LD 39 July 28–31, 2017

PowerGem Arena update v1.0a!

This is my first game jam and it has been super fun! Many people who have played my game noted the difficulty and that they couldn't get past level 1, so I went and rebalanced a bunch of numbers to smooth out the experience and the difficulty curve. Please check it out again if you thought it was too hard before. Or if you haven't seen it yet, check it out!

Thanks for playing!!

PowerGem Arena

gameplay1.gif

Eat Pray Live!

Have you guys checked out Eat Pray Live? We're loving the comments and ratings so far, thanks for everyone who's streamed and given feedback! The more the merrier. https://ldjam.com/events/ludum-dare/39/eat-pray-live

6c75.png6c98.png

Post-Mortem (Part 1): Music - Tips and Tricks from/for an Audio Noob

I present to you the first entry in my Post-Mortem series. Why multiple, because I write them just before I go to bed. Especially this entry on Audio could be of interest to other Compo participants because this strategy worked out perfectly.

Personal Challenges

The main purpose for me to participate in Game Jams is to challenge myself and learn something new. Usually this involves things like: "Multiplayer", "Custom Hardware" or "New Art Style". Always trying something new to see how people interact with mechanics, UI elements and Always with mixed results, but always improving me as a (hobbyist) game developer. Additionally this helps to be a bit more creative, or at the very least focus creativity a bit more and come up with a great idea faster. Both learning and being creative are fun (I would even argue that learning is creativity). This time it was "Audio is not an afterthought".

Matching the music with the game

ishot-170729063616000001.jpg

Something that I think is the hardest part of making music, is having music that matches the game and it's mood. So naturally the first thing I did when I came up with the idea is setup the mood. No final art, just creating a style I would be happy with. I felt this was important for creating the music, which was not going to be an afterthought. During deciding the art style I listened to a lot of game soundtracks for inspiration of the music to the art.

Garageband

ishot-170729153405000001.jpg

Since I have never composed enjoyable music, I spent the entire Friday learning how to use the program, and get a feel for the many instruments it contains and a bit of music theory (I don't have a free resource for this, but search for things like Scales, Timbre and Tempo). Luckily I have an iPad which comes with a free copy of GarageBand. It allows me to make music with less static keyboard press speeds (velocity) and change and record parameters while rotating the buttons. Also, and many audio tools have this nowadays, it is possible to play using a set scale. This is very important to get sounds sound well together. (It is not the only way, but it certainly helps) E.g. A Major Blues scale or a Pentatonic scale. There is a lot of ambient sounds, 80s sounds and even a pretty versatile Chiptune style Square Wave. What makes GarageBand even better is that it syncs up with any GarageBand for Mac project, which made doing the final tweaks a breeze. If you don't have a setup like this, there is a ton of other music programs you could check out. Although I didn't finalise anything, during the jam I composed an entire track!

Dynamic Music and the Unity Audio Mixer

ishot-170729233631000001.jpg

What I also never touched is the Audio Mixer included in Unity. I knew that it is great for dynamic music, so I decided I wanted to do that too. Unfortunately I didn't have time for that on Friday. So in spirit of my previous entries, I learned this on the go. It was not entirely straightforward, but it seems Unity is doing it's best to optimise so that's great! For example you have to expose parameters explicitly, and any changes you make during play are saved. But in the end it was pretty easy and it took me only a couple of minutes to add music changes to trigger areas. Which would mean I could switch separate music tracks during game play. More specifically; noise would fade out when out of danger, and the soothing bells would be replaced by more aggressive alternating notes (arpeggios) when nearing enemies.

Sound Effects

While music is great, without SFX a game feels very dull. So I needed to come up with some sound effects. Since the game is about emitting bubbles a bubbling sound was required. Luckily such sounds can be found easily on the internet, like freesound.org. (Watch the licenses though). Of course you can't just put that in your entry, (it's against the Compo rules and it wouldn't sound right). So I used Reaper for tweaking the sound, making it loopable and reducing recording noises. Finally I needed some pickup sounds. Usually I would just bootup BFXR and generate some sounds. But I learned that it doesn't work very well when you have a bit more decent music. So I booted backup GarageBand and searched for some matching sounds, while running the music I made in the background. It turned out pretty atmospheric.

Results

I'm pretty happy with what I was able to create knowing it was my first time doing something like that properly. And, even better, it seems I'm not the only one!

TRIAL OF THE 3 SUNS - HTML5

TRIAL OF THE 3 SUNS has just received an HTML5 port. If you can, come check it out.

https://ldjam.com/events/ludum-dare/39/trial-of-the-3-suns

7736.png.480x384.fit.png

Eyyy!!

If you made a browser game, comment on this thread and I'll give it a rating. (while your at it, you can check out my entry here) ;)

You Win Some, You Lose Some

This was a really fun game jam for me. My team and I decided to aim for something really big. We learned some important lessons, experienced some really great moments and went for quite the emotional journey as some parts of the game came together nicely and others ended up not making it into the final game.

Here's a screenshot of one of the awesome dungeon puzzle maps we had to cut from the game:

Noble's Court

Our mapper wasn't happy about stopping level creation to work on implementing one of our boss fight designs, but he did a great job:

Volinistrator Of Metal

If you like RPGs, or you want to see a fresh take on RPG battle system, come play our game: https://ldjam.com/events/ludum-dare/39/the-shutdown

LD39 Lessons Learned

asdf.gif

1. Consider a tips screen on death

Every single one of us knows how difficult onboarding is for LD players. People are either impatient and don't read the tutorial, or they'll skip it outright if you allow them to. This time around we added an additional layer of protection in the form of a tips screen on death for common pitfalls encountered during testing. Yes of course a game should have visual elements that obsolete the need for a tutorial, but in lieu of that this is another option I haven't seen used much in LD.

2. Intentionally force conflict in design sessions

If I had my entire way with the design process and just did it solo, we would've had a much less interesting game than the one we came up with. Because my teammates turned down a lot of initial ideas, it forced us to dig deep and find something that really stood out. Revel in the chaos and see what comes out of it.

3. Try a turn-based game if you haven't yet

Our team has done about 6 action games in a row and we've always had trouble balancing a game for both casual and hardcore skill levels. We've noticed a lot more positive feedback in terms of difficulty now that we've tried a turn-based game. It gives players more time to think and evens the playing field for raters.

A 4D puzzle dating sim - How I Met Your Great Great Grandmother

https://ldjam.com/events/ludum-dare/39/how-i-met-your-great-great-grandmother

null

Manganese.png

https://ldjam.com/events/ludum-dare/39/brittle-power

Solar Snoop hits YouTube

https://www.youtube.com/watch?v=tAzAK5wcAig

We've added a short gameplay video for our jam entry!

Thanks for the feedback everyone!

:rocket: PLAY/RATE HERE :rocket:

THANKS to everyone!!!!

I feel great joy from the fact that you liked our little planet! Thank you!

Game: https://ldjam.com/events/ludum-dare/39/scale-of-life

Снимок экрана 2017-08-05 в 10.46.16.png Снимок экрана 2017-07-29 в 20.20.50.png

This is my first Ludum Dare

https://ldjam.com/events/ludum-dare/39/indiana-stones

Please play and rate our game.. This is our first time..and we would love to hear from you

Just play: Mothership

https://ldjam.com/events/ludum-dare/39/mothership-1

This game is the one that I like the most for now. The game play is so simple: create and control spaceships to protect your mothership. This simplicity makes it easy to understand and offer so much tactical possibilities. What is also a good point is that this game offers so much possibilities of improvement that this simply makes it a very good game with a huge potential. Just try it by yourself!

screenshot

Want to gather more feedback

My first LD, and i already have the idea of what went wrong, but still few people commented the game. I'd like to hear more about what you like and don't:

https://ldjam.com/events/ludum-dare/39/desert-rush

Robot Kernel PaniK Updated!

After receiving a lot of comments about how our game was really difficult, we decided to work on the game system and map layout to make the game not easy, but easier (Apocalipsis ain't easy). This besides some touches and bug fix we were already working on. We hope now you find the game more enjoyable.

