Ludum Dare 45 October 4–7, 2019

Omiya Games' Ludum Dare rankings so far

Compared to the last few Ludum Dares we've recently participated, it seems like we're improving on our rankings again. This is kind of funny, given we still kept getting interruptions throughout this Jam like we did the last two jams. Uballto was made with what little free time we could find throughout that weekend.

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ETA: huh, what happened to the scores for Ludum Dare 36? Just checked Artifact of the Ancients, and there are no scores listed.

ETA #2: While this is a rare edge-case, it'd be nice to file two or more accounts for both the old and new LDJAM site on the LDStats webpage so we can list Unconventional Stick Swinging Simulator on the graph.

First LudumDare rating

this is my first ludum dare rating, is this good or bad to be the first time Skjermbilde.PNG https://evepto.itch.io/the-slime-slayer

Awesome games and also, can we pick a better theme next time around?

I dropped out this LD 'cause I wasn't happy with my n-th prototype. I decided I'd go back after the results would be come in and would play the theme winners to see the best ideas that came from that excuse of a theme a I gotta say - not many of those were really that surprising. Don't get me wrong, there're some really cool games, but not really that inventive as far as the theme goes.

I know the theme's always bad and so on, but could we try to do just a bit better for 46? Pretty please?
Then again, I'm gonna be a father of a month old poop-generating, sleep-reducing machine, so I might not participate for a while. I'm gonna try though. :sweat_smile:

Rant over - here're some super cool games I enjoyed a lot (in no particular order):

A Gobliney Thank You

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A big magical thank you to everyone who gave my game a shot! This was my first game jam ever and I had a lot of fun participating.

I put out a new version of Bobbo with some tweaks and bugfixes now that the jam is done. Give it a shot if you haven't already!

https://ambadev.itch.io/bobbo-the-telekinetic-gobbo-ludum-dare-45

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In retrospect I should have dedicated more time making the game more "punchy". In my rush to get things done I forgot to add such basics things as hit indicators and HP bars. Also could've spent more time bugfixing. Lessons for next time, to be sure.

On the other hand, I was happy to see people found the gameplay interesting and the tone humorous. Definitely something I can build upon.

Follow me on Twitter to keep up with the things I do

Egg Scramble! Results/Postmortem

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Thanks to everyone who played and rated Egg Scramble! I had a blast playing your games!

Ratings Breakdown

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Note: Percentiles are calculated based on the total number of ranked games in each category. A game in Ludum Dare is only ranked when it receives 20 or more ratings. Ranked data courtesy of @adroitconceptions.

Postmortem

The theme of this jam was “start with nothing”. Participants were given 72 hours to create a game from scratch that incorporated this theme. I’ll be the first to admit that I found this “theme” to be more of a starting condition, and not only that, a starting condition that most every game follows. Nonetheless, after a period of brainstorming I came up with numerous concepts and mechanics including:

  • Player starts without teeth and must find them scattered throughout the level. Taking damage removes a tooth and places it somewhere in the level to be found again. Taking damage while having no teeth is death.

  • Platformer that starts with no blocks or platforms. Hitting a colored button makes blocks of that color appear which lets the player access more areas of the level. Must hit all switches to reveal all blocks and reach the goal.

  • Start in a monochrome world. The goal is to restore color to everything by collecting colored orbs.

  • Player starts as a 0 with legs. They must jump back and forth through an upwards stream of objects, collecting objects which increase their score and avoiding others that cause damage. Increasing score changes the number the player’s body is made of. The higher the score, the larger the number/hitbox. Jumping while airborne makes the player dash. Jump is the only button.

  • Side-scroller spaceship shooter where the player starts with no ammo. Player can trigger a brief shield that absorbs enemy projectiles and allows them to fire back.

  • Player is a chicken in an empty coop. They must eat food scattered around the yard to fill up their egg meter while dodging predators. When their meter is full they must return to the coop to lay an egg. The level is completed when all of the nests are full.

