Jimbly

LD35

Great showing of Splody Ludum Dare / GitHub GDC Party!

Last night I attended the Ludum Dare / GitHub GDC party in San Francisco at the fantastic offices of GitHub.  I have no idea where their employees work (perhaps another floor?) but their gathering space was fantastic, and they even had a nice big TV with a dangling HDMI cable set up which I was able to snag for an hour or two of showing off my game, Splody.  I turned the TV over to Shnipers for the latter half of the night, as that was also a fantastic local multiplayer game, and had a chance to play a bunch of other indie games around the room as well.

Splody

Splody is basically Bomberman taken to the extreme, optimized for larger numbers of local players (though also has online multiplayer).  The showing of Splody went quite well, often had 6 or more people playing at once, everyone seemed to be having fun, and quite a few were really excited about the game.  It was great to have so much positive feedback!  Everyone unanimously enjoyed my simultaneous multiplayer character customization/control test screen.

Simultaneous multiplayer character customization and control test screen

Now, I just need to channel as much attention as possible into getting Greenlit on Steam, so, if you have a Steam account, please go vote on my Steam Greenlight Campaign, every vote helps!

I did learn a few things that hadn’t came up with my previous demos – as this demo was to a bunch of random people at varying frequencies, and most of my previous demos have been to larger captive audiences.  I need a good way to show the game to just a single demoer – playing a 1v1 match against me, a tournament-winning Bomberman player, either doesn’t go well for them, or feels like I’m just committing suicide.  I think I’ll throw in an option to pad out a match to a fixed number with AIs, so if there’s just one person demoing, AIs can fill in so there is at least 4-6 players on screen for a better feeling of what a party game can be, though obviously playing against AIs isn’t as fun as stomping your friends.  The other thing was with one particular game mode, Mount Control, which currently has a bit of randomness in it which can lead to rather long matches, and I think I can do a little tuning so that the expected match time is a lot more constrained which would lead to much better conference-floor demo experiences.

Oh, and the other thing I learned, or, rather, already knew, but keep forgetting, is that I really shouldn’t play against a set of people and win 3 to 0 to 0 to 0 to 0 to 0… but some people playing the demo get really competitive and I have to give it my all to give them a fair fight, and the I forget to tone it down a notch for the next group.  Best solution is probably to continue talking about the game constantly, as me paying half attention is probably the right skill level for most people ;).

In conclusion, please vote on my Steam Greenlight Campaign, and also follow me on Facebook if you want updates on the development of Splody (and my other projects).

LD 39

Drone Supervisor Drones On

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I've added some polish, much needed undo/redo/save state/load state features (for those of us who love optimizing) and some jam-quality audio to Drone Supervisor, my Compo entry which has been destroying hours of people's time (although no one has yet matched or beat my high score on Level 2 ;).

  • Como Entry: https://ldjam.com/events/ludum-dare/39/drone-supervisor
  • Updated version: http://www.dashingstrike.com/DroneSupervisor/ (WebGL)

LD 41

LD 42

In for 10 in a row

When I decided to go full-time indie, I vowed to do every Ludum Dare if possible, and, although some have been better than others, I've not missed any of the last 9, so I'm excited to get my 10-in-a-row streak this weekend!

I'll definitely be using: * My custom Javascript framework built on Turbulenz. I love working natively, but it's just so much easier to get people to play my prototypes if I can just send them a link ^_^. * Sublime Text * Lots of Mtn Dew * Piskel and Photoshop for sprites

I'll probably be using: * Bfxr for sounds * Bosca Ceoil if I get around to music

Hopefully during the weekend I'll get some good news that Splody passed its final certification for its upcoming PS4 launch, and not be too distracted...

Plan: Reductive Inventory Management

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You start with a ship that, perhaps, has already ran out of space, but then you need to load in more things (probably some refugees?), and need to choose what to get rid of and try to continue surviving.

Gameplay will alternate between "inventory management" (choosing what to get rid of to replace with your precious cargo), and encounters where you toggle power levels to a bunch of different sub-systems. I think this will work, if I can complete it in time =).

