Mad Desert by djosef 2018-08-13T20:47:43Z
There were some graphical glitches while running against the blocks. Also it's quite hard to find a block you can push in time :P. Still a nice entry
Foon → Ludum Dare Explorer → Users → Antsa
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Operation blob rescue | jam | ||||||||||
| 2023 | 53 | Delivery | Silence is just a pipe dream | compo | 340 | 3.05 | 2.50 | 2.52 | 3.13 | 3.75 | 2.78 | 3.50 | 3.47 | |
| 2023 | 52 | Harvest | Let's get this bread | compo | 178 | 3.45 | 3.42 | 3.57 | 2.67 | 4.11 | 2.71 | 4.07 | 3.52 | |
| 2022 | 51 | Every 10 seconds | The Diamond Heist | compo | 430 | 2.94 | 3.07 | 2.81 | 2.97 | 2.18 | 2.11 | |||
| 2022 | 50 | Delay the inevitable | 👥 | LD50.exe | jam | 803 | 3.44 | 3.57 | 3.42 | 3.94 | 3.52 | 3.08 | 3.92 | |
| 2019 | 44 | Your life is currency | 👥 | Square Life | jam | 2.68 | 2.68 | 2.81 | 2.43 | 2.68 | 2.25 | |||
| 2018 | 43 | Sacrifices must be made | Studyhard | jam | 644 | 3.28 | 2.88 | 3.27 | 3.30 | 4.13 | 3.11 | 3.44 | ||
| 2018 | 42 | Running out of space | 👥 | Insanity | jam | 985 | 3.01 | 2.60 | 2.70 | 2.43 | 2.95 | 2.81 | 3.18 |
There were some graphical glitches while running against the blocks. Also it's quite hard to find a block you can push in time :P. Still a nice entry
I think the download links might be broken
Controls were pretty hard but otherwise quite nice entry
@thebmxeur I was thinking about adding rigidbodies to the books but we didn't have enough to for it. Some books were little bit inside the floor so they would have flewn to the air so I removed rigidbodies from them.
Thanks for the feedback though
@bloc97 I kinda agree with you. We should have made the camera follow a little bit faster. Thanks for the feedback
@abhis1kadian At one point we actually thought about adding fps but then there was something that made us not add it. Can't just remember what was it :/
Liked the game but I just couldn't get past the speed level. Maybe my speed isn't just high enough :D
The download link isn't working
The sensitivity was way too high for me. I'm using a track pad and moving 1cm on the track pad turned the fov like 90 degrees around. You could have probably added sensitivity settings along with the sound volume
(My earlier comment didn't seem to go trough)
I couldn't complete the tutorial, because for some reason, the minion wouldn't want to wait on the second pillar. It would wait anywhere else, but not on the pillar.
@lyrcaxis Oh yea, I was on top of the minion
When I press the "Start game" -button, it shows only black screen and the top bar that shows stamina and items. When I wait a little bit and randomly right click around, I start losing stamina though. I have tried refreshing the site a few times and that didn't help
Amazing idea. The music scared me a little bit with it's volume in the beginning of the game. I had my volume at 20% and it was still loud
It took me so long to figure out how to press the "play" button :'D
Tutorials should really have more priority in LD games. They really make a difference in the feel of the gameplay
When I try to open the game, I get error message telling, that UnityPlayer.dll is missing.
I think you forgot to include other build files that come with unity. The build folder includes always at least following things: Data folder, Mono folder, YourGame.exe and UnityPlayer.dll
The game over scene isn't working properly. The cursor is locked and I cannot press the sacrifice button
For some reason it gives Game Over only a little bit after start, when the monsters are still at the edge of the screen. Still nice idea
That Roblox "Oof" Sound effect made my day
I somehow occasionally gained ability to jump multiple times and I could also climb walls by spamming space bar against them. Simple and working idea. The music could have some more variation
Nice and simple idea. Extremely good performance
I liked the idea but one thing really bothered me. Why did you only include Ultra preset? My integrated gpu could barely run the game with those details in 720p...
I really enjoyed the game. Had a good laughter when I saw the computer minigame for the first time
@oakus That might be a bug. You should be able to talk to everyone.
The wall limitation takes place at the edges of the map. I had to limit it due to the way the map generation and player movement is handled. There would be array overflow, if you were able to go through the edge walls.