It took me longer than usual to decide on what I was going to make. I ended up choosing my last idea as I felt it was a good use of the theme and something that I could complete in the given time-frame.

What Went Right

  • The game was completed and submitted on time. As per usual, the scope had to be reduced to accomplish this but the end result was playable and functionally complete.

  • The artwork came out nicely. I’ve been doing some practice with creating vector art and I got a chance to demonstrate that with this jam. I’m still much more so a programmer than an artist but I feel I’m making progress in this area. The ratings and comments seemed to indicate this as well, which was nice.

  • The core mechanics work well. The game has a simple premise with an effective execution. I would have loved another 24 hours to implement more of what I envisioned, but time is never on your side during game jams.

What Went Wrong

  • The artwork took too long to create. While I was able to create better visuals, it came at the cost of time. I underestimated the amount of time it would to create everything I needed, and as a result, the scope of the game had to be slashed in order to finish.

  • The game doesn’t include audio. This was my first submission to not have music or sound effects. Ironically, it was also the first Ludum Dare where I planned to record my own sounds rather than using premade sounds and opting out of the Audio category. This would have helped boost my mood, humor, and overall ratings.

  • A couple of bugs made their way into the initial release. These were the result of some last minute code changes prior to submission. I had to remove numerous things I didn’t have time to finish and made a couple of mistakes along the way. Luckily these bug were patched the next day so the impact was minimal.

Conclusion

This was my forth Ludum Dare/game jam. Most of my rankings were on par with my last LD, which I wasn’t necessarily happy with, but I made progress in Graphics and Humor. Unfortunately, spending too much time on the artwork resulted in having to cut audio, an additional enemy type, and enemy behaviors, among other things.

While it wasn’t all good, it certainly wasn’t all bad either. I managed to create a simple to play game with a charming aesthetic. I created 3 levels of progressing difficulty, multiple waypoint behaviors for the foxes, and an effective algorithm for randomly scattering the food around the yard. I also got more practice with creating vector art as well as a better understanding of how long it takes me to create assets of a specified size and detail.

Once again, I’d like to thank everyone for playing and rating Egg Scramble! Your feedback is a great help to me and always appreciated! I was hoping for a better result but I’m proud of the progress I’ve made and what I managed to come up with in 72 hours. I had a blast playing your games and I look forward to doing it all again for Ludum Dare 46!

Play Egg Scramble!

Dave Brake Creations

Our Ludum Dare rankings over the years

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This is the 15th Ludum Dare my team and I have participated in! Here's a few visualizations of our progress:

Entries-ldjam.png Orange highlights categories which we placed top 100 or better. Medals show top 3 status. Our best game yet was Coin-Op Kid from LD44!

score-linechart.png This line chart shows raw scores out of 5 per category per game. We tend to not focus on humor, resulting in some low scores there.

percentile_linechart.png When taking into account the total participants, the results are more insightful. Our game Don't Be Rash may not have won any medals, and "only" 31st overall, but it was well within the top 5% of all entries! Or how Planetration, our first ever LD entry, came in 17th place for graphics but out of 90 entries, that's just barely in the top 20% of entries.

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Hoping to keep up the upwards trend. Even though we didn't perform as well with our LD45 entry, EPOCH as we did with Coin-Op Kid, we still feel that we're improving our skills and having a great time with each Ludum Dare jam.

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Thank you all for so much for playing our games! Here's links to all of them:

LD21 Planetration

LD23 The Tiny World of Fiorella

LD25 Another Castle

LD26 Double Hydra

LD27 10 Seconds of Joy

LD28 Rations, Please!

LD33 Super Sea Serpent Simulator

LD37 RubixRoom

LD38 Six-Sided Sojourn

LD40 Don't Be Rash

LD41 B.E.A.S.T.S.

LD42 Keeper of Balance

LD43 Sacrificial Run

LD44 Coin-Op Kid

LD45 EPOCH

Thank You So Much!!!!!!!!

