LD 39 July 28–31, 2017

post-mortem

Well... It's been fun =] My fifth Ludum Dare comes to an end.. and with it the results and well Even if I'll rank pretty low I think I earned my skill during these compos I participated in so far. Kinda weird but I wanna start from the take-away of LDs as a whole.

The take-away from LD as a whole

For the first time (dare I say - in years, since I participate in every third LD) I feel like I managed to fully realize an idea and execute while still being pretty chill and having fun during a Ludum Dare. I feel like throughout the Ludum Dare compos my time management and overall attitude has changed and slowly but surely I'm able to bring a product that is thought through and designed. I feel that I've earned these skills that might turn really helpful during sprints of game development outside Ludum Dare and the community's support over the years encouraged me to make my games enjoyable and even simply realizing that they are! Making a game engaging in a sea of other indie games is pretty tough and well, when you get a nice comment you know that even if you rank low that you're in the right direction as an indie developer.

About my entry "Powerless"

What went right

Time management - The time management went pretty well, especially considering my previous Ludum Dares! It went so well that even with all the terbulations (in the next section you'll see what went wrong) I had time to complete a decent product. I was pretty satisfied with that, if everything went smooth I think I would've made everything I wanted to make in this LD (options menu and so on)

Coding - coding improved a lot, especially because I didn't manage big masses of JS code untill recently, and I feel like it's going pretty well. My custom engine made progress lately and during the compo I actually was able to improve and fix some stuff in it and still keep my game interesting mechanics-wise. I became very familiar with unit and unit modifier code that the design of games for LD became much easier!

Polish/Feel - Even without the menu I wanted to have the game feel relatively slick. I was very happy with the controls and the comments seems to reflect something similar so I feel pretty satisfied about that. The feel of the game of non-stop action and responsiveness is there.

Theme - highly related to the theme and managed to intergrate it in multiple meanings and ways.

Sound - I succeeded surpressing time-consuming recording difficulties and turn them to an advantage. Lo-fi problems became scary cracks after spending time effecting them and using them in a creative way. As a piece the soundtrack isn't really complex but I was satisfied that I didn't hold myself from doing whatever I want and pulled off odd time signatures fluidly. I didn't compromise on the feel I wanted to give to the game up to the tiny parts like the time signatures (pretty varied: 7/8, 15/16, 11/16, 4/4, ...). As always it's available on soundcloud.

What went wrong

Art - usually I'm pretty bad at art but somehow manage to get something out there. This time I feel as if I was too much bothered with perfecting such minor things that ended up pretty much indifferent and improve effectively a very tiny part of the game. Next LD I'd love for the art to be more original. The art right now is sorta lively, but I'd love to get it to be even more lively the next time: animations! effects! interesting lighting systems and so on!

No Internet/expect the unexpected? - well my internet provider was cutting the internet cause they literally ran out of power (there was a powercut)... ironic? well I thought it was funny untill I realized how hard it is to do an LD without internet. I spent 4 hours uploading my entry via LTE instead of making the menu I wanted. sigh. They stopped providing for about a week if you're interested to know what's it like to time travel and stuff..

Sound - wait.. this was on the "what's right"... wth? Well, it's true that the outcome was cool but really I had a struggle with recording and time was wasted due to this. I have to improve my recording process.. so tedious and have to be more prepared.

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Links

  • Entry Page - ~19 hours left to rate
  • Soundtrack - free to listen, download and use
  • JSCF - my own JS engine github. Feel free to use, hate, open issues, join development etc..

THE END IS NEAR

the end of the jam is near i just wanna thank u all we only need one vote to get 110 ratings and experience in ludum dare in general was amazing i cant thank you guys enough for all this amazing comments and ratings you guys are the best

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

A few more ratings to 50!

It's a bit late ofc but if u r surfing this site wondering how to make any difference and make someone's life more happy - please leave your first expression in the comments and rate our game https://ldjam.com/events/ludum-dare/39/answer-me

We're proud this 2-days effort got a lot of positive and open-minded feedback. If u'd like, please, leave a link to your game too.

Bye LD39 !!

Last hours guys!!

Thanks for all the feedback!! See u next LD !!!

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Don't forget rate my Captain Lettuce

A few more to 50!

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I'd really like my game to get to 50 votes. If you've got a soft spot for pixel art, RPGs, or pretty cool video games, I suggest you check out my entry. If you leave a comment on the game Ill be sure to play your game as well!

Thanks so much!

https://ldjam.com/events/ludum-dare/39/p-o-w-e-r-arm

Help these games get ranked ! (the goal is near)

I've choosen a random list of games, which are in danger zone. And I got this list :

Help these games get ranked : - (RagooP) Ranked - Everybody plays golf - (Wired game) Ranked - (Lost connection) Ranked - Running out of butter - Lightbulb - Doctor duck and the pitiful power production

* If you have a game that is under 20 votes, don't forget to add it in the comments *

* This post will be updated if some of these games get ranked *

* GOOD LUCK EVERYONE :heart: *

I Need A Charger! -- Post-Mortem

Post-mortem for my LD39 entry, I Need A Charger! (There's still time to play it!)

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Things that went well

  • Music, as always. This is the first time I've used Reaper as my music writing tool (my old software stopped working after a hard drive crash), and I was pleased with the results. It was a good test of its abilities.
  • The random map generator works well, even if it isn't balanced. I was happy enough that I got it working in time, but I also have code in place that allows it to be used with different sized maps, allowing for larger cities and such.
  • All the random shop names, and each one has a unique purchasable item (if you have to buy something to use their wifi). It's all text, but I feel like it really added something to the gameplay to make it more fun.
  • The phone interface worked great, and I have enough knowledge about how camera layers work in Unity that I was able to get mini maps and such working accurately and displaying different things.

Things that didn't go well

  • Graphics are always a weak point for me. Although I felt I did okay with making the phone interface look suitably authentic, the game graphics themselves are pretty bad. The buildings don't even look like buildings.
  • The gameplay is a little confusing, so it should have had some kind of tutorial, but there was no way I could do it with the time I had left at the end.
  • The game can feel boring in spots when you're looking around for the shops. There were probably a lot of ways I could have made things more interesting, but I just didn't have time to implement things. I should have at least made the player move faster (and the battery drain quicker in exchange).

Things to change if I were to make a post-compo version

  • As stated above, faster player and slightly faster battery drain to compensate.
  • Allow the player to select different map sizes, with a smaller map used for a tutorial.
  • I wanted people wandering the streets and traffic to avoid. Maybe with such obstacles, I wouldn't even need to increase the battery drain.
  • I wanted to have a feature where you could do things on the phone to reduce battery usage, such as dim the screen or turn off data connections. Then the game would function as an instructional tool as well.
  • More usefulness to the GPS. Right now, all it does is show your position, but it'd be nice if it also kept track of the path you took through the city, or marked important locations you've visited.
  • Having one outlet always at your starting position, so that you can always default back to it if you can't find another one... so long as you remember where you started (or the GPS is updated as per the previous change).

Just 1 more rating!

Hey! This was a fantastic Ludum Dare, kudos to everyone who participated.

I have over 20 ratings in every category except for mood. I would greatly appreciate it if you pushed my game over the edge! I'm pretty proud of it and i'd love to know what you think :grin:

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

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Over 3 hours of Ludum Dare games

Video of most of the games that I played for Ludum Dare 39.

https://www.youtube.com/watch?v=G3rlLsaMvXY

Milestones and a Thank You!

In these final hours, I thought I might as well write a little something thanking everyone for a great jam! This was my second LD, and it ended up turning out numerous times better than my first. I just wanted to congratulate everyone on creating all these different games and thank everyone that took the time to play and rate my own game!

I've been able to obtain quite a few more ratings than I did last time, and I would like to think that the overall quality of the game I've made has gone up quite a bit as well. The polish I've been able to achieve compared to my last game (it actually has sound now!) is much higher, and the goals that I had with the game were pretty much able to be fully realized. Hopefully this can lead to even greater improvements in the jams to come!

Thanks for taking the time to read my little "postmortem" I guess you could call it. If you would like to check out my game, Potential Energy, you can find it linked below. It is a very atmospheric game with a large focus on story and mood. If that sounds like your cup of tea, I'm a couple ratings away from reaching the big 50, so if you could take the time to try and get it up there that would be freaking fantastic!

