Ludum Dare 47 October 2–5, 2020

I did some porting.

Hi you out there reading this. :)

Since a few people actually downloaded my game which I didn't really expect, I thought to myself that I'd port my little game to Linux and Mac OS. So yeah.... If you want to try it out if you haven't you can do that here.

I just wanted to thank you all out there for taking some time out of your day and playing my game.

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Always double-check your submission!

We submitted our game on time Monday night, and all seemed well. Until a couple of days later a commenter asked why she couldn't vote on Graphics, and we realised the horrible truth: in the rush to submit, I had mangled the categories, and accidentally removed Graphics, so my teammate wasn't going to get a score for their hard work making original sprites and backgrounds for the game.

There's no way to edit that part of a submission, so I had to send an email to the administrator (https://ldjam.com/contact). After a bit of back and forth we got it fixed, for which I am eternally grateful (Mike is a hero), but the real lesson is: prewrite your submission and double-check it after agreeing which categories you're entering for!

Unfortunately the late addition of the Graphics category means it's a lot of votes behind the others and still needs a few more to get a score, so if you have a moment feel free to drop by and take a look at our game: https://ldjam.com/events/ludum-dare/47/express-without-remorse

(feel free to skip Sound, however)

Download my game iLoop - now on Google Play Store :)

iLoop is a hyper-casual 2D endless runner game, about the life of a cute robot, who has been assigned a mission to continuously collect food for the army food warehouse. Enjoy hours of endless fun as you help iLoop collect food, dodge incoming enemies, and climb up the ranks in the army! Can you unlock the secret hidden rank which is only achievable after getting a certain highscore?

Try it now!

Link to game: https://play.google.com/store/apps/details?id=org.godotengine.iloop

LD entry: https://ldjam.com/events/ludum-dare/47/iloop-the-2d-endless-runner-game-of-a-robot-stuck-in-a-loop

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This is Peak Performance Dude Ranch

Every time the Keyboard Cowboys make a high-score based game, our good friend @jenkinz94 seems to make it his life goal to achieve a score in it that us devs could never dream of attaining ourselves.

When we finished making Dude Ranch, we committed the grave sin of taunting him to try and beat us.

Long story short, he made us eat our words. Repeatedly.

The current world record for Dude Ranch now sits at an absolutely filthy 4616 points.

Below is the culmination of this man's madness in pursuit of his dream:

https://www.youtube.com/watch?v=aYSixB5B6lo

Do you think you have what it takes to dethrone him? I honestly feel like I would be scared to meet the person that does...

@arthurds in case you were wondering, this is how it was done...

The Cursed Tower

You're an adventurer which is stuck in a magic ball, and try to escape all floors of the tower. Bruh.png Good luck, adventurer.https://ldjam.com/events/ludum-dare/47/the-cursed-tower

Remember to vote for games in the danger section!

Instead of voting for games that already have 100+ votes check out the danger section instead. Help those that haven't gotten 20 minimum required votes yet.

https://ldjam.com/events/ludum-dare/47/games/danger/all

EXIT THE GAME

https://www.youtube.com/watch?v=kyRxQ3f2QVE

If you have played our ludum dare entry Start The Game (Together), you might have been stuck in a loop... Have you found the exit yet ?

Give it a try here : https://ldjam.com/events/ludum-dare/47/start-the-game-together

Check out this other Ouroboros and help it get to 20 ratings!

Not my game, but a hidden gem I found while playing games with the same name as mine, and it's crazily still below 20 ratings! Help it get to 20:

https://ldjam.com/events/ludum-dare/47/ouroboros-2

A brutally difficult pixel art roguelite with fantastic art and challenging gameplay, and fun unique main mechanic. I had a lot of fun playing it :pointright: :pointright:

START THE GAME

https://www.youtube.com/watch?v=WwJ0nx9qX2c

START THE GAME : https://ldjam.com/events/ludum-dare/47/start-the-game-together

Here is my game

Humor is weird) https://ldjam.com/events/ludum-dare/47/you-should-work 36cc3.png

KILL GHOSTS OR DIE

IF YOU WILL NOT KILL THE GHOSTS THEN JOSH WILL DIE! GO HELP HIM!!!!!!

GAME IS SUPPORTED ON BROSWER!!!!!

GAME PAGE - https://ldjam.com/events/ludum-dare/47/ghost-from-jail

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Thanks all

I just want to say thanks to all that my game. and congrats to everyone on doing your games and good luck with the jam

Skip to the end...

Spaced reference? No?

Anyway, was the first time I've ever tried to compose any music, so I figured I'd go ahead and post a video of the end-boss fight for my entry, which is where the song appears.

https://www.youtube.com/watch?v=YEKQ4yXt48w

Forgive me cheesing the boss midway through. Psi (who is my real-life cat companion, BTW) is very easy to cheese, not really a challenging fight.

I hope to do a full playthrough video this weekend.

If you want to try the game out for yourself: https://ldjam.com/events/ludum-dare/47/do-while-for

Loop Lock Malfunction glitch VFX breakdown

Hey there!

Thought I'd give a quick breakdown of one of our cooler VFX in Loop Lock Malfunction in case anyone finds it interesting/cool/helpful. The glitch effect happens when you take damage and looks like this:

glitch.gif Glitchy!

This effect looks really complicated, but is actually quite simple! Let's break it down.