This is pretty unreal... "B4 This" won the best audio, the best mood and the 8th best graphics in Ludum Dare 45 Game Jam (2613 participants)... 😶

Thanks to everyone who voted for B4 This!!!!! 🖤🕊️ (Post-mortem isn't coming yet because I'm planning on continuing the story of B4 This ;))

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Ratings & Reviews : Thank you for your kind words !

https://youtu.be/fOrPWaaxF7s

Ratings

  • Overall: 29th/512 4.25/5
  • Fun: 77th/512 4/5
  • Innovation: 96th/512 3.95/5
  • Theme: 233rd/512 3.775/5
  • Graphics: 159th/492 4.175/5
  • Humor: 115th/374 3.775/5
  • Mood: 23rd/475 4.3/5

Surprising reviews

When i started this jam i wasn't sure i would be able to deliver something at the end. Taking care of my daughter and working when she was napping or sleeping was basically my jam. To sum up, i actually worked on this concept for about 15 hours. So when i submitted the game i didn't except a lot of feedbacks, i just put all my efforts on the mood and storytelling, couldn't push it too far.

I didn't except so much good reviews and rates, i gave me the fire to continue creating games, guys. Thanks you for the kind words, it meant a lot !

"But dude, what about the Theme ?"

Well, at first my little character was supposed to get friends helping him. The more you would have friends, the more you could do some more primary actions (double jump, dash, some other fun stuff) but...you know, time just ran out of... me lol.

I decided to focus on immersion at start with this intro pun from the "boss" in the game, reinforcing your will to hate him and escape. This was supposed to be the "start from nothing" but i know i could do better.

What's next ?

Well, i guess this gamejam has become one of my favs, see you at the next one ? Keep creating !

SpaceDrifter 4500 - Belated Post-Mortem and Results

First Ludum Dare completed! What an exhausting, yet rewarding experience! I didn't know that I had it in me to make a complete a game in 48 hours, let alone a game that I'd be proud of enough to show to others. Looking forward to participating in many more of these. In any case, here is my belated post-mortem (sorry if its a bit ramble-y, mostly using this as a place to put my thoughts down lol):

Game Description

https://ldjam.com/events/ludum-dare/45/spacedrifter-4500

"Spacedrifter 4500" is a game where you must pilot your spaceship back to your home planet, while managing your limited fuel and oxygen (picking up fuel and oxygen tanks that are scattered throughout space). Also, you must avoid asteroids. You start the game with no fuel, drifting haplessly through space.

I think there's an interesting balance in the game between moving quickly before your oxygen runs out, and moving carefully so that you don't crash into an asteroid. The fuel gauge is another variable that complicates the mix a bit (overall the game is still pretty simple though lol).

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Development Timeline

The 48 hour stretch of game development is a bit of a blur. IIRC, a lot of coffee and insta-ramen were present. I basically lived like a college student again. I believe it went something like this:

Ideation:

Woke up to the theme of "Start with Nothing". I can't fully remember my brainstorming session, but I found that taking a short walk around the neighborhood helped me come to an idea that I liked. I settled on "shmup where you start with no fuel or ammo". My initial idea was for the controls to behave like a typical side-scrolling shmup, and if the player ran out of fuel, the ship would remain stationary. The player would have to decide between moving to dodge enemy bullets, and moving to ammo/fuel power ups.

During development, the design of the game changed. I noticed that it doesn't really make sense for a ship in space to remain stationary if it runs out of fuel. It should drift endlessly in the direction it was previously going. This led me to the design of the current game. With all the asteroids, oxygen tanks and fuel tanks galore.