Also, if anyone wants to comment the link to their own game, go for it! I prefer web games, but Mac ones can work as well. I'll try to get to playing and rating them all!

Thanks again for a great time and great games. Here's to the next one!

Potential Energy: https://ldjam.com/events/ludum-dare/39/potential-energy

Mission Power On

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Hi everyone, hope you all enjoyed this game jam as much as I did.

It would be great if you would check my game "Mission Power On" and leave a comment and I will check your game as well.

Thank you :)

0|0|0|0 Post-Mortem

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Overall, this jam went well. My biggest issue in all of this was getting the game to upload before the compo time limit, but I managed in the end. The game can still be played here: https://ldjam.com/events/ludum-dare/39/$34441

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What Went Well

-The game turned out looking and sounding like I wanted. I had an idea of how to make a twin stick shooter sprite that keeps the angle of light uniform instead of just rotating a sprite without having to literally draw 360 different frames; And I am glad to see that it paid off, and next time I can even make it better.

-The game is fun. Pretty much all the feedback I've received has mentioned how the game is either well-polished or smooth and that it is fun.

-It has no bugs (that I could find). It is always nice to have a game jam game come out working as intended with no unforeseen problems. However, this could either be because of or in despite of my awful programming. I am not a programmer by any means; I know enough to get me by in Game Maker, but that is it. It isn't pretty and probably has HUGE memory leakage, but not enough that would be noticeable for this kind of game. But, what this might also mean for the game is that the code is so rigid that it can't possibly goof, even if that means it isn't very modular. Again, I don't know for sure because I went to college for game design with a concentration in art not programming.

-Though I thought of another title a few days after the jam was done, I've actually grown attached to the random title that I came up with in the spur of the mentally-drained moment. And, while "Electromite" would have perfectly sufficed for the game, I think that an obscure title that literally no one can pronounce actually gives it more character. Sure, "0|0|0|0" means absolutely nothing and doesn't tie into the theme of the game at all, but I think it's actually more memorable.

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What Could be Fixed

-Programming as mentioned above

-I got some well-deserved critiques to my control scheme that deserve attention. First, the fact that you can't just hold down the fire button to shoot automatically. While I understand how it would make the game easier or less strenuous, I specifically decided on this way because it gives the game more visceral feedback in having to literally click every time you want to shoot. In the future, that option may be added, but it will still be slower than if you mash the fire button. Second, the aiming seems off. I completely agree with this, and may get around to increasing the visibility of the reticule to try and alleviate the issue.

-It doesn't use the theme very creatively. For this jam I decided to make a fun, polished game instead of spending too much time on utilizing the theme in an interesting way. In the end, it paid off, but I still wish that I would have had the extra time to come up with something really special.

I'm out of LD39-related gifs, so here's a pic of my cat. 20170209_224036.jpg

In the unlikely event of me continuing development what would I do?

-Fix all issues of course.

-It's a good start, but it really is quite bare-bones and could use more mechanics. Maybe add levels and different arenas with more enemies. Power ups? There are honestly so many places this could go, I'm not even sure which way I would want to go with it.

-more polish. You can never have enough polish. The sound and feedback could always use a little touch up.

-Online high scores list. This is really just a pipe dream as I do not have a server and I also just don't know how to do it anyway. So if this ever ends up on kongregate or something, it probably will only have the dumb best (local) score/your score screen.

In the end, this was a very fun Ludum Dare and my first time doing the compo. I am very pleased with the end result and look forward to seeing the rankings Tuesday (if it doesn't get pushed back again). Thank you to everyone who played and/or ranked my game; I hope you enjoyed playing it as much as I enjoyed making it.

Battery Life

Health issues and work had kept me away from the majority of the LD voting period. Still, with a little more time left... I'll try to play as many games as I can. People who leave comments on my game take priority, of course!

Without further ado, I present to you Battery Life. Be warned, this game is kinda difficult, and can get a bit frustrating at times. But yeah, that was somewhat intentional in design. Enjoy!

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A few more ratings till 40!

Only 7 hours left and I have 39 - I even made a trailer for it. Help me reach 40, even 50! Leave your game in the comments and I will rate it. Thanks! https://ldjam.com/events/ludum-dare/39/get-energised

Poll: What would be your ideal rating categories?

While we're waiting for the results, maybe you'd be interested in answering this quick poll for Alakajam!, a new competition we're organizing in between Ludum Dare events.

Among the topics we’re trying to figure out, we’re wondering what would be a good improvement over the current rating categories, which are as we speak: Overall, Graphics, Audio, Fun, Innovation, Theme, Mood & Humor.

If you have suggestions, make your voice heard by answering this quick form! Thanks for your contribution :)

EDIT: The submissions are now closed, thank you everyone! You can see the results over there. If you’re interested in joining us, the first competition will be held on the 22-24 September week-end, see you there!

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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 !

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We dearly hope you enjoy our creation. Have fun !

I'm curious

If you have played this game, please read the post. So, i have a question, please answer in a comment.

Did you finish the game? And how hard was it?

Thanks in advance!

I have a challenge for you !

I have a challenge for you. In my game you have to do 90 kills, the highest score that anyone got was 86. I tried (my maximum score was 74) and challenged my friends, but no one beat this challenge ! Also a youtuber tried my game and he got 84 in it. https://www.youtube.com/watch?v=rsVdvk1wZtI

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If you want to be the first one to beat this score, play my game *here !*

5 hours left

https://www.youtube.com/watch?v=3u-A0M4I388

This is my LD39 compo game. If you think it looks interesting please check it out: https://ldjam.com/events/ludum-dare/39/travel

Last 5 Hours, here are some games to rescue

New post above!

For your convenience; here are some games between 10 and 20 votes. I think together we can give them their last few votes to get a ranking! All with HTML5 or multi-platform builds. Go rate them!

Please check if the game has 20 votes already, so we can be an efficient machine and rank as many as possible!

Round 1 Chapter Complete!

Round 2 Chapter Complete!

Round 3 1. Long Island Iced Tea Get! 2. India Pale Ale Get! 3. Water Get! 4. Four Roses Get! 5. Macallan Get! 6. Ginger Ae Get! 7. Ristretto Get! 8. Gin&Tonic Get! 9. Martini Get! 10. https://ldjam.com/events/ludum-dare/39/the-last-question-1 (3 needed, oops reqs macOS, Download and with --allow-file-access)

Round 4 1. USS Enterprise Get! 2. Tardis Get! 3. Axiom Get! 4. Icarus Get! 5. https://ldjam.com/events/ludum-dare/39/solaris-dying-sun (2needed, no macOS) 6. https://ldjam.com/events/ludum-dare/39/cyborg-apocalipse (2 needed, no linux) 7. Death Star Get! 8. https://ldjam.com/events/ludum-dare/39/balance (2 needed, no linux) 9. https://ldjam.com/events/ludum-dare/39/power-hamstro-a-hamster-point-and-click-adventure (6 needed, HTML5 available) 10. https://ldjam.com/events/ludum-dare/39/dont-go-flat (4 needed, HTML5 available)

Round 5 1. https://ldjam.com/events/ludum-dare/39/the-last-ship (7 needed, HTML5 available) 2. https://ldjam.com/events/ludum-dare/39/inefficiency (7 needed, no macOS) 3. https://ldjam.com/events/ludum-dare/39/powerless-professor (9 needed) 4. https://ldjam.com/events/ludum-dare/39/assault-and-batteries (9 needed) 5. https://ldjam.com/events/ludum-dare/39/lost-light (4 needed, HTML5 available) 6. https://ldjam.com/events/ludum-dare/39/staminaaid (6 needed, HTML5 available) 7. https://ldjam.com/events/ludum-dare/39/robotilab (7 needed, Java jar) 8. https://ldjam.com/events/ludum-dare/39/not-enough-cat-lives (8 needed) 9. https://ldjam.com/events/ludum-dare/39/intercontinental-birdsman-competition-2018 (8 needed) 10. https://ldjam.com/events/ludum-dare/39/power-running-youd-better-go-get-it (8 needed)

Successful Missions: 34

Last update 13:00GMT

(x needed) are quick approximates (if you opt out from several categories they only count as n/8 points).

I'll update this post with more when games reached their required 20 votes. Or create a new post when this post drops off the main page. Is your game almost at 20 votes? Add them in the comments and I'll update this post!