Post-mortem - Escape from the Alliance

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Originally posted on my blog.

When I started working full-time on indie games at Dashing Strike, I vowed to participate in every Ludum Dare if possible, and this past one marks my 10th Ludum Dare in a row!

For those that haven't played my entry yet, it's a spaceship management game where you alternate between phases of fighting a wave of enemies and choosing which piece of equipment to remove from your ship, making you weaker but able to carry more refugees to safety, with a few little special events that influence your choices.

You can play and rate the game here

What Went Right

  • Scope - My game idea was fairly complicated, had very ambitious coding goals to finish it in time. I managed to implement most of what I planned, making a fairly complicated game (for a Ludum Dare entry), and after the tech work, I just barely ended with enough time to do sound, music, and add a little polish.
  • Music theming - Though I wish I had been able to spend more time on it, I think the music turned out pretty good (or, at least, pretty OK?), and I even received some compliments on it, which is a first for me. For the Main Theme I think it worked out because I had a plan when I started - I chose an inspiration (music from Firefly in this case), spent a couple minutes listening to it, identified a couple key instruments, and then started by trying to mimic that. I ended up going off and doing a bit of my own thing, but having a place to start worked much better than staring at a blank staff and wondering what to make. For the Battle Music, when choosing instruments for the main theme, I stumbled upon the "effect bass" voice in Bosca Coeil, and that seemed nice and sci-fi sounding and pretty good all on its own for ambient music. I then added a little very quiet melody, that you probably don't hear over the explosions and other battle sounds, and it turned out pretty good. Upon reflection, if I spent more than 1 hour exactly every 4 months using my music software, maybe I'd already know which sets of instruments work well =).
  • Simplification of the power mechanic - My original design/implementation had each panel in 1 of 3 states - off, on, or over-powered, letting you have more fine control to boost something quickly, but have it quickly overheat. But, UX-wise, it really felt good to let you just click on the whole panel to toggle states, and my initial 3-way toggle didn't work well at all - when playing, it was on "on", and as a player I needed it off, so I clicked it, now it's on "over" and things are worse, oh no!, what's going on?! So, I temporarily simplified it to 2, and it turned out that just having the "on" state generate heat and be required to be turned off from time to time generated more than enough scramble to make managing the ship engaging.
  • Story/Writing - I've not had much more than a single line of text (other than tutorials) in any of my previous Ludum Dare entries, as, usually I like to just focus on the gameplay, but I have been wanting to try a little game writing, since it's a skill I've not had chance to exercise. Though I don't think the story was anything particularly good (it's mostly references to other Sci-Fi properties or tropes), I received a lot of comments that it helped engage them and feel like there was a reason to rescue these refugees - and I guess some people need more motivation than just a high score to intentionally make their ship worse as the game progresses.
  • Something New - Some famous game designer, I forget who, said in a talk that if you're going to make a game, it's great to re-use what works from previous games, but make sure it has at least one new thing in it, or it's not worth doing. Though it's safe to say just about every thing that seems "new" in a Ludum Dare entry has probably been done sometime before in the tens of thousands of game jam games, I, at least, haven't seen a game that does the item/power progression mostly backwards, and that did end up being more interesting, and less frustrating, than I originally expected. Seeing this mechanic work out, and not getting any negative feedback on it, felt really good. I think that, perhaps, the theme of my game helped the mechanic feel good - you're not "crippling your ship" but "making space for more refugees", so you still feel "good".

