LD 42 August 10–13, 2018

Rush Hour - A Comedy Game about your everyday subway trip!

The game’s main idea is to try your best to STAY ON the subway, not to be pushed down by crowd before you reach your destination! The awkward control make things even more terrible, player must find a proper way to control the character to get the destination! What’s worse, you must push yourself out of the subway when you get the destination….

* URL:https://ldjam.com/events/ludum-dare/42/rush-hour *

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Almost to 20!

Hey guys, I'm almost to the 20 required ratings to get a score at the end. I'd really appreciate you taking a couple minutes to play my game :) Who knows you might even have fun? :P

https://ldjam.com/events/ludum-dare/42/ultimate-furniture-stack-x-treme

Almost There! - Cat´s personal space.

Hello people (:smiley_cat: How are you, hope your fine).

I made my first game for the Ludum dare this year but didn't do any "Marketing" for it once I upload it because work was crazy. I want to reach 20 points even tho I don´t know what that enables :cat: Sooo here it is!

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https://ldjam.com/events/ludum-dare/42/7-stay-away-from-dat-personal-space

(Is a Game about pushing things from ledges)

Thanks all for playing!

I created the LD42 entry on my sister's laptop as my laptop broke down when LD started on Saturday! :cry:

I bought a new laptop but I'm still waiting for it to arrive and I'm so anxious to create a small port to Android!

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I'm pretty content with this Ludum Dare!! Thanks all for playing

postmortem for RUN FROM SPACE

Hey' i've created postmortem for our game!

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You can find it here: https://sobakaduka.itch.io/run-from-space/devlog/45470/postmortem-for-run-from-space

Your game is... uhm... special

Is not what you want to hear ! However I did add a special mode that will make you say that, can you figure out what it's all about? https://ldjam.com/events/ludum-dare/42/changing-spaces 2.png Here's a hint Cassini.jpg

Don’t know what to play?

Are you bored? Want to play a game but don’t have much time? Like to destroy stuff, even when it’s not the aim of the game? Try our game! It is a WebGL game so no download required. https://ldjam.com/events/ludum-dare/42/the-gentle-giant

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I'm out

I'm just too extremely busy for this month I don't have the time to upload screenshots of my game and to play and rate other games

Can Someone Give Me Tips About How To Make This Thumbnail Better?

I suck at art. Can someone help me how can i do better, it is really not looking interesting and doesn't tell much about the game. Here is the game: https://ldjam.com/events/ludum-dare/42/gunning-out-of-space

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Summer Breakdown • Enjoy the beach while you still can !

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*You are running out of space at the beach ! *
Try sunbathing to get a perfect tan and keep away from the crowded area to avoid the nervous breakdown !

Play it here : https://ldjam.com/events/ludum-dare/42/summer-breakdown

Come try out my game

Hello guys! Would really appreciate it if you can try out my game and leave a comment to help me improve! Do help rate my game as well. I would do the same. Thank you thank you and enjoy the game. Do post your highest score too!!! Here is the link to my game: https://ldjam.com/events/ludum-dare/42/bugsurvive

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Rating your games on Twitch - come submit your own

Need ratings, or just want to see me play your game? Head over to https://www.twitch.tv/grizeldi and join the queue with !join (the name part of your game's URL). For example https://ldjam.com/events/ludum-dare/42/aeki-wares becomes !join aeki-wares

Yet another LD42 Compo postmortem

42 and meaning of life

For many years I was passive observer Ludum Dare events and almost from first watched compo postmortem by @quill18 I was thinking, "maybe I should try also?". Why? Because ​it was looking like super fun.

Then LD#42 came and I thought - "now or never".

But meanwhile for couple of years I was doing in spare time some small/medium games, never polished, never finished, never published. So having all this knowledge of "what I'm suck at" I was determined to really narrow my options for development process. And day before Ludum Dare I just remembered about Fantasy Consoles. So very quick research and yes! ​"I have a tool​ for a jam."

Why TIC-80 from about three or four of those "stable-ish" consoles? Because I just can't stand Pico-8 font and so small screen to write with. Because none of them except Pico-8 has so straightforward export to html like TIC-80. Liko-12 has no documentation right now and PV8 ...gosh I still don't know how to deploy properly game cartridge. There is also promising pyxel module for Python (which almost win with TIC-80) but there is no easy method to deploy multiplatform executable for Python app, especially app which using some sophisticated graphic libraries. So that would be dead end and such game wasn't be played and reviewed at all (who would install python and modules to get game working? nobody, me either).

Hacking Ludum Dare famous "Theme always sucks™" (™ by @philstrahl)

So I had lots of thoughts about struggling with theme on Ludum Dare. But hey! Developers/Sysops (like I'm in normal life) can hack reality with ease, right? So when came Final Round of voting for the Theme, I made a list all the entries and started to write some short ideas about each one. This effort took me maybe 2-3h but I had five ideas for game - every idea covered two or more themes from Final Round. And when Theme was announced I could go sleep relaxed and sure what I wanted to do next morning (my timezone is CET so this LD42 timespan is perfect for me).

So 9 AM Saturday, with a morning coffee, I could make a task list for a development stages and start making The Game.

Get things working ...or at least trying

They say: you don't want in Jam, be using tool you know nothing about. So I did exactly opposite.

TIC-80 (or all the Fantasy Consoles) are really good with keeping focus on game development. You don't have billions of functions and modules, you don't have "Choice Paralysis". Just one (or three) main loop functions and start writing a Game. The Game

But of course there is downside. Even with decent TIC-80 wiki, lots of problems I was facing, was solvable only by analysing other TIC-80 games. This is time consuming. And new language... sigh Fortunately I know few programming/scripting languages (~12 or something) so jumping deep(-ish) into Lua wasn't problem at all. Of course you must remember about ~= not != or you don't have ++ and there isn't rand() but random() (so why there is sin, exp or abs?!?) and of course table index starts with 1. But hey!, my very first game was in C64 BASIC so there can't be as bad.

