LD 42 August 10–13, 2018

Hi again!

Level1GifOG.gif

We are about to begin another day of playing and rating games. We are enjoying all of the submissions we've reviewed thus far and hope you are enjoying our game as well. If you do happen to rate our game please be sure to comment as well so we can review yours in turn:)

Streaming more of your games!

I figured I should post here as well, I'm going live streaming more of your games! I have a queue setup that you can submit your games to and I will be playing everything on stream. Videos are automatically posted on twitch and I will be writing down timestamps of when your game is played in case you can't be around to watch it live.

https://www.twitch.tv/ursagames

LD-42 Terraform

TerraformPromo2.jpg

Did some promo art for our game Terraform, thought I'd share it and ask folk to come and check out our game.

It was an intense jam without a lot of sleep, pretty happy with the results, even if we had to make a few sacrifices and cut a lot of things we wanted to do.

It's been a busy few days and I've only managed to play a handful of games. Excited for this weekend to really get stuck in and see more of whats on offer!

Hope everyone had a fun time over the weekend.

https://ldjam.com/events/ludum-dare/42/terraform

Cheers, Greg

Just to get this off my chest

(tl;dr at the end!)

So I had to think about it... why did I enter this jam? I didn't enter it to get any sort of prize, or to see how much better my game is than anyone else's. I'm a hobbyist, I like to make games. The challenge was to finish a whole game in a weekend, a challenge I can now say I have conquered. I made a game that I think is good. I made a game that people have played and (seemingly) enjoyed. I think that, as far as LD goes, I've succeeded on a personal level.

I say this because I was starting to get a little stressed out about my "coolness" factor, and the need to go out and play/review a bunch of games just for the sake of getting my own game reviewed. Don't get me wrong, I think this system is great. I think the cycle of "review to get reviews" creates a very cool economy of feedback and criticism. And I'm not trying to say "well I want reviews and a score but I don't want to work for them". In fact, this is why I started thinking about why I'm here.

You might just say "well you're being lazy, and you're being whiny, and you're making excuses for being lazy and whiny". You can think whatever you want to think, because I can't change your mind. But I'll simply tell you that you're wrong and leave it at that.

I needed to understand, for myself, why I wanted a score anyways. Self-satisfaction? I have that, I finished a game and people liked it. To compete against other people and their games? Well no, why would I do that? Everyone's a lot more talented and experienced than I am, so it's hardly a contest in that sense, and even if it weren't true, art stops being fun for me when we have to say that it's worse than someone else's. To prove something to myself? See point one, I already have. Out of a gameshow-esque desire to keep shooting for the moon? Probably.

What I think I need to do is just relax now. Maybe play a game or two and rate it, maybe not. I'm at 20, with karma for a few more, so I'll hopefully get a score at the end no matter what. It doesn't really matter, in the end. I finished my game, so I won. That's something a lot of people can't say. A lot of people can, but now I can call myself one of those people, and that makes me feel good.

Also, I understand that this is just a part of life as a published game developer. Which is why I don't intend on becoming a game developer as a full-on career. I want to enjoy my time and have fun making games, hopefully gaining a fan or two in the process. Eventually I'll probably want more, but I'm in the hobby phase right now.

Anyways, thanks for getting to the end of this, if you did. It's off my chest now. c:

tl;dr I'm done incessantly rating and reviewing for the sake of my own game, happy with where my game is, don't care about what score I get, just care that I finished my game and that people didn't outright hate it.

Re:Boot

https://ldjam.com/events/ludum-dare/42/reboot

come play test our game where you try to wipe out the entire population with suitable combos! Happy RE:BOOTING!

remark: the game is not fully complete but it is a functional game. IT does come with several bugs and balancing issues.

Clean up the expanding universe in "The Custodian of ZX-42"!

https://www.youtube.com/watch?v=iqm5fMCtJ2I

https://ldjam.com/events/ludum-dare/42/the-custodian-of-zx-42

Just watch the trailer if you aren't convinced! There is nothing more fun than cleaning up an ever-expanding planet!

Another Jam, Another Gif Dump

I did my best to go crazy with this LD by focusing a lot more on decent animation and colorful set-pieces for this LD. I'm happy people are enjoying my art as much as they are. Here's to making it better for the next one eh?

I really wanna thank those who watched me stream the art for the jam. You guys kept me awake and creative :v:

player.gif playeremrunning.gifplayer/emjumping.gifplayeremattack.gifjukebox animated.gifmeleeenemy.gifmelee/emenemyemattack.gifshooty.gifshooty/emattack.gifbarrelemexploding.gifcompactor.gifcompactor/emattack.gifdoor.gifassorted_objects.png

I will play your game!

If you want me to play and rate your game, please comment the link to it. I will also leave a comment on your game with feedback. Thanks!

I am a Mac user, so I cannot play your game if it is not for Mac or WebGL.

Here is my game if u want to play it: https://ldjam.com/events/ludum-dare/42/square-one-1

Playing more of your games on stream

I am live, playing your games on stream. Come hang out, use the commands to submit your game and we’ll do a live play and give feedback.

https://www.twitch.tv/manbeardgames

Thank you for 20 ratings! :)

Thank you so much to each and every one of you who tried Tiny Colony and left a feedback and/or rating, I really appreciate every one of them!

thanks.PNG

Build your tiny colony here: https://ldjam.com/events/ludum-dare/42/tiny-colony

Animating the mech of Weltraum

Our game, Weltraum (https://ldjam.com/events/ludum-dare/42/weltraum-1), is a visual novel where you must perform space-based actions to progress through the story. At some point, a mech enters the stage, and although most of our graphics/animation range from mediocre to straight bad and confusing, we took the transforming animation of the mech at heart. Here's what it looks like in-game :

methuss_gif.gif

Nothing too fancy, yet nothing in the game comes close in terms in animation. That's because, being totally incapable of traditional animation, we used a fairly well-known technique named rotoscoping (https://en.wikipedia.org/wiki/Rotoscoping).

It simply consists in filming an action performed in the real world, and to draw stuff on top of the obtained frames. It's notably known as the way Jordan Mechner obtained the animations for the first Prince of Persia. You can see it in action it the video below, as used during the development of Eric Chahi's "Another World".

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

Mechner's use of the technique is so iconic that the tool used for Weltraum is call "Paint of Persia". It's actually awesome, and I strongly advise to check it out here : https://dunin.itch.io/ptop

Going on with our animation : we could have used some random anime footage, but we decided to take another path, and went on to use a Gundam Plastic Model (the HGUC Methuss), moved in stop-motion.

In practice, we took a picture of the model in its ship form, then moved it a little, took another picture, moved it again, ... until we got the mech in its humanoid form. Here are some of the said pictures :

Image1.png

The next step was using Paint of Persia to draw a rough sprite on top of our pictures :

Image2.png

The final step was to cleanup the sprites with Piskel (https://www.piskelapp.com/) :

Image3.png

In the end, we were really happy with our modest result. We were, however, able to use this technique only because of the low interactivity of our visual novel. The sprite cleanup proved to be really time-consuming, and had we some true gameplay to balance, we wouldn't have been able to use rotoscoping.