If you want to check "Robot Kernel PaniK" a puzzle strategy game about managing your station from your bunker check the link below!

https://ldjam.com/events/ludum-dare/39/robot-kernel-panic

Captura4.PNG

POSTMORTEM

ldjam.PNG My start time was it

As you see theme was running out of power and I get idea that robo-bat live in robotic world and robo-bat need battery as power. It carry tiny battery that decreasing power.When low ,It explode.Therefore robo-bat need to destroy other robotic things like herdsman , bull,police for battery.

Throughout jam I drank 3 coffe at nights.It wasn’t good because I had headeach and my eyes like get out of place for 2 days after jam

You know jam took 3 days.But it wasn’t enough for me. I almost missing and published 30 minutes before end time .

My laptop charger broken , Repairing took a hour and my fucking net gone over and over and over while I'm searching godot engine somethings 20170729_113719.jpg

Tools:

  • Godot Engine (I never used it before and this jam used it for 13 hours in the Steam) Godot engine was good enough for 2D. I wasn’t expect that.Unity3d doesn’t have own tile map system but had to watch over 20 tutorials And Godot engine is just 13mb! but little bug that godot doesn't change its icon for windows (-.-) my exe use godot's gameengine.PNG

  • bfxr (There isn’t all event sound and music)

*GIMP

game8.gif

Game Here , please don’t forget rate honestly and if you have idea ,I can add:

https://ldjam.com/events/ludum-dare/39/fuuuuuuck

60 RATINGS OMG!!!!!!!!!!!!!!!!!!!!!

OMG GUYS WE JUST GOT 60 RATINGS THANK YOU SO MUCH YOU GUYS ARE THE BEST!!!!!!!!!!!!!!!!!!!! 60RATINGSOMG.png guys next time i promisse we will be fixing some bugs that people complain pls give me ur opinion about the game and tell me what u think about it https://ldjam.com/events/ludum-dare/39/drain-2

We are on YouTube ! Thanks you so much !

Link to the game : https://ldjam.com/events/ludum-dare/39/plug-me

https://www.youtube.com/watch?v=vWiwTWh_SU screenshotld/em1.jpgscreenshotld_2.jpg

a

a

Thanks !

Thanks for all the feedbacks that I had for my game ! It's a little retro runner where you control a gear based robot ! It's also pretty simple but it was my first Ludum Dare ! You can go check it out here https://ldjam.com/events/ludum-dare/39/runn-score and give ratings and feedbacks if you like it ! Every feedback is appreciated ! ;)

Sonar explained

Putting this up since people were confused about how to read sonar properly. Explaining it is kind of hard but understanding it is easy, once you catch on you'll wonder how you ever lived without it. The system is taken from Elite/Frontier series which used exact same system to describe position of objects in 3D space relative to your vehicle. Dots on radar are positioned in 3D, but to help you understand where each dot really is, there is the green plane and white lines. The green plane is always at your altitude and the center of it is your vehicle's position. Each white line is connected to it's dot on one end, and to the plane on other. These lines extrude up from their dot if the object is below you, or down from the dot if the object is above you, and it's length helps you understand the object's altitude compared to yours.

sonarexplanation.png

ODISSEY : more bug fixes and mre feedbacks please (^^)y

Always listening to your precious feedbacks I :

  • have fixed the collision bug between the mouse and the planets
  • and also the one concerning the stats delivered on the game over screen :sweat_smile:

Though it is a hobby, I am doing, for my 1st time, Ludum Dare to learn how to make a fun game. So please, take a few minutes to test my compo and do not hesitate to leave honest and straightforward comments.

https://ldjam.com/events/ludum-dare/39/odisseus-1

https://markwolf.itch.io/odisseus

Map3.png

Powerless Miner Android

Since there were a lot of people who liked the game I decided to make Powerless Miner on Android. However this will be a more fully fledged game. I'm planning to release the game on Google Play Store as soon as possible. Consider this as a Post Compo game.

Features done:

  • Changed control scheme - Swipe controls, now walking towards a hittable object will hit it.
  • Level lights up after death
  • Redone the UI

Upcoming features:

  • Brand new levels
  • Music rework and more...

Android.png

If you haven't played Powerless Miner yet, click here.

Updated my game for a post-jam version!

Players were having trouble understanding my game.

Those pictures with the text? Failed me as well.

I couldn't take it any longer.

So I released a post jam version!

Hopefully the in-game tutorial text does a better job at conveying the complexities of the game's systems.

This post-jam update also addresses a real usability flaw in the game, where the text on buildings were located too high up, causing players and streamers to miss out on the critical gameplay mechanic of building turrets in the game. Something that a casual playtest would reveal. Lesson learnt: Get a fresh pair of eyes to evaluate the game! Also, designing 3D games is hard as nuts!

Old - too darn high up! screenie2.jpg

New - not so bad at eye level screenie.jpg

I intentionally made the text move upwards though, just because the suspense of looking up while enemies were incoming was just too great to pass up on. Another lesson learnt: Don't be afraid of mistakes, as they can sometimes give inspiration to better ideas!

Check out the game at https://ldjam.com/events/ludum-dare/39/they-attack-at-night

Feedback greatly appreciated!

Gimme your games!

I've got just over an hour before work so send me your games if you're lacking reviews. Web or download, I don't mind.

Obligatory you can play ours too link Super Helpful Man

The game you should save today: Ashmup

https://ldjam.com/events/ludum-dare/39/ashmup

Everything is great in this game: - The simple art is perfect to give an amazing readability of the game screen - The sound effects perfectly fit the sci-fi art - The gameplay is purely amazing - And the interpretation of the theme is brilliant

Want to be reviewed here ? You need to have less than 20 votes, be web playable and have a good quality game. I do one post per day so I wont be able to post every game. Send me an email at savemygametoday@gmail.com

You can also check my game to encourage me digging those rough diamonds. :wink:

screenshot

WrongWay

Hello my dear fellows. Take a look at my project - then evaluate it and please leave a comment. Using your nickname, I will find yours. Also I posted a video which shows you the main gameplay - if you don’t want to download my submision. Thank you. Have a nice day ++

https://ldjam.com/events/ludum-dare/39/wrongway

WrongWay03.png

Give Your game link

I added export of Mac and html5 . Please play mine too , I still need 10 rate :D

https://ldjam.com/events/ludum-dare/39/fuuuuuuck

Did you already escaped from a jail ?

A big thanks to all players for your feedback !

It will help me in my future creations :grin: !

2017-08-05_135956.png

For those who didn't play to Escape! and want to give it a try :

https://ldjam.com/events/ludum-dare/39/escape-2

Thanks and have fun :smile:

Are imbalances bugs?

I had a disagreement with someone so I made a poll: https://strawpoll.com/12699hx8

If Other put it in the comments.

First Time Participants

We are first timers in Ludum Dare.. and would love if you would rate and comment on our game... Please tell us where we lack.. IndianaStones.png

My favorite games so far

Here are my favorite games I've seen in this LDJam:

  • Drone Supervisor: Puzzle game where you have little robots gather resources and build stuff.
  • Lights Out: Puzzle game where you build up the power supply of cities. Includes little drone with snarky comments.
  • Mr Mayor's Energy Crisis: Power management of a little city where the general public hates you no matter what.
  • Gradient Descent: Just beautiful.
  • Lionel's Weekend: Find your way out of a dark warehouse. Sound is very important in this game.

Although most of them have enough votes, give them a try!

Replying comments

How can I see if someone has replied me a comment in their games or on a post? Sorry if this is a silly question.

Come and learn how good a nurse would you be when the zombies are real!

https://www.youtube.com/watch?v=3BuhLWP9C38

I invite everyone to try to get a perfect score and share their screenshots to this post. (It is actually possible)

https://ldjam.com/events/ludum-dare/39/keep-em-alive

Some Tips

  • Always keep your gun loaded!

  • Prioritize critical health patients

  • Use your power wisely and often recycle zombies!

Good Luck!

34.4% of Games Are Now Ranked

another 4.4% of games are ranked from yesterday!

Thanks to Zack West @zwrawr (Unfortunately I couldn't find his game) who created some wonderful live charts of our rating progress, you can see some examples of his charts below.