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What Went Wrong

  • Scope - Though I put this in the "What Went Right" category because it let me explore a more complicated game design, I suspect my overall entry would have been better if the scope was a little simpler. Because I spent so much time on coding, I had little time for other important things. I ended up not doing a single user test, and I think watching just one person play it would have helped a lot. More time balancing would have helped. As always, I started by cranking out some initial sprites which "would be replaced by real ones later", which I never got around to, only spent a few minutes touching up the originals - a little more time on polishing art would have gone a long way.
  • Difficulty curve - Looking at the full high score list, it's clear that most people either die or quit after 3 or 5 levels. After 3 levels is, I think, the first place you can die if you're not playing well (letting the shields constantly overheat). It would have been good to add something to stop the "spiral of death" that occurs as soon as your shields are destroyed - there's not much a player can do to recover if they mistakenly ruined their shields early on. I think that I could have let the ship get entirely repaired after each battle and that would have been fine - when a person is playing well, they don't take damage anyway, and the encounters were relatively balanced to that.
  • Needed another tutorial or two - After the end of the competition, I got to watch a stream of Saoigames playing, and it was very clear they didn't understand 2 of the more complicated nodes in the ship (the power node and repair node), and I think adding a tutorial pop-up for those might have helped the people who failed or quit early. This would have only taken a couple minutes to add, but without watching someone play it didn't occur to me that it was needed.

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Reception & Analytics

At the time of this writing, the rating period is still going on, so I don't know what people are rating my entry, but the game has a high score list and I can look at how far people made it from that data (assuming they completed at least the first level). From previous entries, I've learned having a high score list is a great way to get very rough analytics on how engaged people are with the game, and inspire competition among friends, so it's something my engine supports easily.

As of now, I've had 42 people play my game, and received 29 ratings on the Ludum Dare site. At least 7 of the players are from my social shares (I recognize their names on the high score list), so that just leaves 6 unknowns - either from my social scores (but didn't put in a name), or from the Ludum Dare site but they didn't leave a rating after playing.

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Looking at progression, I had roughly 7 people stop playing after completing level 1 - they either died on level 2 (not likely, unless they really messed up), or they decided they'd played enough. Similarly 7 more dropped off after levels 2 and 3. Interestingly, no one dropped off after level 4 (everyone who made it that far also beat level 5). Looking at other data, level 4 is the shortest level (took people an average of 54 seconds, vs 2-3 minutes for each of the first 3 levels), so perhaps balancing more of the waves to be of a similar length would have kept people engaged longer. I can see how more than 2 minutes is a bit long for a level in the casual setting of playing Ludum Dare games, and the gameplay of my game gets pretty repetitive once you get the hang of it. After those levels, had an average of 1 person quit after each of levels 5-10, and then a total of 15 (35%) who played and survived until the end, however, this cohort was about 50% from my social shares (they all made it to the end) and 50% Ludum Dare players - my friends had a lot more patience (or were better at this kind of game) than the general audience.

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Average time to beat all 11 levels of the game was 19 minutes, which is a little longer than I expected, and a little long for a Ludum Dare entry, but not too bad. However, the median playtime for all players was just 10 minutes, so most people got bored (or died and did not retry) at about half that. I think 10 minutes is a reasonable gameplay length to aim for for a Ludum Dare entry.

It would be really interesting to know if people died or quit. A player losing and then moving on to rate the next game shows a different kind of disengagement than someone getting bored and quitting. I think for my next game I'll add in a little more analytics - it's just one line of code when I throw up the "you lose" screen, and would give more meaningful data.

Future Work

Ludum Dare is great for personal growth, but it's also a great sounding board for game design ideas, and forces me to bring a prototype all the way through the development process to something complete in a short time. So, the big question then is: Can this game, or part of this game, be used in a larger project? I've been toying with the idea of a cooperative ship-piloting game, where people work puzzles to power the ship (similar to Puzzle Pirates, but with a bit more tangible outputs from puzzles to ship performance), and this kind of game needs some good mechanics for the "scramble" gameplay - when you're not doing puzzles but running around the ship flipping levers trying to survive an encounter. I had this kind of game in mind when making Escape from the Alliance, of course. So, would this gameplay work as part of something bigger? I'd love to hear your thoughts in the comments =). I think part of it would - I really liked the way overheating mechanic played out. In my previous prototypes, the gameplay usually degenerated to "we've got enough power output now, just leave the shields/engines/everything on full for the rest of the journey", making encounters less interesting. Having components start overheating means the player needs to be more active in managing the ship, but also means there's a bit of a schedule you can understand - you flip the switch to turn on the shields, and you know you've got X amount of time to work on a puzzle before you need to go and deal with shields again. I think I like how that would play out. The fact that components overheat for a bit and then automatically turn off also works pretty good so you don't always have to be on top of things, and also opens possibilities for interesting ship upgrades/variations: quick overheat detection auto-off upgrades or ships that take less damage from overheating, or more damage but cool faster, for the micro-managers.