Worst part was to find out 2h before the deadline, that if you have heavy iterating on lots of tables in game main loop, you will not get decent music. This part in TIC-80 just not working good. So your Game have awesome music and the rest is kind-a "meh" or animations are perfect but no music at all. Of course you have plenty room to optimize your code, poke here, poke4 there - but this kind of polishing for TIC-80 is very time consuming and 48h for everything is just not enough. Or maybe is enough, I didn't try to working on game for 48h straight without breaks.

You are the winner

The best part is after you submit your Game. The "HECK! YEAH! I DID IT!" is soo cool and you have so much positive energy, that the features you did not put to the game to make "new industry standard" like "Wrathcher 4" or "Dead Socks IV" no more matters.

And I wish this kind of feeling for every one who participate. This is pure joy of creation.

TL;DR

So many words up ^ there...

Then here I want to put some few thoughts you should get before jam: - at least basic knowledge of how simple animation works, - decompose project to smaller parts, each part must be finished with "playable" result, - if you decided to learn new tool while jam, choose this with best documentation, - do breaks for walk! - do not forget feed your cats (or dog, or wife, or even children)!

Postmortem of postmortem

Why this name for a game. Idea for 80-tnite came from watching me some twitch players in Fortnite. I think Fortnite perfect fits in LD42 Theme :)) but because I'm not native english speaker, I wasn't pronounced the name until it was too late. So I'm very sorry for every one of you who was trying to say this name loud - that wasn't on purpose. Just saying [eightnite] is perfectly fine. :)

WOW! WE'VE CROSSED 50 THANKS EVERYBODY

A massive thanks to everyone who has played and liked our game and gave us feedback. If it weren't for you all we would never have achieved this milestone. We've fixed the bugs in the game so your playing experience is going to be a lot better than before. Please do check our game and rate it and we'll make sure we do the same. https://ldjam.com/events/ludum-dare/42/void-productions

XORN contest - Who can beat our best player?

Ladies and gentlemen, the current record on XORN is 10 waves! 🏆✨ You feel able to beat him?

So don't hesitate to post a picture of your best score in the comments of our game page here: https://ldjam.com/events/ludum-dare/42/xorn-the-fallen-god (XORN is playable on all media: Windows, macOS, Linux and browser) 🎮

To thank you for your participation, the game of the best players will be rated and commented by each member of our team! Good luck to everyone!!!🏅✨

We also thank all the people who supported us and took care to comment our game! You rock! 🤘

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Highscore shattered

The highscore of my game has just been shattered! Can anybody do better? :D https://ldjam.com/events/ludum-dare/42/changing-spaces Highscore2.png

Post jam version available

personalSpaceBanner.png Following recommendations from those who've played and some changes we wanted to make, we've uploaded a post jam version for Windows users to try:

https://prodigalson.itch.io/personal-space

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Nooooo!

"Nooooo!" That's the name of the game

evil robots from some other dimension.
The robots try to kill you by cutting the surface
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special ability to cut into their energy beam Running out of space 14em08/em2018 17em52/em53em3/em1.gif

Noooooo!

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play the game here =)

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

Ranking Get!

Thank you to all those who have rated Closing in on Pascal so far! The game now has 20 votes on all categories so I'll be getting a rank. Feedback is still welcomed!

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You can try Closing in on Pascal here: https://ldjam.com/events/ludum-dare/42/closing-in-on-pascal

Duo Dungeon

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play with your friend : https://drive.google.com/open?id=1_xWQSn7IV5ikYSBJJVLOmElUGn0j-Uwq

rate us : https://ldjam.com/events/ludum-dare/42/duo-dungeon

Duo Dungeon

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play with your friend : https://drive.google.com/open?id=1_xWQSn7IV5ikYSBJJVLOmElUGn0j-Uwq

rate us : https://ldjam.com/events/ludum-dare/42/duo-dungeon

Witch category do you search on?

I was wandering.whitch category do you search to find games to play,zero?smart?Grade?witch one?right now im trying to push my game inside the first page of smart!but i dont know if its worth it or not!currently im in the second page of the grade category!witch is good.but i dont know where do you really search for games.let me know

Rating your games

Post the link to your game in the comments and I'll rate it.

Feel free to rate my own game: https://ldjam.com/events/ludum-dare/42/ld42 (Windows version highly recommended)

Relentless Siberia

Hey there everyone psst come here.. I got an awesome game for you. You like survival games with snow blocking off everything restricting you from moving well ur at the right place. Hope you bave a blast. ezgif.com-optimize.gif Have fun! https://ldjam.com/events/ludum-dare/42/relentless-siberia

Play and Rate our Game! It's a really simple one :)

https://ldjam.com/events/ludum-dare/42/sweatin-spinnin-spacin We toyed around with several ideas starting this game with this being the first one D: Taking the theme literally, we wanted a game you could run in space, across atmospheres, jumping on planets and hopefully getting out of space?