You might need to cache-clear-refresh your browser to see updated versions of this post.

My game needs ratings

Hey guys, I am in dire need for ratings for my game. Please rate and comment and I will rate your games too.

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

Thanks :)

4 hours and really hyped for the result!

Hey all first of, thanks to every single one of you for making this LDJAM one of the more awesome ones! and thanks to all you who voted not just my game but every single game out there, and also thank you to all who have stopped by my stream to get your game voted and judged by the so called "most critical reviewer/judge at Ludum Dare"! Thanks for a bunch of awesome games and the play time and joy it have giving me over the past month! If you're having a game here in the last hours you want me to play please do post them to me and I'll give them a shot!

Lastly let me also plug my own game one last time and let me know what you think of it: https://ldjam.com/events/ludum-dare/39/escape-the-morgue

Thank you for voting, and thanks for this LD again - See ya all in December! :D

Lost Light - Needs ratings

Hello! We made our first game on LD Jam it would be nice if you could play our game and rate it. Link: https://ldjam.com/events/ludum-dare/39/lost-light

// fillefilip8

Looking for ratings! :)

Just realised ratings period is ending soon and I'm stuck at work :/ Would be lovely if some of you could help my game get to the required 20 ratings!

https://ldjam.com/events/ludum-dare/39/battery-defence

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The Final Hours Dawn Upon Bulbino!

Hey everyone! The final 3 hours of voting is here! So please go ahead and give my game a few more ratings! Thank ya folks!gif0.gifgif1.gifgif2.gif https://ldjam.com/events/ludum-dare/39/bulbinos-quest

Help these games get ranked in the few upcoming hours !

I've choosen a random list of games, which are in danger zone. And I got this list (allmost of them are html5 playable) :

Help these games get ranked : - Doctor duck and the pitiful power production - (Stamina aid) Ranked ! - Mission power on - (Mega mia) Ranked ! - Blood blender - intercontinental birdsman competition 2018 - Dont go flat - Starship

* If you have a game that is under 20 votes, don't forget to add it in the comments *

* This post will be updated if some of these games get ranked *

* GOOD LUCK EVERYONE :heart: *

Help me reach 50 ratings!

I only need 2 more to reach that milestone. Please if you have time, consider leaving feedback!

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2 Hours left to get more ranked!

5th and last post. Also check @belga54 's post (he's taking over if this one falls off before the end of the jam)!

For your convenience; here are some games between 10 and 20 votes. I think together we can give them their last few votes to get a ranking! All with HTML5 or multi-platform builds. Go rate them!

Please check if the game has 20 votes already, so we can be an efficient machine and rank as many as possible!

Round 1 Chapter Complete!

Round 2 Chapter Complete!

Round 3 Chapter Complete!

Round 4 1. USS Enterprise Get! 2. Tardis Get! 3. Axiom Get! 4. Icarus Get! 5. Endurance Get! 6. Serenity Get! 7. Death Star Get! 8. Bebop Get! 9. Prometheus Get! 10. Discovery One Get!

Round 5 1. Lich King Get! 2. https://ldjam.com/events/ludum-dare/39/inefficiency (7 needed, no macOS) 3. https://ldjam.com/events/ludum-dare/39/powerless-professor (9 needed) 4. https://ldjam.com/events/ludum-dare/39/assault-and-batteries (9 needed) 5. Mother Brain Get! 6. Dr. Breen Get! 7. https://ldjam.com/events/ludum-dare/39/robotilab (1 needed, Java jar) 8. https://ldjam.com/events/ludum-dare/39/not-enough-cat-lives (6 needed) 9. Dr. Fetus Get! 10. https://ldjam.com/events/ludum-dare/39/power-running-youd-better-go-get-it (7 needed)

Successful Missions: 40

Last update 14:45GMT

(x needed) are quick approximates (if you opt out from several categories they only count as n/8 points).

I'll update this post with more when games reached their required 20 votes. Or create a new post when this post drops off the main page. Is your game almost at 20 votes? Add them in the comments and I'll update this post!

You might need to cache-clear-refresh your browser to see updated versions of this post.

3 Hours left to play Drifter!

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I already have enough votes, but it would still be nice if some of you could check my game it out.

Drifter is Space game where you need to farm Asteroids for minerals to sell at your local station or use them to craft upgrades for your ship. You have to manage your Fuel, Laserfuel and Shield. You die when you run out of fuel or shield.(All the asteroids regenerate and you loose all your minerals when you die)

I was inspired by the flashgame Motherload, if anyone knows it.

Last chance to rate an awesome space game!

So we at Banana4Life made a cool little game called "Legendary Space Space Space", which is a really fun space shooter. A few more ratings on it would be really nice!

https://ldjam.com/events/ludum-dare/39/legendary-space-space-space

If you rate and comment on our game I well definitely play and rate your game as well!

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Milestone.

I'm trying to reach a milestone of 30 reviews. I am only 5 rating away. Ratings are appreciated if you have the time to do so.

Game Link: https://ldjam.com/events/ludum-dare/39/zombie-rush

ludum dare is almost done thank you all

thank you all so much for the best experience i had in game making in my life you guys are amazing we got a lot of good ratings and awessome comments i will make more ludum dares

play my game if u still have time https://ldjam.com/events/ludum-dare/39/drain-2

Last Minute Shilling

Moody,dark,fast paced HEADER.png https://ldjam.com/events/ludum-dare/39/blood-in-the-stars

Hour and a half left

Thanks to everyone for the great feedback we've gotten on Inverteb. It was my team's first LudumDare and it was a ton of fun. little2.gif

Any last minute ratings would be appreciated. :smile:

Last Hour Ratings !

Hey, it's the last hour ! If you haven't checked my game yet, go check it out, i would love to hear your feedback !

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

1 HOUR LEFT

Just one hour left, if you haven't check my game yet i leave you the link down here!!

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

Not Enough Ratings

Hello! My game needs around 9 more ratings, it would be greatly appreciated if some of you checked it out! https://ldjam.com/events/ludum-dare/39/ionium

Pls rate these games and help all the games you can help to be ranked !!!!

I've choosen a random list of games, which are in danger zone. And I got this list (allmost of them are html5 playable) :

Help these games get ranked : - Doctor duck and the pitiful power production - Mission power on - Blood blender - intercontinental birdsman competition 2018 - Dont go flat - Starship

* If you have a game that is under 20 votes, don't forget to add it in the comments *

* This post will be updated if some of these games get ranked *

* GOOD LUCK EVERYONE :heart: *

My last shot

I need 7 more votes.

https://ldjam.com/events/ludum-dare/39/archimedes-2029

Need 2 more ratings

I would really appreciate it if you could rate my game to reach 20 ratings. I rated a lot of people but it appears that some didn't rate me back :(

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

Thanks.

Post Mortem

title_big.png LD is almost over and we wanted to make a conclusion.

First of all, thank you all for the kind words. Many people played our game and we are so glad, that all of you have given us a thoughtfull insight on what was good and bad about our game.

This is not the first LD we participate in, and I hope that's noticeable. Our previous entries weren't exactly bright because we usually chhose too big a piece of a pie and rarely could handle it. This time we specifically spent a lot of time trying to moderate our appetites and come up with the plausible idea. We actually did come up with such an idea and we actually made the game on time this time. It just suddenly struck us that that accomplishing everything we wanted was not enough.

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The game was planned as such: players see the ultimate goal - accumulate 5000 science in time. Then they see what threatens to end them quite soon and try to handle that situation - the lack of oxygen, food and water growth. They can handle that, though, since they have enough resources to balance the growth of all three at the start, learning to build things in the process. And then they would have to start destroying buildings to reach higher and eventually would come to a pleasant state of mind. That's when they realise that sun in the background wasn't just making stupid faces, it was dying and now your solar panels are useless.

https://www.youtube.com/watch?v=GIpQ-sHGdfM

What we actually achieved was a game with a shaky balance to say the least. Not very fun to play and not nearly as understandable and intuitive as we planned (so yeah, not everything was achieved, actually).

What was the problem? Players proposed us to make easy levels first and maybe not giving them the ability to build everything at once, but I considered this game to be a rather small and fast and whole experience, it shouldn't be played like that. So I think we actually should've spend a lot more time balancing staff, polishing the building menu and most importantly emphasize on the need for constantly balancing resources by sacrificing buildings for more productive once. Probably adding the ability to produce more crew thus increasing consumption, but adding more possible working hands to the pool would be great too.