Keep up the good work: playing, rating, and leaving quality feedback. Remember if you need ratings, the best way to get them is to get out and play, rate, and leave quality feedback. The sorting algorithm does a really good job!

Current Ranked Percentage

chart (1).png

Burn Down Chart

chart.png

Speedrunning my own game

Well TBH I tried not taking a hit and I took 2.

But at least I didn't die, that's gotta be worth something.

I suck at my own game, can you beat me? :D

https://www.youtube.com/watch?v=7Ug0pZlGkmM

Play here: https://ldjam.com/events/ludum-dare/39/shekateka

HAPPY PLAYING AND RATING!!!

Try Plug Me

Hi! I'm havana24 and this is my Ludum Dare entry called * Plug Me*! :grinning:

LOGOFINAL.png

PlugemMe/emGIF1_big.gif

If you want to try the game Click Here!

I hope you like it! :grin:

Wanna run ? Go check my game !

Hi there ! For my first Ludum Dare I made a little retro runner ! You can go check it out here ! -> https://ldjam.com/events/ludum-dare/39/runn-score Ratings and feedbacks are welcome ! ;) here is some screenshots -> gameMenu.png gameMenu2.png

#HelloSaturday

waysideAnimGif2.gif

https://ldjam.com/events/ludum-dare/39/wayside-a-little-robots-journey-in-search-of-an-end

Why not to try Bead On The Moon ?

WideCover.png

You can still play and rate bead on the moon if you haven't yet ; every review is welcome to improve the gameplay for a posible post jam version of the game !

https://ldjam.com/events/ludum-dare/39/bead-on-the-moon

A video for our LD39 entry

First, we reached the minimum of ratings to be validated. :heart: We admit the game is really demanding to be installed so thanks a lot for trying it and all the feedback !

We have made a small demo video to show you how the game works https://www.youtube.com/watch?v=j-0KVw4JqFs

The game is located here (If you wish to install and try it).

We are working on improving the game with new features.

Embeding HTML5?

Is it still possible to embed a HTML5 build straight into the submission page?

I tried pasting the supplied LD friendly link from Itch.io but that just popped up on the page as per a normal hyperlink.

Lazy Sunday Evening Passtime Play

I'd like to play any games I missed to give a shot at, can you comment your game or your favourites here. Thanks!

Soul Gun Post Mortem II: One pixel at a time

Welcome once again to this soulless post-mortem. While we were getting our main mechanic polished (you alter gravity by shooting and shooting drains your life essence) our artist (@pablodap, great guy) started looking for a graphic style which suited the overall feeling of the game.

It was clear that we would use a minimalist style for two reasons:

  1. Taking the player to an era when difficulty raged wild in the video game market.
  2. Time, the Final Boss of every game development.

So, our self-sacrificing artist worked on a simple palette of four or five colors. He started with the main character design and worked through there. White soon took the leading role in this insane Pantone quest, being the main component of almost every element. Luckily, the design took shape quickly. Here are the first concepts:

diseños.png

The eye and the particles would be critical to represent the character losing its soul. Green won purple, so purple would be the hue for enemies and spikes (BTW, the turret-like enemies fire goat eyes). Here are some examples:

enemigos.png

Then, we needed another tone for the floors and as we wanted to represent that they do not pose a threat to the player. That’s why they have a darker green than the one used for the main character. And then… tiles!

tilesets.png

We also used that color to represent the boxes (they got goat eyes too!), as they are only deadly when they crush you and the checkpoints, which didn’t make into the game (our idea was that you had to destroy them to be active and they could crush you like a box).

entorno.png

Finally, we got some nice “box art”! I think it captures the essence of the game. The protagonist being upside down is my favorite part.

Spul Gun Box Art.jpg

Not bad for a 48 hour development. Our artist worked like a mad man (he also made some sick animations)! And that takes us to our next chapter: Sleep is the enemy. Coming soon!

PS: Remember, you can check (and play and rate!) Soul Gun here: https://ldjam.com/events/ludum-dare/39/soul-gun

Comms update, much better graphics & atmosphere!

Yesterday I finished a big update on graphics in my game, and it fees much more atmospheric and immersive now! https://ldjam.com/events/ludum-dare/39/comms

Game Design Document for Kinesis

For the Ludum Dare 39 event, I spent the night of the theme announcement simply planning out the game. I want to share that document with you, which I scrawled down in a notebook. It was these few pages that helped me stay focused on what I needed to do next.

You can see what I planned against what I actually produced by playing the game.

PDF Download Link: https://drive.google.com/open?id=0BybiZymdQixObGg4dEtnV2NTeW8

Play The Game

Kinesis_SmallCoverImage.jpg

You can play the game - which has WebGL and Windows .exe support - from here: https://ldjam.com/events/ludum-dare/39/kinesis-3d-flight-obstacle-course

The Final Boss: Running Out of Powers Update

I made a trailer for my LD 39 entry. Hope you'll enjoy it!

https://www.youtube.com/watch?v=66PQBt9m0yg

Also I made some minor changes in main menu and fixed couple of UI bugs. Gameplay remained untouched. Though, I ask you to judge only jam's entry to be fair (in Links section).

Screen6.png

If you want to try my game you are welcome: https://ldjam.com/events/ludum-dare/39/the-final-boss-running-out-of-powers

EVERYTHING ELSE IS CHILD'S PLAY.

it's so bad.png

This is AIMS. You play it like any other WebGL program. But the similarity stops there. Because now you don't just guide the action. You are the action.

Optical sensors track the position of your hand, giving you free-flowing, instant response. It's a complete connection. Intense. And powerful.

Plus, AIMS has unique mechanics that give you amazing new ways to play almost every time. All your playthroughs become different. More exciting. And when the action is really intense, you'll be blown into another dimension.

So look for AIMS when playing and rating Ludum Dare games this August. Once you start it up, everything else becomes child's play.

Check it out here

.

.

Meet & play: Solar defense

I’ve finally find time to write this introducing post!

So let me introduce you: Solar Defense

cover.png image8712.png

This is old fashion tower defense game build around solar energy production and storage

Player aim is to produce enough power to defend the base at night.

Hint: player can switch off towers at day time, when defense is not needed

It was very fun and exciting for me to develop and test this game, hope you will enjoy it the game is available here (HTML5)Solar defense

Zest & Goop Post Mortem

The name was my biggest mistake, I really couldn't think of a good one :sweat_smile:

redo_scrnshot.png

:bulb: IDEA

Every Jam I like to try something different, make a style of game I've never tried to make or perhaps don't really play much and at least attempt at adding something new (that last bit is usually hit & miss :stuckouttongue:). This time I went with Tower Defence games, I've seen a lot made for LD jams (I assume as they don't require a lot of input for there to be a lot of content) but most play like the Tower Defence games you see everywhere, spamming down as many towers as possible usually yields a win, how can I change that up?

I wasn't very convinced from the start that removing the power to place your own towers and instead managing their "power" was going to work but I had literally nothing else and I'd already lost a day from being busy, so I just went with it.

:scroll: DESIGN

I've always believed jam games are better when you can control a moving character and this worked well with my change to the format (I think, I don't really play Tower Defence games...) as I wanted there to be a time cost between turning different towers on and transporting the energy to them. I came up with 3 or 4 varied towers (which I'm going to call traps from now on) and a bunch of enemy designs, they'll just have varied stats, like movement and health, if there's time I can add some bosses.

enies_traps.png Got 1 boss in, they heal minions around them.

:pencil: CODE

Usual thing, I'm never good at getting any mechanics down before I've got some form of art style down, which is a pain... But I guess it's just how I work. Managed to get most of the main pieces done, the basic traps and the parents for all the enemies, probably should've worked a little quicker as the last few hours were the crunchiest of crunches. Never really got a proper win/lose condition in ):

:flowerplayingcards: ART

I feel my games look way better the less colours I use, I limited myself to 5 colours this time around, perhaps one day my game will be just a single colour and instead of "playing" the game like some uncultured rabble, you experience it instead. Joking aside, I liked the colour palette I created, rather cute and keeping to an 8x8 and 16x16 sprite size (mostly) I managed to make a rather consistent style, perhaps my best so far.