Aaand that's all for this post. Do not hesitate to check out our game and to link yours in the commentaries in case you used the same technique or have a mech in your game. And as a goodie, here's our Methuss in all its unpainted glory :

20180811_233315.png

Hello again, guys!

Couldn't make it for this jam, but I've put a list of games up at my itch.io page to play later.

Hope everyone gets good feedback! :slight_smile:

Thank you!

Thank you so much to every one who tried our game and left a feedback and/or rating, We really appreciate every one of them!outta space splash.png

Defending !

Def.gif

https://ldjam.com/events/ludum-dare/42/spacebar-man

Compactory Update - A Well-Oiled Machine

If you manage to develop a fully functional factory, you'll now be rewarded with a never-ending view of your boxes moving to where they need to be! Getting that fully functional factory is a little harder now though; you'll have to survive a while longer after all the box entrances and exits open up.

Well Oiled.gif

Also in this update is a change to splitters that makes them more useful. They now alternate directions rather than randomly distributing, and they also display the direction they'll send the next box. They are still very niche, but I think they're a little more helpful now.

Predictable Splitters.gif

I also made it a little more clear what backed up if you lose, but it's really just a temporary change until I get the chance to revamp a few visual effects.

If you haven't played, here is a link. I would love your feedback!

Thank you!

Hi!

Thank you for playing, feedback and rating! ♥

1953e.png

https://ldjam.com/events/ludum-dare/42/space-hoarder

Taking requests to stream on LD!

https://www.twitch.tv/pilorekt

Hi there! My girlfriend (who graciously play tested my own game, https://ldjam.com/events/ludum-dare/42/ground-0) is currently taking requests to play LD games and giving feedback in the stream! I'm hangin' out in the room with her and I'll be playing/rating some as well :)

It's preferred if you're in stream when your game is played!

https://www.twitch.tv/pilorekt

Play Mine I Will Play Yours!

Hey everyone just wanted to say thanks to all who played and rated my first ever Ludum Dare. If you haven't played and rated it yet please do and I will do the same for yours. Just leave a comment and I will definitely play yours.

https://ldjam.com/events/ludum-dare/42/r-o-o-m-really-obvious-objects-moving

Room_SplashPage.png

CRUMBLE, a turn based action game

WE RECENTLY CRUMBLE AND IT IS A HUGE SUCCESS FOR US! IT WOULD BE GREATLY APPRECIATED IF IT GOT SOME MORE RATINGS!

IF YOU GET A HIGHSCORE COMMENT IT FOR A CHANCE TO BE FEATURED ON THE GAME PAGE!

Play Here: https://ldjam.com/events/ludum-dare/42/crumble-1

img0.png

img2.png

In my game you die a lot, now you can restart a lot

Thank you all for playing my game! One big problem people have had is they can't easily restart the game.

I think I fixed it!

Come test out the "New Game" button! who knows? You might not even need it.

This dungeon can be crawled from your browser! https://ldjam.com/events/ludum-dare/42/the-return TheReturnposter.png

Time For Another Post! Check out our game!

Will try and rate and comment on anyone who rates our game!

The Game:

Drive around and pick up kids waiting at their bus stops. Afterwards get them to school before time runs out by ANY MEANS NECESSARY!

Come Check The Game Out https://ldjam.com/events/ludum-dare/42/bus-stop-blast

BusStopBlastMainPicture.png

FirstLayerBlastOff.PNG

HIttingBuilding.PNG

Come Check The Game Out https://ldjam.com/events/ludum-dare/42/bus-stop-blast

Ice Blocked! A tale of lost love.

Ice Blocked! A tale of lost love.

Getting some great suggestions and feedback from those who have played already.

Would love for you to come play and have your say as well - https://ldjam.com/events/ludum-dare/42/ice-blocked

Leave a comment and we will check out your game as well.

https://youtu.be/HBpIw7Jd5OU

Would you like to play a shooter in your browser?

Ultimate Harvest Day is a first person shooter and it is the game we made for this LD. :smiley:

You must shot big lemons, tomatoes and onions that are trying to bite you. As the game goes on, their corpses begin to acumulate and your movement suffers a lot. :tomato:

181f7[1].gif

To avoid this, you can grab those dead vegetables and organize them by type. If you group 3 of the same type, they vanish! (And you gain ammo to keep killing them!)

The more you kill and organize them, the more you score. How many points can you get?

  • https://ldjam.com/events/ludum-dare/42/ultimate-harvest-day

Hope you have fun!

13th LD in a row!

Can't quite believe it. So much fun with LD over the years. Thanks, everyone! 💜

ldemkollasje/em42.png

Encroaching

Our latest game is Encroaching, a stealthy game where you play as a deer.

You can play here

SKJERMSAMLING.png

Seriously lacking ratings...

A lot of games are getting beaucoup ratings. I'm still only sitting at 6? I fixed a few bugs and glitches and re-arranged the the warehouse because of getting stuck too much. Play, rate and leave a remark and I'll do the same for you!

Forkin' It Up

screen_02.jpg

Shillan

I guess I'll just shill my game like everyone else... I'm actually looking for feedback and opinions.

ezgif-4-4f686d3b2f.gif

Thumbnail_x520.png

Play Now!

Bonus

Check this out. I'm drawing a small memento character for every game I review. Something I will totally finish!

pk3.gif

Yours could be next! See you pronto! :0

I've recorded new gif, check it out! :D

In our game you can do all sorts of space low-gravity asteroids grappling hook platforming!

gif4Optimized.gif

You can find it here :smirk: (avallible in browser):

https://ldjam.com/events/ludum-dare/42/running-from-space

Alchemist Dungeon Post-jam version released

This version adds some game mechanics, which not added to jam version due to lack of time

What's new?

Levels

Levels.PNG

  • Increased ammount of gold to open the exit door
  • Added transition to next level
  • Increased difficulty based on level

Shop

Shop.PNG

Between levels you can spend your gold for healing or buying an upgrade, making your surviving a bit easier

Upgrades

Upgrades.PNG

From this version you can upgrade your character. For now there are 4 upgrades available:

  • Convertion (heals you when you pick gold)
  • Fast Recovery (reduces recharge time of oxygen after taking damage)
  • Fast Breathing (reduces recharge time of oxygen to max)
  • Strong Breathing (increasing the max of oxygen you have)

Other stuff

  • Changed image of health
  • Increased size of player (sprites and hitbox)

Play the game here: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon

Hey, check it out

petra3.gif

Check out my deceptively simple puzzle game, Petra: https://ldjam.com/events/ludum-dare/42/petra

(And thanks to everyone who's already looked at it and left a comment! You guys are great!)

Destination: Earth

CoverImage.png

Abandoned in space :space_invader: with limitied supply of oxygen in his suit,

our hero swims through the dangers to his destination, good old Earth :earth_africa:, his only hope for survival.

Will he succeed? Will he get there alive?

Check out our entry: Destination: Earth

Should i keep working on my game? Yes or No?

TLDR: I would like to know if you think my game has enough potential for an artist to continue working on it Y/N why?

If you havent played it heres a Gif of gameplay or you can check it out Here

Game Gif Example.gif

I worked in a team of 2. A programmer friend and myself as the artist. I have talked to our programmer and he said he's not interested in continuing this project any further.

