First Playable game completed
I completed a playable game for my first LD!
I completed a playable game for my first LD!
I have looked at a few Builds for Linux already and none of them ran. Notes below about how to make sure it will run on Linux:
Export as a Universal (x86 + x86_64 (Universal) so it can be played on both 32 bit and 64 bit OS versions. Also make sure to also have the data folder in the package.
First off, this is my first public game and 4-5th in Unity (game engine) and less then 10 over all (I did some in Apple Basic and C/C++ in school). I would say the game would fall into the 3D puzzle/platformer genre.
The time limit really helped with focus and the ability to go... Good enough, need to move on... Got more done in my game then I would.
I learned what a Foley Artist is and even managed to make some sound effects for my game. I found that while I can unwrap a UV in Blender and move the sections around on the Image, I couldn't figure out how to paint it. So my character ended up with out a face (one of those, good enough, need to move on moments).
The coding aspects of the game felt I did ok with. I did ok with making some basic 3d objects, etc.
Where I had trouble - IE where I learned something - I sorely underestimated the time it takes to actually BUILD/Layout a level. I managed a tutorial level, a game level, and a 'ending' level. - PREFABS, PREFABS, PREFABS - I ended up having time to add some sound & particle effects. The item I had prefabed, took a few minutes to update. The items that I didn't........ not so nice. This was actually part of my driving factor for not trying to create any more levels. To much time to make things consistent. - More time for playtesting. After I had the game playable, my kids asked to try the game... and I found some of the jumping puzzles were harder then intended. So I went and adjusted the character's jump slightly. This created the unexpected situation of the character could now make jumps that it wasn't expected to be able to make (IE you can jump right past most of the puzzles now).
Where I was happy with my results
- I was able to make some basic tiles and import them into Unity and build levels out of them.
- Coding triggers and reactions/etc.
- modeling and animating a basic character
What I would have done different with what I know now - PREFABS - see above - More varied & larger tiles to build the world with - only having 1x1 tiles, takes some time to build with - Perhaps changed to a 3rd person over the shoulder with camera control instead of a fixed camera - I had to change some puzzles to deal with camera angle issues.
My take away - I am thankful to Quill18 for posting his YouTube video that amounted to 'just do it, even if the best you can do is pong, it is worth it' x10 times over - I am glad I did this, It was the first time in a while that I woke up before my alarm clock mentally going 'is it time yet?'
Unfortunately there isn't a platform filter to help find games that are either web playable or have a Linux build, I am asking for you to help out.
Please post your games (or games you have found and like) with either Web or Linux builds below, so us Linux gamers can try out your games
One adendum: If you are exporting Linux for this, make sure you do a Universal build (some people are doing the 32bit Unity version only which us 64bit OS users can't play)
while you are at it, feel free to check out my multi-platform game: https://ldjam.com/events/ludum-dare/38/glade-in-the-sky
3D Playformers - Are Blob Shadows a Necessary Affordance?
In the feed back on my game, I had some mixed responses about perspective issues and lack of shadows. In doing some research I found that the fastest two default settings in the unity launcher disable shadows (ouch), this probably explained why I got mixed responses about shadows existing. Second, I did some searching and found out about Blob Shadows for 3d playformers. Always having a shadow projected directly below the character (IE from a directly overhead light source), seems to be an common affordance. Blob shadows originally came out of the limitations of hardware and we can now get much more accurate shadows. But that leads to the question, (in modern games) Are Blob Shadows a Necessary affordance?
Thanks for any thoughts and feed back you may have on this question.
To see the difference (shadows/no shadows) try both fastest and simple or higher graphics quality
An action/adventure game focused on exploration and puzzle solving using procedural generation of maps for replay ability.
I am looking for a few more games to play and rate this afternoon. If you would like me to play and rate your game, please link below. Limitations - has to be a Linux or Web game. If you used unity for native builds, you will have needed to do the 64 bit or Universal exports.
You can find my game here and post mortem links below - Artifact Dive - Artifact Dive Post Mortem
Thanks to Zack West @zwrawr (Unfortunately I couldn't find his game) who created some wonderful live charts of our rating progress, you can see some examples of his charts below.
Keep up the good work: playing, rating, and leaving quality feedback. Remember if you need ratings, the best way to get them is to get out and play, rate, and leave quality feedback. The sorting algorithm does a really good job!
I would love to see another 30% ranked by the end of the weekend. I put that out as a challenge to everyone. I believe the community can make it happen.


another 4.4% of games are ranked from yesterday!
Thanks to Zack West @zwrawr (Unfortunately I couldn't find his game) who created some wonderful live charts of our rating progress, you can see some examples of his charts below.
Keep up the good work: playing, rating, and leaving quality feedback. Remember if you need ratings, the best way to get them is to get out and play, rate, and leave quality feedback. The sorting algorithm does a really good job!


another 3% of games are ranked from yesterday!
Thanks to Zack West @zwrawr who created some wonderful live charts of our rating progress, you can see some examples of his charts below.
Keep up the good work: playing, rating, and leaving quality feedback. Remember if you need ratings, the best way to get them is to get out and play, rate, and leave quality feedback. The sorting algorithm does a really good job!


Thanks to Zack West @zwrawr who created some wonderful live charts of our rating progress, you can see some examples of his charts below.
Keep up the good work: playing, rating, and leaving quality feedback. Remember if you need ratings, the best way to get them is to get out and play, rate, and leave quality feedback. The sorting algorithm does a really good job!


I have been using my Postmortem to collect all my thoughts about what went well and what didn't go so well. One thing that became very evident from the feedback was that Art/polish makes a massive difference in the reception of a game. I took some time after the jam (6-8 hours) to do some Art/polish. Those few changes made the game into almost a completely different game even though the base mechanics are exactly the same. You can see the difference below.
So have you had any similar experiences?


If you want to play the before and after, you can find them here: Artifact Dive (Post Jam is in the downloads on the itch.io page)
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
(% based on rating vs total compo submissions - higher is better)
Then I recalculated based on some feedback
(% based on rating vs calculated compo submissions - higher is better)
Then I got the actual numbers I needed to get exact stuff
(% 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.
First a game-play video (max score, not quite a perfect run): https://youtu.be/PnWi5kkAguo
Make something in less then 12 hours that could be called a game.
I only had about 12 hours to put into LD40. I made my focus something I could do quickly and tried to focus on finding that 'fun factor.' I seem to have found it (at least compared to my prior games).
Looking forward to to next LD!


I think I have all the gameplay mechanics working. Level 1/Tutorial done.
Next will be some 3d models, more levels, Main Menu, & Level Select... then publish.
https://youtu.be/ryYO16rWZgk
What do you get when you cross a 2D Platformer, a FPS, and a Puzzle game?
You get Prototypes and Dust, a LD41 Compo Entry.
Collect all 5 collectibles across 5 levels!

I am doing a challenge to do 12 Games in 12 Weeks.
You can join in or follow along here:
https://12games12weeks.blogspot.com/
Looking forward to LD42. Been getting some practice in from my 12 games in 12 weeks challenge. Looking forward to putting the practice to use!