General Timeline: 1. Ideation 2. Ship controls (spent a lot of time getting this the way I wanted to from the onset) (Played around with shmup controls, asteroids style and the current "snappy but drifty" style. 3. Gas Tank and Oxygen Tank implementation 4. A Full Game Loop (lose if you run out of oxygen, win if you reach the home planet) 5. Minimap implementation, Fuel and Oxygen UI 6. UI for level lose/win 7. Asteroid implementation 8. Procedural Level Generation based on Halton Sequences: https://en.wikipedia.org/wiki/Halton_sequence 9. Dynamic Difficulty Adjustment (less asteroids or more fuel/oxy tanks if you lose. more asteroids or less fuel/oxy tanks if you win) 10. particle effects...juicy stuff 11. Sound Effects 12. various polish 13. Tutorial / Intro Scene 14. Polish and make sure WebGL works

I'm happy with this sequence. I like that I started with the idea, then the controls, then the mechanics, then level design (a.k.a. lazy proc gen), then juicy-stuff (visual effects, ui, sfx, tutorial level).

I did mess up on the UI (didn't anchor it properly so it would work on many resolutions, had to fix that post jam).

Because of the stress of the deadline, I didn't make too many gifs during development. But here is the sequence that I have (note there are some things missing):

https://www.youtube.com/watch?v=86PDjgUMN7s

( 1. basic movement; 2 bullets; 3 parallax scrolling; 4 drift controls; 5 snappy-drift controls; 6 gas-tankmouseclick_accl; 7 full-game-loop; 8 minimap-pickups-UI; 9 Basic UI & Level Complete; 10 Level-Lost-Text; 11 Tutorial-Out-Of-Fuel; 12 Hit An Asteroid Playthrough )

Results

Drumroll please...

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Ayyy! Pretty happy with these results! Great to know there is a lot of room for growth and improvement. My main goal for this jam was to create a complete experience in 48 hours, so the low score for Innovation is understandable. Over the course of the next 6 months I'll try to create many different prototypes and stretch my game design skills creatively.

Learnings / Thoughts

  • Streamers are a great resource. It's always insightful to observe people playing your game, and they gave me some fantastic input. Utilize streamers! Especially if you don't have any IRL friends on hand (:cryingcatface: :cryingcatface: :cryingcatface:).
  • I've always found that doing some physical activity and then relaxing allows more creative ideas to come to me. I think I'm gunna start the next jam with a brisk walk as well.
  • Gameplay Improvements:
    • French people are people too! Have an alternative to WASD input!
    • The ships angle's is not quite perpendicular when holding a vertical input (it's around 80 degrees I believe?). This caused some confusion for some players about the direction the ship would move. The ships angle should represent the direction it will go in, purely vertical. The animations would be a bit choppier, but clear representation is more important. (plus I could add an interpolating animation to reduce the choppiness)
    • because the camera doesn't zoom in/out based on the speed of the ship, players are more inclined to move slowly (lest they crash into an asteroid). I don't want to discourage players from going fast, so variably zooming out the camera based on speed would have been a nice addition.
    • level ramp is weird (starts out harder, ends up easier as you hoard a bunch of fuel and oxygen, resulting in the level kind of being a chore at the end)
    • Initially, the game was too difficult. A common trend of the games I played seemed to suffer from this. Let's make it less punishing! Perhaps a health bar would be better than an insta-asteroid death.
    • the game is not diverse/interesting enough to constitute such a long game loop. Either shorter the level loop, or add move variation to the level or a sense of progression.
    • I spent a decent amount of time getting the spaceship physics to feel "snappy". They intentionally did not behave like real life physics because I wanted players to move fast and be able to quickly react to oncoming asteroids. However, direction changes were a bit jarring and harsh (I believe a perpendicular angle would completely cancel your speed). I think that having the ship direction based completely on user input was okay, but the speed changes could have been tweaked.
    • The font I used was a bit hard to read
  • Dynamic Difficulty Adjustment is an interesting mechanic. The game becomes easier/harder every time you win or lose (even on the first level). No one noticed/mentioned that the game got easier the more times that they played it. I assume that without this, the game would have been way too hard and my score would have suffered (I also think players would have a worse experience. In this kind of format, I assume that people have less patience for difficult/frustrating games). I do think it may be better to be explicit about the adjustment however.
  • I find the Halton sequence to be a great way of generating a level: https://en.wikipedia.org/wiki/Halton_sequence . The distribution of items seems natural, and its deterministic as well!
  • I liked the fact that the final design of the game was not what I initially drafted in the initial hours of the game. It's cool to see how the design of a game changes as its developed, especially at the rapid pace of a jam.
  • I love how much the system here promotes giving constructive feedback. It's incredibly motivating and I've learned things that would have gone completely over my head.