With the different atmospheres came different art styles :yum:

Our objective this jam was to come up with something that had simple gameplay as we were trying a new engine (Defold!) I wanted to try animating in spine, and learning how to do it based on my experience with rigging/animation in 3D (not much) skel.JPG

And above everything we decided right from the start that Richard Simmons would be our inspiration XD char.JPG Although the character did not end up looking much like him.Pardon the early doodles

Here's him running, his hair moves.. but i realised pretty soon that no one's going to see that.... ScreenCapture_20-8-2018-9.58.51-PM.gif

From Left to Right shows the style transitions:

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Please help us play and rate our game :D Leave your games on our game page too and we'll play and rate 'em too! https://ldjam.com/events/ludum-dare/42/sweatin-spinnin-spacin

Post-Mortem: Hovertank 42: Modern Wall-fare

This is the first time I've ever wrote a post-mortem for a Ludum Dare entry, so here goes!

https://youtu.be/SfRcAIaNzpg

Play Hovertank 42 in your browser!

Another Ludum Dare has come and gone and here I sit reflecting on how it all went down...

To be honest, it went pretty well - and I'm proud of how things turned out. I continually struggled with time management in past LDs and a lot of that was owed to picking an idea with far too much scope.

This time around I forced myself to stick with something really small with a replayable gameplay loop instead of a set of levels. In Ludum Dare 41, I attempted to make a platforming game that required fairly meticulously designed levels. The time sink that created left me unable to get the game done in time. I wasn't going to let that happen this go around!

The Breakdown

The idea phase is typically one of the major hang ups for me when beginning Ludum Dare. This time around it went swimmingly. I didn't sit and beat myself up over the theme sucking or any of that typical nonsense - I just dove in head first and started working. I talked myself out of making an inventory management game and soon stumbled upon the idea for a shooter where the bullets created walls. I mulled around with what perspective and style would work best and settled on a top-down shooter. I figured it would best illustrate what was going on with the walls.

The initial features started to come together quickly. Within the first hour or so, we had our player moving, aiming their cannon towards the mouse, and firing a basic projectile. This was probably one of the fastest idea to prototype phases I've managed to pull off in a LD - and it made a huge impact on me wrapping my head around the scope early on.

The hang-ups started to occur when dealing with the spawning of walls. I knew early on that the wall would need to spawn in at a direction inverse to the bullet. Initially, I did this partially correct but used the wrong set of Quaternion functions to translate it. Needless to say, after plodding through a couple different maths and tricks to get it working I went back to the original code with a different (and correct) rotation and got it working wonderfully. Unfortunately, this cost me about an hour or so of tinkering and bug fixing to get done.

In the first night I had a moving character and a partially completed main gameplay hook. That was the best first 5 hours I've had in any LD ever - so I went to bed with a huge smile on my face and a litany of features to get coded in on Saturday.

Sadly, Saturday didn't quite go according to plan. I knew I had some important apartment/moving business to attend to and had set aside some time to do so. That time ended up moving further and further back and when it came it ended up taking longer than I had budgeted for it. The whole ordeal cost me probably 3 to 4 hours on top of a fairly listless morning where I got some things done and took a break to play Monster Hunter (hey, I'm only human :stuckouttonguewinkingeye:).

Given all this, by late Saturday night, I had basically completed the core gameplay features and started to implement the enemies. At this point, I had to cut a couple frivolous features from the game, mainly different bullet types and a pick-up that would allow players to temporarily pass through their own walls. All that was left to do was art, sound, and UI stuff.

The bulk of this work took place early Sunday morning before bed and in earnest early afternoon after some sleep! As I was super limited on time, still crushing some bugs, and not really in the mood for 3D modeling, I took the easy route on art and just made my prototype stuff look better. I think this decision was the best in order to get this puppy completed. While the art isn't stellar - it's cohesive, thematic, and not an eye sore. This decision also left me with more time to make a solid UI and background music. The tunes and sounds came together after a little struggle. It's simple, punchy, and thematic. Not my proudest work - but not my worse, by far.

Unfortunately, I still didn't have enough time to get it turned in before the 48 hour mark as I had hoped. By the time the 6PM EDT deadline rolled around I was still patching up some last minute bugs and getting sounds and effects in place. I finally got everything squared away and ready to publish by 10PM that night, missing the deadline by over 4 hours. So, I submitted to the Jam, instead - no biggie - I just finished a LD for the first time in almost a year!

Now for the TL;DR.

What Went Well

  • Idea phase was short and I got to work quickly
  • Pacing was fairly good throughout, a couple hang ups cost me some polish time - but all in all I stayed focused and got the job done
  • I did get to stream a little bit, storms prevented it the rest of weekend and the setup needs a bit of tuning for better stream and sound quality
  • The game has very few bugs reported
  • Got my 20+ ratings - WOOT
  • People find the game fun and challenging; good comments on controls and game feel

What Could Have Gone Better

  • My understanding of quaternions needs improving so as to eliminate the trial and error guesswork of using quaternion functions in Unity
  • I could have had more time to polish the art and add more visual feedback (i.e. player taking damage)
  • I had planned to get controller support implemented, but alas, ran out of time
  • Build process should have gone smoother (didn't have WebGL or Mac build package installed, had to upload those the next day)
  • While my pacing was sufficient, I felt too comfortable taking prolonged breaks and had a couple time management slip-ups that need addressing for the next go around

What's next for Hovertank 42?

I was initially thinking about just letting this one ride post-LD. However, since submission I've come up with a couple ideas on how I could improve and add more content to the game. In that time, I've also implemented controller support into the game. If I manage to take another swing at this game it will definitely feature more modes, more enemies, and perhaps some local multiplayer goodness! I'd be happy to see some opinions on whether or not you can see this as a fully fleshed out title.

LD43 and beyond...!

For the most part, this was a great LD experience and it was awesome to get back in the swing of getting one done after so many failed attempts. I've had loads of fun playing through everyone's entries so far and greatly appreciate those who have played and rated Hovertank 42!