The encounter pacing here also provided some interesting insights - in my "perfect score" run through the game, a couple of the encounters played differently than others - even though the only difference was how many ships were attacking, because destroying a ship was a very discrete event (power weapons to full, one ship dies), I could plan an optimal strategy in each battle - in some it was worth a little overheating on weapons to more quickly take out more (or all) enemies right away, and in others it was going to be a long fight and was more about heat management on the shields and putting some power into engines to provide just enough relief so the shields could cool. The take-away here is that it's best that the encounter mechanics be easily understood, and allowing the player multiple ways (each with their tradeoffs) of dealing with them provides some interesting gameplay. In my previous prototypes I leaned more towards encounters with different mechanics - "this encounter is asteroids, so you need power to engines, this next one is enemy fighters, so you need power to shields", but I see here that just having one mechanic with multiple systems that affect is will lead to much better gameplay - instead I can have "this encounter is asteroids - small count of large damage - implicitly encourages you to use engines for evasion; this next one is enemy fighters - constant flow of small damage - implicitly encourages you to use shields". As usual, simpler, better understood mechanics with player choice = better gameplay!

Thanks for reading this far! If you want to support my future game development, go check out Splody, it's coming out on PS4 on September 18th, and is available on Steam now.

What do you think about the gameplay in Escape from the Alliance? What did you like or dislike and what might you like to see in a deeper cooperative ship-piloting game?

LD 43

Like Rotating Pipes?

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Like some classic pipe rotating gameplay combined with some crafting and pet raising?

https://ldjam.com/events/ludum-dare/43/slime-laboratory

Ludum Dare 45

Isn't that always the meta theme...

I'm a little tempted to really make a game "from scratch" and start by typing 1s and 0s into a hex editor, create a simple assembler, and see if I can at least get an interactive bouncing ball on the screen before the weekend is out...

I've got a game...

Molecular fission and fusion. Goal of the first level: start with NoThINGa, generate SOMtHINGa.

Any fun? http://pink.thesilentb.com/ld45/

Spoiler below.

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Statistics about Chemistry

I'm super happy with how my chemistry-themed Compo entry SOMtHINGa from NoThINGa turned out, but apparently it's a bit.. challenging. Or maybe just too many levels. One of my favorite features in my web game engine is easy to integrate high score lists - this not only gives people something to compete about (great for my circle of friends), it's also super simple, built-in, very granular analytics! I did a quick scrape of the high score data, looking at when it was submitted compared to when people finished the previous level, and got a nice overview of how far people are getting, and how much time they're taking on various levels.

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As you can see, it pretty quickly drops down to just 1 person getting through all of the main levels, congrats to that one person, I wish you had left your name in the high score list, but, alas, three cheers for Anonymous!

Interestingly, the 4th level, "Chinese", has a big drop-off in people completing it (it's the first level that takes a little thought), and those people who do complete it take quite a while, however there's a pretty big influx of people skipping that level and completing the next one! That really validates adding the "Skip level" button that made it in right before the deadline. I'm slightly baffled as to why the average time on the next level is so low though, as people who didn't complete level 4 would have that time counted towards level 5, due to the simple way I scraped this data... I guess they gave up and moved on pretty quickly!

I had 4 beta testers (myself included) who scored on all levels, so the actual high score list has another 4 players on each of the levels. Here's the raw data:

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Unsurprisingly, the first rather challenging level, #8: Catalan, saw a really large drop off, and a whopping average of 43 minutes to complete it! I really hope a lot of that time was people leaving the tab open in the background and coming back later (max "time" on that level was a little over 3 hours, so it's probably an outlier skewing the data).