@davidus Thanks for the suggestion! I'll see if I can do that
Edit: Nope... No WebGL. I managed to break the project by updating unity, and the most recent version had a bug with WebGL. Now I cannot build even for Windows
Nice consept, but the game felt a bit too easy. Also I didn't see any difference after speding all my HP to the vendors. Do they even give anything?
Survived to round 32. The knight is OP
I had issues with my cursor not locking to the window escaping to my other monitors, but other than that, fun little experience.
The game has some real Postal 2 vibe to it with the queues :D
Great atmosphere! I think I got even goosebumps at some point for some freaky reason :D. The computer usage was really smooth. Maybe some sort of reset button on the phone would have been nice for easier recovery from typos.
There was one issue though. The mouse sensitivity was quite low (I think I have 400dpi), so looking around was quite difficult
@0x-void-x0 Sorry but I'm afraid I can't make a Windows build. I have tried my best with a virtual machine and wine, but getting g++ (gcc) running on windows wasn't too successful. My friend had some luck with compiling my game engine on windows and he might be able to port it some day but he's not home right now.
As for web builds, that is in the plans but not implemented yet into the game engine
Thanks for your interest though :P
@phoenix-gi that error should be harmless. I got the game running in a PopOS virtual machine, but maybe I should also setup a Ubuntu VM and fix the texture loading bug. Thanks for the heads up!
Edit: The bug should be fixed now
Edit 2: Spun up a Ubuntu 21.10 VM and had no issues.
@tsugumi Good question :D
As far as I know, it is a game. If you want to verify for yourself, you can read the source code right here: - https://github.com/Toasterbirb/Ludum-Dare-50 - https://github.com/Toasterbirb/Birb2D
You can also compile it from source and run it in Firejail to contain it completely. You should actually use firejail etc. with all Ludum Dare games if you are running them on your own computer locally. I don't know of any malware being in LD games, but you should always be cautious when running random binaries
@dot-dev What distribution do you use? I could probably spin up a vm and try to reproduce the issue. I have so far tested the latest Ubuntu release, Gentoo and the latest PopOS release.
I also can't test it on AMD GPUs and that might be a problem with the AppImage. Me and my friend also found a possible bug in the font rendering library we used and I'm a bit powerless against that. The problem has to do with a text wrapping function that has near zero documentation and doesn't seem to behave in a stable way on every system.
I'm almost a bit scared of rating other peoples games because it puts this game to the front page and encourages others to play this buggy mess that seems to crash on every other system :D. Kinda counter intuitive
@minus Yea, I'm aware of my memory management issues :P. I'm quite new to C++ in the grand scheme of things and this has been a big learning project. Also about half of the LD game was written by a friend of mine who was completely new to C++ so that should explain the weird code style clashes, if there are any
Also, I'm aware of the directory problem. The main issue is that I don't have access to windows devices and can't really test anything on windows. My PC has a storage shortage and my laptops proprietary BIOS has completely crapped itself and selectively recognizes boot media.
I don't ideologically have anything against a Windows port, but I have no clue how to do Windows development when not on Windows. I'll clearly have to solve this issue though if I want to take part in LD next time around.
I'll happily accept a Windows port if you manage to create one and/or accept any pull requests to the repositories
@minus **Thanks a lot for your efforts!**
I got the release running in wine after doing a few tweaks and installing the C++ Redistributable. I'll upload the release to the projects github page and link it here shortly. I might also try to add your changes to the source code with preprocessor directives or something, so that they could be used for other projects as well.
I really didn't think that this would even be possible :D
Interesting platformer with. The levels started easy and simple while bringing in mechanics as the game went on. The snow staying on the walls is a nice touch. I think the mouse movement was a bit difficult, its hard to remember where my cursor is relative to the character at any given time. Maybe some sort of arrow pointing from the snowball to the direction it would dash into would have helped?
Got stuck to the bouncy pad level with narrow flappy bird styled jumps. A bit too many timed jumps for me :P
The ticking sound in the end when the evacuation was almost finished was a bit odd. Like I think I'm not fighting against time running out, but the ticking makes it sound like I'm running out of time even though its a good thing that time passes
Spam clicked trough every pixel I could think of but couldn't get further than getting the second key.
The music was excellent and the graphical style fit the game well. Feels like a memory trip back to the flash game era
A bit grim, but fun little *zooming around* tech support experience. Helping the workers from afterlife I guess.