Already hyped for LD43 in December - just need to brush up on some stuff so it goes even smoother! :nerd:

DOS Version 2 Progress Update

Hello Everyone! I hope you've all had a good voting season so far. Since I've popped the magical 50 I decided to slow down the reviews on other games and move full force on the Post-Jam version of my game DOS.

I'm looking at everyone's feedback and they will (to a 95% rate) be addressed!

Over the past week I've focused on 3 things. First was cleaning up my entire project (most of the work this week) so something doesn't randomly break because of hacky implementation during the Compo.

The second was completely reworking the movement system. People said the game was way too difficult. At first I attributed it to the level design, but then I realised that most of the time the reason I died was because I kept failing key jumps. So I completely overhauled the movement system in the game.

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NEW V2 Update 1 Movement.gif

As you can see the player plays a lot heavier and gives you more control. This is through a combination of increasing gravity, weight, vertical jump and friction and decreasing air friction. The player feels a lot more jumpy now and you can't "float" anymore. The difference is immense.

The other main addition is "net mode". See for yourself. V2 Update 2 Net Mode.gif While it's still slightly barebones, net mode will tick that "player needs more info" box that I didn't have time to during the Compo. Net Mode currently displays, the mouse's current bin, the new bin that will be selected by the bin changer.

Other small additions include, tutorial text now fades, new fancy win animation, new collision system (no more inaccurate jumps), landing particles have been fixed, working on main menu and level select (too ugly for me to show).

If you want to play my game please note that all these changes are in an unreleased version of the game. The rules clearly state that no additions may be made to the game during voting rounds, there are plenty of additions in this version so far so I will refrain from breaking the rules.

https://ldjam.com/events/ludum-dare/42/dos-deletion-of-old-stuff

CUBICAT’s Start Menu

Come play and rate! https://ldjam.com/events/ludum-dare/42/cubi-cat

Quick testing needed.

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

Hi, we just fixed a game-breaking input and UI bug in the Mac and Linux build of SpaceBreaker. Linux build has been tested and working.

However could a Mac user perhaps test out the Mac build? You do not have to finish the game, just check if the spacebar and escape buttons work and whether the UI responds to input.

It would be greatly appreciated, Thanks ahead!

Download:

https://mega.nz/#!rShzGIhR!biNFm2NViDouguocilR5qWYXYvgqr7RbOtlyIC_pn4M

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Play&Rate - LIVE!!!!

We will now start the next Play&Rate-Stream for your Ludum Dare 42 submissions!

Feel free to join the German/English Stream! https://www.twitch.tv/firesplashtv Leave a follow and use !play to submit your game!

Looking forward to seeing you in the chat!

Huge performance update!

We are proud that we could upload now version 1.3 of Junk Rover :)

We nearly doubled the performance of our game, so it's much nicer to play.

To explain it a little bit, we don't edited any of our scripts or assets, it was just one little toggle called "Graphics Jobs", deeply buried in the settings of Unity. We are also made some other big improvements, but they are all self coded and need a lot of work, so we don't implement them yet because of the game jam.

Everyone, have a great day!

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We have just passed the 70 ratings

To all the peoples who played, streamed, liked, hated, shared, rated our game :

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Follow the link if you didn't try it : https://ldjam.com/events/ludum-dare/42/the-heros-incredible-chronicles :heart:

Play and rate!

Hello,

Just showing our game, it would be nice if we've got some more feedback. Also here are some animations :)

https://ldjam.com/events/ludum-dare/42/ode-to-resilience

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Thanks!

I focused on a simple mechanic

and I actually like it. I made a twin stick shooter but bullets that go out one side will come back on the other and you can actually should yourself. This accomplishes two things: - Players who just shoot wildly will endanger themselves and run out of space (Padum! Tsss!) -You can use this mechanic to kill enemies creatively Here you can see me using it to make an "ambush" Ambush.gif

Also in the special mode your bullets move unpredictable and you are forced to shoot enemies from point blank or have a rogue bullet flying around:

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I'm pretty pleased with these mechanics although a lot of other thing can be improved a lot. If you want to try it check : https://ldjam.com/events/ludum-dare/42/changing-spaces

Finish the main character

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For those who have not played yet https://ldjam.com/events/ludum-dare/42/anstorm

Working on a Post-LD Version of Our Game

In the main time of the jam I've run out of time to draw scenes for all "endings". But we decided to make a post jam version of the game, so here's the first scene for the victory.

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In the meantime you could check out LD version of the "Space Scrap!"

Do you like beautiful atmospheric games? :)

Then check these out. :D

ld_deer.png In Encroaching you play a deer and you wandering through a ever beeing forest filled with dark creatures.


ld_footprints.png In Footprints you encounter beautiful creatures that are rarely found in our world


ld42emdoku008/em2.png And also feel free to check our atmospheric game Where Stars Belong that is placed between clouds and stars


Have fun. :)

New Post Jam Update Out! Check It Out! Bugged out post below

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!

-- ! Update Notes ! --

  • Added New UI Text for How many kids are on the bus
  • Added New UI to help show where kids and the school are (Should be VERY obvious now just look up)
  • Fixed Multiple UI Bugs
  • Added Progressive Difficulty With Timer
  • Made Pickup speeds higher and pick up detection bigger
  • Started Fixing Braking (Will be fixed in the next update)

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

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

Final call

Link up your Web games and I will play rate and feedback. This is the last lot as I want to get my post jam version out ASAP. Peace yo!

Thank You For All The Amazing Feedback So Far.

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

StarShip:LudumDare is a twin stick shooter game with a retro style, The ship has been hacked by an intergalactic virus and it is your job to prevent the invasion of earth. The virus is not the enemy however, The real enemy is the breaking and closing in floor of the ship headed back to earth.