Overall I think the primary, most obvious mistake was being obsessed with system and never noticing the player. The player should have been choosing when to move forward and take risks and discover new staff to build, not the game just pushing player in game and saying "here is a sonic screwdriver, you don't know how to use it but fix everything in this room in like 3 minutes, fuck you". Player is not a maintenence worker. And we shouldn't treat him as such.

You can play our game right here!

Need 3 more ratings

Hi, only need 3 more and last time I wasn't able to get a score because I didn't get enough ratings, hopefully I will be able to this time https://ldjam.com/events/ludum-dare/39/ionium

Ludum Dare to Believe! Season 10 : EPISODE 2

Hey everyone! We are the Button Masher Bros!

Today we present Ludum Dare to Believe! It's S:10 Ep. 2!

(May contain strong language)

https://www.youtube.com/watch?v=v4mbNxYUt7A

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and Youtube who all stepped up to give us suggestions - you guys are the BEST!

If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!

Today we will be highlighting:


Title: Zombies and RVs

Category: Compo Entry

Creator: pixelgriffin (@pixelgriffin)


Title: Powering Down

Category: Jam Entry

Creator: jwin (@jwin)


Title: Everust

Category: Jam Entry

Creator: boaheck-artgent (@boaheck-artgent)


Finally, we'd love to hear what you think! You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro - Show account

@MathBlasterRitz - Chris

@SuddenlyZach - Zach

or @jwowBMB - Josh

Thanks Everyone and HAPPY LUDUM DARE!

[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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LD39 is almost over!

I had a lot of fun participating in this game jam. It was my first one ever, but I did very well, I think. I wanted to thank everybody for participating and I wish them good luck. :smiley:

Results for Ludum Dare 39

And finally, Ludum Dare 39 has ended.

The results for each category can be found here:

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

You can check your game page for your individual results (My Game up top).

Congratulations everyone! You made a game!

Ludum Dare 40 - December 1st-4th weekend

Our next event will be early December, right at the start of the Month.

Technically that would mean our 3 weeks of "playing and rating" would end on Boxing day (December 26th), i.e. the day after Christmas. Because of the holiday we'll push-out results a few days after. We will be finish with Ludum Dare 40 before the year is out.

Stay Informed!

Want to be reminded of the upcoming event?

Sign up for our mailing list here:

http://ludumdare.com/compo/ludum-dare-mailing-list/

Or follow us on Twitter:

https://twitter.com/ludumdare

Wrap up

I hope you had a great time taking part in Ludum Dare.

Before I go, I need to give a big shoutout to @sgstair and @jezzamon, two of the most active contributors to the website code this past month. Much appreciated! If you want to help us make the website better, you can start here.

That's it for me. We'll see you again in December!

A Pleasing Result

With this being my first PROPER Ludum Dare, I was hoping for a top 250 finish in the audio category (my responsibility), and am more than happy the 264th I eventually achieved in this, regardless of just missing out on my target - as a sixteen year-old student, I feel that this is definitely a result I should be proud of.

With that in mind, I look forward to returning in December for LDJam 40, with a fresh team, theme and target - 263rd!

Well done to everyone who took part and, regardless of your result, you have made something you should all be proud of, and happy to call yours!

See you next time! ~Wolfie @ OliSimpson2001 (Twitter)

Soft feelings after LD39.

ld39-results.png

ZETPACK-99 was very well received!! Thanks to all who played & had feedback. I was unsure of developing further, but I'll reconsider given the demand.

For more verysoftwares:

☆ You can follow on Twitter or Itch.io.
☆ Maybe try the LOWREZJAM entry, Sunray Valley. It's an hour-long game about exploring and discovery.

aesthetic4.gif

Future radar:

☆ There's the A Game By Its Cover jam, 06 Sept - 20 Sept.
Music Game Jam runs 22 Sept - 25 Sept.

☆ A full world of Sunray Valley is underway.
☆ Open-source the engine to answer TIC-80 community requests.
☆ Consider how Dropplet & ZETPACK could be made into full games.

☆ Game design articles! Updates on a large project! Even Patreon!!

Congratulations everyone!

I was quite happy with my Ludum Dare 38 results and I am even happier with my results this time around! :grin:

Ludum Dare 39 Results.png

My game: https://ldjam.com/events/ludum-dare/39/asteroid-scavenger

I give out a huge congratulations to the many of you who entered in this Ludum Dare, and I hope to see you again in December! :grin:

Thank you for playing! ;)

So, results are in and I'm worse than the last one I took part. But, hey, that's ok! Since I kinda thought things were far too rushed this time for me (and I did spend a lot of time watching tutorials) it was expected.

But I'm really grateful for the feedback, so thanks to everyone who played my project and left a comment or pointed some of its faults! :thumbsup:

And I didn't want to promote this while voting was going on, but since it's over now, after I finished my project here for LD, I joined the LOWREZJAM and built some kind of a post-jam version of my game, which is kind of a mix between a demake/remake! :sweat_smile:

I've attemped to correct some of the things I thought were faulty in the LD version, but there's a lot to work upon still. But bots number increase and on further levels different types of bots appear! :smile:

This version is called PLSMGN! (because PLASMAGUN! was too big for 64x64). If anyone wants to check it out, you can download it here: https://yuigoto.itch.io/plsmgn.

Here's a video on this remake: https://www.youtube.com/watch?v=fmsQlpIKK3Q

Thanks again, everyone! ;)

Ouch

ouch.png

worst LD yet

That's Improvement

Better than last time

This is my second Ludum Dare, and I think it went better than my first. For both events, I prioritized graphics, audio, and overall feel to the actual quality of gameplay, which is evident from the ratings I have received. While this meant that I spent the majority of the event drawing sprite sheets and writing music, it also got me ranked 23rd in Graphics *and *10th in Audio for Ludum Dare 39. Not bad, considering I only broke top 100 in the "Innovation" category last event.

LaserBattleStats.PNG

Improvement on most fronts

I plotted my ranking as a percentile for all Compo submissions for both events, and I improved in every category except Fun. This is pretty consistent with the comments I received for both games, which followed the general trend of "looks pretty, but mostly unplayable."

MyLudumDarePerformance.PNG

Anyway, so long, and thanks for all the fish.

Looking forward to LD40 in December!

Trial by fire and I did okay!

The results for our games are in and so is mine.

Buzzy Bee did okay I guess!
Considering it was my first complete game and first Ludum Dare, I'm pretty pleased.

Overall: 633rd (2.553 average from 49 ratings)
Fun: 625th (2.298 average from 49 ratings)
Innovation: 596th (2.383 average from 49 ratings)
Theme: 618th (2.553 average from 49 ratings)
Graphics: 559th (2.511 average from 49 ratings)
Audio: 478th (2.128 average from 49 ratings)
Mood: 561st (2.295 average from 46 ratings)

All ratings are pretty much near each other.
Considering about 1503 got rated, that puts me between the top 31% and 41%. It's not precise, but it gives me a rough estimate of were I'm at.
Placement aside, I'm most happy that I even got over 20 ratings. I tried rating and commenting others every day, so that may have helped. At the very least, I got to know the community.

Concluding, not too shabby, but there's lots of room for improvement.
I'm going to train hard, because Ludum Dare 40 is definitely going into my agenda!

Delighted with first LD Jam!

Thanks everyone, really pleased to finish so high in my first game jam, particularly as I only had about half the weekend to work on it. Can't wait for the next one!

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

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Ludum Dare is over, congrats everyone !

So there we are, the ludum dare 39 is now over ! I'm happy with the rank I got, for a first participation and a first complete non-web game it's not that bad I think, and as I've said in my post mortem, the real problem with my entry is that I maked a game that I couldn't make realy fun in only 72H.

Screnshoot1.png

Congrats to everyone who maked a game / or just participated without launching something !

screenshot1.gif (early screenshot of the post-jam version, and it's different now !! Graphics are being reworked to look better - see bellow - and there is new features and interactions already implemented - and other to come)

Just to say it a last time, I'm making a post-jam version of Bead On The Moon that'll be waaaaayyyy better, with all the features I wanted at the begining (and even more ) ! You can check the twitter account here : https://twitter.com/beadonthemoon

screenshot2.gif

Thank you for all your feedbacks and see you in another ludum dare ! (Maybe during LD40 !)