A few things though: - I had to guess the controls, not sure if there was a button for them in the menu though since part of the window was cut off in ultrawide aspect ratio and there was no way to change the resolution of the game. Nonetheless the tutorial was nice and simple - The level is quite large and the difficulty starts to ramp up quite quickly
I didn't understand the printer minigame and always got stuck with it just spamming the spacebar. Really liked the graphics and cutscenes. The pixelated font was a bit difficult to read though
Got killed by a pickle that spawned literally in front of me when I was walking :P
As someone else already said, would have been nice if you could shoot up and down. The random weapon concept made things interesting
Really liked the graphics and the game concept itself was really fitting to the theme
The difficulty ramp could have maybe been a bit more lenient and I also had some performance issues given my hardware, but that might also be partly my own fault running the windows version with wine and not playing the native Linux version
I didn't quite understand how to progress with the game other than move around, shoot things, collect things, maybe upgrade something if I had enough of the stuff I had collected and then randomly arrows would show up all around my monitor.
Graphically the game was really cool for a Ludum Dare game. I think the "robotic" sound could have been a bit clearer. I didn't quite understand what it was saying
EDIT: I should have probably read the LD description first before playing the game :D
I encountered some funny bug in the Linux build where when I died, I wouldn't actually die but all of the rats and enemies simply piled up on me and I get getting those power ups infinitely while the time still kept going. toad.png Guess I'll become the ultimate toad cat
EDIT: I tried the windows build in wine and it seems to have the same issue in it (unless its a feature of course)
The game has quite addicting gameplay and somewhat of a roguelike feeling to it. Didn't get the powerups that crush the most rats per attack? Try again and maybe you'll get more lucky :P
@mstrp I bring you good news! After way too many hours of fighting with mingw and CMake I have managed to get my engine to compile for Windows. The build I linked on this page has only been tested in [wine](https://www.winehq.org/) under Linux, so I'm not 100% confident about its working state.
@bqq Heh :D I too noticed that I could just hold down the arrow keys to certain directions and pray to RNG gods, but it was a bit too late to do any overhauls. Should have probably given the guards a bit more intelligence from the beginning and not trust randomness
@chuckeles I don't own a Mac myself, but you can compile it from source if you want a Mac version :P
You need the following programs installed: - cmake - make - g++ (and gcc if it doesn't come with g++) - git
Then run the following commands in your terminal of choice ```sh git clone https://github.com/Toasterbirb/Ludum-Dare-51 cd Ludum-Dare-51 rm birb2d git clone --recursive https://github.com/Toasterbirb/Birb2D birb2d mkdir build cd build cmake .. -DTESTS=off -DRELEASE=on -DSTATIC_SDL=on -DUTILS=off make -j$(nproc) ``` That *should* produce a working binary. If you are gonna take this route though, know that its most likely going to take way longer than completing the actual game
Good luck :D
Well done with the tutorial, though it probably shouldn't replay when you lose in the first level. I liked how the guards could be outran by hiding quickly even if you got caught for a moment. This "feature" created some scenarios where the guards and cameras could be cheesed by hiding behind a crate immediately after getting caught :D
Impressive graphics and animations for a game jam game :thumbsup:
Finished the game with a time of 462,449 :D
I spent quite a bit of time into the second level, because I just couldn't make the last jump for whatever reason. The difficulty ramp could have maybe been a bit smoother
@aderpychickenstudios No worries. I think it was the last jump before the goal, like from the second last platform to the last platform. It was probably way more easier than i thought, but there was something with it that made me mistime the jump every time and I jumped too early :D
Interesting way to do a bullet hell like game
The level rotation was really difficult to encounter. I found myself falling to spikes more often during the rotation than getting hit by the bullets. Most of the bullets could be safe-spotted since the patterns didn't really change.
The character controller was solid and responsive, so I probably just had a major skill issue with the gravity part :D
Took me a round to understand how the game worked, but after that, it was quite *punchy*, if I can say so. The sound effects should probably be toned down a bit. Even though normally the audio would sound like it was at its normal levels, there would be huge volume spikes when the train appeared or some other big event happened with multiple units at once
Great little minigame collection! Had some difficulties throwing away get toys, but pretty much all of the minigames were quick and easy to understand just from the title and the keybindings that where given before every minigame.