I would love some reviews on my game as it is my first ever attempt at a game Jam and i would love to know where i went wrong or what i could improve. As My first attempt i would love to hear from more experienced Jammers to get more information on the workflow i may have missed. As many comments have already said that more upgrades would be appreciated i have taken this into account and will be changing this for a post Jam version of the game.

Thank you so much for everyone who has taken the time to download, play, and review my game, Its amazing how nice the ludum dare community is to veterans and newcomers alike.

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LD42: My Thoughts On How It Went For Me

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Okay so after completing my 10th Ludum Dare I'm just going to start by saying that based on my feedback so far and how much I enjoy my game, this is for sure the best game I have made for Ludum Dare so far, or maybe even best game I've ever made in general! My art style has definitely improved, and I have found myself adding in a lot more subtle effects to make the game feel better and more satisfying to play. Balancing the look and the gameplay of my games has always been a point where I struggled, either focusing a lot on the graphics then realizing later that the gameplay was kinda bad (like my games for LD40 and LD38), or sometimes focusing too much on the gameplay where I could have used a bit of that time to significantly improve the graphics or overall design (Like my LD39 game). This time around I found that I did a much better job at balancing all aspects of the games design, leaving no area feeling like it needed improvement.

Deciding on an idea

I feel like one thing that definitely helped me be successful with balancing my game out was that I didn't have to spend too much time on thinking of an idea, leaving lots of time for everything else. I came up with the idea for a shrinking skill-set because you needed space to pick up items rather fast although I did consider switching it a few times and didn't even start working on that part of the game until about 20-24 hours in. Once I thought of this idea, I realized I could use this with some game mechanics (the ability set) which had been floating around in my head for a week or so before the jam.

Process and timeline of how things went

It took me about 20-30 mins total to decide on my idea and I was ready to start on my basic character art rather fast. With this done, I was able to finish my basic stand, jump, and running animations and have my character running and jumping around by around the 4th hour. By around 4:00am, 10 hours after the start, I had my full ability set working, although some temporary animations were used, and I even had the most basic enemy in the game too. Having this solid start done and feeling very confident that my gameplay was feeling good, I was able to go to sleep and then in the morning start working on more art and creating more enemies and implementing my theme idea into the game. By the second night, I had all my game mechanics working, all 3 enemy types fully created, and one basic testing level. Also, my main graphics style and level decorations were mostly done. I woke up late on the last day leaving me only 7 hours to work. In this time I crammed in a LOT of work! Here was my to-do list for the last day: - Create a quick 7-part tutorial teaching each mechanic of the game, and at least 5 levels (only had one done at this point) - Do all the music and sound effects for my game - Create a main menu to select either start game or tutorial - Add a LOT of particles and effects to the game including, blood when hit, yellow sparks when get key or box, floating particles in the background that even interact with the player when he walks by, small black particles that appear whenever either a door activated or de-activated or when the player lands on the ground after a jump, improve the particle effects in the upward wind zone ability, a small spinning spiral above head when enemy is stunned, a subtle vignette over the game to make it feel darker and so the gradient background would feel less plain (aside from the floating particles in front of it), small plants and or rocks that would randomly appear in different places in the background, with varying looks and transparencies, glowing orbs that move to the player when you pick up a box to make it not look like it just disappeared.

To even my own surprise, I was able to do all this within the 7 hours I had left and was very satisfied with my final outcome.

What I think I did well

  • Interesting graphics, mechanics, and game feel which in my opinion and based on the comments is super satisfying and enjoyable to play.
  • Unique idea and mechanic/level design. I took a puzzle platformer and gave it really fun abilities and ways to take those away forcing players to adapt their play style.
  • Good time management. I was able to complete everything I wanted, even with sleeping in on Sunday and having a couple hours less than expected.

What I wish I did better

  • A few "bugs" that I could have spend a couple minutes each to work on, not anything that was terrible or ruined the game in any way, just some inconveniences like not having cool-downs reset on death, but even that wasn't too bad because the longest one is 6 seconds so you would only wait a couple seconds at most.
  • Condensed the tutorial more. I split it up to 7 different sections which individually did a good job of teaching the mechanic so the player would understand before moving on, however for those who went slowly through it, it might have taken a bit too long, like maybe 4-ish minutes. I had a couple streamers play my game and by the time they got done the tutorial, they only did 1 or 2 levels on stream before they felt they should move on to the next game so they weren't able to experience the full game in the 5 minutes they usually try to limit a game to.
  • Focused a bit more on the flow of the levels. Based on the feedback I received, people loved the level design and thought it was really good, however there was one thing I wanted to eliminate from the levels, wait time. In a couple of the levels, I had areas where you would need the wind zone ability to either kill an enemy or get up somewhere, but then would also need it again right after, like to either get out of where you killed the enemy, or get up to a second area, but would need to wait another 5 seconds to use the wind. While this was probably not noticeable and didn't effect most players who would just play through the game once, after playing my game for the entire weekend as I tested, some of these moments became frustrating to me, and afterward, I found some ideas to eliminate this wait time which did not require previous setup (all situations of the wait times in my game could be avoided by planning ahead and setting up a bubble somewhere before the ability was disabled by grabbing a key or box).
  • One last thing would maybe be a slight bit more explanation of the different ways the bubbles could be used, most times people would simply figure it out themselves that they could jump off it, but a better explanation of that would help with my slow tutorial issue. (The explanation I gave in the tutorial gave a simple graphic of the character jumping on a bubble but I should have put that to words to make it more clear)

Well now that all that's done, here's a link if you want to give it a try!