Results are in!

I would like to thank everyone who played and rated my game. I was overwhelmed by the positive feedback I received and the ratings have left me in shock. Personally, I cannot believe the results. Thank you to everyone who participated.

My Results: results.JPG

Cover.png Capture2.PNG img1.png img2.png img3.png

LDL 39 - Ep 6 - Defend Home Mars, Long Distance Runner, & Glow

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

Looks like LD39 has drawn to a close! Im going to continue to work on a few more videos, including taking a look at the top 2 overall winners in both Compo & Jam. So stay tuned!

Game Links

Defend Home Mars http://bit.ly/DefendHomeMarsLD

Long Distance Runner http://bit.ly/LongDistanceRunnerLD

Glow http://bit.ly/GlowLD

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

Demotivational or Learning Experience?

edit -> Thanks for the positive comments. I didn't mean to sound so overly depressed by my scores. Also updated main post with the details from what I found from the the ensuing discussions.

At first I thought I did worse in ever category LDJamPlacement.jpg (% based on rating vs total compo submissions - higher is better)

Then I recalculated based on some feedback LDJamPlacement2.jpg (% based on rating vs calculated compo submissions - higher is better)

Then I got the actual numbers I needed to get exact stuff LDJamPlacement3.jpg (% based on rating vs total ratings by category - compo submissions - higher is better)

Can't say that I disagree with the ratings. 'Juice' plays way more into a well received game then the code that can't be seen. I spend some extra time putting on the polish that the game was missing a few days after the jam and I can even hardly tell that it is the same game.

Cool Results, I Guess

Overall: 650th (3 average from 36 ratings)

Fun: 589th (2.882 average from 36 ratings)

Innovation: 592nd (2.765 average from 36 ratings)

Theme: 498th (3.382 average from 36 ratings)

Graphics: 657th (2.853 average from 36 ratings)

Audio: 413th (2.971 average from 36 ratings)

Humor: 362nd (2.548 average from 33 ratings)

Mood: 591st (2.879 average from 35 ratings)

So, I guess I did pretty well, considering I've only been using MonoGame for 3 weeks. I think I got somewhere between top 80% and 90%, which I'm cool with (Just to note, I had very limited statistics and I'm in the middle of the summer holidays, so my math skills are pretty much non-existent, so I may be way off on that). Thanks guys! :grin:

Also, thanks for the motivation before the jam! I think I burnt myself out on game dev :sob:, so I might just try to learn some low-level stuff, like C and Assembly, instead of improving my MonoGame skills.

Fun Fun Fun

Whoaa !!! Fun - 40th !!! Thank you for your participation - and your votes. Did you like WrongWay? I guess. I wish you the best waiting the next LudumDare event ++ Ld39.png

Satisfied but learning

Fun to see that the results are in and I was thrilled to achieve my first top-10 finish in the graphics category! Audio was not too bad either considering the limited time I put into audio.

  • Overall: 75th (3.85 average from 42 ratings)
  • Fun: 232nd (3.35 average from 42 ratings)
  • Innovation: 362nd (3.025 average from 42 ratings)
  • Theme: 48th (4.1 average from 42 ratings)
  • Graphics: 9th (4.5 average from 42 ratings)
  • Audio: 27th (4.025 average from 42 ratings)
  • Humor: 209th (2.75 average from 42 ratings)
  • Mood: 91st (3.625 average from 42 ratings)

A lesson learned, however, is that it was my lowest ever score in the "fun" category which arguably is the most important category. The fun factor (and innovation for that matter) is something I definitely have to try to improve upon in LD40.

SD37-38-39.JPG

LD36 wasn't scored so but in the three most recent events I've placed in the top 40% in all categories for all three events which I'm happy with. The chart is created using 1 - (MYPLACE / COMPOENTRIES) to get the percentage where 100% is the best (#1 in a category).

Thanks everyone for a great event - see you all in December again :)

That was really fun to participate!

I played many good games, gained many experiences, stood on my own feet and also had a lot of fun.
After the deadline, I just realized that I did terrible (That still haven't changed) and I promised myself, not to participate again, but as the time has passed, I just found what a priceless thing I got from LD; a game and XP!
And I'm gonna thank everyone who played, rated, and left feedback on my game. That meant a lot!

Final rate.png

In case you want to play it:
https://ldjam.com/events/ludum-dare/39/the-box-of-power

Wait! What? Is that right? #36 Overall?

36thPromo.png My three-year-old and I thank you.

This was my first Ludum Dare and I never expected to get 20 ratings, let alone get #36 overall. And 8th in humor? Never expected that in a million years. I know, I know. Maybe I only got those numbers because I only had 31 ratings total but I'm very honored that anyone would rate anything I create more than 1 star. It was so fun to watch people appreciate the humor and message behind the game. Thank you so very much for playing and rating.

Screen Shot 2017-08-22 at 3.45.19 PM.png Here was A Mr Mom Quest's final stats.

If you enjoyed my game please follow me on Twitter. I'm always doing game development, jams, music, etc. on there. For example here's my #LOWREZJAM 2017 game Big Sky Farm.

Big Sky Farm

Thank you!

Thanks to everyone who rated and put Drain at #31.

Untitled.png

I knew that I would do pretty well in the audio category so I'm happy to see 7th there and I also knew that I wouldn't do well in the Fun category as my game has a rather somber and depressed tone (and it's too dark!).

My goal coming into this jam was top 100 so I'm super excited to have achieved that on my first LD and the Compo to boot!

Thanks again everyone for showing your support.

Thank You All!

2ND PLACE!

I.. Can't believe it. Honestly.

I wasn't sure what our game was going to get for the Jam, but suffice to say that I am overwhelmed with the response!

chromeem2017-08-22/em16-17-46.png

I had a lot of fun making Abandon Ship along with my friend, and we couldn't be happier!

Link to LD page:

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

And here's a bugfixed version:

https://futilrevenge.itch.io/abandon-ship-ld39

This version also fixes the incorrect keybindings displaying in the game. Please read the keys in the guide, or download the Itch.io version!

Thank you everyone for voting, and for making such great games! This whole jam, from creating to reviewing, has been an immensely fun process and I hope to be available for the next one.

Hangar.gif FireGif.gif WalkGif.gif Elevator.gif

So, thank you again everyone, and I hope to see you and your awesome games again next LD!

Wanna get stats about your LD Performance?

Ratings.png Then click here

Also this site provides some more detailed info about the feedback you have received and given during this jam!

Thank you all!

For the amazing ratings! We never thought we would score so high! Now this became almost one of those "if only we would have" situations for us since we were very aware of all the flaws to begin with. Dance.gif

You can still play if you like!

Cheers

WOOOOOOOOOOO 3RD

THANK YOU EVERYONE WE LOVE YOU :smile:

rk.jpg

This is even better than anything we could hope for in LD39. We really had a blast developing this game, playing other entries and keeping working on post-LD version ! Also a big THANK YOU to @pov and everyone involved for running this fantastic event !

rk.gif

So what's next? We are totally going to release the game at least on mobile platforms, motivated like never before ! In the meantime, follow us on Twitter or like us on Facebook for more updates :smile:

LD39 First time gamejam results

It's my very first ludum dare gamejam and I'm pretty proud of what we have achieved!

I didnt expect us to be rated like this. Thank you everyone <3

Last chance to Mars Unstitled.png

I got a 9 and 15 in a thing thrown together during the last 3 hours of compo

I really didn't expect to get a top 100 in any category, but I got one top 10 and two top 100s!

res.png

I had two concepts which I abandoned. I started with an overly complicated one, which I realized I would never finish. With about 15 hours left, I switched to something a bit simpler, which turned out to not be fun at all. 3 hours before the end, I was ready to just give up, but for the final stretch, I decided to make something else. So I did. And somehow, I got pretty good ranks. Check out my "game" at https://ldjam.com/events/ludum-dare/39/w-e-r

Nice Try!

HAHA nice try! I join a game jam and I finished a game on time! That's enough for me!
It's my first time to try to make a complete game and I really learn a lot in this!
Thanks to everyone who played my game! llll.PNG ezgif.com-video-to-gif.gif Have a nice day!