The graphics were awesome and most importantly, I had fun :D
I think I know why the game isn't opening for anyone other than you. You have probably misunderstood how to distribute a Unity game. When you export / build the game, there are some other files that generated aswell other than just the main executable. Export the game into its own directory separate from the project files and then share that entire directory
I did this exact same mistake back when I first used Unity
At first I thought it was a bit weird that the candy didn't move to the position I clicked it, but then when I started spamming the keys, it felt a bit more natural :D
It seemed to give the same set of candies to collect every time. Maybe you could have randomized the amount and type to add some more pseudo variety.
Overall fun little pattern recognition game
The watering idea could work, but I forgot immediately what seeds I planted and where. Maybe the dirt color could be different for each plant
Really fluid animations, fitting graphical style and sounds. The game had a certain "Dumb ways to die" vibe to it :D
I first thought that there was a potato driving the harvester but then only after a further inspection noticed that it was a sleeping person :laughing:
Also no worries about the missing web build. The windows binary ran really smoothly in wine on Linux
As an avid rhythm game player, I really enjoyed this one. Also the vim movement bindings worked nicely for attack and dodge
At some point I accidentally went trough something and got stuck outside of the playing area for a moment between the crosses. Some sort of solid invisible collision wall around the playing area would probably solve this
This might just be a major skill issue on my part, but I couldn't get past the first jump :D
@belonzik I actually tried using slash too while jumping, but I couldn't make it increase my jump height or speed
I really wanted to take out the auto clicker, but sadly it didn't work with the Web player
I actually really enjoyed the 3x3 puzzle. It reminded me of those runescape clue scrolls :D. The mood was fitting and I didn't feel like I was in any rush to get the puzzle done.
The scythe I was given at the beginning felt a bit weird. I tried using it on things but it didn't really seem to do anything. Then at the end the chicken notes that I didn't use it. Maybe the scythe could have chopped the grass or something to that nature.
The AI art dude was scarily accurate :D
@pennycook > Something like a “No, seriously, that’s it” would have been helpful.
Yea I actually thought about doing something more after the game was over, but that didn't really occur to me during the jam. I was a bit scared of adding new stuff nearing the end of the jam. I wonder how long people spend clicking the bread after the game is over on average :D
@frogman The graphics are all pre-rendered in blender. Thus if you set the game to fullscreen with resolutions higher than 720p, it would have look quite pixelated. The engine itself can't even handle 3D graphics. I wonder how many people have even given thought to the fact that the game actually doesn't render the graphics.
If it did, it would be quite a feat to have full path traced graphics at such framerates :D
The mouse cursor is invisible in the Linux version #hardmode
The dashing mechanic worked really well. It was easy to control and getting the combo up was great fun.
One suggestion I'd have would be to make the screenshake and also maybe the hitsound proportional to the combo when hitting the boss to increase the impact it represents. I didn't really feel any difference between low and high combos other than the rising combo sound pitch.
For some reason the game music plays only from the left ear and its quite jarring. I would have also maybe liked an option to hold down a key instead of spamming them :D
Overall nice sokoban game and I really enjoyed it
The game definitely seems interesting, but I have no clue where to even begin. I don't usually play these kinds of games and the first impression was quite a text dump. Also the font was a bit difficult to read, especially at the last screen, I could barely make out the names.
I was having so much fun driving around that I didn't even notice that there was a timer :D
I forgot the list of goals pretty much instantly when I started the game. Maybe they could be listed in the pause menu for example?
The post processing, music and the soundtrack really set the mood well. Also the menu definitely was realistically clunky :P
I think the graphics could have used a bit more contrast. I had difficulties with reading the level and enemies apart with all of the similarly colored depree going on top of the screen. This could also be due to the small size of the embed window and be a different story in fullscreen
Also I kept constantly walking on the spikes because I didn't notice them
The character controller was really good. The gliding was smooth and easy to control.
As mentioned by Adam, the sound was a bit repetitive. At first I thought that the audio as broken because of the repeating bleeb sounds in the beginning :D
I though I was missing the tutorial but then alzheimers came to the rescue :D
Said no to 39 days of harvest. The more immune plants managed to outgrow me by being scattered everywhere. After some point the game starts to feel impossible because no matter where you shoot, you either don't destroy enough plants or make too many plants happy.
All around nice little puzzle game
What a game. I still don't really have a clue what the story was about in its entirety, but I'd probably have to replay the game to understand it a bit better. There definitely seems to be some replayability, because at some point I started questioning if I should even be making these deliveries and choose something else at the end of the "jobs". I think some extra world building at the beginning to set the scene better would help, but I guess also being thrown directly into this odd job was also part of the story.
