob I am at this kind of thing, in my opinion it came out rather nice.

However, this took a very long time. 6 hours after the start, I basically had the player and snake characters animated, and had them walking around in unity: walk_animations.gif

The next 4 hours, I coded the simple AI for the snake, and started playing around with trying to avoid the snakes: fight.gif

Eventually, I spent most of Saturday trying to polish the AI to make the snakes fun to avoid in different room sizes. This was eventually what probably took most time in developing my game. I wrote an entire post about this process so I’ll keep it short here. I’ll just say that one thing I learned - while it seemed very tedious while I was doing it, this was eventually the most rewarding work. It was amazing watching people have fun playing my game after spending so much time making sure it’s actually fun.

Sunday was spent mostly on polishing, adding things that are not essential to gameplay, such as adding all the hieroglyphics and wall painting, the Horus character and the dialog at the start of the game, the end game, and a few of the animations.

animated.gif

Sunday night was then spent on making easy mode, which was surprisingly simple to do (since it didn’t contain any new elements, except for different snake AIs which was just a bunch of tweaks of already exposed variables in the AI script).

Monday morning was spent on drawing and programming the hawk character and making / balancing hard mode.

Results

Capture.PNG

If I understand correctly there were about 1300 games, so that puts me in the top 35% which I’m pretty happy about for my first attempt at Ludum Dare! Also, I’ve had a game breaking bug (that made the game unplayably slow for around a fourth of the players) which I discovered and fixed only around 40 hours after my submission, so I imagine it also affected my score.

One thing that surprised me is the relatively high “mood” rating. I’m not sure what mood actually means - I thought only sad or scary games get a good mood score. I guess what happens is that the sad/scary games get the top results and the others just get assigned to a random score and I got lucky :)

Alternatively, maybe people scored it high because of the “ancient egyptian drawings” theme I’ve made for my game.

My conclusions

  • I need to work on my method for creating art assets for the game. This took very long for me and ended up eating a very large portion of my time. I think I could get at least twice as fast, allowing me to create many more animations and characters for my game.
  • Gameplay programming is really fun, probably the most rewarding of all the work I’ve done in the jam! It’s awesome watching people playing my game and commenting about all the design decisions I’ve made.
  • Watching streamers play the game was one of the most insightful things for me this jam. Next time I’m going to take at least one more day off from work to be able to watch and interacts with a few streams.

That's it. Had a lot of fun participating in Ludum Dare! Can't wait for the next one. Thank you to everyone who played my game! I'm still happy for more feedback so if you're feeling bored and have a spare 5 minutes, please play my game and let me know what you think.

Terror for Two Teaser!

We're releasing Terror for Two October 10th, which means that we've got a trailer for you! Check it out, save the date, and keep an eye on our Itch.io and Game Jolt game pages! https://youtu.be/37plZ50zfiA

Cheers! - The Koala Squad