After a few days I've been watching streamers and checking out feedback and it's been a really rewarding experience. Some people really enjoy the game, others don't think it's that fun, some struggle to understand some of the mechanics and some people just like dogs. Unfortunately, we ran out of time to add some features and fix some of the design flaws. This is something I would love to do, I have so many ideas to fix peoples issues and make the game more fun.

Here are some examples:

Levels:

Introducing mechanics one at a time so the player has time to figure out how to play the game properly (this is something that stopped people playing because they kept losing without understanding certain mechanics eg stacking order).

Creating new levels with different puzzles and themes. I was thinking it could get crazier as you play (eg dogs in space), and eventually have some mechanics built into the level (pressure pads with dog weight, fire that keeps the dogs warm or makes them 2 hot, conveyor belts etc).

Items:

That have special effects (bones that take dogs off the bed, or jackets to keep dogs warm).

Tighter controls:

I'm considering changing from the current rotation to snapping so its more obvious where dogs are being placed (this I'm not 100% sure about but its something to test). Also improving the hit detection so dogs can be interlocked easier.

Design:

Fixing the cold meter indication to be more obvious, changing the floor colour and overall visuals to 'pop' more.

Story/character:

Adding in more personality to the dogs, and creating a story as you progress through the levels. Already made another dog who would be the 'guide dog'.

Unlocks:

Unlock multiple breeds of dogs, unlock new furniture or character avatars sleeping in the bed.

So my main question is do you think the game has enough potential for me to consider taking the project any further? I was made redundant this year and have yet to find a new job, my partner is willing to support me, so this would be perfect for me. However I don't know how to code, but I do have the drive to learn to code. I also know the basics of play maker in unity and could see most of the mechanics working with that system. I would appreciate people thoughts and feedback.

Project "Space Box"

PRcomics2.png We did not have time to implement all the ideas. So, here some explanations.

Jam’s theme: The main character is the youtuber. So he had the opportunity to participate in the beta test of the new console “Space Box”, the main feature of which is a complete immersion in virtual reality. But after the first level completed, he could not get out of the virtual reality because of the bug (or maybe it was an idea of console’s developers?). Now he will have to go through several levels to get out of the “Space Box” trap.

Explanations to the levels:

1 Level (shooter with the boss): Control w a s d shift lmb. Damage is not inflicted while the boss is screaming. At the level are you can find first-aid kits and ammunition.

2 Level (green portal,references to Sims): Control w a s d lmb. You need to find items to open the doors, and then break the wall and get out (if you can not take an object, then come closer). In the first room at the start, the key is on the shelf to the left of the player. To open the second door you need a flashlight, it’s on the bottom shelf of the closet near the bed. In the garage you need to find a sledgehammer (behind the trolley) and break a cracked wall. At the end, take the crystal.

3 Level (blue portal,references to Skyrim): Clicking on the buttons below you need to divide the falling characters into guards and farmers. Even if two objects (in hands and on the back) from the guard, it is a guard.

4 Level (orange portal,references to Hife life): Control w a s d lmb. You need to protect programmers from headcrabs who make the best project in the world. Unfortunately due to the bug this level needs to be passed perfectly (crab should not jump to any of the programmers, if this happens please start again: [)

5 Level (red portal,references to Dark souls): Control w a s d shift. You need to press all levers on the level (the passage to them is opened in turn).

After you pass all four of the portal, the fifth will open.

6 Level (purple portal,references to Pubg): Control w a s d lmb. You need to push all the enemies out of the field and and become the last (push on lmb).

For these 3 days we did everything we could, we hope the game will bring you pleasure :)

Project page: https://ldjam.com/events/ludum-dare/42/space-box-new-gaming-console

Duo Dungeon

Play and rate c:

"Multiplayer Offline"

Required to have 2 people to play correctly

Required communication between them

test2.PNG

Hope everybodies games turned out how they had hoped!

banner1.png 028d84084c3525a5ceeaba6e28a5d248.gif Sadly, work has dragged me away from my computer for a few days and exhausted me. I'm trying to make time to find and play games but I'm. So. Tired.

If you want me to give yours a try, drop it in the comments and I'll give it a go and give some feedback! Until then, maybe give my game 'Kessler Syndrome' a try. It's a game about satellite collisions and space whales ;)

https://ldjam.com/events/ludum-dare/42/kessler-syndrome :rocket:

We are looking forward to read your feedbacks

Try to beat the 15 levels in arcade mode

17a27.png

or defy up to four friends in versus mode

17a2e.png

https://ldjam.com/events/ludum-dare/42/rebound

Update for "ground_0"!

Got some great streamers to play my game today (thanks to https://twitch.tv/ursagames and https://twitch.tv/elysiagriffin), and a lot of great feedback on my page. I posted an update to my game. You can grab it on https://jamish.itch.io/ground-0!

Lots of small changes, like making it more obvious when the boss is impervious to damage:

ground0_boss.gif

Version 1.1 * Gameplay Changes * Bullets now bounce off the boss when you deal no damage, making it more obvious when it's invincible * Boss bullets move slower (20% speed reduction) * Your bullets can destroy enemy bullets * Visual Changes * Enemy corpses are now transparent/darker, and will always render behind other enemies/bullets, improving visibility. * Enemy explosions render behind other enemies/bullets, improving visibility. * Bug Fixes * Hoppers no longer move sideways when you pull the dirt out from under them * Fixed a rare crash when you die in the same frame that an enemy spawns * Miscellaneous * New pause/quit menu accessible at any time by pressing Escape * Game window is now resizable * Both Windows and Mac build are now built with GameMaker Studio 2

(Note: I left my original offical LD42 submisson on my LD page)

What I learned from watching people play my game

I've been watching a few streamers try out my game Shrinkage and thought I'd collect a few things I'd learned.

Screenshot_6.png

If you haven't played it yet, Shrinkage is based on Tetris but when clearing a row the game area shrinks so you continuously lose rows. This is pretty much how I wrote the short interactive tutorial in the game, but that brings me to my first point...

Not everyone knows Tetris

One of the streamers I watched had to go and look up how to play tetris, because it was not explained in the game. When developing Shrinkage, I didn't feel the need to explain the core concepts of Tetris because "everyone knows Tetris, right?" Wrong.

The lesson: Don't assume that everyone who plays video games knows "the classic". It may seem obvious to you how Tetris works, but there are people out there who have never played it in any of its versions.

Those who do know Tetris, skipped half of the tutorial

In a typical game of Tetris, you can score some points by clearing a single row, or you can score more points by building combos. The latter is also a testament to your skill in the game, as complex combos are way cooler and can be used to show off.

The tutorial is structured in four steps: - Introduction: asks to clear a single row - Clear 1 row: explains the concept of the shrinking playfield and asks to clear a combo - Clear 2 rows: explains the concept of combos and asks to score a super combo - Clear 3+ rows: explains the super combos

Screenshot_5.png

Unfortunately, a lot of players familiar with standard Tetris went straight for the combos. So they missed the core idea of the game, what sets Shrinkage apart from other versions of Tetris. They were confused when the tutorial for combos said that they don't cost lines ("Cost lines? What are you talking about?"). And after a few combos, when they did end up clearing a single row, they were surprised to see the playfield changing. My tutorial had not helped them at all.

