Lets get some upvotes on reddit for the LD 20 results…
Archive for the ‘LD #20 – It’s Dangerous to go Alone! Take This!’ Category
I was going to post the usual frustrated-about-voting-results post. But I let it sit there for a while and realized it was useless. I just wanted to say thanks for the great LD as usual, and thanks to everyone who commented on my game! And a really big thanks for those of you who gave me a rating for community even though the game didn’t even work for you. The comments are always my favorite part of post-compo fun and I’m thankful for those that I got.
I tried to put all the over-thinking of it and strategics away this round; I Named the game what I wanted to, not something that would show up on top just for the sake of it showing up on top. I didn’t like the theme; I threw it in the gutter and made a game I actually enjoyed. Hell, I wasted an hour making “box art”. I just had fun and I hope y’all did too. I’ll see you at the Mini-LD!
Wow, my entry Change of Heart was #1 in audio and #7 in innovation. I would have never expected it.
Thanks guys. I’ve never had a game win an award before.
I should probably stop now and retire but I think I’m going to try to utilize some of these audio skills in a more action oriented interactive type of game. So let the fun continue with the mini this weekend!
Hey, and just to get the party going here, here is a little song I performed the other night (House style dance genre):
So the scores are in and LD20 has come to a close! Though I didn’t get any awards, I’m happy that I scored some points for innovation. Now that voting is over, I’ve decided to share the post-compo version of the game. I’ve fixed most of the gameplay issues that plagued my entry and likely led to its reduced score. Here is an overview of what I’ve added:
- The word now procedurally generates itself as the player moves through it, making it effectively infinite.
- Sounds for player movement, the environment, and brick movement.
- A skybox, windmill building, new models, and other artistic elements.
- A messaging/menu system that provides a minimal tutorial.
- Character scripts that have reduced sensitivity, better handling mechanics, etc.
- Options screen so that players can tweak controls and a/v settings.
- Inventory system.
- Elevators, roads, shops, farms, and new brick types.
- Story/NPCs etc.
It’s been fun working on this project, and I’ve learned a great deal in terms of game design and programming. Check out the game’s website for future updates and downloadable versions of the game. I’d like to hear your feedback!
Another LD over, not sure how I feel about my scores this time – on the one hand, the scores are a mess, on the other, my game was a mess so I wasn’t going to take them too seriously anyway.
There has, however, been another epidemic of unjustified all 1/all 5 votes, and as the number of entrants grows this is sure to keep happening more and more. On the bright side, while I was a bit busy/lazy this time round, there’s 5 people who managed to rate all/nearly all the games (someone even managed 101%! ), and 21 who rated at least 25% of them. It’s possible that those figures include the people responsible for giving nonsense ratings, but even discounting them there’s a good enough base there that I think it might be a good idea to set up some kind of volunteer judging panel who could be trusted to rate and comment on a certain percentage of games (with each game distributed evenly amongst the panel) and give the ratings a bit more meaning. I feel a panel like that should be somewhat selective, but also in some ways more open – for example, someone could be allowed on through past LD experience (entering and rating), but even non-entrants with reviewing experience could join too – basically the LD organiser’s choice, or perhaps open to a community vote. Seeing as a number of indie game sites/blogs cover LD entries already I’d like to think a few would be happy to help out with that, and external help with rating would also reduce the pressure on those entrants who feel obliged to rate but would rather focus on developing their LD entry further while it’s still fresh.
That said, even if a few spoil it for the rest, I like that the current system gives everyone involved a voice and it might just not be LD without that.
I like to learn how to make an open world game, I have some great ideas I would like to know how sould the programming look like or are any recommendation on books out there, pleasea tell me whats needed.
I am completely disillusioned with Ludum Dare. I first heard of this competition from a friend telling me to try it out saying how amazing it was. He convinced me to go ahead and enter. Then I burn an entire weekend only to find that in 21 days my entry recieves 22 ratings from 288 submitters (7.639%). Of those ratings, many are blatantly done without reviewing the actual submission. Some were obvious downvoters, others gave undeserved 5’s all around the board, while others just gave random scores, or NO score for categories I KNOW I had, showing me they didn’t even bother playing the game or looking at my community page.
Then I see other submissions with over 100 ratings making me assume there is some kind of advertising/word of mouth meta-game in play which is always a disheartening thing to see in any competition. While I do agree the games that won top 20 deserve those 20 slots, the games that fell elsewhere were completely lost into the void, with no quality control on their placement. I don’t know how you can improve a rating system that depends on a biased party to make the votes, but as a first time participator, frankly it’s just a joke.
Essentially I am a pretty upset that for a competition that has been running as long as it has; so many submissions have fallen through the cracks, and that I unwittingly set myself up for disappointment by entering.