Still need to look into utilising shaders better, although this I assume would prevent me from packaging to HTML5, which might be an issue as I can't package to Mac.

:musical_note: SOUND

Didn't spend too long working on sound, wish I could've added a bit more length to my music track (it gets quite repetitive) and perhaps a handful more sound FX would've really helped. All in all, need to start leaving more time for this and perhaps testing sounds with multiple types of speakers as one of my sounds is rather painful on the ears (oops :sweat_smile:)

:joystick: OVERALL

Took a bit too long this time to come up with an idea (the entirety of Saturday, I was at a wedding, so I couldn't do anything, but still...) and found it rather difficult to get motivated. I guess I need to start investing in whatever I start making even if I'm not sure it'll work.

Give my game a play and leave a comment and I'll be sure to return the favour :grinning: Cheers!

Game page

Itch page For HTML version.

Planer post mortem

My Models Were A Bit too basic for my game,

Screen Shot 2017-07-30 at 13.39.56.png

I think i should have done better models and a better soundtrack,

also, people have been asking me for an inverted-Y axis option, so that they can play it like a normal flight sim.

Screen Shot 2017-07-30 at 20.37.24.png

Check out my game here:

https://ldjam.com/events/ludum-dare/39/planer

The Postmortem

This Ludum Dare has been my favourite so far, with many firsts for me, but I want to take this time now to look back on the experience, and ask myself a few important questions.

1) Have I enjoyed the experience? Yes - it's been my favourite of the two I've participated in, in my opinion, because, unlike last time, I worked in a team, and focused solely on the music, rather than trying to do everything.

2) Am I happy with the outcome of my work? In this case, I feel like all the work I did was to the best of my ability, and am particularly proud of the fifteen minute soundtrack I managed (somehow) to get done in the 72 hours.

and finally, 3) Would I change anything next time around? I will, obviously be back again next time - how could I say no to such a great experience? However, I would probably alter just one thing - my team. I'm not saying the team I was with this time were bad - they were all very nice, highly skilled individuals, but, as a studying composer looking to follow a career in music composition (especially in games and film), I'd like to experience working with new people and, as far as is possible, I'd like to work with a new team in every Ludum Dare I may partake in in the future.

So, I think this just about does it from me this time around - See you all again in LD40! ~Wolfie

LifeRunner - we are available on Mac!

Hey folks,

Last few days I was busy reviving MacOS port of our engine.

We are happy to announce that support of MacOS is available now!

https://ldjam.com/events/ludum-dare/39/liferunner-o/

liferunner_mac.png

Have fun and thanks for you attention! ^_^

Postmortem - Legend of Sunflower

You can see this post with all the images in my blog: http://firepitgames.net/blog/game-jams/2017/08/postmortem-ludum-dare-39-legend-sunflower/ Legend of Sunflower 640 x 512.jpg

Hello Everyone,

This was my first Ludum Dare, and I loved being part of this amazing community, everyone willing to help one another and the event was pretty well organized. There are two categories, the Compo and the Jam, in which the compo you must participate alone and you are only allowed to use your own art and sound effects, in this category you must submit the game within 48 hours after the theme announcement, whereas in the Jam you can enter with a team, you can use third party assets and you can submit the game within 72 hours. Since I was participating alone and I would only have 48 hours to produce it since I had to work on the day after, I decided to participate on the Compo.

Jam Theme and Game Idea:

They announced the theme, it was "Running out of Power", the minute I saw the theme all sort of ideas came up, such as driving a car that was running out of fuel and games that you could use energy to power up things. There are over 2000 submissions on a regular Ludum Dare, and I was pretty sure that many people would make a game with those ideas, I wanted something different. I was thinking about some game that you could use the solar power to survive, that it was an active element of the game, from that point on it didn't take me long to think about a game that you would play as a Plant and that you would be stronger during day time and weaker during the night, I also thought about using Water as a "power" meter and HP too, and seemed clear to me that I should use a Sunflower for this propose, this is how I came up with the title Legend of Sunflower. I was around 2 hours in the Ludum Dare and this was the best idea I had, I knew that it wasn't very good but it was all that I had, so I proceeded to do it.

At the beginning I was willing to make it a platformer, but I thought that it would be harder to make puzzles and enemies behaviours (I wanted to use Waypoints system for the enemy "AI", since I had done something similar before and I didn't have too much time to think of a more advanced approach). So I thought about going for a Top-Down game, and it fitted to the idea of the game.

After that, I needed to think about how I could make the sun/night cycle important enough to the player, and since I wanted it to be faster at daytime I realized that aspects that needed the player to be fast would be the way to go, so I made enemies and obstacles designed to punish the player if he isn't moving fast. But this only made the player benefit from moving at day time (half of the gameplay would be at night), so in order to make it work I made the day/night cycle very short, up to the point that just moving from point A to point B, would take the player several in-game hours. I also needed something else, so I made that the water level deplete faster at day time (which makes sense) and made the objectives time-based, so it would be harder for the player to make everything on daytime since he could run out of the water if he didn't plan well enough. And this is how I got the core of the game, it's not perfect but it is kind of "OK" IMO considering that it is a game with a unique concept.

Links:

Link to Ludum Dare Legend of Sunflower Page: https://ldjam.com/events/ludum-dare/39/legend-of-sunflower

Link to Legend of Sunflower first game: https://johnnydalvi.itch.io/legend-of-sunflower

Link to Legend of Sunflower current Build: https://johnnydalvi.itch.io/legend-sunflower-new-build

  Tools Used:

Unity, C# + Resharper, Krita, Gimp, Otomata, DrPetter's SFXR, Audacity, Pencil & Paper :)

My Schedule:

Day 28th:

Up to 10 pm: I had some quality time with my girlfriend, organized everything in order to start working, bought some food etc; From 10 pm to midnight: Theme Announcement, Brainstorming, game ideas, and concepts;

Day 29th:

From midnight to 7 am: Sleep; From 7 am to midnight: Coding;

Day 30th

From midnight till 2 am: Finishing up coding; From 2 am to 6 am: Sleep; From 6 am to 6 pm: Art; From 6 pm to 9 pm: Level Design and wrapping up coding after art; From 9 pm to 11 pm: Submitting to Ludum Dare and Itch.io.

What went right?

Base-code, my Standard Asset:  Before the Ludum Dare I've made a Unity Package with all the Menu Wiring already done, I've also added a few custom c# Events such as OnPause(), OnLoadLevel(), OnUnpause(), OnReset(), and so on, besides that I've also made a custom editor window to mass change UI colors and elements, and I also made a class to handle music, menu sounds and level changing structure. This base-code helped A LOT, besides speeding things up, it is a good practice to standardize this kind of stuff since we will know how our structure works from process to process. Not relying only on inbuilt unity physics: I haven't used rigid-body physics in this game, I've only used colliders and a few kinematic rigid-body. This helped to keep things simple, but I had some problems to add the joints to the Caterpillar since the joint system is dependant on rigid-bodies. I probably lost around 40minutes trying to join the caterpillar body parts using this system and I eventually gave up and ended up implementing my hard coded joints, which for my surprise I was able to build it in less than 10minutes. My lesson from this is that sometimes it is better and faster to use a custom made a system to solve a problem instead of using the pre built engine system which can be overkill and even don't make things the way you need it. Bug + Plant themed game: Choosing the bug+plant theme allowed me to make simple animations, which was essential;

Editor Scripts to make the waypoints: I had one previous editor script that showed me every transform child to the one that I was currently working on, case it had the Waypoint Script as component, it also added the handles so I could edit each of them. I built something similar for Legend of Sunflower, although I also added Labels and a line rendering between them that showed on the editor only. This was essential to edit the waypoints of each monster very easily and fast. I recommend to all Unity users to learn how to make editor scripts, it is very powerful in some situations; Time Schedule and Planning(code first, graphics after): I planned more or less the time that I would take to make every step (coding, art, level design etc.), it helped me to keep track how fast I was producing and if I would have enough time to make what I needed to. I also started by coding everything, and after I was certain that I had the gameplay working I started to produce the art, this reduced the risk of making something that I was not going to use and to know how much time I could spend on every art production;

Itch.io and early build + Profiling: It is essential to profile a lot and early, every couple hours after implemented something big I built a WebGL and sent it to itch.io for testing, I was able to solve a few game breaker bugs early on this way, and I also ran the Profile in the TARGET PLATFORM, this is very important since sometimes what is the most resource consuming on one platform won't be on another platform, this also helped me improve the performance by 20%/30% changing a few minor things.