The lesson: Don't assume people will follow (or even read) the instructions if they think they know the game. If you really need them to do something, hold their hand and limit their other actions until they do. Otherwise, design for the possibility that they skip steps or go an entirely different direction.

The bugs I worried about weren't discovered, only ones I didn't know about

When I submitted the game for the compo sunday evening (approximately 6 minutes before the submission deadline), there were a few glaring bugs in the game that I just didn't have time to fix. I was very worried that people would find them, and then brag about scoring millions of points by exploiting these bugs. This did not happen.

There were three reports of bugs where movement input would get stuck or break down entirely. I tested everything and I made sure that the input worked smoothly, but unfortunately things will always break no matter how careful you are developing them. But other than those bugs, I didn't really receive any issues, comments or bug reports. Balance & missing features, yes, but the bugs I was afraid of haven't been mentioned once and I haven't seen them in action.

The lesson: People will break your game in ways you didn't see coming. A few known bugs in edge cases will likely not even be discovered, especially not in the short term.


I hope this post was interesting to you, I learned a lot from participating in my first LD!

I you haven't played Shrinkage yet, go check it out at https://ldjam.com/events/ludum-dare/42/shrinkage and leave some feedback!

**Ice Blocked!** *A tale of lost love.*

Ice Blocked! A tale of lost love.

Getting some great suggestions and feedback from those who have played already.

Would love for you to come play and have your say as well - https://ldjam.com/events/ludum-dare/42/ice-blocked

Leave a comment and we will check out your game as well.

https://youtu.be/HBpIw7Jd5OU

**Ice Blocked!** *A tale of lost love.*

Ice Blocked! A tale of lost love.

Getting some great suggestions and feedback from those who have played already.

Would love for you to come play and have your say as well - https://ldjam.com/events/ludum-dare/42/ice-blocked

Leave a comment and we will check out your game as well.

https://youtu.be/HBpIw7Jd5OU

Daycare Dilemma: Android build out now!

IJZM compiled it yesterday. It's got a couple of minor changes (an on-screen button is added for speeding up the conveyor belt) but otherwise, the gameplay is exactly the same. Check it out if you've got an Android device and see how well it plays. :grinning: Or you could just play the Windows or web build if you haven't played our frantic baby and kitten caring game yet :wink:

Daycare Dilemma GIF 01.gif

Daycare Dilemma


Original post:

(I'm trying to add a link to an Android build for my game in the Downloads and Links section of the game page. It previews fine, but when I save the changes, they don't actually carry through. Are extra links not allowed after the submission window is closed or is this just a bug?)

EDIT: PFFT I guess it just takes a while before changes ACTUALLY show. :joy:

I passed 20 ratings!

I opened my game page and saw this:

Other Image 1.png

22 RATINGS RECEIVED!!!!

Thanks to all of you who played, rated, and left feedback on my game!

If you haven't played my game yet Click me!.

Ludum Dare Journal

For this Ludum Dare I really wanted to adhere closely to the theme. When I think of “running out of space”, claustrophobia is the first thing that comes to mind. I didn’t want to interpret the idea simply as “playable area in the game decreases”. For that reason I spent a lot of time just thinking about the topic and what would be fun.

I dismissed a lot of ideas that were good, but seemed to typical. I also tried to avoid playing with the words “running” and “space” so as to not dodge the topic. This came to this idea over many iterations and I really like it because it truly felt like a race against space(and time)

Despite my planning, my team decided to roll with another idea, and so we worked on that for 2 days. However we eventually felt that this new idea might not play out as we were imagining it and so my team lost motivation and eventually dropped out of Ludum Dare altogether. I still felt that I shouldn’t waste the opportunity. I had been waiting for Ludum Dare 42 for quite a while, and had dismissed myself from a lot of my responsibilities to make time for the event.

So with a little more than 1 day left, I un-shelved my original idea. I wasn’t worried too much about the scripting of the game, since I am a decent programmer. However, since I no longer had a team, I was worried about the art and polish that I had imagined for the game, and I am by no any means an artist. I could not find any suitable(and free) art for my game, so I had to learn to make pixel art in that same day. After reworking the art a few times, I finally had something half decent. All the audio is borrowed.

I am fairly happy with the end result. While my original idea was much more ambitious, and involved a few more mechanics, I think I was able to deliver on the look and feel of my brainchild.

This idea takes inspiration from computer engineering principles and the way processors and caches work. I hope this game comes across as unique and that you enjoy playing it.

https://ldjam.com/events/ludum-dare/42/memory-mayhem

MemoryMayhemTitle.PNG

MemoryMayhemCapture.PNG

Shrinking Storage.png

Looking for a post-LD game jam?

Hey LD jammers!

If you're looking for a post-LD game jam, I'm hosting the 2nd annual Music Game Jam from Sep 1-15 (200+ signups!), where you can make any music/audio-themed game you want in two weeks!

Last year's games included music-based tower defense, pitch-controlling platforming, and guitar shop management, and you could make anything from a game for the blind to a music horror game!

MusicGameJamLogoNoDateCropped.jpg

There'll also be ~$200 in game prizes! :video_game:

PLUS we've organised >15 YouTubers and streamers to play your entries and give you great feedback!

And all participants will get a free unlimited asset license for the Wwise game audio software!

🔊🎶 Join Music Game Jam ->

You can also join our Game Jammer Discord community and follow MusicGameJam!

PS: if you are a YouTuber / streamer interested in playing the entries from the jam, I can add you to a list on the jam page! (comment below or message me on Twitter / Discord)

New Post Jam Version Released!

Made in response to feedback revolving around bugs, errors or exploits that people found. Most of these are just minor tweaks, but they should make the game a bit better. To download the new version, download the "Flood - Post Jam Version" on itch. If you would prefer to play the original, download "Flood - Original Jam Version."

CHANGELOG

  • Rock throw is faster.
  • Time no longer flows during a camera transition / pause.
  • Changed "elevated surface" to "nearby hill."
  • Background ambience is louder and more noticeable.

Play Flood

ezgif.com-optimize.gif

Space Box Rescue Postmortem

Hey everyone, it's been once again a pleasure to make a game for Ludum Dare!

Link: https://ldjam.com/events/ludum-dare/42/box-rescue

I finally rendered the timelapse for Space Box Rescue: https://www.youtube.com/watch?v=ymD2m2gupS0

Making the Game

When the theme was announced I immediately thought I should make a grid-based puzzle game, maybe something like the historical Sokoban. The mechanics of the falling tiles and encroaching lava seemed like an obvious start, but little did I know at the time how many other games would also have crumbling floors :stuckouttonguewinkingeye:

I continued my time-honored tradition of using plain text to define levels: level editor.png

This was the first LD I did with Linux (Ubuntu) as my primary workstation instead of a macOS machine, because I switched recently. I still used the Mac for music though because there is nothing like Logic Pro that works on Linux.

Music and Sounds

At first I just exported each instrument from Logic Pro into its own track, because I wanted the game to mix them down dynamically. However, due to limitations of web audio, I never got this to work without horrible glitches. So in the end I took the song and mixed down/baked a couple of versions of it, literally in the last few minutes before submission. But yeah, limitations to the audio portions are mostly down to the fact that it was a rushed “fix” in the end. I used howler.js, which is a pretty minimal web audio playback library. The sounds are, as usual, just me making mouth noises into a microphone.