TL;DR – The rating system brings no incentive to participate again
So I look at my game when the results come back, and see results I was expecting. This game was a test, so I am not suprised that it got mostly 2 and 3 overalls. But what’s this? columns of 1’s? My game surely wasn’t that horrible! Even if they didn’t like the humor or the graphics etc, I know I did some community work. What were they expecting, an essay?
Well after mild frustration but a little bit of self pity, I went on and looked at other games I found to be quite polished. What? More columns of ones? Are these people crazy?
I guess these people don’t have enough time to play or something, even then they shouldn’t be voting but instead leaving it all alone.
It’s been a long 3 weeks for some, but Ludum Dare 20 has finally ended.
Here are your results:
Top 20 Competition Games
You can check out the top 20 competition games here (including ties):
Winners are decided by the Overall category. To see the complete list, hit the “Show All Entries” link at the bottom.
Categorical Top 5’s
Here at Ludum Dare, being the best game isn’t the only way to win. Games are rated in 7 additional categories, with a special “Coolness” category highlighting people that went above and beyond to be sure you got a vote.
*NOTE*: You can click on the titles of the categories for Top 20 style lists per category.
More Great Games from the Jam!
The Jam is huge – simple as that. With 64 games this time, the Jam is now larger than some of the earlier Ludum Dare events. I regret that we still don’t do more for the jammers, but don’t fret, we are thinking of you. We’d like to encourage everyone to check out the Jam games, and leave a comment. Here are four to get you started:
Again, this is just a taste of some of the great games to be found in the Jam.
See them all here:
Seriously, go check them out!
More Ludum Dare 20 links
IndieGames.com’s 250 Indie Games You Must Play
Editor of IndieGames.com Michael Rose has recently released his new book “250 Indie Games You Must Play”. I know we’re a pretty significant source of great freebies and not-so-freebies (see the featured games in the sidebar), so I fired off a question last night: Did any Ludum Dare games make the book?
Mike had this to say:
Yep, quite a number [of times] actually
We here at Ludum Dare love talking about ourselves, and though we may not have coffee tables to prominently show a book on, coffee is a significant source of caffeine, so I’m sold.
Visit your favorite Amazon and pick it up.
Ludum Dare breaks 2000 on Twitter!
As the organizers, Phil and I tend to amuse ourselves each event with little statistics to gauge the growth of the community. One I’ve been keeping a close eye on for LD20 is our twitter follower count. Early this morning, the @ludumdare twitter account finally broke 2000 followers! Wow!
We use the twitter account as a way to share little updates. Reminders, press coverage, and the occasional amusing quip we catch in the Twitterverse or on IRC. If you’re in to that sort of thing, and do the twitter thang, follow us!
Also if you haven’t already, sign up for the mailing list. Even if you do hound twitter reading each and every post, we make an effort to get the most important news to you via e-mail too.
Ludum Dare 21 – Coming August 2011!!
May Mini LD #26, hosted by drZool
I agree, August is quite a ways away. How about this weekend then? Yes, tune in Friday for a brand new MiniLD event hosted by drZool. He’s been teasing with D’s all month… I wonder what he’s up to?
If you have any suggestions for us (website, observations, etc), we continue to collect them in the comments here:
Thanks everyone for coming out and making Ludum Dare 20 such a big success! We’ll see you again in August!
– Mike Kasprzak (PoV)
Just a few hours left. Time to post-mortem my game…
Take This Triangle is a 2d defense game inspired by vector graphics from the old-school. Spring physics from the new-school, and doobers from the school of Zynga.
TTT was written in C/C++ using SDL and completed in the 48 hour period and is playable on OSX and Windows here. If you want to play it on another platform it should compile just fine.
Figure 1: Estimated Time Usage
1. Vector Graphics
A massive amount of time was freed up by choosing to focus on what I don’t suck at (writing code, play testing games) and dodging what I do suck at (trying to be an artist).
2. Fun Core Mechanic
Dragging a springy things is fun. Clicking on doobers is fun. These two mechanics together worked well.
3. Small Scope
I managed to avoid feature-creeping the game or trying to undertake something too complex for the given time frame. Executing a small idea well is much preferable to a executing a larger, broader, but more rushed idea.
What Went Wrong
1. Starting at Zero
When the competition began I had an IDE and an zero base code. It took a few hours before I could begin writing game code. Preparation is key.
Staying focused is always hard. I spent a lot of time doing other things (including sleeping) instead of remaining on task. See figure 1.
3. Polishing Too Late
I wish I had started improving the art and adding particle effects in earlier. A screen shake, glowey lines, more particles, more feedback on the dragging / aiming, more tweaks to the difficulty curve, badass grid effects. Sooo many small things I would have liked to polish.
Over all the process was enjoyable. I am proud of my game, it is one of the few experiments I have made that I find myself returning to in order to kill a few minutes.
As always, LD was a learning experience for me.
Amazing to see so many great ideas executed by so many awesome people. Enthusiasm and skills abound in this little indie community!
Great work everyone.