See y'all in April!

How about going back in time?

So

Do you remember LD 43 almost one year ago (the theme was - sacrifices must be made...)? anyway, back then my friend and I made the game "Electrocuted" for that jam. So I thought it would be cool to make a demake edition (the opposite of remake) of Electrocuted in my text-based game engine I wrote in C++.

So there you can have it, I`m leaving a link to the itch.io page, feel free to try the game out and even let me know what you think about it in the page's comment section.

https://gelgavish.itch.io/electrocuted-the-demake

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Thanks for your time! :D

LD45 Post Mortem - Blank Page

Here's my long overdue post mortem.

My game: Blank Page

Final results (Compo) Overall: 15th (4.1 average from 47 ratings) Fun: 38th (3.9 average from 47 ratings) Innovation: 1st (4.656 average from 47 ratings) Theme: 2nd (4.567 average from 47 ratings) Graphics: 287th (3.2 average from 47 ratings) Mood: 221st (3.226 average from 44 ratings) I'm very happy about this, especially considering this was my first game jam.


In this post I'll mainly cover how I did ideation, design and development during the compo.

Before the compo

This was a good time of the year to have a compo because it was scheduled to start 8am local time at the beginning of a three day long weekend. I didn't schedule anything else that weekend.

I wanted my game to be web-first (playable in a web browser) and ideally be written in TypeScript because I like the type safety. I was considering using Phaser for the game engine.

The compo

At the start of the compo I began brainstorming ideas. Before long, I realised that the theme "you start with nothing" was applicable to nearly all games, so it was very open-ended. You could build a Minecraft/Factorio spinoff or some RPG and that would technically satisfy the theme. But I didn't want to build a regular game. Ideally, it should be something with a stronger-than-normal emphasis on starting with nothing.

I liked the idea of starting with literally nothing: a completely empty webpage. No UI and no instructions. Nothing. This reminded me of games such as A Dark Room and Candy Box 2 where you start with a minimal UI, so I decided to go in that direction. I also liked Candy Box 2's charming ascii art, so decided to do that too. It was also easier for me to draw because I hadn't practiced creating my own game art in ages.

But what should happen next? I spent a long time trying to think of ideas. It was like the "blank sheet of paper" problem described in the rules page. I found that linked Wikipedia page relevant, so I made it the next step in the game progression. From there I brainstormed ways to manipulate the characters to make stuff happen and unlock more things. It was turning into a very weird and abstract game.

But an overly weird game can be annoying or even unplayable. I knew I could make it less weird by giving it internal consistency. I figured that a minimalistic, grid-based puzzle game would be suitable for this. So it became a game where you start with with knowing nothing of what it's about or even how to play. You had to figure it out. Additionally, I liked the idea of exploration: starting with nothing visible, then that small part of the page, then gradually uncovering more of the map. (More adherence to the theme.)

It was almost three hours in when I began setting up the project. By then I had decided that I didn't need a graphics library. It was enough to use just plain HTML, CSS and JavaScript (but transpiled from TypeScript).

From there (and throughout the rest of the 48 hours), I tried thinking of game mechanics – ways to explore, ways to progress, things to unlock and things that would add challenge to a puzzle game. First I thought of the click-to-remove letters and the expanding dot (.). Then the expanding +. Then the "beacons" (those numbers you need to light up), which were useful for dividing the map into separate challenges (or levels).

Due to the exploratory aspect of the game, I challenged myself to fit the entire thing on one grid. I also wanted to make it impossible to get into an unwinnable state. I added "powers", initially as a way to undo moves. Later, I made it a design rule that each (non-passive) power should add some new possibility to the existing space. For example, the slider (@) makes you use the walls differently.