"Engine"

About the “engine”: there is pretty much none, it’s really just Three.js (which is a webGL renderer) and some very minimal glue code I’ve kinda been accumulating during the last LDs. It’s available on Github as a starter package, but I’m hesitant to post it before it’s properly documented. What the starter code does is taking care of the boilerplate to set up the scene (apart from some things that I didn’t use in this game, like my own pathfinding lib and such). It also doesn’t yet contain the effect pipeline I used in this game, but I will at some point because it turned out well. Just a matter of unspaghettifying it for re-use.

I'm probably going to continue this pattern of using last LDs lessons and code for the following LDs, because it feels like a nice continuation, but realistically my games don't tend to have a lot of overlap with each other, so it'll probably remain focused on boilerplate scene initialization and convenience functions.

Post-Compo Version?

I'm not a gamedev in my real job, and I'm always a bit short on time. However, this concept might be deserving of a full version. I'll post it here when/if I do it.

Plugs

IRC Channel

Join the #ludumdare IRC channel on afternet.org, it's low traffic, but full of nice people - and it also has the distinction of being the original Ludum Dare IRC channel. I realize Discord is convenient, but there is something to be said for unplugging from the giant (and by necessity somewhat evil) monolithic platforms that dominate our formerly free-for-all internet /end-rant

Programming Streams

If you're interested in gamedev and programming streams, and one that also features LD streams when they happen, have a look at https://programmingstreams.net/ - it's basically the Ludum Dare sidebar, only "better", for a very subjective definition of better :smile:

That's it so far, thank you for making all the cool games I got to play and the many I still need to play over the next weeks!

Nice game for morning chilling!

You can relax while zerg devours you :) Promo11.png https://ldjam.com/events/ludum-dare/42/pre-alpha-build

Some little tricks to trick the sea monster!

9B6DDD932A0FB25ED01F0C8D99D46417.png · Escape from the sea monster!

· Find more islands and sunken ships!

· Assemble all three treasures in the sea!

· And... Face the sea monster!

Snip20180815_4.png

If you have any problems or suggestions while playing, please comment in the comment area, and we’ll do reflection, amendment and addition to the game.

After the competition is over, we’ll expand the original content of the game and release a brand new version! And the version made in Ludum Dare will also be republished after improving the operation mode.


Thanks for playing our game!

https://ldjam.com/events/ludum-dare/42/first-lidim-dare

Looking for Android games to play and rate.

I'm on a trip and I don't have my laptop with me, so unfortunately I can't play desktop or web games.

Feel free post your Android games for me to play and rate! :)

Feel free to play my game too, Survirus

3recYS.jpg

Play&Rate on stream / planned Maze Crusher updates

Thanks for all your opinions until now! Will keep on playing and rating your games of course! If you want your games played in our stream please submit them here - Please note there is still a small waiting list on paper before we start with those submitted to the form. Next LD P&R-streams are Monday and Thursday next week.

Maze Crusher:

I'm glad to announce that we will change a few things for a Post-LD-Version. - We noticed, it is disgusting that you get negative points when burning enemies. We will change this. You will not get any score when they reach you and instead lose "lifes". - We need to fix the flight bug... No idea what happened there yet but... :) - We will add a global leaderboard

macr.png

Post-Mortem: 42 Pillars of Stone

Post-Mortem: 42 Pillars of Stone

The game if you want to check it out

This is a post mortem of my entry into LD42: Running out of Space

Being my first game-jam I was very nervous the night before, I stocked up on food and drinks and got a good nights sleep before the jam (7:30am start in Adelaide AU).

I haven't used Unity other than doing some tutorials, and stuffing around with Roll-a-Ball. But I think C# is my strongest language, and I can work in it without much trouble.

I hadn't done any planning with any of the final themes, I thought it was more thematic to just go at it after the theme was announced (Too many themes in that sentence?).

I knew it was going to be rough because I had an early start Monday morning, which meant I lost out on ~10hrs of potential jamming... I was sweating bullets before the jam had even started.

So I woke up Sat morning and made sure everything was setup and ready.

The theme was announced, and I got to work. I knew I wanted a top-down Gauntlet-style game that I could keep to one screen. The main take-away from reading how to prepare was 'Scope to the lowest possible level'.

What went right

  • I got a game done in the time-frame: This was my main concern, I thought I'd get to the finish line with nothing but a handful of dirt and a few lines of code. I'm happy I was able to compete in my first game-jam and get something over the line.

  • Sound effects and Music: If there's one thing I need in a game it's music and sound effects. My game may have had some bugs, but I would leave it the way it is if fixing the bugs meant no music/sound effects.

  • Coding on the fly: The main reason I wanted to do a game-jam was to see if I had the chops to code a game over a weekend. Mission accomplished.

  • Title Screen and Ending Screens: Whilst my game art was 'interesting', for lack of a better word. I'm happy I was able to include a few screens to break the monotony of the game window.

  • My Idea: True, it pretty much went with the first thing that came into my head. It wasn't original, it didn't break the mold and introduce anything revolutionary, but I liked my idea and I think I achieved a lot of what I wanted.

What went wrong

  • Time: I knew from the start I'd be 10hrs down, and I think this hurt me the most. I couldn't fix, build, play-test, iterate as much as I wanted. This meant the bugs were plenty, and their fixes were me saying "that SHOULD work", while it worked a lot, I shouldn't have relied on it. This also hurt me a lot in regards to polish, feature cutting, balance issues, graphics, and User Experience.

  • Title Button: Should have taken the title-button out, it bricked any replays but I left it in because I'm stubborn and threw some bad code at it to try and make it go away 10 minutes before I uploaded the game. I didn't even test to see if it worked #yolo.

  • Learning bread-and-butter Unity features during the jam: Mouse-Look, Canvas UI, Rigid-Bodies, Audio, Animation. These are things I had no-idea to very-little clue on, I spent a lot of time learning how to use these Unity features during the jam and I advise everyone to never do this, it was stressful and wasted a lot of time. I know them now, but man, I wish I had a better understanding beforehand.

What I could improve

  • Balance / Variation: My game fell short in the balance and variation areas, I had a different leveling system but took it out last minute as it was too broken.

  • Squash the Bugs: Yeah, I knew I'd have some. Would loved to have polished it a lot more, this comes from knowing the tools better I suppose.

  • Take time off work: This hurt me, I was stuffed for work and was still wishing I could work on my entry. Will book the next one off.

  • Graphics and Sound: Notification of being hit, Attack animations, darker sounds etc. Things I wish I had done but didn't. I also want to improve my art skills so I can make something that looks a bit better than what I had in my entry.

Conclusion

I love my game, it's ugly, doesn't have much too it, bugs out when you look at it the wrong way, but it's mine and I wouldn't change it for anything. Yes, there's a lot I wish wasn't there but at the end of the day my goal was to put an entry into LD and I did.

I've learnt a lot, received a lot of really good feedback, had a lot of fun and got to enter LD42! That's all I wanted, I got it, I'm happy.

I want to thank everyone that played my game, and left me feedback. I hope you all had fun, learnt something new and are keen for LD43! I know I am

The Sand Will Bury Me - A Short Poem-Like Puzzle Game

_sand.gif Play it here: https://ldjam.com/events/ludum-dare/42/the-sand-will-bury-me

We made a small poem-like puzzle game under 24h for #LD42

Give it a look!