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

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PSA for Unity devs

This is more of a request than anything else, but, if you made your game with Unity, please include a Linux build with it, and a Mac one too, if you can help it. Unless you're using outside libraries that don't support Linux builds (seems unlikely for a LDJam game to me), it's as easy as going to Build Settings, and selecting Linux Universal (x86 + x86_64), and/or pulling up your Unity installer to grab Linux support. Barring any catastrophic failures (which are likely to affect your other platforms as well), you shouldn't need to do any more work than that, even for providing support - Unity's Linux builds generally play nice across all consumer-friendly distros.

I know I'm not the only developer who's working in Linux this LD, and it reaaaally hurts not to be able to play and rate more games, 'specially those of people who've rated Senbir. I like being a Feedback Friend. :slight_frown:

It's a bit more effort, but if you're an Unreal 4 user instead, you can do cross-compiles for Linux using the instructions found here on the wiki. Or if you have a Linux machine sitting around, you can install Unreal 4 on it & copy your project files over to make a Linux build that way. Whatever works, right?

Timelapse

Timelapse of the creation of my game 'Danger! Do Not Inhale!' https://youtu.be/vD1RgCZH41I

If you want to play and rate it, that would be great: https://ldjam.com/events/ludum-dare/42/danger-do-not-inhale

Music: Title : Funk Blade Artist : Christophe Blondel (as CarboHydroM) Release date : 2015 Original : Stage 1 theme, Ghost Blade, by Rafael Dyll (Hucast)

Feedbacks are Keys to Success !

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Thank you all for your comments and ratings on our game "Block Jumper". We hope to have many more of you soon to really improve the game after the Ludum Dare Rating Session.

We have had many nice comments, and really helpful feedbacks that will definitely help us to improve the game, and for future Game Jams/Game Projects.

It was my fist Gam Jam ever, and my second video game project. I worked with Akadream, and it was his 3rd Ludum Dare. We both learned so much, and are more motivated than ever !

If you haven't tested our game yet, please feel free to do so and leave a comment !

Link : https://ldjam.com/events/ludum-dare/42/block-jumper-1

UNITY WEBGL HELP!!

Im building my game to webgl, and it just says "Building native binary with IL2CPP". Any fixes or do i just have to wait?

Thank you!

Thank you all for exactly 39.625 ratings :D You are awesome <3

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Stack Master, Ludum dare 42 - Brasil

Stack Master is a stack stacking game, make as many points as you can, come and test Hardcore mode where only the strong survive, we did our best, we hope you have fun.

Stack Master é um jogo de empilhar coisas, faça o maximo de pontos que conseguir, venha testar o modo Hardcore onde só os fortes sobrevivem, fizemos nosso melhor esperamos que se divirtem.

https://ldjam.com/events/ludum-dare/42/stack-master

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Ive created postmortem for our game!

I've also added some early build footage! Relay hope you'll find this interesting!

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Link to postmortem: https://sobakaduka.itch.io/run-from-space/devlog/45470/postmortem-for-run-from-space

Who doesn't like puupys in space?

Just need a few more, I'm in holiday and unfortunately can't play any non mobile friendly games. If you've got one can you link it?

Please play our game, 8 ratings to go!

https://ldjam.com/events/ludum-dare/42/adventures-of-spacepup

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Due to requests, my game is now available on GitHub

Feel free to have a look :smile: (sorry for the mess)

(Also you can rate it, if you want to)

https://github.com/udvaritibor/vain

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

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Reached 20 ratings on worm.exe

Thanks everyone for checking out and rating my game worm.exe, I will make sure to give a rating and constructive feedback when I have some time to spare :smile:

Check out my game here or watch the timelapse of me creating the game:

https://youtu.be/Ima8m6Gq5Bc

HTML5 game compilation! - submit yours

Hi! My partners and I are playing and rating HTML5 games. Please feel free to submit your HTML5 game here and play the other games in the list. We want to make an HTML5 game group here :D

Consider playing our game The Lonely Moon!

If you like Kerbal Space Program but wish it was in HTML, was a bit more like Cookie Clicker, and had added mayhem then you might like our Jam submission, The Lonely Moon.

https://ldjam.com/events/ludum-dare/42/the-lonely-moon

In what way can you use this mechanic?

I made a twin stick shooter but bullets that go out one side will come back on the other and you can actually shoot yourself. This accomplishes two things: - Players who just shoot wildly will endanger themselves and run out of space (Padum! Tsss!) -You can use this mechanic to kill enemies creatively Here you can see me using it to make an "ambush" Ambush.gif

Also in the special mode your bullets move unpredictable and you are forced to shoot enemies from point blank or have a rogue bullet flying around:

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I'm pretty pleased with these mechanics although a lot of other thing can be improved on. If you want to try it check : https://ldjam.com/events/ludum-dare/42/changing-spaces

Thanks for 50+ ratings for WearOut!

Feel free to play, rate & leave ur feedback for our game and we'll do the same for u.

We have recently fixed some of the bugs in our game and done some tinkering here and there.BTW also thank u for ur great support and a wonderful first Ludum Dare Game Jam Experience.

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

Jam Entry: Airlock Gridlock

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You've been hired to manage merchant ship traffic as supplies flow in and out of our small trade station. Trades must be processed as quickly as possible, without causing vessel collisions. We've only got a few docking ports, so try to keep things organized. You should know that this sector has issues with supply-stealing raiders, so don't let them interfere with our operation.

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Understandably, air traffic control is one of the most stressful jobs in the universe. Same can be said for space traffic control. It's up to you to take these civilian lives into your own hands, and make sure everyone gets out of this in one piece. Oh, and welcome to your new job!