Other bits of data about the 47 ranked players: * Ludum Dare ratings received: 33 * Beta Players: 4 * Unknowns: 10 - either Ludum Dare people who didn't bother rating, or people just playing Ludum Dare games who weren't in the Compo, I'm not really sure. Could also be return players who cleared their cache or used a different browser.

  • Number of people who gave up pretty quickly: 30
  • Number of people who mentioned "hard" or "difficult" in their review: only 1

Not sure what to make of that. (Edit: Another 3 people used the word "challenging", so that's not so far off, 4 of 17 reviews implied it was hard)

Also, no one (outside of my IRL friends) has beaten the bonus level (requires beating all other levels to unlock). Will you be the first Ludum Dare contestant to do so?

Go play.

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Ludum Dare 47

I might be on to something...

Spent an hour brainstorming, had one idea that might be great, but would probably take a ton of work. Had another idea that I thought I could prototype the core mechanics in a half hour, so, 45 minutes later here we are!

http://pink.thesilentb.com/ld47/40minutes/

Think it'd work?

I'm thinking biplanes avoiding things and dodging through structures or space ships dodging asteroids.

Ludum Dare 49

Modem Games

(Virtual modem included)

I just got back from some traveling that started half way through the compo, have now rated 26 games, but need some ratings to get mine over the 20 ratings mark!

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Play in your browser here. Touch-friendly (weird, for a old-school, text-based, BBS-style game, I know ^_^).

I actually recommend using keyboard, not mouse, but the recording reads better with the mouse ;).

Any other old-school, text-based games people have stumbled upon that I need to play?

Ludum Dare 50

I appear to have some kind of game...

I thought I was going to have to tack on the theme after the fact, but mechanically it appears the optimal thing is to delay the inevitable giant blob of color =) Recording 2022-04-01 at 22.05.33.gif

Ludum Dare 51

Some analytics about space mining...

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Ratings received so far: 24

By looking at the high score list, and stripping names of players I know outside of Ludum Dare, I see: * Unique (Likely) LD-ers who scored on any level: 27 * (Likely) LD-ers who played the intro: 24 * (Likely) LD-ers who played level 1: 18 -- 15 (62%) of the those 24, plus 3 who skipped the intro level * (Likely) LD-ers who played level 2: 7 * (Likely) LD-ers who opened the intro but didn't click anything at all or play level 1: 2

Losing 62% is a pretty big fall off between the intro level (which has very little tension, just an introduction to the mechanics) and the first real level. The people who played the second level and on always leave glowing reviews, so, the question is: why are people bouncing off after the intro? One possibility is just the rush to rate games, they try the intro and move on out of principle. Another possibility is that this game really appeals to some people (some people have played it for hours competing for the high score!), and just not as much to other people. I expect the latter is the case, and my overall ratings will be muddled, but, when making a game, it seems it's much better to have some people love it, and others hate it, than to have everyone think it's just good, so I'll take it!

The final level, which 7 brave souls have attempted (and 4 finished!), isn't particularly balanced, and is pretty challenging, so I actually don't recommend playing it, so that drop-off is likely just due to my recommendation.

Just in case this kind of game is for you... check out Spacemine Defense, my 19th entry in consecutive Ludum Dares!

A special shout-out to @nyxkn who has the high score on all levels at the time of this writing, way to go!

Edit: A user just discovered a bug where high scores for a given level stop getting submitted if you replay a level and don't refresh in the meantime... it's totally possible all of those people who "didn't click anything at all" actually just replayed the first level and got it stuck! Lesson learned: Some data's probably wrong and you just have a bug ;)

Ludum Dare 52

AI Content Generators in the Compo?

The LD51 rules specifically called out that (the new class of) AI content generators are NOT allowed in the Compo, along with including other guidelines. The general rules have not been updated with this, nor does the LD52 announcement post references this. What's the current state of the rules? Seems people will be even more interested in this topic this time around =).