Tell us what you think

Gives us feedback 15ee1.png Play it here: https://ldjam.com/events/ludum-dare/42/the-sand-will-bury-me

Catarina Lopes | Programming, Game Design

Isaque Sanches | Visuals, Technical Art, Game Design

Tiago Quendera | Music, SFX, Game Design

15edf.png Play it here: https://ldjam.com/events/ludum-dare/42/the-sand-will-bury-me

Flick All The Multiverse!

We're delighted to announce that we have brought our game Better Than Thanos to more platforms!

You can now play it on Mac OSX, Linux, and yes, even your browser!

Give it a try, flick 'em all!

bttemtitle/em2.jpg

https://ldjam.com/events/ludum-dare/42/better-than-thanos/flick-all-the-multiverse/edit

The hunt is on!

I managed to snag a particularly nasty cold a few days after the jam concluded, and I'm now home from work feeling sorry for myself, but, I thought I would do one of them crazy gif captures to show of some action of our game at least, I play like a crow as we say in Sweden (not good), but it shows off some arsenal and power-ups at least.

We're hoping to get together and write a post-mortum soon as well, this event went pretty well we think, so we're already looking forward to LD43 when we hopefully will be a couple of more dudes on the team (would be gold with 2 coders, 1 gfx and 1 audio).

Anyway, here's the capture I promised, and you can test it out in the link bellow, will you be the one that pushes us above 20?! That would be kick-ass! :beers:

playthrough.gif

Play Raiders of the Lost Beer

Do you need rating?

Hey there!
If your game hasn't reached the 20 votes threshold yet, drop me a link in the comments and I'll play, rate and comment it.

:heart: :heart: :heart: :heart:

GUT REACTION now available on Mac

mac build.gif

Now Mac users everywhere can experience the joy of fighting off pesky foods, and clearing the stomach of debris!

Thank you to a kind Make Games South Africa forum user for testing the build for us.

Please vote and let us know what you think!

PS. Remember to hit E to pick up and dispose of waste!

https://ldjam.com/events/ludum-dare/42/gut-reaction

Easter Shabobble

:rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit:

giphy-2.gif

Please check out Easter Shabobble: https://ldjam.com/events/ludum-dare/42/easter-shabobble and I challenge you to beat the scores from this post: https://ldjam.com/events/ludum-dare/42/easter-shabobble/win-prizes :smirk:

:rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit:

Weird how the game got all together just from these doodles:

Schermafbeelding 2018-08-16 om 12.47.21.png Schermafbeelding 2018-08-16 om 12.47.50.png Schermafbeelding 2018-08-16 om 12.47.58.png Schermafbeelding 2018-08-11 om 12.23.47.png Schermafbeelding 2018-08-12 om 21.19.08.png

Please Rate my Game

I haven’t reached 20 ratings, it would be greatly appreciated if you rated it: https://ldjam.com/events/ludum-dare/42/first-ludum-dare-1

Comment your games and i will play them

Its been a boring day for me so far so i want to play some of your games.comment them on this post and i will play them If you are bored to then check the comments maybe you find your next favorite game! Also check out my groups game https://ldjam.com/events/ludum-dare/42/the-red-pixel Good luck🍀

Pls Grandma Staph

ezgif.com-optimize2.gif

There's isn't a no for grandma's cooking. Eat everything your nana puts on the plate. My jam entry for #LDJAM42 made in ~48h, graphics, code, gamedesign and audio all by my self. It was my first gamejam fully alone, and the first since 2015 I make all the graphics & code so I'm pretty happy with the result :D

https://ldjam.com/events/ludum-dare/42/pls-grandma-staph

Enjoy it!

Please Rate my Game

https://ldjam.com/events/ludum-dare/42/first-ludum-dare-1

Looking for some web games to play on my lunch break

If you've got a game that I can play in browser then post it below, I can't download or install anything so if it's not a web build it's not getting rated. I'll try to cover as many as possible in the next hour but I may have to leave some until I'm back home later.

If you'd like to return the favour and rate our game you can find it here.

Dataphobia got a bug fix!

Hello everyone! I fixed a bug in the game. Now you can't cheat and equip all abilities despite not having space for them! ...I'm sorry. Still, if you haven't played the game, you can check it out right here: https://ldjam.com/events/ludum-dare/42/dataphobia

Leave your game in the comments as well, I'll be happy to give it a play and a review!

Oh boi such a good trailer

https://youtu.be/UeWwXmdwO5o

https://ldjam.com/events/ludum-dare/42/second-claw-shop

We had such a good time making this gem. Hope u like it!

(probably the only game in this jam with an actual dakimakura with ryuko on it... common u gotta check that out)

Patch 1.1 (after ludum) arrived

Patch 1.1 (AFTER LUDUM !!!!)

-change to WASD control

-fix triggerbug

-add mission title

-reduce the game over cinematic time

GAME_JAM-Win64-Shipping Screenshot 2018.08.15 - 02.48.22.31.png

Patch 1.1 (after ludum !) arrived !!

-change to WASD control

-fix triggerbug

-add mission title

-reduce the game over cinematic time

GAME_JAM-Win64-Shipping Screenshot 2018.08.15 - 02.48.22.31.png

Web games? Send them this way!

Edit: Oh wow! Lots of games. I'll get to them all over the next day :sweat_smile:

Looking to play some games during my breaks at work. Shoot me your web game and I'll give them a whirl!

You can feel free to play our web game too! Dungeon Trader!

https://ldjam.com/events/ludum-dare/42/dungeon-trader

Stream soon

I'm going to stream how I play LD games this evening. It will be 1st time stream so I'm little nervues :)

Send me links to your games and I'll play it this evening.

P.S.it would be great if you game can be run in browser:)))

Abd check our enrty here: https://ldjam.com/events/ludum-dare/42/pop-it

малыш близнец.png

The mars: no water - but trash

Showcase1.png

In the year 2053 the earth is producing way to much junk and waste. You are the first AI who deals with the problem in space. But "live" isn't simple with humans...

https://ldjam.com/events/ludum-dare/42/junk-rover

And thanks to everyone who already gave feedback on our game, you are awesome!

L.F.G. Looking for games to play!

Hello friends! Plan on playing many games after work today.

Please, leave your link in the comments and I promise to say more than "gg"

If you're into dungeon crawlers you might want to check out my entry: https://ldjam.com/events/ludum-dare/42/the-return Beef.png beeeeeeef

Save the world one charity record at a time

Play as a superstar producer and write a song to bring the overpopulation crisis to the minds of many. We have to act fast, we're running out of space!

LD42 - Promo.png

https://ldjam.com/events/ludum-dare/42/protocol-47-superstar-appeal

Need game ideas!

-2d -Unity -Pixel art or Cartoonish drawings

NEED GAME IDEAS HELPL!

Come try :p

Hey, you can try this game https://ldjam.com/events/ludum-dare/42/space-intruder It's fast, it's hard, you'll die but with enough try hard you can beat the boss :)

Subtle fixes in Space Invasion 1.1

Hey guys I have updated the control of game. These very subtle changes will make you wait less time between restarts and slightly improve the experience of the game.