What could have been better?

Sound effects and Music: Even Otomata and SFXR being amazing tools, I feel that I need to learn something regarding game music and sound effects, probably I should also learn a software to help me create those. Both my sound effects and music for this game was very poor and repetitive, and I felt that if I had enough experience I could create a few audio samples to use in the game within an hour or two, which totally worth it. Added mechanic without being sure that I would have enough time to make it worth it: I felt that I wasn't able to create the kind of deep gameplay that I wanted to create with these mechanics. The time that I had wasn't enough to create levels and mechanics to make the day/night circle interesting enough, probably if I kept only the water concept I would have time to create more content to the game. Thinking that players know what they are supposed to do: I made a few things that required the player to stay on top of some elements around 2 seconds, but the player didn't have any kind of information to know that they had to stay there a couple of seconds. This caused a problem where most players didn't know (in a bad way) what they should be doing after I received a few feedbacks regarding this problem I've fixed this behavior in the post-compo build.

Conclusion:

I changed few aspects of the game after the Compo, I realized that I had to add some elements to make clearer to the player what is happening:

Comparação.jpg

The community gave me precious feedback, which will help me not only with Legend of Sunflower but also with future projects. The Ludum Dare was an amazing experience for me, I learned a lot in a single weekend and I have one more game on my portfolio now! I'm willing to participate on every Ludum Dare from now on! I Recommend anyone to participate, either in the Jam or in the Compo.

I also learned that I need to learn how to produce Music and Sounds, at least at a very basic level since I'm going into the solo game dev road, for now, the sound is very important in the game production and we should give it the right attention.

Regarding the Legend of Sunflower, I'm not sure yet if I will polish it more and if I will produce more levels to it, let's see how it goes from now on, it is a possibility!

Thank you all for your precious time and for the people behind Ludum Dare for this amazing event.

Best Regards,

Johnny Dalvi

I'm testing your games now on twitch, come and suggest me your entry!

I'm testing your games on twitch, come and suggest me your entry!

add your game to my queue

https://www.twitch.tv/togislp

To add a game: just type

!addgame yourGameUrl

in chat

for instance:

!addgame https://ldjam.com/events/ludum-dare/39/thirst

How to make a game jam game.

Every fortnight I do a small show on youtube called The Razor. Where I look at a facet of game design or creation and look at it from a certain position. Since I haven't done much to with games after my holidays, other than LD39, I decided to create something on what I have learnt over my six Ludum Dare games. If you're interested in my game YoHoHo! I'd also love to hear your feedback on my videos and my game. https://www.youtube.com/watch?v=ra0WSfKfFRY&lc=z23qjzkhdrecwx4ukacdp434eenmz2m3nrdoz1todb5w03c010c

One Year of Ludum Dare

Also posted here!

This past year, from August 2016-2017, I participated in each Ludum Dare! I worked on three jams, and my first compo! I've made 4 different games, two by myself and two with @frozenfire92! We also did Ludum Dare 32, our very first Ludum Dare jam in April 2015.

Ludum Dare 32 - An Unconvential Weapon - Plan.IT

LD32.jpg

We used assets from Kenney and an online planet generator for our graphics and we never actually finished the game itself. The idea was to collect resources from planets along the way to a Hackathon. And upon arriving to the hackathon, use the resources to build something and win! We finished the resource collecting mini game, but that's as far as we got!

Ludum Dare 36 - Ancient Technology - Choose Your Fate

LD36.gif

I forgot about Ludum Dare until Saturday night when I decided to start anyways! I worked by myself and I didn't really have an idea. My main goal for this jam was to build an inventory system, and a dialogue system. I finished both! But then there was literally nothing else to do. I played around trying to build a cutscene at the beginning to [sort-of] have a story.

The characters all had randomized names and personalities, which determined their dialogue options. At the beginning of each game, you could choose between two random characters. Spoiler alert, your choice had no effect!

I didn't have a playable game, but I did have a world where you could talk to snobby NPCs. But hey, don't touch strange technology in the woods, it's not my fault!

Ludum Dare 37 - One Room - Hacker Cafe

LD37.gif

@frozenfire92 and I worked together on this game, and we actually finished! Our first complete Ludum Dare game! We took a lot of inspiration from Reigns, and had definitely been watching a lot of Mr.Robot... We were very happy with the final outcome, it's still a potential game that we might work on again. We completed the things we had hoped to; which were, a notification system, and loading in the story line/options with json and scriptable objects.

This was the first game that we made where we used our own graphics. We also used Google material icons. We tried not to let our lack of artistic ability stop us from making our own game! We didn't have enough content, because we ran out of time to create more. The notifications get reptative fairly quickly, so that needed to be deepened quite a bit. The feedback we got on this game was really great, a lot of people really liked it.

Ludum Dare 38 - A Small World - Village Builder

LD38.gif

Yay, new Ludum Dare website! This was a mostly finished, but not finished, entry. Our goal was to create a small world builder. A small sandbox to design a village and see what your rank was. We used Kenney assets again but we had a limited amount of things. We used what we had, and I worked on my UI skills. I generated an isometric grid of grass, and trees around the edges, the player had a set amount of money to build the village, but in the end I just gave the player way more money than they would ever need :) Just for fun!

We were really busy that weekend so we didn't have a lot of time to work on the game, so part way through we cut our scope. Originally, the goal was to keep your village thriving over many days, and slowly build it up and make money etc. But we didn't have the time to build those systems, so we changed the idea to just build a village in one go :) It all worked out.

Ludum Dare 39 - Running out of Power - Power Tripping

LD39.gif

My very first compo! Timing was different this time around, with only two days to build. I started Friday night at midnight after deciding not to participate, until I read the theme and instantly had an idea. The best ideas always happen once you've decided not to join in. It was pretty late, so naturally I stayed up until 6 getting things started. The bulk of the game was finished in the first hours, all the graphics and base scripting. I added UI Saturday before going to a party :P

I spent Sunday finishing the UI and adding smaller details, and finishing the game play. I saved the last 6 hours for making music. This was my first time actually making any music for a game, or anything really. I used Bosca Ceoil, and I love it! I actually finished my game 2 hours before the deadline. But it took me almost 3 hours to get my build, my source and my Ludum Dare submission ready. The servers went down just minutes before I tried to submit my game, so I had to wait until later in the night to actually complete the submission.

Conclusion

So with Ludum Dare 39, I've completed one whole years worth of Ludum Dare. And it feels great, I love getting feedback on my games, and I love seeing what the rest of the community has built. It's great to see the different ways the theme is interpreted, and there are always lots of top notch games. The community is really nice, and very supportive whether you're on your first jam or your 10th! Some days it's difficult to see the progress I've made, but looking at all four of the games at the same time really brings it out.

I can't wait to keep participating in Ludum Dare, Global Game jams and any other game jams I find :)
Don't forget to keep creating!

Only 3 rates to go!!!

We are very happy: this was our first Ludum Dare, this was our first video game working together (as Robot & Muffins), and we get really positive feedback!! Thank you so much!! We are only 3 more rating to get to 20!! So, our last request: please rate. We will rate yours in return! Here is the link!!!

https://ldjam.com/events/ludum-dare/39/pepe-the-power-plant

Thanks!

What did you say ? Run for power ?

Hi there I made a little runner in a retro world for my first Ludum Dare ! You can go check it here ! https://ldjam.com/events/ludum-dare/39/runn-score Ratings and feedbacks are welcome !

Try Out Our Dungeon Crawler!

We may have surpassed 20 ratings, but we really want all the feedback we cant get! This is our first published game and we want all the help we can get to improve ourselves. Thank you so much to all of you who rated and left a comment! At the end of the rating period we will be taking all of your feedback and making one final update to polish our game! If you haven't played it yet, please check it out! All of you guys' feedback is much appreciated!

https://ldjam.com/events/ludum-dare/39/lichometer

You can also check out a sneak peak of some art for the update we are working on: https://www.youtube.com/watch?v=riYB7PY8CXg

Capture.PNG

Power Insufficient Post-Mortem

Whew! Finally had a bit of time today to write a quick post-mortem which you can read HERE!

screen4.png

Excerpt from blog post:

Power Insufficient is, at it’s core, probably closest related to 4X games such as Stellaris, Endless Space and (the only 4X game I’ve ever played, really) Master of Orion. Basically, you spend resources sending ships to certain locations to gather more resources so you can send more ships to more locations so that you can one day expand to rule the entire universe. At this super basic level I think the game succeeds. You can in fact spend resources to send ships to certain locations to gather more resources so that you can send more ships to more places and eventually expand your civilization throughout the universe.

Thanks to everyone who's played so far and left awesome feedback! I have quite a few ideas on how to improve the game for a post-compo version already because of you guys and gals!

If you haven't played the game yet and would like to try it out you can find it HERE!

Lessons learned and information updated.

Thanks to all the comments I have seen a few problems with my submission and there are some questions that keep returning. Thank you for all this information.

I updated the description of my game to further describe the things people seemed to be confused about and I could not have done it without you all. So if you played and rated my game and still wonder what every button did and or is take a peek at the updated description, even if you did not play head over and see what it is all about (and if you are there anyway why don't play it for yourself ;) https://ldjam.com/events/ludum-dare/39/power-or-die

As this was my first LD I enjoyed it very much, even if I did not feel my game was finished (and I still think that) I decided to submit it anyway partly because I did not want to lose all the work I had done, but also to be able to learn from all the feedback I would get. For me, this Ludum Dare has already been a success because of you all, and I learned a lot.

I will definitely be back for more.

Preparing

I'd like to share the first "document" of Powerless Miner. Don't mind the typos and all of that :smile:

Paper.png

Thanks so much for the feedback!

my-rating.png

For my first game jam ever this has been an amazing experience and I would just like to thank everyone who's played and rated my game. I know it's not perfect and everyone's mentioned it's really short (only one level :() but I was really trying to build a solid base that can grow into something bigger. It was awesome to get so much constructive feedback and I'm really looking forward to implementing these post LD.

Cheers!

OH I'm so close!

I need only 12 ratings to go. I'm so unclose! https://ldjam.com/events/ludum-dare/39/the-box-of-power

OK, doesn't matter. next time gonna do better.

INKrease | Going to Development

Hi all ! afer all those rates (almost 40 ! wich is huge with all of our restrictions ^^)

We took the decision to continue this game, and we'll make it more fun and accessible ! :D All the feedbacks were really interesting and helped us to upgrade the game.

You can check the prototype here : https://ldjam.com/events/ludum-dare/39/inkrease (Require 2 Xbox controller to play)

Here some new stuff :

  • Adjusting character movement
  • Playable menu
  • Keyboard controls
  • 4 Players mods
  • New graphics/UI (more diegetic information)
  • A dash for avatar, to dodge shot or leave dangerous position
  • The freakin timer
  • hiding the gauge of territory to keep the tension at the maximum !

Hope you will follow the project ! Bye all !

Here's some character design, with diegetic information :D Vers.png

Some LD pattern in progress, don't judge please !

PatternMockUP.png

Receiving Some Amazing Feedback, and Fixing Some Amazing Bugs

Few. The last week was insane. We've finished our game literally 15 minutes before the deadline. Since then, we have been anxiously reading reviews (and obviously writing our own to others) and we have made some conclusions and did some things. First of all, we would like to thank everyone who left a review - most of them are very positive, and those that aren't were helpful too. So thank you for playing and rating our game!

The feedback we have received was mainly split to two: 1. Great concept - most people have said that the concept and ideas behind the game are fantastic and that it is generally pretty fun and will make a great game with some more work. I can't express the joy that comes from all these comments, it's just thrilling. You guys are motivating us to keep on working and make this into a full game after the jam. Thank you so much! 2. BUGS - no idea how this slipped our attention when uploading the game, but there were some very major bugs in there that caused to game to break (while it never crashes, it at very certain occasions decided it doesn't wanna go to the next turn). These problems turned out to be very simple fixes, and we have updated the game. We did not update any content, or tweaked anything at all - the update was purely bug fixes, and the game looks, sounds and plays just the same.

So here we are now. The game is working and we are insanely proud of it. Thank you to everyone who reviewed and commented! If you haven't seen the game yet, check it out here: https://ldjam.com/events/ludum-dare/39/kings

Listening the audience part 2.

Hello! Before I start Here is the actual link to the game: https://ldjam.com/events/ludum-dare/39/led-adventure-running-out-of-power

As you know, I keep doing some updates in my game some minor fixes that some users addressed to me. Here it's another one! I fixed the issue where you can't notice if you hit the boss or not. I made a simple animation and alpha controller for now on him. So here a picture. I will upload pics as I keep working on the game. Also I'm preparing myself for a long journey trying to make a complete platform game with this. ldup2.png

New Updates for Inferno

Hello! My team have decided that we are going to continue development on our game, Inferno after Ludum Dare. We already have a large set of new content planned, here is a sneak peak for some of the new weapons!

                                                 ASSAULT RIFLE

ezgif.com-optimize (1).gif

                                                 NEON BOOMERANG

ezgif.com-optimize (2).gif

We plan on releasing a new update that adds these weapons in the game some time this week. We hope you are all excited!

DOWNLOADS

  • Download Game: https://ldjam.com/events/ludum-dare/39/inferno
  • Soundtrack: https://soundcloud.com/jackassmusic/death-march-inferno-ost

Thanks for the Overwhelming Feedback

I just got back from vacation (left the day after Jam ended...) and got back to some incredible responses from the LD community. This was the first LudumDare which anyone on my team has participated in, and we're still a bunch of students...so we didn't really know what to expect. But either the people here are incredibly nice or we're doing pretty well! So thanks!

little2.gif

Now that I'm back home, I think I have a lot of other games to rate in the coming weeks. If you're interested, I'd love to hear from some more people...While it's been positive, we're still only at 12 ratings. Still, 65 downloads on itch.io makes me overwhelmingly proud of the team.

Link to Inverteb: https://ldjam.com/events/ludum-dare/39/inverteb

Power ? Runner ? Retro ? A retro runner where you run for power !

Hi there ! Go check out the little game that I made for my first ludum dare here https://ldjam.com/events/ludum-dare/39/runn-score it'a little retro runner where you run to keep your power ! Ratings and feedbacks are welcome ! Here is some screenshots ! gameMenu.png gameMenu2.png

The Hall of the Sorcerer King postmortem

Thought I'd do a quick postmortem of my game The Hall of the Sorcerer King, a choose-your-own-adventure where you have to choose what spells to cast to avoid running out of mana.

cover.png

If you haven't tried it, give it a shot!

What went well

Interactive fiction with a gameplay mechanic

I knew I wanted to use Twine for LD39 - I had limited time and didn't want to worry about graphics, and I wanted to be able to focus on story. But unlike my first LD game, The Frog Prince and the Iron Heart, I wanted something a little game-ier than just an interactive story.

I'm really happy with what I came up with: offering multiple spells to cast on each obstacle, and tracking mana and health so that you have to think about what to do when.

spells.png

A challenging puzzle

I wanted the game to be tough - after all, if you played through without ever running out of mana, it wouldn't be a good fit for the theme "Running out of power", would it? So I spent quite a bit of time tweaking the game so you have to be pretty clever to make it to the end.

If you've played it, I'd love to what you thought of the difficulty - I heard from a couple people that it took them multiple tries to come up with the solution, which is exactly what I was going for.

Encouraging exploration

Since the idea was for people to have to experiment with various choices to beat the game, I didn't want them to have to play through everything over whenever they wanted to try something new. Initially I was thinking people could just rely on Twine's built-in Undo button, but the more I thought about the nature of the puzzle, the more I imagined wanting to jump back to a specific point in order to change your choice.

So I built the breadcrumb sidebar that tracks all the rooms and what spell you cast in them, and lets you jump back to that point if you want to try something different. I think this turned out really well and I've gotten good feedback on it.

sidebar.png

What didn't go so well

That one feature that takes way too long to implement

I have this issue every Ludum Dare. For Formicary, it was the digging mechanic. For Schoolhouse Note, is was the idle animations. For The Hall of the Sorcerer King, it was the breadcrumb sidebar - that one feature that I really want, but that I end up spending five times as long on as I should have.

I'm really happy with how the sidebar turned out. But I wish I had been smarter about accounting for the time it would take, or been able to stop and think if there was a better way. Oh well, there's always next Ludum Dare to accomplish my goal of not having to stay up late, right?

A focus on gameplay over characters

I wanted this game to have a fun gameplay mechanic, but one of my goals when I decided to make a Twine game was to write about interesting characters. My favorite games are always focused on characters and relationships, and it's something I'd love to be able to do myself.

When planning The Hall of the Sorcerer King, I initially thought I'd give the villain more of a backstory and possibly connect him to the main character. I thought I'd go back through the game and hide more hints about what happened that players could discover as they explored. But by the time I was writing the ending of the game, I was out of steam. As much as I want to create compelling stories and characters, I find coding easier and more fun than writing, so I usually end up prioritizing it.

In general, because of the rushed nature of LD - the need to add gameplay people will like and polish that will attract people to your game - it seems hard to pause all that and focus on story and character. I'll keep working on it, though!

Thanks for reading!

If you have any thoughts on some of these topics, leave a comment or send me a note on twitter! If you haven't played The Hall of the Sorcerer King, I hope you try it and let me know what you think. :purple_heart:

PoweRL postmortem

Title: PoweRL postmortem Category: Articles Slug: powerl-postmortem Tags: games Status: published

Ludum Dare 39 fell on a weekend when I wasn't busy, and I wanted an excuse to learn a bit about Apple's game libraries, so I made another roguelike, PoweRL:

screenshot.png

I wasn't in the mood for stress, so I set my standards very, very low. Ironically, the result is more commercially viable than most of what I make! That might not be apparent from the screenshot, but maybe this new version with updated art will convince you:

screenshot2.png

Swift, SpriteKit, and GameplayKit

"iOS engineer" is part of my normal job description, but in the past I've avoided using Swift or Objective-C for jams because it isn't cross-platform. But since I didn't really care about the outcome of this jam, I let my curiosity about SpriteKit and GameplayKit win out over portability.

I'm really glad I did, because after learning the frameworks, I spent almost no time worrying about the engine! My last Ludum Dare game, Rogue Basement, needed a lot of up-front work on the engine to get running, and then optimization work after completion. But with PoweRL, SpriteKit made for an efficient renderer and animation system, and GameplayKit gave me structure for gameplay code and a few nice utilities like pathfinding.

Iteration

Swift is a great language for iteration. In a lot of ways you can treat it like a dynamically typed language, but still have a lot of problems caught by the compiler. Even though there's a compilation step between writing the code and testing it, I think I iterated more quickly than I do with Python because I never hit a typo at runtime.

GameplayKit's entity-component system is well designed and honestly taught me for the first time how that kind of architecture is supposed to work.

SpriteKit's SKLabelNode let me write almost the whole game in old-school roguelike style, with letters representing everything instead of graphics. But at the end, it was very easy to swap in bitmap art.

Evolution of the design

Ever since starting to play 868-HACK on my phone, I've wanted to try making a game in the same genre (pocket roguelike). The SpriteKit template in Xcode immediately gives you a codebase that runs on macOS, iOS, and tvOS, so right from the start, I kept in mind a control scheme that could work on keyboards and touch screens alike. Swiping would move your character, and tapping would do something else.

The theme of the jam was "running out of power," so I did something dumb and obvious: I made a robot with a power meter. I put it in a level filled with walls, batteries, and "power drains." When I went to bed Friday night, that was it: a game about getting from Point A to Point B without running out of power, over and over again.

That's an interesting set of mechanics by itself because the player already has interesting decisions to make:

  • What path should I take through the level to minimize power loss?
  • Should I pick up all the batteries? Is that worthwhile?

The next day I added the butterfly, which moves one tile diagonally per turn. I added a health bar and some health pickups. Then I added a turtle, which moves one tile non-diagonally every other turn. Over lunch, I pondered other enemies I could add, and ultimately plopped in a literal chess knight.

These changes added a second dimension to the gameplay, which introduces new questions and tradeoffs. Players must now constantly decide whether they value power or health more, and act accordingly. They would be asking questions like this:

  • Should I pick up the battery, even if enemies drain my health along the way?
  • Can I make it through that pack of enemies?
  • Should I run through that line of power drains, or make it past those enemies? Do I value health or power more right now?
  • If I beeline for the exit, will I be able to recover the power in the next level, which is more difficult?

The enemies seemed to be able to get the best of the player too often, so I finally made use of the tap control: bullets! I added ammo pickups and a simple Bresenham line-based instakill shooting mechanic.

This change added an element of long-term strategy. Players could pick different values for these strategy-axes:

  • Never pick up bullets to avoid wasting energy, or pick up all the bullets?
  • Shoot everything on sight, or only shoot in dire situations?
  • Use ammo early, or hoard for later?

With all the mechanics in place, I played through a few times for balance. I tweaked the level generator parameters for number of enemies, amount of health/ammo/batteries per level, number of walls, and movement cost. The game got too hard after level 8, so I added a win condition at level 8. And that was it!

Influences

Two things influenced my approach toward designing this game. The first is Jesse Schell's book The Art of Game Design: A Book of Lenses. It helps frame a lot of important questions. The second is roguelikes in general, which at their core are about creating interesting decisions for players every single turn of every game.

Music

I spent an hour or so in Logic Pro with my 25-key MIDI controller, electric bass, and the Logic Pro Auto-Drummer. I started with the beat, added some bass, added some synths, wrote a new part with the bass, filled in with synths, and then shuffled it all around until it felt passable.

That's my normal way of working when I have limited time for music. For Rogue Basement, my last game, I wrote two songs just by holding down a single note for 5 minutes in an arpeggiating synthesizer and adding some occasional notes on a pad synth on top of it. Another Rogue Basement song was just a piano improvisation jam. When you only have 48 hours to make a game, you have to take as many shortcuts as you can get away with!

Art

I used Apple's beautiful emojis for enemies during development, but I felt that it wouldn't be in the spirit of Ludum Dare to use them as my final sprites, since they are finely rendered illustrations that I did not create. So I vector-traced them by hand in Pixelmator, added bad gradients, and called it a day, finishing about 20 minutes before the deadline.

Those sprites are fine in that you can tell what's what, but I really dislike the aesthetic. Over the following few week nights, I redid all the sprites in 16x16 pixel art. It's more of an explicit 868-HACK ripoff with that style, but it's also the only style I can use myself to create art I'm happy with. I bet that's true of a lot of programmers.

I can't use the new sprites in the Ludum Dare judging, but I can at least use it as the canonical version when judging is over, and recover a bit of self-respect.

Parting thoughts

I took a lot more breaks this time than I did in the past. These days I value my weekend chill-out a lot. But by being smart about tools, game design, and assets, I ended up with something I'm proud of.

For the next Ludum Dare, I'm going to try to join a team.

Interested in a post-LD game jam?

Hey everyone! I hope you all had a great Ludum Dare!

I know some of you are keen for another jam, so I'm hosting the Music Game Jam in September, where you create a music-related game in one weekend!

music game jam logo.png

It's not limited to rhythm games - you could create an 8-bit tribute to your favourite band, an interactive music video, a Beethoven RPG, or an FPS musical - it's up to your musical imagination!

There'll also be ~$100 in game prizes, including The Walking Dead, Undertale and Worms Clan Wars!

So whether you're a developer, artist, or musician, if you've got an awesome idea, want to try something new, or if you simply like winning great prizes, it would be great to see you take part!

Please express your interest by clicking 'Join' on our jam page!

You can also stay updated with the official Twitter here: https://twitter.com/MusicGameJam

Cheers! :smile:

Going live with some LD39 games!

I'll be playing and rating LD39 games for the next few hours. Come and hang out!

https://www.twitch.tv/cudabear

MGRLB Word Cloud

wordcloudMGRLB.png

Thanks for all the feedback!

Last Ludum Dare, word clouds were a thing, so I made this based on all of the comments on my game. Mainly what I'm getting is that my game looks nice, but the gameplay is clunky and all kinds of awful :)

You can generate a word cloud for your game pretty easily at this site (or one of the many similar ones) and pasting in all of the comments you have received: http://www.wordclouds.com/

You can play Mountaintop Groovy Robot Laser Battle in all of it's clunky glory here: https://ldjam.com/events/ludum-dare/39/mountaintop-groovy-robot-laser-battle

Here's to another successful Ludum Dare! Look forward to seeing the ratings.

Can I get some feedback on my game? :D

Hey everyone, I would really love to have some feedback on my game. Thanks! https://ldjam.com/events/ludum-dare/39/battery-low-1

My LD39 updates

Fixes in the newest version of my LD39 Entry:

Audio -

1) everything less loud

2) Music! I composed a simple song tonight and added it as background. It's a little less than a minute and you can last for at least 2 and probably more, so I'll look at adding another so things aren't as repetitive.

Background: The odd movement was a stray x+ instead of x-, background doing what I wanted now

Visual: I made both thrusters appear to aid / help explain the faster diagonal movement

Stealer

1) It now drops out of the sky when out of energy (personally made me laugh 1st time it happened)

2) stealer respawns in between 2 and 4 seconds, not just 2 as was set before

3) there's a quarter second pause when new energy appears before the stealer goes for the energy. Too much longer and you'll always beat it to the energy

Plans: Make energy appear differently (not just random). Add more music. Make better try again button. Clean up text.

Play the HTML 5 version

Give Me Your Games To Play!

Please leave your game links under this post, I want to play and rate some pretty fun games. So, if you want some downloads and ratings on your LD39 game, Don't forget to comment down below this post!

You guys are playing my game and you are giving fabulous ratings and comments, So its my duty to play your games too! Thanks for all the love you gave me through downloading, playing and rating my game MoonBall

1.png

Not played MoonBall Yet?, Play it now - https://ldjam.com/events/ludum-dare/39/moonball

Feature request: game list

I know the website is still "pre-alpha", but it would be great if you add features like lists say for favorites, humor which are public or private. If your game is featured in any public list, you get sth like a notifiation. Moreover notifs by mentions would also be great. Hope you can do it all before LD 41 or 42. And the homescreen could be made cleaner by adding categories for posts, like self-promotion, new-version / new-build, community, etc.

More feedback please

Hey everyone. Would appreciate it if you guys could play my game and leave me as detailed feedback as possible about
-What you liked the most.
-What you liked the least.
-What you think should be changed (and why).
-What you would like to see added to the game (more vehicles, levels, missions)

I want to finish up and polish this game and actually make it my full first release so I'd love to hear more feedback.
https://ldjam.com/events/ludum-dare/39/trindle-armored-defense-1

I'll check out all of your games in return as well.

Indiana Stones need Ratings

This is our first entry in ludum dare.. We made this game.. and would love to hear from you.. how you felt when playing this gameIndianaStones.png

https://ldjam.com/events/ludum-dare/39/indiana-stones

Favorite Games Thus Far~

Hey guys, I've been playing games on and off Twitch and have found some real gems I think everyone should take a moment to play! They're in no particular order but deserve lots of attention:

:battery:Hyper Battery Girl

By #deke

HyperBatteryGirl.png An incredibly solid twitch platformer that has some very creative usage of a power bar. As a battery, you can run across little metal chargers to increase your power that you can expend with super jumps that are necessary to clear certain gaps. Plays a lot like Super Meatboy. If you're into platforming DO NOT MISS THIS.


:zap:Defender of The Energy

By @BesSlaaneshi, @MagicSpore, and @Tokatsu

DefenderOfTheEnergy.png Defender of The Energy is a wave-based shooter that feels very mechanically solid. As the timer ticks forward the rate at which enemies spawn increases and they start to pose a more significant problem. Interesting mechanics like enemies stealing your energy allows you to manage what energy balls you collect and which you leave in order to properly kite enemies to maximize your ability to survive.


:flag_us:Be The President

By @MrSerp (PhyNXT)

BeThePresident.png Be The President is a quirky simulator-like game where you take on the role of the president. Although the impact of your work isn't entirely clear the game itself is full of great jokes and funny mechanics. If you're looking for a great laugh, this is your game.


LD39_Gameplay.png If you haven't had a chance to see my game as well, I encourage people to try it out! It's a fast paced physics based platformer with a roguelike shooter aspects! Enjoy Zombies and RVs now~

You can find it here: https://ldjam.com/events/ludum-dare/39/zombies-and-rvs

My LD39 Game's Gameplay

https://www.youtube.com/watch?v=PvonZb_fW9c

Subscribe to my YouTube Channel for more cool game plays and non - monetized content

Yes, I don't have an Ad Sense Account

Play MoonBal - https://ldjam.com/events/ludum-dare/39/moonball

Found a cool game that needs ratings

Hey there, this game is really cool, just don't forget to hit SPACE:

https://ldjam.com/events/ludum-dare/39/bolt-world

It deserves way more than 10 ratings, believe me! It is playable in the browser.

screenshot

Playthrough

So recently a couple of streamers played Powerless Miner.

Togis playthrough https://www.youtube.com/watch?v=o_6TSomvKKQ

TimBeaudet playthrough (Starts at 2:26:40) https://www.twitch.tv/videos/164456874

Batt(l)ery on itch.io

Hi, I made a port of my game to itch.io: https://uiii.itch.io/battlery-ld-39

final.gif

You can rate my game here: https://ldjam.com/events/ludum-dare/39/battlery

Give us feedback please!

We are a small team who wanted to make something out of the box. We came up with typing simulator looking like phone messenger with a malfunctioning battery. Don't hesitate to try it out! We really want to see what people think of it and whether we should make more content in the future or not. Thanks!

You can download and rate our game here https://ldjam.com/events/ludum-dare/39/answer-me

2fd6e5b5ac7e57080356a170e95e7f5d.png

Check out our game!

Cover.jpg

Hey guys!

We at Weasel Coin want to thank everyone for all the amazing feedback we've received by now! We're planning to make a full version of our game for the CoronaDefoldJam with more levels and all the things we had in mind initially but couldn't implement in time (like a control scheme that'd appeal to a wider audience, several player skills, an actual balance and different enemies for every level). If you haven't tried it out yet, it'd be a tremendous help if you could play it and tell us what you think!

Click here if you want to give it a go!

Hope you like it. :smile:

Come play Berzerk Hunt, a nordic-themed action game !

Hunt for the glory of Ull, the god of winter, in this nordic-themed action game !

https://ldjam.com/events/ludum-dare/39/berzerk-hunt

Your Fury is the only thing that keeps you alive in this harsh environment. How long will you maintain it to survive ? Squash rabbits and fight wild animals using your powerful abilities !

Imageempost/emludum.jpg

We dearly hope you enjoy our creation. Have fun !

ODISSEUS playable directly on your web browser

It took a lot of time to refit everything in a narrower canvas, but I did it. 1st LD, 1st game playable in a web browser. 1st try at my game for you?

Please play my web version on :

https://ldjam.com/events/ludum-dare/39/odisseus-1/edit

The submission version is of course available for rating (same link).

Looking forward for your feedbacks that keep me motivated :grin:

Screen_3.png

Hello, post your games in this post, I would like to play them :)

Hello, post your games in this post, I would like to play them :) Please post games for HTML 5 or Windows, because I do not own any consoles and operating systems. If you like, you can check my game too: https://ldjam.com/events/ludum-dare/39/no-sorcerers-sky

We need your FeedBack!

end1.png

We have released a HUGE UPDATE, we want to know your opinion. Every opinion is very important for us.

https://ldjam.com/events/ludum-dare/39/defender-of-the-energy-finally-out Enjoy!

Give me more game links!

Give me your games's links so that I can play and rate your games!

Leave your link below if you want some good ratings and comments

See my game's gameplay here -

https://youtu.be/PvonZb_fW9c

Play my game also, MoonBall - https://ldjam.com/events/ludum-dare/39/moonball