I found it quite difficult to think of suitable new mechanics or powers. The slider idea happened at the nine hour mark. Twelve hours in, I came up with the idea of an "anti-beacon" (0) that you had to avoid, but I didn't have many ideas for new mechanics after that. Towards the end I thought of a weird tower defence idea, but didn't have enough time to implement it. [See Appendix 1]

Apart from coming up with ideas, I spent most of the time writing code and doing level design. My file structure was a mess. I didn't modularise it very well; one of the files was 700 lines of code + hacks. But it had types and only needed to be maintainable for two days. Level design took a lot of effort too. Due to my constraints of one map and no unwinnable states, the map became very complicated to design. I wanted the progression to be increasing in difficulty, and had to be careful to not make parts unintentionally skippable. I found it helpful to make a separate annotated version of the map for my own reference.

Regarding progression, I wanted to introduce the player to new mechanics gradually. In accordance with the theme, I aimed to do it with minimal UI – without an explicit tutorial or instruction manual on how to play. (I was inspired by certain games that did this well. [See Appendix 2]) Even the entry page was deliberately terse.

Overall, it was an interesting challenge that encouraged me to push my limits. I had some doubts along the way but managed to produce something playable and complete enough to be a game.

Thanks to everyone who gave my game a chance. And thank you for reading.

Appendix

1: Crazy tower defence / race idea: * Each race has a endpoint, which is a tile on the map. There are also several start points for allied and/or enemy racers. * The player is able to prepare the map (by manipulating walls) and then start the race. * When the race starts, all the racers attempt to reach the endpoint via the shortest path clear of walls. * So the player should prepare by arranging walls in a way that gives allied racers an advantage and enemy racers a disadvantage.

2: A game that's good at conveying the rules with less words: Mega Man X

https://youtu.be/8FpigqfcvlM

Geta Game Jam 10 will be starting in LESS THAN ONE MONTH!

## Become apart of the 10th Geta Game Jam between January 4th and 7th!

In this jam you get to... * Develop a game from scratch in just three days * Work either alone or in teams of any size * Inspire your game on a theme that will be announced at the start of the jam * Test your ability by confining yourself to the hardmode challenge (optional) * Post your theme and challenge suggestions in our Discord server

* Work in any language, framework or engine

---> Interested? Join the jam here!

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DISCORD JAM 3 (DEC 20 BY LD DISCORD)

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Discord Invite: https://discord.gg/ghPFMna Itch.io Event Page: https://itch.io/jam/djam3

New Unity videos are published~

Hey guys How's going~

I have published several Unity tutorial series on my channel inncludes Collection Manager, Innventory system, Shader graph. If you are curious about them, Hopefully you can click one of them and watch it. (I really dont want to make any efforts but on one knows. If this post disturb you, I am so sorry*)

Portal: https://www.youtube.com/channel/UC84aSoQ90sbu83C8JZUKqxg/videos?view_as=subscriber

Hopefully, you can have a great winter vacation!

Joe

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Marry Christmas

I've been improving my art-skills since the last LD. I use a graphic tablet now:)

This is a gif I made for Christmas: TheTree.gif

PS: Does anyone really read this or is this website dead in the winter?

Merry Christmas Everyone

It is Christmas and it is time to play a fun little digital Christmas Board Game with your friends and family. So come and play my little Christmas game "The Good Elves" here https://gamejolt.com/games/TheGoodElves/386533

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Hope to see you all to the next Ludum Dare.

Merry Christmas Everyone and happy new year

Evole! - Devlogs :D

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Heey! Ludum Dare 45 gave me quite a good time developing my game, so much so, that i decided to carry on with the development, i got really good feedback from people, and some wanted to know where i'd take the project, so here it is! I'm starting a channel and will post devlogs there! :smile:

https://www.youtube.com/watch?v=CIfMMpLk1vc