Version 1.1: - Waiting 3 seconds to restart -> Press any key to restart - Up arrow key or W to jump -> Up arrow/ W/ space to jump

Hope you give the game a try if you haven't. Thank you!

14.gif

Are you the chosen one...

... to protect the universe from enemy robots?

Capture3.PNG

https://ldjam.com/events/ludum-dare/42/void-era

Jump in and beat the record!

Who Z for dinner? You? Your enemies?

What do you say to killing zombies? Meh... What do you say to killing zombies in a bunny suit? Hecc yeah! That's exactly what our jam entry is about. Having fun blasting the undead with satisfying and cool weapons. We weren't able to add many features and mechanics in time for the jam, but the development of the game will continue.

LDSS.png

https://ldjam.com/events/ludum-dare/42/whats-for-dinner

I got 30 ratings!

Thank you every one for playing my game,voting and write feedbacks.

2.PNG

If you havent played it yet, now its the time!! https://ldjam.com/events/ludum-dare/42/nooooo

The Arena for Linux and MacOS

Finally got time to make MacOS and Linux builds, I have never done that before. I don't have access to Linux or Mac to test them, but hopefully I got it right. Enjoys :)

https://zenris.itch.io/thearenald42 https://ldjam.com/events/ludum-dare/42/the-arena

Another day, Another Review :D

Hey everyone, that brit that posts allot here :D Just letting we you know we will be going live Shortly @ https://www.twitch.tv/devio So come to join and get your game reviewed!

1200px-Twitchemlogo/em(wordmark_only).svg.png

Please rate my first ever Ludum Dare!

I tried to make a game despite my time used up in school, after school stuff, homework etc. I designed the audio well, the gameplay is very responsive and has great intuitive controls. The graphics are top class, and I think you should really check it out here: https://ldjam.com/events/ludum-dare/42/sunnyland

Post Mortem of Potion Seller!

Hey there!

So it's been a while since I've written a Post Mortem for one of my entries, but this one went so swimmingly I wanted to write it up.

As for the last two Ludum Dares that I participated in, I was working with Cameron, my good Canadian friend. We would use Unity, that much was certain, but anything else would all depend on the theme. Funnily enough, one of my themes actually made it right to the final round! That being Decay, though I had no idea what I would do for it, I thought it would make for a really varied theme.

So usually it starts at 2AM for me, and some nice comfortable time for Cameron, but this earlier start meant that we could brainstorm for some time before I needed sleep. It took a while actually. We kept coming up with vague ideas that the other one wasn't a huge fan of. After two hours though, we managed to come up with something with real potential. A combination of our ideas: one of those god-game crafting things, and the concept of being a shopkeeper NPC in a fantasy world.

Potion Seller! I require your finest potions!

That accidentally became the backbone meme of the entire game, and so by the time I had woken up the next day, Cameron had added the first rudimentary steps to craft:

pm1.gif

I went about adding new assets (we had decided on using MagicaVoxel for the style, because I am really poor with UV unwrapping in Blender, and making assets was super simple and fast in MV. And it looks alright!), then went about adding a tooltip system, as well as the first steps toward a recipe book.

Each process got overhauled several times, but it didn't take long before we had such a nice system for adding new items to the game that 90% of it was automated, including the recipe book. We added some coins that you could get paid when you provided the right ingredient, and just hardcoded the customer himself for a placeholder. The customer management system was my responsibility in the main.

End of day 1 was looking good! We had only a few assets, and no working recipe book, but it looked really nice. We had scoped the project specifically to allow for at least an entire day to polish and content creation, ideally two days. Either way, by the end of the night for me, we had all the basic gameplay features added:

journal.gif

When I woke up the next day, Cameron had added the one thing I had left room for but wasn't any good with doing: animations! The customer would now walk in and out, with the thought bubble coming down, and I loved it!

potionseller9.gif

We spent basically the entire day adding items and balancing and bugfixing. However, despite our intent to scope properly, neither of us could quite agree on a win condition. Cameron wanted to keep it casual and have them be able to play at their own pace, I preferred to give them only a certain amount of time with each customer before they would get annoyed and leave. We realised they would fit perfectly as two separate game modes, and that we had the time to implement it! So I set about adding a timer system to the customers, and some rudimentary GUI. No GIF for this because at this point it was just taking too long for me to make them haha.

By the end of day 2, we had everything we needed for release, save for menu, sounds, and a proper algorithm for choosing what item the customer wanted crafted next, as well as ideally more than two visuals for customers.

Day 3 was all about that. The win conditions and balancing the timer were number one priority. The problem now was the amount of time it took to playtest. That, and our rapid addiction to playtesting it! It was a fun time. With those done, and Cameron having recorded some awesome foley, I overhauled our character voice lines system to instead be a bit more object oriented. I made a character Class, which had its own assigned visual and set of voice lines. That way we could make specific characters with their own specific voice lines!

Now came the fun part. Can't really give any gifs for it, but it was so much fun, modelling new characters and making silly voice lines for them, then adding them within minutes. It was a great idea, and gave the game sooo much more depth and character. At this point we were nearing the submission deadline, and so just had fun making as many characters as we could before submitting.

This was the end flowcharty thing of all of our recipes! It got pretty crazy!

recipes flowchart.png

The result of such a fun and smooth ride was a game we both really enjoy, and hope you'll enjoy too! We're definitely going to port this to Android as well and release to the Play Store, and maybe consider further development for a PC release also.

I'm really struggling to have gifs <4MB now so I'm afraid there's no final gif. You'll just have to play it for yourslef ;)

Keep on keeping on, guys, it's been a blast, and I can't wait to play more of your awesome entries!

Try out Potion Seller here!

Taha

Things I would do diferently now I've seen people play Clot!

ezgif-5-5db7fbd63a.gif

If you haven't played the game you can find the link to download and rate here:

Play and Rate CLOT!

I've been giving my game to friends, watching some streamers play it and also reading the feedback here on the website and I took note of some things I would do different, now that it actually has had some playtesting, that I might add if/when I revisit this in the near future.

Changes I would make based on player feedback:

  • Adding a short tutorial in game
  • Giving enemy tells/wind-ups
  • Adding more ways to chain blocks together
  • Changing the dash so it connects better with the blocks
  • Borrowing more from the puzzle connect three genre
  • Power ups or drops to change up the runs and allow the player even more strategies
  • Preventing enemies from spawning too close to the player and providing an indicator to know where they come from

Addressing these changes

PrT0S0.gif First of all I did add this little gif to the LD page but reading through some of the comments it wasn't immediately obvious what you had to do and how you would do it.

It seems for most people the biggest issue was the difficulty of the game that was facilitated by its sometimes unfair nature, to fix that I've written some of the ideas provided by the players that I think will really help making it feel like your fault when you loose, all the time, every time. (adding obvious attack tells, indicating enemy position and better spawns)

Other than this some people also pointed out how it was unsure if it wanted to be an arena shooter or a puzzle game and that it should lean more towards one side effectively making it more fun and challenging. This point makes a lot of sense since when I started I did not have the concept completely lined up. To fix this, I feel like I can take a lot from other match three type puzzle games and try and get some of that satisfying complex strategy that fans of that genre crave.(more ways to match, chain reactions and so on)

Conclusion

Finally I think I would really like to revisit this game some time soon, fix some of these problems and add more content to make Clot! What I would like it to be. All in all this has been, to me, a very successful first LDjam and I look forward to do one again in the future. If you are so kind to play and rate Clot! And leave some feedback, I would be immensely thankful.