Start with a sphere

Technically we could draw this effect with a single plane that covers the player, but then we need to ensure it always renders on top of the player and faces the camera which is just extra work for slightly better performance. Considering this was a jam game, dev time was way more valuable to us so we just used a sphere. This also allows us to take some other shortcuts in the shader (more on that in a bit).

glitchemsphere.png _Yup, that's a sphere.

Now we need a shader

I used Amplify Shader Editor to speed up the creation of the shader, but this can be done with some pretty straightforward HLSL code too. If you need help with one of the nodes, it's pretty likely you can just google it and find someone who has implemented it manually. Oh, and I should mention this is being done in the Unity Built-in Pipeline, not one of the SRPs. This relies on GrabPass which is not supported in HDRP (and possibly not in URP either, but don't quote me on that one), though there are ways to code in equivalent functionality with more effort.

glitchemgrabpass.png _Oh... that's pretty simple.

Let's modulate the UVs

As the above picture shows, the magic really all comes down to what UVs we use to sample the screen colors. Here's the node setup (don't worry, I'll go over what's happening after the picture):

glitch_uvs.png

Starting on the left, we need to take the default screen UVs and multiply them by the ratio of the screen width to the screen height. This ensures our texture doesn't look stretched on wider screens. We then multiply that by a GlitchScale parameter and pass that into a Panner node which animates the UVs vertically over time (controlled by the Speed parameter). This goes into a texture sampler that has a displacement map. The one I used looks like this:

glitch.png

As you can see, it's mostly gray. This is because we subtract 0.5 from the value so black will be -0.5 and white will be +0.5. Therefore the gray will have no visible displacement. We then multiply this by the GlitchAmount parameter to control the overall strength of the effect. That gives us something like this:

glitchemedges.png _Ah, much glitchier!

But wait! Look at those awful hard edges where the sphere just ends (the ones with red arrows pointing at them). We have to do something about that.

Fresnel time!

So you remember that shortcut I mentioned earlier? N-no? (Wow you have a short memory...) WELL ANYWAYS, this is where it comes in handy. Since the sphere has smooth normals, we can use a Fresnel effect to control the intensity of the effect and fade it out towards the edges.

glitchemfrenel.png _VERY exaggerated Fresnel effect for illustration

We then multiply the strength by the Fresnel value (which we saturate first to clamp the range from 0-1) which gives us a nice soft falloff.

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Meanwhile in CPU land...

At this point, the only thing left to do is set the GlitchAmount value over time whenever you take damage. We use an AnimationCurve that we evaluate in an IEnumerator to gradually decrease the intensity. When you get hit, the glitch sphere is enabled and we start the coroutine (making sure to stop the previous one if one was already playing). When the coroutine finishes, we disable the sphere so that it's not rendering while you aren't taking damage.

And that's it!

That's all there is to it! If you wanna see the effect in action, you can check out Loop Lock Malfunction and get hit by some lasers. Shouldn't be too hard. :stuckouttongue: Hopefully you found this interesting/cool/helpful and I look forward to seeing more VFX like this from your future Ludum Dare projects. :sunglasses:

Oh and here's the full ASE graph for reference. Knock yourself out. glitchemfull/emgraph.png

Oh no...It's happening again...

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The Keyboard Cowboys are at it again on stream, and we're so, so sorry.

We'll be taking submissions if you want to join in on the lunacy, but if you'd like us to play your game we ask that you be in chat to interact with us as we do!

Otherwise, we'll be using this time to plug away at our growing list of games from people who have already commented on Dude Ranch in an effort to pay back the overflowing kindness we've been receiving lately.

See y'all on the other side! :pointright: :cowboy: :pointright:

Try out Roller Riches, and share your game!

https://ldjam.com/events/ludum-dare/47/roller-riches

Thanks to everyone who has rated our game and provided valuable feedback! We really appreciate each and every comment that is made, and we're grateful for the positive response :smile: Roller Riches is an incremental game where your goal is to build a roller coaster that coaxes poor suckers (your guests) out of their money.

RollerRichesSmall2.gif

We're going to redesign and rebuild this game from the ground up as a side project, with a focus on adding more traditional incremental game mechanics (prestige, multiple currencies, an actual semblence of balance, etc). If you have any suggestions for how we could develop Roller Riches into a fuller incremental game, let us know!

Please feel free to post your game, and I will check it out! If you're interested and haven't given Roller Riches a try yet, check it out here. Thank you!

If you are free please try my game.

HI, Can you play my game if you are free and leave a feedback for the post jam version I am working on. Hope you like it, Thanks

LINK TO THE GAME: https://ldjam.com/events/ludum-dare/47/looped-3

Check out our new update of Timesaver!

Update of Timesaver is available now!

Check it out here! https://ldjam.com/events/ludum-dare/47/time-saver

poster.png скрин1.png!

Play now in Spanish ! (English version is in process)

Please just a few more reviews if you have time and I promise there will be an English version as soon as possible !

"Al Filo de la Ludum Dare (Edge of Ludum Dare)" is a conversational adventure that takes place during Ludum Lare in which you will face some typical dilemmas of the event. The current version of the game is in Spanish.

You can play and rate the game here:

https://ldjam.com/events/ludum-dare/47/al-filo-de-la-ldum-dare-edge-of-ludum-dare gameplay2_1200.png

Playing games on stream again

Come say hi and submit! your game :)

https://www.twitch.tv/kuviman