The resource management was really well balanced. Only at the end I started running out of water and I tried to save anything I could. I was probably a bit too stingy, because I thought that the scarcity would also apply to ammo, so I barely used the gun.
The colorscheme, audio design and graphics played really well together. Serial Experiments Lain came immediately to my mind when I heard the electric humming lol
Lovely little story. I really liked how each character had their own personality and a small backstory I could dig into.
One thing that left me a bit sad was that I earned enough money for a new car by doing all of the deliveries, but then the game ended before I could go and buy it :(
Definitely would play more of this if the game was longer :P
Very soothing puzzle game. Also really interesting take on the theme.
I really liked the shape markers that showed what shapes were wanted. Allowed me to not worry too much about mistakes when I could see that there's an alternative shape I could build the block into :D
As already mentioned by others, I think the difficulty curve could have been a tidy bit steeper, but its a difficult balance with the relaxed nature of the game.
Overall really well done entry!
Not sure if it was just my car building skills, but I couldn't make the car go where I wanted it to go. It kept rolling over sideways whenever I'd start turning to any direction. Certainly interesting car physics :D
@phlip45 :eyes:
@cheesepencil that's the plan every LD, then I attempt to do it and give up :D
Jokes aside, maybe I'll get around to it some day. Its not really as simple as clicking a button with a custom engine
@0x-void-x0 That's certainly odd... The windows build of the game is compiled with x86_64-w64-mingw32-g++-posix (quite a mouthful, I know) on Linux, so maybe there's some missing library or something. Thanks for letting me know though, I'll add this to my TODO list to check out.
In case someone else also gets the error `./LD53: error while loading shared libraries: libSDL2_mixer-2.0.so.0: cannot open shared object file: No such file or directory` or something similar when launching the game, you can fix it with the following command ```sh ln -sr ./libSDL2_mixer.so libSDL2_mixer-2.0.so.0 ``` Then run the game with ```sh LD_LIBRARY_PATH=. ./LD53 ``` If the error is about the libSDL2_image library, replace libSDL2_mixer.so files with according names in the command above
As for the game, I didn't quite understand how to play it or how to progress in it. I managed to beat some enemies by throwing random items at them and it seemed to work with some logic after enough trial and error :thinking:. Definitely has that Undertale feel to it with Zelda graphics if I had to make some comparisons :D
The movement in the game was quite sticky feeling. Its almost as if the game gets its "repeat movements" in the same way as text editors start repeating keys after you hold them down. You might want to keep track of key down and up events separate from the movement and then do the movement in your update loop outside of the input polling code. I can't really say if this would fix the issue though since I can't see the source code.
Really well integrated tutorial! I really liked how the game taught the basics without any "hand holding". The star system also worked really well. Definitely added some replayability and strategizing.
Got to the level EX-4 and gave up. I think some way to reverse the movement direction of the keys would be a nice addition, maybe Shift+A etc.. Not being able to go both directions got a bit annoying. Also I think the force that the ball is pushed could use some randomness. The pong level felt really deterministic in the beginning and it grew a bit repetitive to watch the same beginning moves every single time I'd fail :D
Putting critique to the side, I really liked the game idea. The levels were quite well polished and had "clear solutions" to them after a moment of thinking. The sound effects were satisfying and played really nicely with the graphical appearance of the game.
I think you forgot to distribute all of the required files with the game. Just the game binary isn't enough to get the game to launch if its a unity game. For example, the "UnityPlayer.dll" file is required and so on. Also the web build seems to be broken
Try re-exporting the game into a dedicated directory, zip the directory and upload that.
Managed to fold 22 letters (without cheating of course). The name of the game definitely has some point to it :D.
The game concept itself was quite a lot of fun, especially when I managed to get combos of keystrokes correct.
I think the arrows could have used some coloring to make them look a bit more apart from eachother.
Cool little horror game. The walking speed felt like snail pace, but that played some role in the atmosphere I guess :sweat_smile:
I had quite a lot of screentearing, but that was solved by killing my desktop compositor. The game seems a bit heavy to run for its graphics. My RTX 3060 was pinned at 100% and the game ran only at around 120fps (unless its capped in some weird way?). Good job on the engine port though! Had no issues with getting the game to launch
I think you forgot to add a link to your game (or add the webbuild to the game page), unless the game was the journey to this page :sweat_smile: