LD 39 July 28–31, 2017

PostJam "Joseph run" work progress

In a JAM version I remove most mobile functions, because we not have time to implement all planning game quests. But now I glad to present mobile phonebook! joseph.png

Gamepage https://ldjam.com/events/ludum-dare/39/run-joseph-run

P.S. we add a selfie image :)

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 Windows or HTML5, because I do not have any other operating systems and consoles. If you want you can check our game: https://ldjam.com/events/ludum-dare/39/no-sorcerers-sky, have fun :)

Supernode

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Our LD Entry Page

Hi, we’re Dustyroom, a two brother studio and this is our Xth Ludum Dare. Before the jam, we planned to make an action-packed juicy pixel platformer. In the end, we made a calm abstract puzzle game. Beauty of LD!

Every idea we had for a platformer wasn’t very interesting, so we started thinking about making game about logistics as our entry. Inspired by the great Factorio and Mini Metro, we tried to extract production belts and manufacturing into a simple innovative puzzle.

This resulted in Supernode, a game where you make a flow of energy by combining nodes to produce the right output from multiple sources.

In short, here’s how it went.

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Day 1. (Idea, concept, prototyping)

We decided to go minimalist in every way (apart from programming side) and make an emphasis on the gameplay and polish. As with our most games, we made up an idea and then experimented, having only a vague idea about how it would play. The whole first day was spent on brainstorming and prototyping of basic gameplay. Although nothing was really playable at the end of the day, we kept believing.

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Day2. (Graphics, code developing)

A day full of challenges for the idea development. Some features we designed on paper just didn’t work out in reality. Or rather not how we’d like them to work. Previous LD experience taught us to take flexible maneuvers against the pitfalls. We changed the game to be score-based infinite level and settled on free adding and removal of user-generated nodes. Also, most of visual elements were ready.

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Day3. (Graphics, sound, code, polishing)

Making the simple 2d assets spared some time to for go sound more. We made a simple track of chords and intervals of the pentatonic scale, without a pre-defined melody. The melodies are produced randomly, again, in the pentatonic scale. Various events trigger a note, each time different one. By noon, the final gameplay was ready and we spent about 12 hours on polish, menus and tuning. Looking back, it would be great if we tested more since the jam version of the game has some nasty bugs.

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There are plenty of things to improve. Anyway, we are happy how the game turned out.

P.S.

After receiving some useful bits of feedback we made (and still make) some major and minor improvements and placed the post-compo version of the game on itch.io. The jam WebGL version stays untouched on our website.

Have fun!

Our LD Entry Page

itch.io game with fixes

Running on my first ludum dare !

Hi everyone ! For my first ludum dare I wanted to run so I made a runner in a retro environment industrial-based. That was my first ld and I'm very happy of it ! You can go check it right here -> https://ldjam.com/events/ludum-dare/39/runn-score

Thanks for all the ratings and feedbacks that I had ! You can also rate my game and give feedbacks if you like it ! Every feedback is appreciated !

Looking for web links, round 2!

If you have one, feel free to leave a comment here and I'll check out your game! Here's mine, btw: https://ldjam.com/events/ludum-dare/39/long-live-the-pig

Thanks you!!

It's a tremendous gift to understand that what you created is a joy to people. GAME: https://ldjam.com/events/ludum-dare/39/scale-of-life 41a91c1ac90d922f38406e58a9121489.png 20615612em1209314712513913/em6099597269381420737_o.jpg

Sorry for the broken rating in the game. Something we did not have time to do in terms of jam.

First Ludum Dare Compo and managed to get rated :D

This is the first Ludum dare I have ever done, and hence also my first Compo challenge :D First time attempting Blender for meshes and animation and first time doing my own music in LMMS. It was also my first time doing a game completely alone, unless you count school projects. Not sure if I will do the compo or the jam challenge next time, guess it's up to my friends :P

If you haven't tried it yet you can play my game here: https://ldjam.com/events/ludum-dare/39/maze-escape. Any feedback is greatly appreciated so I can learn for the next Ludum Dare :)

Try the Post-Jam version 1.0 of GREED. :)

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My original Jam submission was a bit short so I worked on a Post-Jam version which comes close to the concept I wanted to realize in the Jam but the great wall of 'wich scripting stuff I need, how I write it and how long does it take to draw all things?' blocked me. There were too many new things I had never tried before.


Things which are new in version 1.0:

-animations yay

-new sounds

-new enemies

-a much bigger level

-an ending ...


Things which I want to implement in version 1.1:

-better hitboxes

*-a checkpoint system *

-a super challenging boss battle!

-another ending screen

-another attack animation

-to skip text bubbles

-another background


So have fun and give me feedback to my Post-Jam version. :)

I wonder...

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Is there a reason Running the Marathon has fewer ratings in the humour category than others?

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Do some people think this game is too serious?

New Inferno Weapon - Tornado Staff

I am finally able to confirm that the next Inferno update will be released this Sunday!

Several new features have been added, including new weapons, perks and more! Here is a teaser for another one of the weapons that will be added into this update. It's called the Tornado Staff, it shoots blue discs that can bounce off of walls and do a massive amount of damage. Sound overpowered? Well here's the catch: The projectiles can also damage the player if ran into. This means you need to be strategical for when you use this weapon.

                                                 TORNADO STAFF

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Inferno is a wave-based arena shooter set in a hellish realm where you must fight against demons and robots in order to gain your freedom. It was made by myself, Zyro and Jackass and you can play the game using the links below.

LINKS

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

Blackout approved on the App Store!

I submitted my game to the app store after porting it and it got approved in record time! You can find it here.

Note: The controls are much harder on iOS. I will continue to make improvements to the iOS controls. Send me any suggestions you have!

You can find my game page for the compo here.

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CHAINED, an experimental action game

I was thinking about making an action game with pure mouse controls for three years or so. On this Ludum Dare I finally was able to get it together and made a prototype of such. Gameplay-wise, can't say I'm absolutely satisfied with the result. Too chaotic and it gets exhausting to move mouse all the time (not sure if it't even possible to overcome this issues, would love to hear out thoughts and feedback). Still, it's a refreshing experience of an action game. Short and compressed, and with prominent style. Well, just take a look at this:

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Solid, am I right?

Released a post jam version today, so feel free to check it out and leave a comment or two. https://ldjam.com/events/ludum-dare/39/chained

JUST "1" MORE RATING!!!!

I just need 1 more ratings to reach 20, please help me reach it and if you want me to play your game, just give a link.

Here’s the link https://ldjam.com/events/ludum-dare/39/powerdown

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Orbiting Home - Orbiting further

Now, nearly two weeks after LD39 we are finished with planning for turning Orbiting Home into a full game. We will extend the content, add new elements in space like black holes or space stations etc. We will rewrite the whole simulation and improve it to a higher level. The topic "Running out of Power" continue as a main part of the game but you can recharge your power supplies. The biggest change will be that the game will be completely moddable. Modder can add new Sprites, Sounds, Data with JSON and Scripts with C#. This scripts will be compiled at runtime. Many more features will be reviled later.

You want some honest feedback for your games?

I got some spare time over the weekend. If you like to get some honest feedback for your games, feel free to leave a comment down here and I will look them up, Cheers!

Ultimate - info

I am not able to access my PC at the time, but i plan a new enemy spawn system and some other stuff. I also want to rework my shooting system to make my game better. The next update to my game will be in 1-2 weeks.

[Discord] Game Dev / Game Jams

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Hello there wonderful developer person!

I heard a rumour that you Ludum Dari (plural?) like making games. We run a partnered server over on Discord called GameDevNetwork for all things gamedev, whether that be in the form of code support, bouncing back story ideas or just sharing your lovely work.

GDN is a friendly, supportive development community that aims to help you become the best developer you can be!

We host monthly(ish) jams with fabulous prizes (by which I mean stickers and PR mentorship, we strictly avoid monetary prizes, we're here for creativity after all!) and love spreading community flair.

We also have a #gamejam channel reserved to contain the intense action of fantastic jams such as Ludum Dare.

Drop by and talk about anything from your Ludum Dare project to what your favourite pizza topping is over here: https://discord.gg/gdn :tada:

I'm also an avid game jammer/hackathoner, feel free to poke me about AR/VR, code things or just some of the cool projects you've worked on :heart:!

Oh hey! we've also got an awesome game jam coming up next month! Check that out here: https://itch.io/jam/game-dev-network-dragon-jam

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A post-jam version for Bead On The Moon !

You may have seen it on the post-mortem, I'm currently working on a post-jam version for Bead On The Moon. It'll feature more interactions, more way to plays... Enhanced graphics and musics, updated cooking and fighting system, and a lot more features that are not on the ludum dare version. As you can see on the gif bellow, the graphics are already better (8 frames animatioooons !).

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This week I've been working on the Enhanced cooking system. You can now use a recipe book self-generated that show you every recipes you've unlocked : you can filter the recipes by taste, and check wich ingredients you need to bake them... And also some new "stats" meals have, that may be usefull for your "quest". :)

If you want to read more about what will be added on the post jam version, please check the post on the blog : https://beadonthemoon.tumblr.com/post/163954254155/bead-on-the-moon-is-going-to-have-a-post-ludum You can also follow the game on twitter if you want : https://twitter.com/beadonthemoon (I'll try to post screenshots of the game every saturday for the #screenshotsaturday !) You can play the game made for the ludum dare here : https://ldjam.com/events/ludum-dare/39/bead-on-the-moon

Thank you all for the feedbacks you've already sent me about the game made for the jam, and thank for the futures I may receive : they helps me a lot to make the game better and enjoyable !

Cheers and have a good day !

ok guys getting to the end of the week we are almost there

remembering everyone about the week challenge the week is almost over and we gotta have those 100 ratings can we do it?

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

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

INKrease | Working on graph (post-jam) + Thanks for almost 50 rates !

Hi, this week, we show you our progress on the environnement ! The game will be played up to 4 players !

We will make a facebook page for those who want to follow the project ! :D you can have access to the game here : https://ldjam.com/events/ludum-dare/39/inkrease

Here's a new screen ! (the outline is a placeholder)

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Thanks a lot for all those rates !

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Dream Disc [Post Jam Update]

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Play it here: https://ldjam.com/events/ludum-dare/39/dream-disc

We've made an updated version to address some of the issues in the jam version. Here are our changes: - 9 new rooms (much less repetitive) - Play through all rooms before shuffling and repeating (before it was 100% random and could return to a room you were just in) - 3 starting energy down from 4 (more challenging!) - Start room with with 10% of previous velocity (before it was 100% and it could win rooms without even playing!)

Would love to hear what you think about the game and these changes :)

Charge! Devlog

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Charge! was my compo entry this LD39, and first go with an entry using PICO-8. A sci-fi Roguelike where you scavenge derelict space stations for power, supplies and gear in order to warp towards your end goal. It mostly worked quite well, with a few bugs and some slightly imbalanced combat. Read on for some more look at how it was made!

You can play it here: https://ldjam.com/events/ludum-dare/39/charge


Brainstorming (+ Sprites)

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First thing I tend to do start whipping up some graphics, usually some basic sprites + tiles. During this time I'll also be fleshing out how the game will play. Here you can see the basic player, map tiles, collectable items (including the eventually unused 'Oxygen' tank) and enemy design. It's not much to start with, but it's enough to start working on the main game systems, which initially mostly involved procedural map generation...

Roguelike Map Generation

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Anyone familiar with http://www.roguebasin.com or even Roguelike map gen knows there's loads of ways to whip up a map depending on what you're after. The method used in Charge! is fairly simple, and based off the one described here: http://www.roguebasin.com/index.php?title=Dungeon-Building_Algorithm

Basically the steps are: 1. Start with a NxN sized room - check if isn't overlapping other rooms and if it is, bail and try again. 2. Mark all the tiles with the NxN square as a floor, and the surrounding ones as walls. Particularly, horizontal and vertical walls are named as 'Frontiers' - somewhere we could potentially add a connecting room. Also have a notion if which 'direction' this frontier is leaving the room from. 3. Select a random frontier tile from our list - this is where our new room will start - and repeat step 1. We'll also put a door at the frontier tile used, and remove it from the frontier list.

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Basically keep doing that till we have a bunch of rooms. We can alternate what tiles to use depending on what type of room it is, and even the size - Charge! has a special 'Corridor' type which is just a long, thin room, and several main rooms which mostly just have different flavoured tiles. Once we've got the requisite number of rooms (larger 'map types' have more rooms) we place the 'Hanger' room last, and then we populate the map with stuff. This mostly involves picking floor tiles to drop enemies, crates and other random bits and pieces - most of which are determined by how far you've progressed through the game and what 'map type' you've specified (i.e. Habitats are large and the loot table prefers food, Military bases always have equipment etc.)

Field of View

A lot of the tension of Roguelikes aside from everything trying to kill you, is that you can't always see what's around the corner that will try and kill you. To implement this, we use a classic FoV technique where we take all the tiles around you within a set range (say, 5 tiles), and from the player we try and draw a line between that tile and the player. If the line reaches the tile without hitting anything solid (or at least 'clear' so we can have solid walls that behave like windows), you can see the tile. If not, it's obscured by something and we stop at the tile we hit. This relies on a classic line algorithm called Bresenham's Line Algorithm, which you can read up on http://www.roguebasin.com/index.php?title=Bresenham%27sLineAlgorithm

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Usually, you also don't get a 'fog of war' version of the map until you uncover the tiles initially, but to keep the game a little more fair, you're given hints as to the general layout of the ship and the location of doors.

Enemies and Combat

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Enemy AI was fairly basic - I didn't get time to implement any pathfinding - so the basic AI for the 5 enemy types is as follows: - Blobs: Just bounce back and forth - Hackwings: Step to a random adjacent tile. - Turret: Stands completely still - only attacks if you're standing beside it. - Zydd and Gizoid: Wander like Hackwings unless the player can see them, then move towards the player.

The latter AI there attempts to do something a bit smarter, but 'Move towards the player' just forces them to move as the crow flies, meaning they get confused by windows.

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The above was an early attempt at the 'Gizoid' enemy, which originally was stationary but would duplicate itself to surrounding tiles, spreading throughout the station. This.... had some balance issues and ground the game to a crawl, so I quickly re-purposed them to something a little more basic :p

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Combat is fairly simple, and massively unbalanced. As with standard Roguelikes, you take your turn - the enemies take theirs. Combat is resolved by trying to move into a square something else is already on, and mostly involves some random rolls against a 'To Hit' chance, and then damage is inferred by Attack - Def. It's basic, and it results in some "You took 0 damage" nonsense which I'd probably limit so 1HP is the minimum possible damage instead of 0, but it worked reasonably well.

And the rest

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With the set of gear, collectables to fill meters back up, and enemies, I had everything needed to start working on how the game would progress. Ultimately there's an internal 'Level' that jumps up each time you change map, and this unlocks new enemy types as it increases. Each map type also defines a set of rules as described above, and generally larger, more rewarding maps will cost more power - the resource that also counts down over type as you navigate. There's also an incredibly unbalanced 'Loot Table' system that determines the contents of crates depending on the map type you're on which was quite fun, and pretty easy to implement (if a bit messy in code).

Post mortem

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What went well

  • A basic but functional game!
  • Map generator held up fairly well (most of the time...)
  • Pico-8 pretty fun to work in (in-built gif recorder certainly helped!)
  • Reasonable sense of progressing difficulty

What didn't really work

  • Game balance is a bit all over the shop: -- It's fairly easy to gather enough power to skip the last several maps if you stick to solar stations -- Certain gear is so massively overpowered (rifle, heavy armour) that if you're lucky enough to get it you've basically won
  • Didn't get to implement 'Tech' - special equipment which would consume Power to do cool stuff like Emergency Teleport To Hanger, Smart Bomb, Freeze Enemies, Minimap etc.
  • Map generation had a few bugs, notably it would occasionally build rooms right at the edge of the map and leave a big gap where a wall should be - letting you walk out into space (which I didn't get time to auto-kill the player when you did this :p )
  • Didn't get time for music - it's atmospheric enough without it, but I'm not used to using PICO-8's tracker at speed yet.
  • The visuals were ok, but quite noisy for such a small resolution - map visuals could've been clearer at defining walls, doors, floors etc.

Next Time - The big 40!

Liked PICO-8 - working with crazy limitations is great fun and I'd def do it again. Will hopefully see ya'll again for another game!

'Till then, Stay Fresh! Or Off The Hook. Or whatever it is you do...

  • DXVI

[Comms] A voice over update is coming soon!

I've finally found a voice actor for my game, and will soon update it with a VO pass! Comms is a small experimental horror game where you're one to one with an invisible demon on an isolated space station. Stay in the light to survive, and watch out for an eclipse!

Link: https://ldjam.com/events/ludum-dare/39/comms

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Larry Does Ludum 39 - Ep 3 - Running the Marathon, Daemon, & Station 5723

https://www.youtube.com/watch?v=mV0OIfrtqh0

Run Run Run as fast as you can, you can't catch me Im the Chupacabra Man.

Game Links

Running the Marathon http://bit.ly/RunningTheMarathonLD

Daemon http://bit.ly/DaemonLD

Station 5723 http://bit.ly/Station5723LD

Got a game you'd like to submit? Use this handy Google Form! http://bit.ly/LarryDoesLudum39

Only need 11 more ratings to round up to 100

Clone Colony is a strategy game with "eXploit, eXpand, eXterminate" features. You lead a team of clones to extract minerals on a distant planet for the company. However, it's not only mineral & profit waiting for you there, a good bunch of Alien hives are burrowing under the planet surface, and they're not very hospitable. It's a pity that the company cannot provide a transport to get you back due to the profit margin. You are suggested to use everything you have to eliminate the hostile native creatures and keep working for the company's interest.

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https://ldjam.com/events/ludum-dare/39/clone-colony

If we get 11 more ratings, we would have 51 to be rounded up to 100 :smile:

Post-Mortem thingy, also free pixel-art pack!

The past few Ludum Dares I've always had my family and friends to give feedback, which often leaves to me getting some pretty cool ideas. However, this one I honestly forgot about playtesting, and just felt around everything myself.

I made levels, but I was really just going through a check list of what I wanted in a level, i.e. Pits, Secrets (Which it seems everyone missed the stash on level one. Hopefully you could find it >:D) , and enemy placement.

I kind of forgot the necessities of level design. I didn't have the play-testers to tell me the character is too fast, because I was already too used to the movement. I made pillars to slim, and with a fast player, it feels as if you're in one of those rage-platformers that is trying everything it can to make the player not progress. I don't want that, I just want a fun thing for all to play!

Anyways, I made some notes on watching streamers and YouTubers (Thanks Jupiter Hadley, and Elysia Griffin!) about the problems in the levels. I'll probably make the changes tomorrow, and if you guys want, I'll post an updated version full of extra (much easier) levels, but will of course have some good challenge in them. Also a level select? And not having a total-reset button that I accidentally left in from the debugging phase (whoops!).

If you want to play my game, or a new cooler version (If it's out yet), you can find it here: https://ldjam.com/events/ludum-dare/39/invisibro

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ALSO!!! I made a pixel platformer asset pack. It comes with, an animated character, a grass tileset, and backgrounds. If anyone wants it, you can find it on itch.io, here: https://fisherg.itch.io/

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Now. On. Android.

I'm really excited! After so many incredibly annoying bugs, I finally managed to port a post-LD version of Wayside to Android. It's working quite well and I'm really happy. Please check it out if you have an Android phone. I hope you all will like it! :D

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Please note : This is a POST-LD version. Don't even think of giving me a rating based on the Android version. Also : I will be releasing the game to the Amazon Appstore for Kindle and Fire tablets. I will also be having it on the Apple App Store as soon as possible. :smile:

I have renamed the game Outback. hopefully to prevent confusion between the LD and the post-LD versions)

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

Download the Android version over here : https://play.google.com/store/apps/details?id=com.thecodefactory.outback

Colors | My Android Game Before Joining LD39

Feature Graphic - Colors 2 Brain.png Hi guys! try my android game if you have time, this is pretty simple yet so hard to play, you'll find out once you tried it.

Google Play Link

https://play.google.com/store/apps/details?id=com.Marty.Colours

MY LD39:

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

The game you should save today: Be Queen Bee

https://ldjam.com/events/ludum-dare/39/be-queen-bee

You really should play this game. It's a lot of fun.

The cute art and the sharp gameplay make it an amazing local multiplayer game.

You can also check my game if you want to. :wink:

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Plugging my game!

Even though I've continually played and rated games, my balance isn't updating much so my game is not very visible. But I'm still gonna plug it here! https://ldjam.com/events/ludum-dare/39/p-o-w-e-r-arm 9WoaVat.png

Encounters : Postmortem

POSTMORTEM ENCOUNTERS

Before I begin I'd like to point that we are missing a few votes :) You can go play and rate Encounters here

Now let's start by the basics: this was my second Ludum Dare and my 5th Game Jam (on a period of 1year and a half). My comrade Lucas who was in charge of the visual aspects of the game had done a single jam in the past (not a LD). We had 48hours to create Encounters due to some obligations; we couldn't work on the game on Monday so it had to be done by Sunday. We knew we wanted a 3D game with some humor so once the theme was announced the ideas came out quickly. Some were creative and others a bit less but eventually we found what we were going to do by one hour of brainstorming. We were now ready to begin the development:

:ok_hand:* What went good:*

• A lot of good decisions such as changing the game’s scope to a less complicated game early in the development process. • A positive complicity with Lucas: every decision we made was satisfying for the both of us so we didn’t put useless pressure on each other. •A good schedule: I decided to arrange a window of 5hours in case we encounter some problems in the production in order to have time to fix them, along with 4/5hours of sleep and a 4 short breaks each day.

:thumbsdown:* What went bad:*

•Not enough playtests: in the end, we were so tired that we played the game only the way we wanted it to be played. We didn’t try to break it so we missed some simple problems (ex: a missing collider on the ceiling allowing the player to jump out of the playable area). Such avoidable problems are a bit shaming to be true, and really annoying. •Unrealistic scope for two people and a limited knowledge.

:thinking: Conclusion:

In the end, we are both happy and unhappy of the final product. Happy of the decisions we made and the development process. Unhappy for the avoidable problems that we didn’t notice. Next time we’ll focus more on the finitions. I’ve finished to correct all the bugs and will upload the new version when the jam is done :D

Thanks for reading!

You can play Encounters here and give us your feedbacks!

:giftheart: **Don’t hesitate to drop a link of your game, I’ll play it and rate it if I haven’t already! ** :giftheart:

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[Discord] Game Dev / Game Jams

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Hello there wonderful developer person!

I heard a rumour that you Ludum Dari (plural?) like making games. We run a partnered server over on Discord called GameDevNetwork for all things gamedev, whether that be in the form of code support, bouncing back story ideas or just sharing your lovely work.

GDN is a friendly, supportive development community that aims to help you become the best developer you can be!

We host monthly(ish) jams with fabulous prizes (by which I mean stickers and PR mentorship, we strictly avoid monetary prizes, we're here for creativity after all!) and love spreading community flair.

We also have a #gamejam channel reserved to contain the intense action of fantastic jams such as Ludum Dare.

Drop by and talk about anything from your Ludum Dare project to what your favourite pizza topping is over here: https://discord.gg/gdn :tada:

I'm also an avid game jammer/hackathoner, feel free to poke me about AR/VR, code things or just some of the cool projects you've worked on :heart:!

Oh hey! we've also got an awesome game jam coming up next month! Check that out here: https://itch.io/jam/game-dev-network-dragon-jam

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Penelope, my honey, I love everything about you! Even your imperfections.

Just kidding!

Here are two more fixes on the HTML5 version, according to your feedbacks :

1/ Dialogs:

Corrections of misspellings and grammar mistakes

2/ Pathfinding: #

Homer will no longer suggest you strange paths to the goal.

Play, rate and be honest and gentle with Penelope: #

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

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The Adventures of Sam Carlisle

Our game THE ADVENTURE OF SAM CARLSILE: THE HUNT FOR THE LOST TREASURE is almost ready for release. The official release will be on Steam the 6 October. Here is our trailer https://youtu.be/2U0er6t0kKU

Can we reach 50s?

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

;)

The Adventures of Sam Carlisle

Our game THE ADVENTURE OF SAM CARLSILE: THE HUNT FOR THE LOST TREASURE is almost ready for release. The official release will be on Steam the 6 October. Here is our trailer https://youtu.be/2U0er6t0kKU

Planet Nanadoo: A Post-Mortem Story

When we first started Planet Nanadoo I originally wanted something a bit more Pikmin-ish. It was going to be more about navigating around with these little robots, picking up scattered power cubes and bringing them back. There was going to be a balance between building more little robot dudes and trying to get enough power/resources to build a ship back. Complicated stuff.

Fortunately we started figuring in how long it was going to take to build all of the characters, enemies, backgrounds, et al and realized all of the complications weren't going to fly. We trimmed everything down to just two characters "The Explorer" and "The Locals". Unfortunately there wasn't enough time to make a very elaborate looking base, so I just had to use the regeneration chamber.

Planet_Nanadoo When it came to graphics, I called my good friend MarleeZ a few hours too late, to do screens. She was more than happy to jump on it. @Cheldav did the audio for this one (she worked on our previous entry Cosmic Chaos Crunch). We opted to go without voice acting this time to keep the explorer generic. This kinda backfired on me, because I didn't get in a death animation nor sound. So the explorer just kind of disappears.

I made a post Jam version that I want to say is as complete as this game is going to get. Any of the original concept stuff I do for this, may just end up in a sequel. That way there aren't any questions of was there enough time to complete XYZ.

What went right: Even taking a 6 hour break to literally go to another game demo, we managed to get it done. I'm getting faster at doing animations, they're not great but they work quite well. (I think they have a level of adorable I was somewhat aiming for). I got to work with MarleeZ!

What went wrong: Unfortunately the controls weren't as tight as I would've liked them to have been. Unfortunately players wander too much in the dark. I'd like for the beacon to have been clearer. I didn't get all of the animations in in time, so there are small hiccups in gameplay that make you go "???" That darn dot that appears in the center of the screen caused by a light that I've never figured out. >: \

[Discord Community] Game Jams / Game Dev

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Hello there wonderful developer person!

I heard a rumour that you Ludum Dari (plural?) like making games. We run a partnered server over on Discord called GameDevNetwork for all things gamedev, whether that be in the form of code support, bouncing back story ideas or just sharing your lovely work.

GDN is a friendly, supportive development community that aims to help you become the best developer you can be!

We host monthly(ish) jams with fabulous prizes (by which I mean stickers and PR mentorship, we strictly avoid monetary prizes, we're here for creativity after all!) and love spreading community flair.

We also have a #gamejam channel reserved to contain the intense action of fantastic jams such as Ludum Dare.

Drop by and talk about anything from your Ludum Dare project to what your favourite pizza topping is over here: https://discord.gg/gdn :tada:

I'm also an avid game jammer/hackathoner, feel free to poke me about AR/VR, code things or just some of the cool projects you've worked on :heart:!

Oh hey! we've also got an awesome game jam coming up next month! Check that out here: https://itch.io/jam/game-dev-network-dragon-jam

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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 !

How to make a bullet-hell SHMUP in 3 days

screen.png

This is a post-mortem for my Ludum Dare game “Fuse Cell” made in 3 days with a competition theme of “Running out of Power”

Play the game HERE

Getting Inspired

As soon as the theme “Running out of Power” was announced, I knew I wanted the experience my players get to not be one of limitations. Running out of power can be interpreted to mean a timer, a finite time window for the player to do something and then the game ends abruptly (figure 1, left). That didn't appeal to me at all, so I immediately felt I needed to give players the ability to re-supply on power so that the game doesn't stop. I also thought passively bleeding energy is one less degree of freedom, so why not give the player control over when they want to spend her energy (figure 1, right). That was the basic shape of interaction I wanted for my main mechanic.

Untitled Diagram.png Figure 1

The thought of a recharge mechanic reminded me of Ikaruga with its rule of absorbing same-color bullets to fill up the special gauge. I decided a recharge mechanic would be a kick-ass power to have in a shmup. Bullet hell shmups are always letting players use powerful experimental weapons, plus working within an established genre cuts down on design times, which is ideal for a jam. So, taking the theme and running with it, I determined shooting could be my energy discharge mechanic, and absorbing energy from enemy ships could be my recharge mechanic.

ikaruga-12.jpg Ikaruga

Crafting the main game mechanic

Veteran game designer and absolute sweetie [Dene Carter] (https://twitter.com/Fluttermind) and the book “Clockwork Game Design” he recommended, have tried hard to impress upon me that fun game design is about: One main mechanic per game (or one per task, for more complex games), which all other mechanics should both reinforce and not contradict A choice, at any given time, between an easy, low-risk action, and a risky but high reward action. Asking what you want the player to feel, and tailoring the rules of the game to create that feeling and experience in the player. My primary game mechanic was established : I wanted the player to feel very limited by her energy supply (figure 2), but also badass because of her ability to recharge.

shooting.gif Figure 2: shooting expends your energy bar

To reinforce the risk of the primary mechanic, I thought I should add a radius to the recharge ability. The direct consequence is that if the player decides to recharge, she will have to get up close to the enemy and suffer the consequences (which were not yet determined). At this point (end of day 1, I think, and still working with abstract graphics) I had made the player’s ship (the black square) extend up to 4 energy tendrils when an enemy (circle) is near. The tendrils follow the enemies until they’re out of the sphere of influence (the semi-transparent circle). This is indication that the player can absorb those 4 enemies as long as they’re connected via energy tendril to the ship (figure 3)

tendrils.png
Figure 3 Refining the behavior of the energy tendrils

At that point I hadn’t coded any collision with the player, no way for the player to be damaged, no consequences to using the absorb ability. To further drive the point of risk/reward home, and inspired by my favorite and excellent horizontal shmup ProGear, I decided to implement two things

  • Single-hit death from bullets (pretty much a standard for shmups)
  • Single-hit death from impact with airborne enemies

Therefore enemy types became:

  1. Airborne enemies which kill you on impact Type that shoots bullets Type that doesn’t shoot bullets
  2. Land-based enemies (tanks) which do not kill you on impact (because they’re on the ground, away from your ship) These all shoot bullets

enemies.png

Here is the thinking behind this design decision:

Land-based enemies don’t kill you on impact, but also can’t be absorbed to replenish your energy. This means the only way to kill them is by shooting at them, which is the action that depletes your energy. The pieces of the puzzle were starting to fall into place. You’re motivated to kill the tanks because of the deadly bullet spray they unleash otherwise. But in order to kill them, you need to master the absorb ability.

Airborne enemies are the ones you need to absorb energy from. However that poses a risk because you have to go near them. Even those that don’t shoot at you can kill you on impact, so you need to choose your timing and position (more decision-making can mean more involved and more fun gameplay). You can always kill them by shooting at them, but then you’re expending energy and wasting your recharge sources.

Next I decided that a nice visual way to display the absorb ability is to tractor-beam the enemies toward the player’s ship (figure 4). With a “glomp” sound effect. I know, super silly. It’s the reason why I like cartoony art direction: it lets you get away with more experimentation.

glomp.gif absorb3.gif Figure 4: Glomp!

Refining the main game mechanic

Next up: the recharge mechanic was working fine, however it felt a bit overpowered. There were no consequences in using it. I wanted to give it something extra to keep it grounded in reality, so to speak. Up to now it was mainly the game design informing the theme. Now it was time for the theme to inform game design: What would be the limits of a super powerful experimental energy-leeching aircraft? How about overloading? Yes, if I could make the absorb mechanic into an “active gun-reloading” minigame that would totally do!

recharge.gif Figure 5: the charge bar!

So enter the charge bar and the rules I made up for this minigame (figure 5):

  • Whenever one or more airborne enemies are in range, pressing Action Button 2 makes a charge bar appear. The longer you press, the more the bar fills up. Whenever you release, you get three outcomes depending on its length:

charge bar.png

  • Teal: you gain a fraction of your energy bar back (less than 100/100). The fuller the bar, the closer to 100 you get
  • Orange: you get MAX energy (100/100). Enjoy your feeling of safety!
  • Red: you overload, your energy bar becomes red and you can’t shoot for 1.5 seconds. On top of that, your energy becomes 10/100, regardless of what you had before. Ouch!

energy bar.png

On top of that, again guided by the shmup genre, I thought I’d implement a super-bomb. Building on the existing mechanic, I guesstimated that a successful MAX recharge twice in a row - which means the player has mastered the absorb ability- would feel good and further the risk/reward. Remember, you have two chances to mess it up. If you successfully make a bomb, this fireball appears, clearing all the bullets on screen and dealing constant damage to all the enemies it touches for 2 seconds (figure 6) When the fireball is done, you’re left with half your energy (50/100) so that you can’t repeat the super-bomb immediately without recharging first.

fireball.gif Figure 6: yes, I wasted an hour making this 3-frame fireball. It still didn’t look destructive enough, but it gives you the general idea

AI

Enemy patterns in bullet hell shmups are an integral part of level design. Up to this point, I had managed to pixel some rough enemies, give them a tiny bit of animation and personality, and had placed them in the level like so:

level placement.png

This is one of the things the Construct 2 editor does brilliantly. I gave the level a passive scroll speed, so it auto-scrolls to the left, and every enemy that enters the screen becomes “Activated”. From then on, it’s about simple trigonometry:

The frog enemies just do a sine up-and-down wave movement. No shooting.

The flying cannons start moving horizontally but every second their angle of motion increases by 8 degrees, which means they eventually leave the screen while moving diagonally and to the left, in a nice arc. They shoot one bullet in the direction of the player every now and then.

I thought, for variety, I’d make some of the flying cannons red, and give them a much more circular path to follow (i.e. an 8 degree increase in their movement angle every 0.1 seconds). I also made them faster. The end result is they appear to aggressively sweep the screen, shoot three bullets, and then retreat.

The tanks are static, moving with the level, but produce a circular bullet barrage (using a loop that runs 36 times, increasing the angle of each bullet by 10 for each loopindex)

tank.png

I thought enemy hot air balloons would be a nice touch. I made them big and impressive, but their hitbox is limited to only the cannon they carry. Their behavior is straightforward: they go up and fire a three-way shot, regardless of the player’s position. To illustrate this, I used a quick and dirty trick, and just added a second frame with a target on it to the sprite.

balloon.gif

BOSS

rook.png

Again, silliness. I made the rook body invulnerable. You need to shoot its head. I thought the boss could spawn smaller airborne enemies to both kill you and provide a source of energy for your ship, but then I thought I could do one better: I made the Rook shoot huge, slow cannonballs that can kill you and that you can either shoot at or absorb. Problem solved. After you’ve depleted the head’s hefty HP count, you get to the second boss form, a silly tank turret that shoots the same circular barrage as the ground tanks. Once you’re done, there’s a semi-satisfying explosion and you’ve won the game.

Art

I focused on making enemy and friendly fire super visible (fuchsia and yellow respectively) and it seems to have worked well. The few concessions I made to graphics were that I took the time to make: 1. a passable 10-frame explosion. Explosions are super important in shmups. explo.gif

  1. A passable stage background bg.png

  2. A passable lightning effect animation plus a square wave driving its opacity from 50% to 100% every few milliseconds, so it would flash slightly. lightning.gif

Scoring System:

In support of the main mechanic, I wanted a scoring system that provides for individual players to show some self-expression. Therefore I implemented some hard and fast rules:

  • Destroying an enemy by shooting at it or by smart-bomb gives you 10 points.
  • Using your absorb ability to destroy a ship gives you twice the score. I.e. you get 20 points per ship you absorb. This is to encourage using the absorb ability and at the same time discourage overusing the smart bomb. Smart bombs are good for dodging hard situations, but bad for scoring.
  • Ground enemies can’t be absorbed, so they leave coins instead. If you manage to catch them before they disappear they provide a nice bonus.

These rules might need some tweaking. And probably adding a few zeroes at the end ^-^

Music

I composed in FL studio. I wanted something uplifting and heroic, but not grimdark. Airship themes, marching bands and disco string sections all sort of mashed-up in my head while I lay it out in a hurry. EMU’s old +Symphony.sf2 soundfont is fun for prototyping large ensembles

Sfx

BFXR is an amazing piece of software, due to its presets and customization. But it’s also a fantastic exploration space: if you know how to edit your results a little bit, pressing the “randomize” button a bunch of times can really yield sfx you didn’t even know you needed. It’s like sailing a sea of possibilities and encountering new treasures.

A trick I learnt from Klik and Play (currently Multimedia Fusion) back in the day is: whenever I have a lot of similar sounds going off concurrently, I silence them all before starting a new one. I.e. whenever I sound an explosion, I completely cut off any other explosion sounds (stop all sounds with a tag “explosion”) and then play “explosion.wav” with a tag “explosion” (that’s the way Construct 2 handles sound events) .

Couldn’t implement

  1. AZERTY-friendly controls. I know, my friends who use AZERTY keyboards always get the short end of the stick, because I never plan ahead
  2. Two player support - during the Jam I fired up MAME and played Detana Twinbee (for research and to unwind). I remembered how awesome the two-player co-op mechanic is in this game. If the two players can manage to position their ships properly, their combined weapon is a lot stronger than the sum of their individual weapons. Sadly I had no time to even think about adding controls for a second player, and my code was spaghetti at this point ^-^’

twinbee.png

  1. Saving the high-score so you’ll be tempted to try again
  2. Advanced bullet patterns. I.e. bullets that slow down, speed up, change course after being fired, etc.
  3. A second level. I was completely exhausted and also finished in the nick of time, so one level would have to suffice as a proof-of-concept at least.

Thanks for reading this far.

Play the game HERE

Who wants ratings?!

Hello everyone, If you need ratings, please send me a direct link in the comments of this post. Also, it would be cool if you could check my entry in exchange we are close to 40 ratings so maybe we can get them complete!

Shameless Plug

I would like to invite all of you to play my game: 'Snow Train'. You play as a train driver and it is snowing. Shocking, right! However, driving the train isn't easy. As it happens, you are constantly running out of resources. Forcing you to go outside, with nothing but a gun to protect you... And a axe, but the gun is better... Oh and you also have bucket, but you can't fight with the bucket.

Here is the link if you are interested: https://ldjam.com/events/ludum-dare/39/snow-train

And of course, I can't make a post without a gif! gif train.gif

Only need 7 more ratings to round up to 100

Clone Colony is a strategy game with "eXploit, eXpand, eXterminate" features.

You lead a team of clones to extract minerals on a distant planet for the company. However, it's not only mineral & profit waiting for you there, a good bunch of Alien hives are burrowing under the planet surface, and they're not very hospitable. It's a pity that the company cannot provide a transport to get you back due to the profit margin. You are suggested to use everything you have to eliminate the hostile native creatures and keep working for the company's interest.

cloneColony.png cc1.png cc2.png pic

https://ldjam.com/events/ludum-dare/39/clone-colony

If we get 7 more ratings, we would have 51 to be rounded up to 100 :smile:

What are the brainiest games you played in Ludum Dare 39?

These 5 were the brainiest that I played:

Each move costs one power. When no power, light goes out. Bat chases. Get gold. https://ldjam.com/events/ludum-dare/39/powerless-miner

Powerless: Trump Teaches Typing. https://ldjam.com/events/ludum-dare/39/powerless-trump-teaches-typing

Build a maze to find the exit. https://ldjam.com/events/ludum-dare/39/thirst

Drive to deliver. Open map drains battery. https://ldjam.com/events/ludum-dare/39/delivery-drain

Connect waves and compare. https://ldjam.com/events/ludum-dare/39/ministry-of-synthesis

New Update For "Battery of Power" !

Update 1.1.1 :

I just made a little Update for my game ! Hope it's better than before.

In this update I made the character's sprite flips, also I made the batteries give you more energy than before ! And that's it !

Test My Game Here

Good Luck Fellow Jammers

Hello World

This is my first Ludum Dare! My game is Space Survival. It was made with Godot Engine. I would love to see what people have rated it, whether the ratings are good or bad, but I'm a few votes short! I would appreciate if you voted, and more importantly, gave constructive feedback.

Feedback I've received: * Enemy ships move too fast * Player and lasers move too slow * Difficulty balancing issues

Upgrading Dorgus Part 1

Hey everybody! We're drawing closer to the end of the playing and rating period and I think it is important for everybody to ask themselves a valuable question.

What now?

Some of us have already moved on to new jams, got back to our regular lives, or continued a previous longer term project. All of which involve taking the experience of this jam to grow in some way. There is one other section of us though. Those of us who take what we've made, absorb the good and bad criticism we've received, and move on to make a better experience with the restraints of time and theme no longer on us. I'm sure there are a few people already making plans on how to take their game to a greater level!

I'm the sole creator of the comp entry Dorgus Needs Power (please play it if you haven't)

My goal is to take everything I've learned from this and a few other jams I was recently in to polish my game, fix reported issues, and make a full game. I have a background as an artist so my first goal in all of this is to redo the look of the game now that I'm not hurried to make something playable rather than something pretty and playable.

This was the original sprite for the main player character in my game:

DorgusA.png

Definitely did the job for the jam but it won't suffice for a more complete project!

If you are an artist than take the time to really work on this and have several revisions. Show alternate versions to friends and don't be afraid to take your time. If you are by no means an artist, make a friend / contract one. I will likely look at my newest draft of my main character multiple times and change things that I see fit to alter many times in the process of making the game, but that is one of the freedoms of taking a jam game to the next level or just starting a larger scale project!

I'll leave on an image of my newly revised version of the player and will link my LD39 entry again because the more feedback the better! Next time, I'm going to break down some game feel fixing!

**Quick note neither image shows two arms because that is a separate image

DorgusB.png

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

Can I get some more feedback to finalize what needs to be changed and edited

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 disliked the most. -What you think should be changed (and why) ((controls, gameplay, etc)).
-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 (though ofc it's a small game, even if I add a bunch of things and such it's not really a big or addicting game, I don't expect that, but I hope to release it on itch.io just to have my first 'released' game xD) 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, later. Today I'll be traveling so won't have time, but monday and wednesday I should have time to check out your games in return and leave you a feedback and rate your games.

Thank you all for your time!

FINALLY have time to rate games!

Comment your game and I try it out!. Unfortunately however, only Web or windows only :)

Try out my game too! Didn't have time to play much, as a result, I have a little catching up to do in terms of votes. Currently sitting at 14 votes.

Extended version

com2@2x.png

I uploaded an extended version of my entry's soundtrack :

http://soundcloud.com/nicso/running-out-of-power

(well, no more soundcloud embedding i guess)

The game is playable here :

https://ldjam.com/events/ludum-dare/39/ads-will-tell-our-story

Unity and Unreal book humble bundle

Hi, Sorry for repeating this if somebody else already wrote it here.

I want to make you, fellow LDjammers, that there's currently a nice humble bundle of unity and unreal development books.

You can find it here: https://www.humblebundle.com/books/unreal-unity5-book-bundle

It seems quite nice, and I would reccommend it if you want to get more into game development.

[Discord Community] Game Dev / Game Jams

discordgdn.png

Hello there wonderful developer person!

I heard a rumour that you Ludum Dari (plural?) like making games. We run a partnered server over on Discord called GameDevNetwork for all things gamedev, whether that be in the form of code support, bouncing back story ideas or just sharing your lovely work.

GDN is a friendly, supportive development community that aims to help you become the best developer you can be!

We host monthly(ish) jams with fabulous prizes (by which I mean stickers and PR mentorship, we strictly avoid monetary prizes, we're here for creativity after all!) and love spreading community flair.

We also have a #gamejam channel reserved to contain the intense action of fantastic jams such as Ludum Dare.

Drop by and talk about anything from your Ludum Dare project to what your favourite pizza topping is over here: https://discord.gg/gdn :tada:

I'm also an avid game jammer/hackathoner, feel free to poke me about AR/VR, code things or just some of the cool projects you've worked on :heart:!

Oh hey! we've also got an awesome game jam coming up next month! Check that out here: https://itch.io/jam/game-dev-network-dragon-jam

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Tool to speed up game production for Game Jams (Unity)

Hello guys,

Since I've started to participate in Game Jams and in the OneGameAMonth challenge, I've decided to make this asset to help me speed up the "default" game structure that I use in almost all games, things like Menu, the sound, game controller scripts, feedback class to instantiate UI elements on the canvas based on a world position, custom UI editor window etc. The link to download it is right below, the GitHub repository and the documentation about how to use it too: 

The link to the repository in GitHub: https://github.com/JohnnyDalvi/JohnnyDStandardAsset

Package Download: https://www.dropbox.com/s/xsk19nx8fzihqig/JohnnyDalvi%20Standard%20Asset.unitypackage?dl=0

Documentation: https://github.com/JohnnyDalvi/JohnnyDStandardAsset/blob/master/README.md

This Asset Consists off:

  • Singleton Master GameObject that is responsible for managing overall options such as Player Preferences, Custom Events, in-game message windows, pause/unpause, overall sound manager, musics and PlayerFeedback class;
  • Custom UIEditor (Window/UI Editor) that can handle mass UI Image/Text/Outline color change;
  • Premade Menu flow, with a loading scene, start menu and the Game scene with inbuilt options.

giphy (1).gif

I've already used an earlier version of this asset once in this last Ludum Dare, it prevented me losing several hours working on default things, perhaps it can be useful for other people too. Let me know your opinion regarding it if you do try and you can also ask for pull-requests so we can improve it together. Regardless of that, I will keep updating and improving this asset in order to speed up my pipeline.

You can follow the news about the asset in my webpage

Thanks.

 

Update to Invaders From The Next Planet Over

Greetings All! Thank you for your feedback on my game thus far, I've taken suggestions that are within the scope of the rules for making updates and have applied those. Fixes include:

Start and End screen are no longer by-passable immediately. There is a 3 second timer so you can just spam click your way through it.

Power Warning no longer plays continuously. It instead plays every 5 seconds. Much less annoying.

I re-balanced variable settings. Things ramp up a bit faster now.

There was a math issue for damage when a ship collides with your base, this has been corrected and power use has been balanced a bit around it.

Hit boxes are a bit larger than they were on the enemies

There is still no final score on the game over screen, I didn't get time to include that during the contest and feel it is likely out of scoop for the rules post jam. I'm planning on continuing to develop this game to a more finished product so look for a post jam version in the future.

Play/Rate my game here: https://ldjam.com/events/ludum-dare/39/invaders-from-the-next-planet-over

Guaranteed you've never played as a Refrigerator before

Hey guys, we need some more rating to get a score, drop a comment so we can return the favour!

Don't forget the audio! https://ldjam.com/events/ludum-dare/39/is-your-refrigerator-running refrigeratorSS1.jpg https://ldjam.com/events/ludum-dare/39/is-your-refrigerator-running

Post-Mortem (Part 3): Post-Compo - Backlog, Feedback & Observations

Welcome to the third post in GLOWs Post-Mortem series. I was asked to relink previous entries; find one on Audio here and one one workflow here. This one is about getting backlogs, feedback and observations and implementing it. I promise to keep this one a bit shorter.

Backlog

There's always things you would love to implement, but you don't have the time for. While I think my schedule is was pretty great, I (intentionally) didn't account for technical difficulties, so I could push the game to it's limits if everything went great.

What I wanted to implement was the follow: - Animations - I only had time for some sine waves and linear movement implemented by code - A in-game menu - Volume levels are quite dynamic - An enemy - Its art didn't fit the rest, and his mechanics (though I spent a lot of time on it) weren't fun - A slightly less random story - Just some icons at the start were shown and faded out directly afterwards. The bug had to collect them. Icons inspired by the icons on the menu bar. - Proper respawn - I just did a reset position of the player, missing resetting the health pickups. It was still possible, but much harder without them. - A better health indicator - The rings on the bugs back were intended as a health bar. But instead I went with a fading pulse.

Feedback

The main feedback I got is that people didn't like the controls. Some people even seemed to hate them passionately (What!?! I love the controls, they feel exactly the way I wanted, matching the environment and giving a challenge). I always forget that controls are very personal, so it's better to stay close to standards set by similar more widely known games.

It was not clear to go back to the start after collection the three Icons. (I made a clear animation to explain it, how could you have missed it?!?) This was a quick implementation to add some story and add some achievable goals. Even coming up with this weak idea proved a challenge.

Most of the other feedback for improvement was in line with my backlog, so that was great.

Observations

A few Twitchers played my game on their streams. While they "I can't really tell you what's bad about this game." But it was still clear that there were some difficulties that the player faced. "I have no idea where to go." while I knew there were plenty of other areas to go to. Or "I don't like the controls, but they do make sense in the water, so they are good" In fact they are bad, and I should find another way to get them to feel good. And stuff they don't know. They went the wrong direction (which is not necessarily bad), but they died (still not bad), went the wrong way (okay, you didn't like the area) and totally forgot about the area (ah, that's a problem). And almost everyone I saw playing it did the same. There's some room for improvement, right there.

Changes

ezgif-4-0f0437b3a1.gif - I added some animations. I dissected each monster, put them back to gather part by part and moved them around like a puppet. - I added an in game menu. I hate making UIs :( - I redid the art for the enemy, and slightly changed his behaviour. And I added him (although he was the first enemy I designed). He's in the green area. (Bottom-left one in the gif) - I added some story. A bit cliché, especially since its in an ocean, but I think it's an improvement. - Proper respawn, I made sure the game didn't become harder after dying.

Kapture 2017-08-13 at 17.09.00.gif Kapture 2017-08-13 at 17.07.55.gif

  • I added the health indicator, I really like how it plays out. (Its always great when Ideas in your head just work like you hoped they would) (See images top:before bottom:after)
  • I tweaked lighting a bit more. Navigating should be a tiny bit easier, and the contrast is a bit larger. (See images top:before bottom:after)
  • I changed my beloved controls. They are still close enough to what I wanted, but it might not be enough.
  • I redid some level guiding for less getting lost.

I think that's it. The list is much shorter than I thought, so I think I made a lot of progress after the compo.

Did it work?

I have no idea. I have yet to get feedback on the new version, but I have asked some people to play and record it, and optionally give some feedback. The process repeats: Check out the Post-Compo version here.

For my first game on itch...

i feel this went rather well :P Screenshot (282).png

Post mortem is coming. i promised it a while ago but i got rather busy making art for my next game.

ok guys last challenge day

ok guys we just need 4 votes to complete this challenge it is the last day WE CAN DO IT

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

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

Feed my Greed!

We're almost at 40 ratings! I'd love to hear your feedback on where we messed up.

Play Plagued Station!

https://ldjam.com/events/ludum-dare/39/plagued-station

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If you like turbo blasting your way around obstacles, saving identical people and experiencing a bullshit randomised finale, you’ll love/hate Plagued Station.

C'mon guys we're so close!

I mean my entry [X] is so close to [math.ceil(XRATINGSLEN/10.0)*10] ratings!!!

We can actually make it!

I like round numbers!

I hope y'all have OCD!

...

Man why can't we just post-mortem like usual?

Final Week of Rating

As we approach the final week of rating our games, I would like to remind everyone that I will play/rate your game if you do the same. Currently, Inefficient Plasma Weapon has 30 reviews, and that's great! Thanks to all that have already played my game.

For those upcoming players/raters, I am interested in your thoughts on whether I should continue development in order to release on Steam and mobile, and I am interested in your thoughts on what to add/remove/change in order to make a full release as fun as it could be!

Link to my game: https://ldjam.com/events/ludum-dare/39/inefficient-plasma-weapon

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Grab a flashlight and enter our dungeon!

Hi everyone! If you haven't tried it yet I'd like to present to you Every Light Goes Out:

In our game you'll need to escape from a dark dungeon while you battery is running out.

The twist is: you can use an actual flashlight!

So turn off your lights, grab a flashlight or a simple lighter and light your way through the maze.

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of course you'll need a webcam to use an external light source as controller, but if you don't have one you can still try the game using only the keyboard instead

Please leave us a comment so we can know what you would like to see in a possible post-LD.

Robot Power

Now I'm back from a family vacation and I'm eager to continue to play some of the LD39 entries (let me know if you want me to test your game =). I will also compile a Mac-version of Robot Power (although I suspect most people play the HTML5 version anyway).

Feel free to give the game a go :) Sneak preview: https://www.youtube.com/watch?v=Vitlk5IHSYk Game page: https://ldjam.com/events/ludum-dare/39/robot-power

I also had a request to break out a slower version of the Blender low-poly modeling and character rigging section from my timelapse so I'll try to do that and publish it on YouTube as well. I think I'll continue to combine the timelapse and narrated postmortem. I saw someone doing that a while back and I think that the concept works quite well. https://www.youtube.com/watch?v=pSCYn3dQX_4

Complete footage published!

You can watch complete development footage of my game here:

https://www.youtube.com/playlist?list=PLE4fGQXgx2n1lHj_ZwkOvSajUiEfPKtfe


I also played some games of yours:

https://www.youtube.com/watch?v=2P4Q4Fg7HSA


Obligatory self-promotion, my game sits right here: https://ldjam.com/events/ludum-dare/39/game-of-life

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I'm a bit behind...

I went away for about ten days after LD, so I'm a bit behind on my rating xD

So...

I did it!!! :tada: :bacon: :bacon: :tada:

After 2 years of ludum-idleness following my made-in-24h musical LD 32 entry, I've finally been able to make a game again and take part in my 3rd Ludum Dare!

My game: RagooP!

I've made a few fixes (see link above). It came out a little too hard (but there's a cheat...). Can you beat it? :sunglasses:

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Power is good. But if you don't use it, it'll consume you.

Can we get 50?!

My game 'Runic Forest' has gotten a lot of positive feedback; 46 ratings so far! However, it would be AWESOME if we could get that number up to 50, or even 100!!

Come check it out! https://ldjam.com/events/ludum-dare/39/runic-forest

Zombie Power Station

Hi everyone I have had some feedback that my game ran slow on some browsers (about 2% of players). I have made a windows version available for those that experience slow physics on the web version.

So please if you played my game and the physics seemed slow or the player's jump was floaty please retry / re-rate my game using the windows version. Thanks

Link: Zombie Power Station HTML5 and Windows

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And while you are at it, if you have a HTML5 game that I haven't raited yet and you want me to play it on my live stream 8/16/2017 8pm PDT please leave me a link in the comments to this post.

THANKS!

Thank you!

I just want to say thank you to all of you that played my game. I appreciate all your suggestions and comments.

https://ldjam.com/events/ludum-dare/39/led-adventure-running-out-of-power

Some work I'm doing on PoweRL

I'm polishing Power-Q (called PoweRL in LD39) for a real iOS and Mac release. I made some endgame screens today:

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WE DID IT

you guys are amazing we manage to get to the 100 ratings in this week its amazing

but anyway if u still havent played it

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

Keep Playing, Keep Rating!

Hello to all my fellow jammers playing and rating games this weekend!

Our entry "The Music Box" has gotten some great feedback so far!

You can play it at https://ldjam.com/events/ludum-dare/39/the-music-box

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Here are some of my other favorites so far:

Charge! by @dragonxvi: https://ldjam.com/events/ludum-dare/39/charge

Last Shine by @fran-segura, @jaimuepe, and @alvatross: https://ldjam.com/events/ludum-dare/39/last-shine

OxenOut by @dragwa and @sporeczek: https://ldjam.com/events/ludum-dare/39/oxenout/

The Castle

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https://ldjam.com/events/ludum-dare/39/the-castle

NEW VERSION OF MY GAME !

For Ludum Dare 39 i've made a Mobile game call I need power !

I've just come out with a new version (POST LD) which has : - Better difficulty optimisation (The game become way difficult faster) - New music - New tutorial

For the next version I hope i can add : - New mode : Arcade : Bonus/Malus managing your phone. - New graphism

You can check the new version here : https://drive.google.com/open?id=0B8CYlW7fZiD7OGtURUNPOGpTSnM Don't hesitate to check the original game and rated my game here : https://ldjam.com/events/ludum-dare/39/i-need-power

Come on, take a play, it won't bite :)

Just 4 more ratings, we would have 51 ratings. And 51 can be rounded up to 100, right? :smile:

Clone Colony is a strategy game with "eXploit, eXpand, eXterminate" features.

You lead a team of clones to extract minerals on a distant planet for the company. However, it's not only mineral & profit waiting for you there, a good bunch of Alien hives are burrowing under the planet surface, and they're not very hospitable. It's a pity that the company cannot provide a transport to get you back due to the profit margin. You are suggested to use everything you have to eliminate the hostile native creatures and keep working for the company's interest.

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https://ldjam.com/events/ludum-dare/39/clone-colony

Shameless Self Promotion Time

Not super happy with how my game turned out in all honesty, but a rating still would be nice, so go ahead and give it a play. I might even check yours out who knows? ;)

link

Goo-boy and the Maw of Darkness

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My game already has 20 votes but it would make my day if we could get to 30, even 40 ! I'm back from 12 days away from home so I can finally rate and comment on others games ! Feel free to tell me what you think :)

https://ldjam.com/events/ludum-dare/39/$41183

Hey guys! Rate my game!

It's always hard to do self promotion, but I'd love to hit 20 or more reviews, so please if you can...

RATE MY GAME!

https://ldjam.com/events/ludum-dare/39/turn-towards-the-light

Interested in a post-LD game jam?

Hey everyone!

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

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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! :video_game:

Including: - Telltale's The Walking Dead - Worms Clan Wars - Geometry Dash - Devil May Cry - Undertale - and more...

Everyone will have a random chance to win these prizes just by participating! :trophy:

PLUS we have a long list of content creators waiting to play your entries and give you great feedback!

So whether you're a developer, artist, or musician, a complete beginner or a seasoned pro, 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! :musical_note: :smile: :microphone:

Help me reach milestones

25 more votes to reach the 50 milestone, that means I'm halfway there. Why are the 50 votes important you ask? Because of time constraints I was only able to work on the game for 24 hours which was unfortunately not enough time to fully realise what I wanted to achieve with this game. Getting to 50 votes will give me a good indication of peoples opinions on the stuff I did manage to complete which will greatly help me improve the game down the line. I'm planning to use additional time down the line to create a much improved postjam version of the game but only if there is enough interest. In order to decide how far I would go I came up with some milestones:

  • * 50 votes or more: * I will fully implement the original theme mechanic which was planned but never fully implemented, additional enemy types and double the length of the level.

  • * 100 votes or more: * enhanced sound effects, full length background music, 4 times the original level length and boss battle

  • * 200 votes or more: * additional level, new tileset, additional boss, addition magical abilities for the player to use.

Play The Sorcerer's Apprentice Now & Vote!

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Mobile Version Now Available

A post-LD version of my game is now available on the Google Play Store as well as the Amazon App Store. It's available as a free download with no ads or IAP for now. It may lag a bit on some devices. If it is slow on yours, please let me know in the comments under my game. Also, I would really appreciate it if you guys could rate my app on the Play Store and App Store. And yes, it is coming soon to the Apple Appstore. I have submitted it and hopefully it will be released by Wednesday night. :smile: waysideAnimGif2.gif I have spent a week sitting up late, working desperately to fix bugs, and struggling to increase performance. (I was using Cocoon.io to wrap my HTML5 game) So, please do not expect the app to be perfect. there may still be some lag. Your comments and critique will be greatly appreciated. I am taking a 2 week break and will come back and fix potential bugs. I'll also put some real effort into publicizing it after that. I have also renamed the game as "Outback" - Wayside on LD - Outback on Google Play - Outback on Amazon App Store

Just 7 Ratings To Go

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Hey everybody,

we hope you enjoy playing all the games of the Ludum Dare 39.

Our game Keep Shoveling needs just seven more ratings to reach the magical 20 ratings in total. We would be really happy to reach this number and to see how much fun our game is in comparison to other submissions.

Just having already 13 ratings and so much feedback in the comments is really cool and much more than we have expected. But now as we are so close to the 20 ratings, we really want to reach it.

  • Ludum Dare Site: https://ldjam.com/events/ludum-dare/39/keep-shoveling
  • itch.io: https://twaldigas.itch.io/keep-shoveling

We appreciate it and are happy about each feedback you leave. Thanks!

Keep playing all the games and have fun! We are cusious which the best rated games will be.

Kind regards, Twaldigas and Huiripu

Lust survivor - Last 7 days

I've got finnaly 20 ratings, thank you guys :) But if anybody want play also, try it, I will rate you back :)

My third LD entry. Your task is simple, survive as long as possible. But environment in this game is’nt much friendly. You must eat for hinder hunger, heat yourself for prevent freeze in cold night, and lastly defend yourself before zombies, who are wake up at night. Peace time (day) is limited, every day you must prepare for night, make some supplies for next deadly night.

Submission page

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Asteroid Runner

AR2.png I upload updated version of my game on itch.io.

What I update: - Added distance meter (everyone say me obout lack of that) - Zoom - Explosive mines

To play jam version you need to download jam version at down of page.

https://nordtraveller.itch.io/asteroid-runner

Ludum Dare page:

https://ldjam.com/events/ludum-dare/39/asteroid-runner

Play, rate and have fun!

Mac and Linux port - Encounters

I finally had time to make a Mac and Linux version of the game!

I updated the links on the Ludum Dare page of my project. :ballotboxwith_check:

https://www.youtube.com/watch?v=uq2rXTjYXqU Have fun :) :video_game:

Power Runner in a retro industrial environment !

I made a little retro runner for my first Ludum Dare ! You control a little gear-based robot and collect power barrels on this way ! Thanks for all the ratings and feedbacks that I had, It's amazing ! You can go check it out here, rate it and give feedbacks if you like it ! -> https://ldjam.com/events/ludum-dare/39/runn-score Here is some screenshots -> gameMenu.png gameMenu2.png

Save the Earth

Wanna save the earth? And save some power while you're at it?

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In this game, a bullet hell vertical shooter, you need to multitask!

First you need to defeat the enemy: dodge their bullets, while shooting yours at the waves of enemies. Unfortunately, you have only one generator left, so you need to choose wisely where to direct its power: recharge either your cannon, rockets or shield.

The game is written in PICO-8. All art, music, sfx and code by me. PICO-8 is a fantasy console, it only exists in the emulator. The console has 128x128 pixels, a fixed 16 color palette, and a 32k cardridge (which you write).

Some have commented that it is a bit hard: it is supposed to, to resemble the really hard retro arcade games. Who can make it past Wave 6? :innocent:

Compo submission page

Play immediately

Make sure to play on full-screen for a more immersive experience.

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 !

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We dearly hope you enjoy our creation. Have fun !

[Discord Community] Game Dev / Game Jams

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Hello there wonderful developer person!

I heard a rumour that you Ludum Dari (plural?) like making games. We run a partnered server over on Discord called GameDevNetwork for all things gamedev, whether that be in the form of code support, bouncing back story ideas or just sharing your lovely work.

GDN is a friendly, supportive development community that aims to help you become the best developer you can be!

We host monthly(ish) jams with fabulous prizes (by which I mean stickers and PR mentorship, we strictly avoid monetary prizes, we're here for creativity after all!) and love spreading community flair.

We also have a #gamejam channel reserved to contain the intense action of fantastic jams such as Ludum Dare.

Drop by and talk about anything from your Ludum Dare project to what your favourite pizza topping is over here: https://discord.gg/gdn :tada:

I'm also an avid game jammer/hackathoner, feel free to poke me about AR/VR, code things or just some of the cool projects you've worked on :heart:!

Oh hey! we've also got an awesome game jam coming up next month! Check that out here: https://itch.io/jam/game-dev-network-dragon-jam

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Soul Gun Post Mortem IV: Unity matters

Just in case you need some context, here are the previous chapters:

• Part 1 (A button to respect): https://tinyurl.com/SoulGunPM1

• Part 2 (One pixel at a time): https://tinyurl.com/SoulGunPM2

• Part 3 (Sleep is the enemy): https://tinyurl.com/SoulGunPM3

The final hours were a nightmare. Sleep issues were striking hard and, in addition, we were still creating the sound effects (we used Bfxr, a great free program for this kind of stuff), the level design needed a little polish, bugs were starting to mobilize and raise an army and Unity started to do strange things. Maybe these last two were related…

Don’t get me wrong, we love the Unity Engine and we have worked in some professional projects using it, but… Well, the game is made with the 2017.1 version using NET 4.6 experimental support. Perhaps not the best idea when you are fighting against time and exhaustion. Our programmer was stressed out (and who wasn’t?) while some scenes loaded themselves infinitely, the editor crashed while trying to load a scene like a hundred times and rebooting wasn’t fixing anything.

But somehow, we made it alive and Soul Gun is a reality. And, in top of that, we have received a lot of awesome comments from the Ludum Dare community, so we are really happy. Here’s how it looks right now:

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Thanks for taking your time to read this last chapter of our post mortem. If you think Soul Gun is your kind of game, please don’t hesitate to try it out. We read and answer every comment. We are eager to improve and learn from your experience!

LD Page: https://ldjam.com/events/ludum-dare/39/soul-gun

Play right now(HTML5/WebGL)! : https://ex3.itch.io/soulgun

Cheers!

Larry Does Ludum 39 - Ep 4 - Skelly Zone, REcharge, & There's No Place Like Home

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

Studies show, Zombies Really love the taste of Necro's 100% real Skeleton Juice!

Game Links

Skelly Zone: http://bit.ly/SkellyZoneLD

REcharge: http://bit.ly/REchargeLD

There's No Place Like Home: http://bit.ly/TheresNoPlaceLikeHomeLD

Got a game you'd like to submit? Use this handy Google Form! http://bit.ly/LarryDoesLudum39