And with these results I'm done.

results.jpg

Worst results I've ever got since starting Ldjam a few years back. Honestly, feels like a got a handful of spite/1-star votes for zero reasons, I even got people downvoting my playthrough videos so I know it's prolly happening.

With that I'm done, no more. It feels like Ludum Dare itself is beginning to go down hill. Now before I get the inevitable "stop moaning" or general shitposts I'm not saying, I should of won, or hey I should be top 10, but these results are way off compared to my usual track record. For example, I submitted a game last year that was really unfinished (with no music, missing levels) that did better than this.

Bye.

MUSIC IS HERE!

Screen-Shot-2017-08-23-at-01.43.203.jpg

After a lot of work* we are proud to release a new version of lit with many improvements: - Music! - Enjoy the getting-lost-in-a-maze atmosphere with original music composed by @cheeslo. - The music dynamically changes throughout the gameplay based on the Player's remaining energy and position in the maze. - Physics: tweaked wall-friction and bounciness - Now you can slide along the walls – great for running around corners. - The Player is bounced away when hitting an obstacle. It feels so good, try it! - Other minor physics, visual and performance tweaks.

Known issues: - Music looping does not work in the WebGL build. Please use a native build instead.

Play Now!

What to look forward to in the next releases: - Mobile support (almost ready) - Accelerometer controls! - More interesting game mechanics - SFX - Slight changes in Music. (The composer is only 95% happy with the result so stay tuned for an even better-sounding version!)

(* These improvements took longer than making the whole game during LD. Git says there were 35 commits since v1.1. We think it was worth the effort!)

Oooooh yeah, we won humor!

8536.jpg

Thanks to everyone who played our game for being a bunch of weirdos like us. :alien:

  • Overall: 62nd
  • Fun: 32nd
  • Innovation: 116th
  • Theme: 109th
  • Graphics: 345th
  • Humor: 1st
  • Mood: 108th

If you want to check out our "funny" game, click here

Not great but satisfied.

I came into Ludum Dare with pretty much no experience. The only game I had made prior was a little multiplayer top down shooter. It took 3 months to make, the code is terrible, and it's extremely buggy.

I wasn't expecting to gain very many if any ratings, so I'm glad I was able to reach above 20.

41b5ef2e95fc2e72731b4c4d0e1d4517.png

While my scores weren't the greatest, I still did alright in my opinion and better than I thought I would.

I was hoping for a top 50% finish but unfortunately that wasn't the case (I'm in the around top 60% if my math is right).

My proudest accomplishment is the top 100 finish in audio. I'm actually surprised that the audio was the best part of the game because it took me maybe half in hour in Ableton at most.

I've gotten some really great feedback and made a post-mortem going into details about what I should have done better and what went well.

Right now it's time to set my sights towards December. Ludum Dare 40 here I come!

Thanks everyone! We reached the top 100!

Just want to say, thank you so much to everyone who took the time to play our game! :innocent:

One of my personal goals this jam was to reduce scope and focus more on the fun, and I think I can safely say we succeeded with that!

These were the results for my Ludum Dare 38 entry No Minor Task: Party of a Lifetime (which I'm still very proud of): no minor task results.png

And this is we got for our entry this time for BatteryMan Recharges The World: batteryman results.png

which is quite a big improvement in rank! Hopefully this shows how improvement will come naturally with time and not to give up and all that motivational stuff! :joy:

Still need to get around to playing all the great entries from this jam.

Anyway, see you next LD :blush:

Top 100 yet again!

I've participated in 4 full Ludum Dares (since LD36 really didn't count). This is the third time I've gotten top 100 for Overall, though I have placed in the top 100 for something every time I've participated. Here's a detailed breakdown of my track record:
d3nCvTa.png

I'm very proud of how my game came out and I sincerely thank you all for playing and rating my game. It means the world to me.

2nd this time, thanks guys

Thanks for rating my game so high. If you liked my game Armless Kairo check my actual game released soon.

http://store.steampowered.com/app/668280/

Mixed feelings

As each time, I've tried to think off and try out new concept for Ludum Dare (as I don't really see any other point in it anymore). This time I've went for building quite complex physics simulation and game around it, just for checking what feedback can I get for such game.

I'm actually quite glad for the feedback, as it was mostly positive and often praising technical side and innovative idea. Yet some pointed out that the game is "too simple", the original idea was making it more complex to control, yet look at the ratings, compared to previous years:

Untitled.png

So, what are my findings (and why ratings are lower compared to previous times), plus what I've learned:

Complex Physics/Simulation driven games are getting torn down on Ludum Dare

From experience, only simple games are rated high on Ludum Dare, the more simple you go, the higher you get. This can be seen from TOP games each Ludum Dare so far - when games are catchy and easy to understand - players beat them and therefore give high score. Whether I will go more simple, or more complex next time is up to a question - depending on the theme, how fast I can get game idea and how much time will I have to actually work on game.

I won't ever do any WebGL build anymore in future Ludum Dares

This has 2 reasons actually, I won't tell you the technical one (not until the end of post) - but just the motivational one. We've got most votes in previous runs based on desktop one (for LD38 we released WebGL late, and I believe that if we didn't, we'd reach top 3 places in graphics). This time I released WebGL almost immediately - even though you specify people to use Desktop version, due to heavy problems with textures, shadows, etc. when running WebGL version (they are toned down to extreme level - to keep performance in browser acceptable) ... majority played the WebGL version only.

Next time I'm going to do some more though integration & checks in game

This time I ran for high scores. I could match some people in comments, and that made me quite happy... I appreciate any feedback I get, as on Ludum Dare one has a chance to impress various target players, which isn't that easy in reality, as only target gamer group will buy your product.

So why tighter checks and implementation of let's say achievments, high scores and maybe secrets? Because of 2 things - first of all it helps me match feedback to actual progress of player (assuming he gives out his nick), and possibly finding points in game which frustrated him or where he quit. And apart from that, people here tend to love high scores - so why shouldn't I bring that to next level?

So, am I going to participate next time?

Sure, why not. Also I'll do some small shameless self-promotion - next time I'm going to participate with custom game engine and not Unity, based around Direct3D 12 (Windows 10 only).

If you would like to see some progress from it (mostly graphical) - you can check me on twitter (although my activity isn't nearly as high as Donald's) - https://twitter.com/VilemOtte

Not Bad I would say

I may not be the best at games. But I am happy with my results results.png

I hope all of you are too :smile:

Edit : I thought I wouldn't be able to get enough votes in time, but with five minutes to go I got the 2 votes I needed to get my results. Whoever did that. Thanks :smile:

There's got to be a more detailed breakdown of the results.

Hey, the results are in! How'd Lifeforce Deathrun do?

results.png

Okay, not great. Not even good. It's almost as if being a jackassin the comments of other peoples' games hurts your rating. Who'd of thunk it.

The weird thing is that all the scores are so close to the middle. The average of each the individual category is just above a 3. So I'm left wondering, does everyone think the game is totally average or are there some people that love it and some people that hate it. If anyone knows how to view the breakdown for the number of each star rating please let me know in the comments.

And thanks to all that played and rated my game! Even if you're one of those bastards that thought it sucked.

7th Place in Humor! Better than I could have hoped!

Capture.JPG

My ratings are all over the place! haha. Can't believe I got 7th place in humor. Thanks all for playing my game! Look forward to the next couple of days playing the top few games in each category. Definitely did a lot better for this second time around. See you next time!

Edit: My comparison from last time in terms of percentage. Much better! Capture.JPG

Another Day Another [figurative] Dollar

Had a great experience with my first Compo entry!

ld29results.png

Considering I had no sound and very primitive music last time, I feel especially good about the audio score I got this time around. It was really fun and I played a lot of great games. Will definitely be returning.

icon.png

Not bad for my first time

LD39 ratings.PNG

I figured it would be smart to focus on just a couple of categories for my first game jam (and it was a compo submission), instead of trying to cover all bases. Sure the gameplay wasn't much but it was meant to be one of those "try-it-once-and-never-again" sort of things. I focused on the immediate experience and it looks like it paid off with those audio and mood scores. I'm surprised about the graphic score too because I've never been much of an artist. Here's to looking forward to the next game jam where hopefully I can focus on more categories.

I’m …in?