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This is a jam entry, our team of four worked around the clock to get this thing done! If you want to check it out, click any of the images in this post (or click here).

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Thanks for the ratings!

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Play and rate 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

8 days into post-compo version

I'm now 8 days into making the post-compo version of my game Parking Spaces and it's coming along nicely. I think I've managed to amp up the graphics and a more "tactile" feel to the game. I will continue a couple of days with the game play and menu and then I'm aiming to compose another 6 unique music tracks.

https://www.youtube.com/watch?v=wQCcSwdu-SQ

And here was the original game I made during LD42:

https://www.youtube.com/watch?v=Cvrs-i2zIX0

Here's my entry: https://ldjam.com/events/ludum-dare/42/parking-spaces

Btw, you can still win $50 if you do a Let's Play video and setting the highscore :) See details on the itch.io page.

UPDATE IN THE NEXT DAYS

the link https://ldjam.com/events/ludum-dare/42/running-in-the-space

6th Ludum Dare game stream!

I need your games! My queue is almost empty, please come share your games with us!

Stream: https://www.twitch.tv/ursagames Submit your game: https://goo.gl/forms/eOHifNpeqalYTLy52

Did you make a VR game?

I'm looking for VR games submitted to LD 42.

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I've found the following, but wanted to make sure I'm not missing

  • Karas Pushit (Vive) https://ldjam.com/events/ludum-dare/42/karas-pushit
  • Dark Forest (WebVR) https://ldjam.com/events/ludum-dare/42/dark-forest
  • Yet another Pesky VR Experience (Vive) https://ldjam.com/events/ludum-dare/42/yet-another-one-of-those-pesky-vr-experiences
  • 3 Idols (Vive) https://ldjam.com/events/ludum-dare/42/$102759
  • Catchey (Vive) https://ldjam.com/events/ludum-dare/42/catchey-vr-only
  • Defragement VR (Vive) https://ldjam.com/events/ludum-dare/42/defragment-vr

I have played each of these on my stream, and rated them.

Help me find more.

Updates on the WearOut

We have fixed the buggy issues in the game and updated the controls of the game too, on ur request.

Please do give it a try here and we'll do the same for u.

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

The new controls are as follows:

CONTROLS ->

A/D -> MOVE LEFT/RIGHT

W -> KICK

SPACE-BAR -> PUNCH

ADDITIONAL THINGS ABOUT THE GAME:

1. Pressing SPACE-BAR kills the enemy instantly but takes away a little bit of ur Health.

2. Ur health will regenerate itself after some time.

3. The platform can't carry more than 3 enemies at a time on it, so if the SPACELEFT reaches 0, the player will RUN OUT OF SPACE.

Tomb Looter

Have you tried loot this collapsing tomb? Do not be too greedy, or you will die crushed! https://ldjam.com/events/ludum-dare/42/inappropriate-truck

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Tomb Looter

The wealth is endless, but you have to know the time to get away!

https://ldjam.com/events/ludum-dare/42/inappropriate-truck

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Looking to exercise your brain?

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

(You can play it in your browser!)

Search for Timekiller ?

If you really want to play Timekiller in free time, check my game and feel free to post constructive commentaries. You can give me link to your game (in the comment to this post) and I will rate your game.

Don't be afraid of the WORM and save those villages!

https://www.youtube.com/watch?v=dFINYS0OUx0

Game is here: https://ldjam.com/events/ludum-dare/42/darkest-shade-of-night

PS. Hold on for 10min and you will get 'secret' credits at end of the game :)

Gamescom anyone?

Weil i visit the Gamescom in Germany today (Open for trade visitors).

Who is there ? Maybe i visit some of you guys;)

Catching Sushi! postmortem

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Hi everyone!

This is almost a tradition, three jams in a row with a postmortem. This time I partnered with Nat Morillo, Athena AV and Joan Carles Vegas to make Catching Sushi!, a mix between a classic ufo catcher machine and a physics based puzzle.

You can play it here! All the feedback is welcome!.

Again, the art in this game is awesome thanks to this team, I'm very glad to work with them, because everything they do is beautiful and polished.

The new schedule made me lose some hours, because I've always started to work on saturday morning, one of my rules is to sleep my hours. Sleeping well is very important.

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We made a brainstorming on discord, but Nat and Joan Carles had some technical issues, thing that slowed a bit the idea flow. But after a while, we got the ufo catcher idea. It was just what I needed, a simple game, because my health wasn't the best during that weekend.

I worked on some crane mechanics, the first one was discarted, and the second one needed a full rework to be functional. After that, the artist group had a lot of art to put in the game. Something that simple was very hard to do for me this time, I wasn't at 100% and I got stuck with very simple tasks.

The sunday was art day, almost all of the day was used to add the animations, backgrounds and UI assets. The result was awesome, but the gameplay needed some polishment. That was the monday. All the day dedicated to improve the gameplay, solve bugs and clean up some code.

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Everything was smooth as hell this time. No problems with the team, no problems with the game. The only problem is that the game is not challenging at all, the lack of timer or score target makes it a very chill game.

But overall, we're happy with the game. Making a game with this polish level in only 72 hours is really a thing.

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What went well - Very polished game - No bugs aknowledged after the jam - Awesome animations - Simple straighforward game - Again, awesome team

What went wrong - The game is not challenging - A lot of time brainstorming - Bad health and low energy

Tools - Unity 2018 - Visual Studio 2017 - Photoshop - Spine

Thanks everyone for reading, playing and the awesome feedback!

welp

maybe something

I May Have Made Dark Lord Ludum Dare TOO HARD!