Follow us on twitter for updates: @SmthFellGames!

Any Linux Players

Just uploaded a linux and windows version. I cant remember using a Linux in my life. Can someone test it out:

https://ldjam.com/events/ludum-dare/42/bunny-bazooka

LDGIF.gif

Want to play at some of your games !

Send me your game in the comments and I will play it and give feedbacks. 2018-08-14 (1).png You can try mine too if you want : https://sticks-n-stones-studio.itch.io/vertex

Web games please

I have been playing today. Finished my list of games to play so if you have a Web game add it to the comments and I will try to play and rate them all. Peace

How do I accomplish swarm thousands enemy without lag

I need 3 more comments to make my game have a rate!

This LudumDare game jam, I work alone and finish a shooting game Zerg Coming!.

https://www.youtube.com/watch?v=G_SsuKF0a9g

This is a preview of my game. The core mechanism is that you will fight with 7 round enemies, and you can shoot and dash.

Many comments for my game is that "you did a good pathfinding", so here I want to share with others about the technology below the game.

I use the Unity 2018.2.3f1, and in order to accomplish good pathfinding and group steering behavior, I use these methods below.

Group steering

First of all, all the enemy has a dynamically simulated rigidbody2d, but there is no collision between enemy and enemy. There only have environment collision with the enemy. This relieves physic engine very much.

I use two steering mode: seek steering and separate steering. If you don't familiar with steering, you can learn these steering modes at The Nature of Code.

When the enemy has a pathfinding route, it will follow the path use seek steering force. Applying steering force instead of simple change velocity direction will make the movement look smooth and natural.

image.png

If enemy only has seek steering, they will gradually overlap. To solve this problem, I come up with three solutions:

  1. Use RVO make sure they will apart from each other
  2. Use physic engine and collider to force them apart from each other
  3. Use separate steering force to make they look apart from each other

Since RVO and physic engine solution is bad for performance, I decided to use separate force solution.

Separate force work like this: when another unit is too close to you, you will receive a force to make yourself separate from it. This website explain this clearly.

image (1).png

So, each frame, an enemy will try to get the other near enemies information, and average each near enemy's position, to calculate a separate force.

In order to make finding near enemy information more efficient, I use the point octree to store each enemy position, I use the library UnityOctree. Since update octree is also a time-consume work, I write a simple logic that : If current enemies number is large than 1000, then each enemy every Random(0, 10) frame update its position in octree; if current enemies number is below 1000, then each enemy every Random(0, 5) frame update its position in octree.

Pathfinding -- Flow field

Now let's get to the pathfinding. I use flow field to make the pathfinding. If you don't familiar with flow field, here is a simple and clearly article that explains flow field : Basic Flow Fields.

In my achievement, I update the flow field every Random(0, 4) frame. If you understand how flow field work, you will note that update integration field is the most time-consume work. Luckily, there is a paper that uses jump point to efficient update integration field : Faster Dijkstra Search on Uniform Cost Grids(but you need to buy the GameAIPro3 first :) ).

Below is the flow field in my game, where the white lines are the flow field directions :

无标题.png

That's all my accomplish. This is also my first time to join LudumDare, I am happy to join it :) !!

8 Votes needed to reach 20!

Hey guys,
this is the game i made for LD 42!
https://ldjam.com/events/ludum-dare/42/bulletman BulletMan_Banner.png 2.PNG

Wondering How to Market Your Game?

marketing.png I'm seeing a lot of posts here of people promoting their games, which is great! But did you ever wonder how you can do the same to get more ratings? I wrote a blog post a few days ago about just that, you can read it here.

And if you'd like to check out my prototype of an entry, you can find it here.

play!!

https://ldjam.com/events/ludum-dare/42/ball-out

Prize delivery

:rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit::rabbit:

The winner of my little challenge ( https://ldjam.com/events/ludum-dare/42/easter-shabobble/win-prizes ) has arisen and their name is @lonehearts. Your efforts have unlocked two special prizes for the entire LD community.

If you would like to play Easter Shabobble, you can find it here: https://ldjam.com/events/ludum-dare/42/easter-shabobble

:trophy: prize one: time lapse :trophy:

https://youtu.be/zlYqiEp8VQ8

:trophy: prize two: HD art for the puzzle in Easter Shabobble :trophy:

art.png

Thanks for playing :slight_smile:

Weird monitor refresh rate bug

Hey guys, does anyone have a monitor with a high refresh rate (like 144 or 120 or whatever) and can check if our game works WAY too fast on Chrome?

I've seen some people have this bug but I can't reproduce it so it's really hard for me to debug :(

(You can skip the intro with ESC)

https://ldjam.com/events/ludum-dare/42/super-responsible-parent

smaller.gif

Thanks!!!

If you run into it please let me know!

How we lost half of the LD time and made a game in a hurry.

Shrinker_FHD.png

Hello there! The LD #42 was the second LDJam we participated in. And we made a lot of mistakes before we even started to make a game.

How we lost >50% of LD time.

Before LD #42 even started I misread the information about the event and thought that it will start on 12 of August. So when I woke up we already wasted the whole day and 12 hours. LD started yesterday at 1 AM in local time, and today was already 13 PM. It was quite frustrating to realise that you have half of the time to make a game.

Fast ideas and time SHRINKING

Our game is called Shrinker. And we were shrinking our time quite hard.

First things first -- ideas. We managed to quickly agree on a basic game idea -- top-down shooter with shrinking arena. After that we realised that we got no time for fancy graphics, so we decided to move our concept into shapes. Together we made an idea of hp represented by shapes.

shapes.PNG

We managed to save some time with that trick.

Problems we faced

The main problem was a WebGL build. It's so hard to debug WebGL in Unity that we spent nearly 10 hours to find out what was happening. First of all, the lava shader. Our first shader wasn't working. We didn't know why, but I think it's because of PBR material we used.

We got another lava shader, very simple and light. But it doesn't work too.

Finally, we decided to use a very, very simple shader with a little bit offsets.

The downgrade of lava was like that:

lava.png

The next problem was with AI. Navmesh agents didn't work in WebGL build. We spent 6 hours to find out why and got nothing. We were saved by WebAsm. When we changed asmjs to webasm, we got everything working just fine. Magic, huh?

Lessons we learned.

  • Double check the jam information.
  • Prepare BEFORE the jam starts, not after.
  • Automatize your build process, cause it takes a lot of time.
  • Always have builds for all of your target platforms.
  • Don't write shaders unless you certain about their WebGL behaviour.
  • Try to ditch time-consuming ideas from the start.

Thanks for reading!

Beat My Score!

Picture1.png

Who thinks they can beat my score? Bring on the competition ;)

Link To The Game: https://ldjam.com/events/ludum-dare/42/running-out-of-space-26

What's your best score?

TitleV3.png

We would like to know what is the highest possible score to achieve. So, if you want, don't hesitate to show it on our page :) https://ldjam.com/events/ludum-dare/42/crumble

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

high.JPG