Well I just learnt that you need to have posted something to have a user page on the old site… Anyway if anyone wants to try out my game for LD39, here it is :)

LD39

No way, this is amazing! 15th!

I got 15th in Mood! This is honestly way better than I ever could have hoped for, and it at least goes to show that my focus and overall goal for the game paid off! Not too shabby on my other scores either! This is crazy!

Screen Shot 2017-08-23 at 12.02.53 AM.png

If any of ya want to still try it out, I won't stop you! ;)

https://ldjam.com/events/ludum-dare/39/potential-energy

See you in December!

HackOS Results

This was my 7th Ludum Dare, and I am super happy with my results!

HackOS Results.png

This is my first time ranking in the top ten in any category, so getting top ten in three categories simply blew me away. Thank you to everyone who played and rated HackOS!

Since the jam ended, I have made three new games, one of which was made for LOWREZJAM. My entry, Under the Weather, currently only has 6 votes, so if you participated in LOWREZJAM, feel free to play and rate it here!cloudsmallGIF.gif

Edit: I got to 10 ratings and placed 14th! Thank you to everyone who rated!

3rd ! Working on full game...

...it's funny how re-developing the exact same features for post-LD version takes twice much time as it used to during LD :smile:

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Anyway, we are of course incredibly happy with the rankings !

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If you'd like to be notified when the game is released, you may like us on Facebook or follow us on Twitter.

My results !

These results are not the best, but, I'm happy with them. They are a lot better than my previous one which was my first game jam.

Current results : Results.png

Previous Results : LastResults.png

Also you can see even in the screenshots how my game improved :

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To this : ScreenShotLD395.png

I'm very happy with my results, especially I'm not an experienced game dev or something like this, I'm a hobbyist 13yo boy who makes silly games for fun !

Final results!

First game jam ever :) ( https://ldjam.com/events/ludum-dare/39/back-home-1 ) I suppose it's not so bad! I really enjoyed it and I will totally participate also to the next one, hoping to be able to do something better.

Final results Overall: 318th (3.344 average from 34 ratings) Fun: 353rd (3.125 average from 34 ratings) Innovation: 363rd (3 average from 34 ratings) Theme: 508th (3.125 average from 34 ratings) Graphics: 181st (3.656 average from 34 ratings) Audio: 278th (2.969 average from 34 ratings) Humor: 191st (2.833 average from 32 ratings) Mood: 340th (2.931 average from 31 ratings)

Highest rated VR game!

Woop woop! Ranked #31 overall, super happy with it considering I made a VR-only game. chromeem2017-08-22/em19-16-35.png https://ldjam.com/events/ludum-dare/39/punchey-vr-only

UNLIT Results #182

Thank you all for your feedback and votes. 9e8d93183b0f0f4df51a1892010a8409.pngWe didn't reach TOP100 with our game unfortunately https://ldjam.com/events/ludum-dare/39/unlit , but still it was a good experience.

Teaser Picture :)

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Drought results

Very satisfied! It was alot of fun and I got great feedback. Thanks for playing and congrats to all the winners!

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Make sure to give Drought a try if you haven't! :) https://ldjam.com/events/ludum-dare/39/drought

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Battery Life Results!

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I was hoping to score high on the Innovation category, but then...

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Am I allowed to swear? I just... Thank you all who've played and rated my game! I was a little worried that it wouldn't be enough, as the jam started around the same time my temporary job did, which didn't allow me to update the game or play very many people's games during the voting period... but in the end, it seems it all worked out! Perhaps I'll refine the game a bit more based on the feedback I got later down the road, but for now, I'm gonna prep myself for more work.

Thank you all once again! And if you want to give the game a shot, just click on this link!

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My first Ludum Dare collab... the results

What began as a simple help-wanted ad for a visual novel (or an RPG, in case one specific theme was selected) I was supposed to make turned into something else. Nevertheless, the fruits of my first ever Ludum Dare collaborative project (i.e. a team with 3 or more developers) proved to be impressive.

As stated before, I posted a help-wanted ad that called for a 2D artist and a composer. This then turned into something else when the programmer suggested that Unity should be the game engine of choice for a team effort. My reaction? Just go with the flow; I still have my skills that could prove useful to the development of the game. Then... the theme for Ludum Dare 39 was revealed... "running out of power".

And thus, Power Town: Dr. Merdioneth's Attack! was born. The programmer is from India, the music composer is a Singaporean, and the 3D artist is a Swede. Due to time zone differences, efficiency was the name of the game. We communicated on Discord to contribute and suggest stuff. Since game narrative is my main forte, I wrote the game's story, which details the adventures of a nameless robot wandering the streets of Power Town looking for his girlfriend in the midst of a major blackout. I also contributed to the game's basic design, whose basis is the programmer's decision to create a procedurally-generated dungeon.

The game, as expected, was completed and completed within 72 hours. Then comes the playing and evaluation part. In the midst of general laziness, fickle local weather conditions, having to attend to more important home tasks and errands, and a nasty vertigo that struck me on the final day of the evaluation phase, I tried my best to be as fastidious as possible in playing and rating other games.

And now, the cat's outta the bag. Here are the results for Power Town: Dr. Merdioneth's Attack!

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And if ever you want to play it yourself, here's the link: https://red-kay.itch.io/power-town-dr-merdioneths-attack

'Til the next Dare.

(Cross-post: http://jollysword.livejournal.com/156180.html)

11th overall

Not bad, I think, for a first time :slight_smile:.

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Thank you everyone for your votes and kind words in the comments! We like out game too, so we decided that there will be a full version release. In the three weeks since LD39 ended we ported the game to Unity, fixing bugs and implementing your suggestions along the way. It now has a tutorial, a nicer interface and a few sound effects. This will be released as a demo version on Steam - we already applied for publication! We will post the link as soon as we are approved. For now please visit our game page to download the latest version.

Despotism 3k

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LD39 Postmortem - Breaker Breaker

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Thank you to everyone who gave Bbreaker a shot during the voting period! We learned a hell of a lot from the feedback that was provided; and given that it's pacosmartini's first game and submission, as well as my first game jam submission worth being rated for, we wanted to share what went into developing our LD submission and why we'd like to keep improving on it.

If you'd like to give it a try, you can find the itch.io page here.

Dev Process

Brainstorming (1 Hour)

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Once the theme had been announced, we used a brainstorming prototype tool I developed a while back to help get the ball rolling (shameless plug).

We used the tool (Conception) by combining the LD39 theme "Running Out Of Power" with other random topics like "Airborne" or "Time Travel", allowing us to play with the main theme in unusual and interesting ways. After choosing 10 random topics, everyone on the team gave their unfiltered ideas for each combo. Once everyone had their say and a list of ideas were conceptualized, we each distributed votes to our personal favorites and finally narrowing them down to a single idea.

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Admittedly, the coin flip ended in favor to the Ghostbusters-like idea, but we both felt that the engine-breaking mechanic had more potential for fantastic game feel, as well as earning the category results we wanted most. So we went with the latter instead!

The Conception process is usually used for every game jam I participate in, for a few reasons: - * _Moving away from the norm._ * When working with a game jam theme, the ideas that us game devs come up with are usually one-track. In other words, since the theme was "Running Out Of Power", chances are pretty high that it'll have something to do with electricity or batteries. Going with these initial perceptions of "running out of power" makes it incredibly likely that we'll make something that someone else is making, and the last thing we want to do is to do what everyone else might be doing. - * _Save time whenever possible._ * Similarly, it's really easy to get stuck in that one-track mindset without additional sources of inspiration. Doing some research into what "power" can be and what constitutes running away from power helps with that aspect of brainstorming, but sometimes you want to expedite that process if the theme isn't enough to go on. In game jams, though, having extra time is invaluable-- so if you can make the brainstorming stage go faster and with less hassle, do so. - * _Everyone on the team is invested in the pitch._ * This can be the most difficult aspect of brainstorming, and anyone who's worked on a team can probably vouch for this. One person can love an idea, while someone else hates it. But by brainstorming in a way that combines the theme with other potential topics, anyone can give unfiltered input without the team investing in any one idea heavily. Once everyone gives their personal votes and a final decision is made, the team is much more likely to have some emotional investment in the project. (I've found that 10 rounds of random theme+topic combos is a solid number for generating a list of ideas to work with. In addition, if there's more ideas to choose from, people tend to give less emotional restraint when providing constructive criticism, which is much preferred.)

On a final note: when first working with game ideas, it's incredibly tempting to go with an idea that sprouts from a narrative or atmosphere. When starting out in game dev, a lot of my ideas were like that, and I've continued to see my peers do the same. This can be a dangerous habit to have! Here's an example.

ex. a game where a boy discovers light

By prioritizing world-building before game mechanics, you're building the game around a narrative rather than gameplay. While this works great in other creative media like comics, film and novels, it can be detrimental in game development. Mentioning the idea above, how do we know what the gameplay is like? What does the player do? What's the end goal? At least one of those questions should be answered, and its also great practice for creating pitches if you want to find a publisher in the future (whether its this project or any other).

If you're pitching an idea, try framing it this way: - A game where you collect light by jumping in the air to catch small bits of light - A game where, upon discovering and obtaining light, you run away from enemies attracted to it - A game where you use light-based objects to solve puzzles

Always using "a game where you..." is pretty generic, but its a good starting point. When starting the brainstorming process, Pacosmartini had the same world-building habit as I did before-- luckily he's gotten better at it though!

Art (5 Hours)

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Going into development, I initially wanted to try the Pico-8 aesthetic but was also torn between the classic GameBoy color palette.

With the initial sprites using the bright Pico-8 style, it felt off but I couldn't really figure out why. My initial guess was that with Pico-8 typically using a small resolution, the color palette fits very well for small sprites; but when the sprites are as zoomed out as Bbreaker is, and the size of the obstacles in comparison, the composition didn't feel right. So in hindsight, it didn't matter what palette I used-- the proportions of everything had everything feeling a little off.

Prior to working on Bbreaker, I had also used the GameBoy palette for the GameMaker's Toolkit Jam. But unlike this jam, the GMTK Jam prototype wasn't finished in time (post-Indie Megashow and road trip left me with 5 hours to build something) and it ended up being scrapped. With only getting the art assets done, I wanted to give the GameBoy palette a second chance, which ended up being LD39! (GMTK Jam art assets show below)

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In the end, the final visual aesthetic for Bbreaker turned out alright! We liked the explosion a good bit; I wanted to make more, but creating 8 sprites for that one animation was a deal-breaker if we wanted to make more of them. The enemies/obstacles could use some work, but more on that later.

Audio (3 Hours)

The audio was done in the last few Monday hours of the game jam. At first I wanted to compose music of my own, but seeing how I hadn't made music in Famitracker for a loooong time, Creative Commons looked like the best way to go. I found a few good tracks and one of them fit the game really well, so that was placed in there. As for sound effects, they were generated using BFXR. The engine SFX was the most difficult to get right, but I'm definitely happy with the result!

Code (>30 Hours) and Design (∞)

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The hours for this aspect is a little difficult to count-- but quality, not quantity, yeah?? Idk, but here's a rough guess for the programming part. - Friday: 0 Hours - Saturday: ~10 Hours - Sunday: ~14 Hours - Monday: ~6 Hours

Despite having a busy weekend, we were able to trade off programming responsibility a fair bit! While this was pacosmartini's first game dev project using Unity, he's a much better programmer than I am and could handle the steep learning curve after a little guidance in the Unity engine. After brainstorming, he spent Friday night going through the basic Unity tutorials to get a grasp of things.

As for Saturday, I had work in the morning and he had an event in the evening. Once I got back from work, I focused on art assets while he started on a prototype and asking me for advice occasionally. After he left for the event, I shifted focus to programming for a little refactoring and design tweaking to get the airplane feeling better to control. We weren't able to get the camera-follow to work correctly, as it had a nauseating jitter effect and we spent way too long trying to fix it, so a still camera is what we chose to design around.

Once Sunday hit, we were on a bit of a time crunch and still needed to implement a form of progression: enemies and an altimeter to track progress. Initially the enemies were meant to have AI and shoot bullets at the player, but with the deadline closing in we were sure we wouldn't be able to make any robust AI. Luckily, most of the enemy art assets were made to look like debris, so having them fall from above was the best-case scenario to go forward with.

Since we were working with a still camera, we faked the altimeter a bit. The altimeter is based on a timer for how long the player has been alive, and the enemy spawns would be more difficult to deal with over time-- spawn rates and fall speed increased as altitude increased. The difficulty curve wasn't implemented until after the submission while we were tweaking values for re-balancing, however.

On Monday, we didn't have enough time to add a Main Menu; but we were able to add a Game Over screen and Restart keybind. And then... release!

Review Period

Polish (1-2 Weeks)

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After the game was released we did some bug clean-up, as well as some game feel enhancements a la screenshake and UI flashing. But based on the feedback we received over the course of the review period, we needed to make some re-balancing changes as well. - The first build didn't increase difficulty, so that was fixed. - Fixed UI bugs - Fixed screen resolution and bordering bugs - Updated UX to provide better feedback as to what was going on - Added a victory condition. But the most difficult issue we had to deal with was... - Gun balancing

Based on the feedback we were getting, it was possible to beat the game by staying still in one area, seldom breaking the engine and not shooting at all. We didn't want this at all >:(

To compensate, we increased the debris values to be more challenging and forcing the player to use the gun, and in turn using their engine more often. We later learned that the gun imbalance was due to the gun being an artifact of a design that was never implemented: enemy AI. If the enemies weren't focused directly on the player, enemies didn't need to be swiftly death with and the gun essentially had no purpose. So unless we had enemy AI tracking, the gun would be forever broken. We should've taken out the gun, but didn't.

Feedback Analysis

Once this build was released, we submitted the game to Youtubers and Twitch streamers to see player's reactions live. (Much thanks to Elysia and Jupiter!)

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

Consensus: we made it too difficult. Or a better way to put it: we didn't give players a safe space to learn, nor were we clear enough as to how the game was intended to be played.

We should've anticipated this, but players tend to conserve any resources they have. With the game's primary mechanic focused around giving up control of the plane at the most opportune time, we wanted players to see engine-breaking as a great time to heal up and regain control of the situation when fixing their engine mid-air. Instead, players would avoid breaking the engine entirely before death. Or even more so, players couldn't understand what to do when the engine DID break and what benefits it provided. This resulted in frustration due to lack of feedback as to what they're doing wrong. It felt unfair.

Final Notes

Results

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As happy as we are with the results, I'm personally a little bittersweet about it. Self-care is important, but being responsible for the game design, the fault in player frustration lies with me.

Being top 15-20% is fantastic, and as our first game to be given legitimate feedback, a 6.6/10 (averaging everything up manually) and a 7.2/10 (overall rating) is not bad at all! We received a better-than-average score across the board, and the pitch and art aesthetic attracted a lot of great feedback, so that's definitely something to be proud of. But there's definitely room for improvement, and we intend to do so!

Next Steps

Personally, I'd like to finish projects more often. Bbreaker is one of the few games where the intended design made it into a game jam prototype in time, so admittedly there's some personal attachment to it; even more so for Pacosmartini.

We'll be overhauling the enemy and level design, as well as improving the initial gameplay so players have a better grasp as to how to best use the engine-break mechanic. As for what platform to release on, we're pretty close to figuring out but aren't quite sure yet.

Thank you all so much for reading! It's long as hell, so it's much appreciated if you stuck through it :) Congrats to everyone who made it to the end of the game jam~!

Here's one more piece of media for you lovely people. It only took 3 days to beat our own game.

I:

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Saigo's ultimate battle

Hello everyone, take a look at the final version of the game that we created during the Ludum Dare 39, Saigo's Ultimate Battle. Enjoy and share, challenge your friends to see who makes most points and have fun!! Link: https://ludic.itch.io/saigos

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Excited to Get the Results of My First Jam!

First off thank you to Mike and co. for putting on this event, I had a blast and I will definitely be participating in the next one! Also thank you to all those who took the time to play/rate my game! Development took a turn for the worst at the end but it's all in the name of the game! Also really proud of being able to complete a game in 48 hours.

Overall I'm pretty satisfied with the results I got. I felt that "Theme" and "Humor" were my strongest categories and I almost broke the top 100 in both those categories!

If you want to know more about my first LD experience feel free to watch my postmortem! https://www.youtube.com/watch?v=aZF0hCZSJrs

I'll see you all in the next one!

-Johnny T