Wow! Can't believe the feedback I'm receiving for my LD jam game DARK LORD LUDUM DARE. Never thought that a lot of people would like it. And never thought that it would be really hard! Most of the people of played the game was not able to finish all 12 levels (one said that they reached level 11). I'm planning to add more mechanics to it because, admittedly, it gets repetitive really quick. And probably, release it for mobile!

Do you think you can finish all 12 levels of my game? If you can (or can't), let me know by leaving a comment and ratings!

PLAY IT HERE: https://ldjam.com/events/ludum-dare/42/dark-lord-ludum-dare

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Title

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Space Invasion is finally bug-free

Hey I finally have the annoying out of memory bug on WebGL fixed (it is very common to have this bug when proc gen terrain, watch out). Now you won't see that bug, as well as any other bug anymore.

Give it a try if you haven't already. May Pilorekt's reaction to a jump (twitch.tv/pilorekt) sell you that it's worth playing.

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Link to my game: https://ldjam.com/events/ludum-dare/42/space-invasion

Haven't fight your curse yet ?

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There you are with this old man, friendly. Wandering what happened to your arm and how stop it. It's your curse, and you have to find three relics to stop it before it consumes you. You'll running out space because of it, you'll have to be quick. Remember just something, your friend, old man, will help you during your adventure, think to come see him often.

https://ldjam.com/events/ludum-dare/42/second-game-for-us-have-fun

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Almost there!!!

Hey guys I need 9 more ratings to hit 20. Would really appreciate it if you guys can help me out! Here is the link to my game: https://ldjam.com/events/ludum-dare/42/bugsurvive Leave a comment at the game page or here and I will play and rate your game as well. Thank you!

Play Reaper Boy

Have you tried Reaper Boy yet?

In this fast-paced race to escape, you'll need to use gravity to help you defeat your foes but be careful. Fall too fast, and it could prove fatal. As you crush enemies and take their souls, you'll gain the power you'll need open the portal and move onto the next world. If you die, don't worry, you can always return to the same level and keep trying.

An all-new collection of levels await you in the fully reimagined game! rb-screen-1.gif

Use gravity to help you defeat your enemies and power up the portal to escape! rb-screen-2-short.gif

Watch out, as time runs out you'll find it hard to see through the thick clouds! rb-screen-9-long.gif

Death is just a break, you can continue each level until you win. rb-screen-5.gif

Give it a try and leave a rating here!

Narrative games, please come to me!

I know there's a lot of great narrative games in this LD and I want to play them all!

Give me a link in the comment section if I haven't played your game yet and I will play/rate/comment it. It needs to be either a Web game or a Windows build (and a narrative game of course). Thanks in advance!!

Please help - Only 7 more ratings needed!

Hello everyone!

This is my second Ludum Dare. I decided to create a quite simple game, that would enable me to tinker a bit with things I’ve never done before (like Nav Mesh, Map Generation) 😀

You can play it using WebGL and there are also builds for Windows, Linux & MacOS!

>>> Play the game here <<<

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>>> Play the game here <<<

TIMELAPSE + Leave your game in the comments for me to play

I finaly had time to render the Timelapse that I made! If you don't speak portuguese, skip to 1:15. https://youtu.be/ELYZ9Ys4uYw Also I'm planning to play and rate your games this week! (Yes, because of my university (in brazil we came back to our courses in August, because it's not summer here) and my job, I didn't have time to play the games yet :worried: ) So if you want me playing your game, leave the link in the comments and I'll be very happy to play and give you a feedback this week. :smiley:

Oh, and before I forget, here is the link of my game, if you want to play:

The Floor is Lava

TIMELAPSE + Leave your game in the comments for me to play!

I finaly had time to render the Timelapse that I made! If you don't speak portuguese, skip to 1:15. https://youtu.be/ELYZ9Ys4uYw Also I'm planning to play and rate your games this week! (Yes, because of my university (in brazil we came back to our courses in August, because it's not summer here) and my job, I didn't have time to play the games yet :worried: ) So if you want me playing your game, leave the link in the comments and I'll be very happy to play and give you a feedback this week. :smiley:

Oh, and before I forget, here is the link of my game, if you want to play:

The Floor is Lava

Play my game?

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https://ldjam.com/events/ludum-dare/42/binary-odyssey

Play my game?

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Game: https://ldjam.com/events/ludum-dare/42/binary-odyssey

My game have reached 50+ ratings!

This is really a great milestone to me! Thanks to everyone for nice feedbacks! You can try my game here: https://ldjam.com/events/ludum-dare/42/flood-of-pirates

Planet O

Thanks every one for rating my game. Others please give me the rating that my game deserve. https://ldjam.com/events/ludum-dare/42/planet-o

Also thanks @jasper-hansen @yippiez @winnie33 @ely-shaffir @apple-dash @darkguardsman @popdaddygames @liven @nattress @dumivid. @unfinished @angela-k @hyprgloo @thibaultar @wowa for your feedback. I will correct all my mistakes in my next game.

Development secrets in Alchemist Dungeon. Building walls

In this post I'll explain how the walls made in this game

The problem that I encountered is drawing the correct wall sprite depending on the neighboring walls cause of many variations of it. So how to avoid lots of these checks in code? Bits. Let's explain this one

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Let's suppose we have to choose correct sprite in red-squared tile. At the beginning, we look at the state of neighbors (wall or not) and mark it as 1 or 0 as a bit. After that, we combine all bits to one number from top neighbor in clockwise direction. In this example it will be 01000000b = 64. The found number is a ID for sprite that we need to draw

Pluses

  • constant time to find the correct sprite
  • easy to debug
  • easy to implement

Minuses

  • need a 256 sprite sheet
  • sprite repeating

Test this algorithm here: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon