Ludum Dare #23 games I really enjoyed

The 48h game jam Ludum Dare celebrates its 10th anniversary! And the party is huge - about 1400 games where made within 48 hours (competition) or three days (jam). I try to give you a start with the games I really enjoyed. They are presented in no specific order and if you think I forgot some of the hidden pearls - tell me in the comments!

Gravity - by Rémi (@8bitChevreuil)
What looks like an typical top-down-shooter is not only presented in  a very atmospheric and beautiful way, but also equipped with physics, which makes it very special. One of my favourites so far. Play Gravity here.

Rambros - by Black Ships Fill the Sky (@Free_Lives) // Jam
Rambo is not alone this time! He got his bros with him. And they are all angry and equipped with the finest weaponry needed in this damn jungle. And broxel destruction! What more to say!? It's fun and playable for one or two players (XBox controllers). Kill them all!

rambros

 Memento XII - by deepnight (@deepnightfr)
Simple and beautifully presented adventure. Riddle your ass off.

Tiny Stomp - by DoktorAce
Just for fun. Stomp here.

Nina Nueve - by Jonathan Whiting (@whitingjp)
Compact little Zeldaesque puzzle game. Sweet graphics, nice sounds. Awwwwwwwwwww.

Purgatorio - by moonkid
For the sake of the kiwis! Wierd little adventure. Haha.

7. Planet 161 - by saint11 (@saint11)
Beautifully crafted little puzzle platformer. Bzzzzzzzzz.

Planet Life - by Sos (@Sosowski)
Typical SOS game. Fast. Smashing. Bloody. AND deeply philosophical! Well.

Bottlecolonies - by tcstyle (@RustyBotGames)
Reverse colour matching. I liked the style. Bottle up.

Inside My Radio - by TurboDindon // Jam
Super polished platformer, where you have to interact when the beat bumps right. Sounds good!

Tinysasters - by Volute (@StormAlligator)
The blocks go up and down so nicely. And it's got some tactical components in it - that get randomly destroyed by natural disasters. Super polished nice style! Build!

Wunderworld post-mortem

 (This post was written for ludumdare.com originally.)

Ludum Dare 23, wow! This time, it was super-awesome, even though I was a little reluctant to even participate. One weekend before, we had made another 48h game ("The Sun Is Deadly" for the IndieBuskers game jam), and I wasn't sure if I would have some energy left to create something equally cool, or at least have fun making another game.

Thankfully, I did!

One of the primary reasons why I not only started cheerfully but also was in a pretty good mood throughout the whole jam was the fact that I made something I really wanted to create. I saw a video of "Delver" some time ago, and although – or because – I don't like how the combat is far-range only, it made me wanting to develop my own Ultima-inspired game. I played "Ultima Underworld I – Stygian Abyss" pretty late, but I bought the second part, "Labyrinth of Worlds", when it came out in Germany (with no understanding of English texts whatsoever), and it is still one of my favourite games.

As I didn't want to just rip off the Delver guy, I mixed my Ludum Dare entry with another passion of mine: game development, what a surprise! I was thinking for some years now about creating an easy-to-use level design tool; it should be very restricted regarding the basic elements, but possible to design some story-heavy games. The idea really started when I searched for a subject for my university diploma project, and I was always fascinated by the thought of it. For Ludum Dare 23, I didn't know if I could do something like this in just two days, but I knew that it could be very minimalistic this way and still cool. Another part of the reason was the theme, "Tiny World", as it made restricted size and small scope a very helpful design target.

So it became "Wunderworld", which is a mix of "Wunder" ("wonder" in German) and "Underworld". I even wanted to name it "Wultima's Wunderworld" at first, but I didn't find a good enough way to implement a protagonist named Wultima.

Perhaps the question arises, is Wunderworld even a game? I don't know! But I have to commemorate a quote from the book "Game Architecture and Design" by Rollings&Morris, which is:"Rule Number One isn't 'Make sure it's a game.' It's 'Make sure it's fun!'" Thus I didn't care much if my entry would fit perfectly into this (or any other) category. And really, Wunderworld is all about goals, and conflicts, and combat, and exploration – it's just that the player has to define these elements him-/herself. In a sense, it's more like a set of random Lego building blocks.

The fun part for me was the expandability of the concept. All it needs to function are only three things really: walls, fights, and a test mode. The walls were the easiest thing to do, although I had my own little problems with Unity's MeshCombine script. The test mode (became the "Play Mode" later) with a fully functional player character controller did cost me some hours, but it was worth the time (especially because the game was playable then, and never stopped being playable and fun afterwards). Last but not least came the fighting – after modelling some enemies, which make use of nearly the same character controller, adding some really basic AI was a nice finger exercise.

When I was done implementing these three things, the game was basically finished and I could just refine and add stuff, like a goal, horizontal windows, health potions or gates which open after the death of all enemies. Right after the compo, I added stairs and lava, which was a matter of minutes, not hours.

Another reason why I was so relaxed during the compo was that I didn't have to do levels. The levels were the cause of minor burnouts during my other Ludum Dare entries in 3D ("Tri" and "Soliloquy"), which were puzzle platformers and thus relied heavily on level design, which I had to do in a 3D modeling program. But this time the players would have to create the levels for themselves, and it would also be very easy and even fun to design them.

(By the way, if Wunderworld would have required me to make a level, I'd have done it right from the beginning this time around, instead of afterwards, hours before the deadline. This is a lesson I learned from the other Ludum Dares.)

The editor of Wunderworld is very basic. In order to keep me sane I resigned doing submenus and subscreens; instead, I've gone the KISS way. I initially planned to let the player adjust the enemies' damage, the potions' health values and so on, but it would be too much for the two days. And without too much options, everything fits nicely on one screen, too. All it consists now is a list of items the player can choose from, and a text area for the file name, and it's still enough to create some nice levels. Of course, there always will be people who will miss several things regarding settings and comfort, but they will have to live with that or just download Unity/UDK/whatever, hehe.

Another benefit of the "Tiny World" theme was my lack of urge to optimize the code. Sure, with a standard level of the size 10x10x10, you have 1000 blocks. But thanks to the MeshCombine script from Unity – I use it on every slice of blocks – the amount of draw calls is pretty low. Altogether the "think small" direction of the theme helped me to be content with a small, working base game, and diversify it from there – instead of trying to make a rich, broad game which would have needed much more work. So, remember to extend and refine certain gameplay elements, and not the whole gameplay in itself – it would be a bottomless pit.

On the other hand, Wunderworld is predestined to offer a very wide range of gameplay elements. It could be expanded in 1000 ways! Without much effort, one could make an FPS, an RPG, an Adventure or even a puzzle with it (or even a combination of those), if I would have the time/motivation to add the right block types. Of course, this would need more work overall, as for example an RPG isn't much without the ability to add NPCs with texts, or stats. But the general foundation is given for something like this, and I think that's exciting.

So, what went wrong, what did I really learn?

I already mentioned the character controller, which I created very quickly at the beginning and was working somehow; yet I was deeply dissatisfied with the way the jumping behaved. It then needed some hours of redoing the whole thing, but in the end it worked more than okay and now I'm comparatively sure how to do nice and predictable character movement for 48h game.

There was also a certain lack of time before the deadline, when I had more than enough stuff on my "would be nice to have" list, and preset levels was one of them. It should have been much higher on this list, because even though I really had a test level, I lost it in the process of deploying. And even if it would have survived, I had no way to fit it into the webplayer version, so it would have been for the standalone only (which only few Ludum Darers download nowadays, according to my experience).

My biggest weak point regarding the compo is music. I managed to make some decent sounds via bfxr, but I still don't know how to create non-generic music via a sophisticated tool. And although I used inudge.net for my older Ludum Dare entries, I want a more fulfillling experience in this regard nowadays. Thus I got FL Studio now and look forward to learn a bit about it, but I don't know when I will have the time. Meh.

There were several other problems, which are more technical tidbits but nonetheless interesting details. For example, while the navigating through the level slices via Q and E is pretty straightforward, people complained about the lack of overview – they have to remember how the slice above the current slice looks, which isn't very userfriendly. I still don't know how to circumvent this problem in an elegant way. Also, the possibility to resize the level would be nice, or the support for an improved AI with far-range combat.

Until recently I also had no idea how to allow sharing levels via the webplayer version, thanks to the security problems. The standalone has a separate folder with simple text files which contain the level data, so you can trade them with others. But the webplayer saves its data in the PlayerPrefs (being the registry under Windows), which means that sharing levels is much more work there. Thanks to the idea of a friend I added level sharing by copy&paste in the post compo version – just press "Export", get a string and post it. Or press "Import" and paste the string from someone else.

On the art side one could argue that 8x8 pixel textures aren't really perfect for a block of 2x2 meters, but somehow it emphasized the "Tiny World" theme once again, I think. What I really would want here is the support for custom textures, which needs some thinking about the internal workings of Wunderworld. Another friend (Björn Grunewald) already tried to create 16x16 versions of some of the textures.

And what's the conclusion?

Until now, this was the most satisfying and fun Ludum Dare for me. I wasn't overly stressed, and never had the feeling of not doing enough or doing too much. Even shortly after the IndieBuskers jam my motivation was really high, and that means that there can't be too much game jams in general!

Also, there were no really negative reactions so far, with the complaint of lacking preset levels here and there. Of course, there was the uninformed Kongregate commenter who wrote "guys forget this play minecraft this is a copy of minecraft so play minecraft its way better" (actual hilarious quote), but he apologized later, so it doesn't count anymore, hehe. And, yeah, my game isn't anything like Minecraft, you can't mine and you can't craft – instead, you can build and play, so perhaps should I call it Buildplay. The main difference probably is the possibility to be not only a level designer, but also a game designer in Wunderworld.

As mentioned before, in the new post-compo version you can now import and export levels easily – so it would be awesome if you, dear reader, would make a level and post it in the comments! Lockstep80 and others on Kongregate already made some really great levels, and the creativity in them honestly surprised me.

It must be just a tiny fraction of what Notch feels when he sees all those videos of people showing what they build inside Minecraft, and even this tiny little fraction is so awesome, and exactly the reason why creating Wunderworld was totally worth it.

Oh, and here is a video, showing the gameplay:

Ludum Dare #23: Wunderworld, by Friedrich

(YouTube videos try to set cookies and contact Third Party servers!)

Yout may also want visit the entry page of Wunderworld on Ludum Dare and the project page, with levels created by fans!

Day 2 and 3 – Amaze Indie Connect

Missed Day 1 of our Berlin adventure? Click here!

After I failed at being more business-like and professional, we really enjoyed talking to all the Indies. Especially what they are working on, where their secret jelly glass filled with coins is to be found and, of course, how their business works.

This whole Indie thing was some kind of conference meme everybody interpreted in their own way. Many people reacted a bit bugged out when it comes to the question what is "Indie" and what not.
Some don't like the discussion, because we all need money and partnerships, which doesn't necessarily mean that we are the marionettes of publishers.
Others loved the Indie label to keep out stiff business guys and get recognized even with smaller titles.

And many folks prefer to just call all the little game company start-ups Indie, without making a distinction what it exactly means to be Indie.
Even Thorsten Storno – the host of Germany's first Indie festival didn't come up with a manifest. Although he wanted to, but couldn't afford doing one due to the lack of time. Luckily! Because maybe too many restrictions would contradict with the Indie mind of being independent from stupid guidelines. At least this can be said, I think.

foyer

A fact is, that we all need money and that a pure Indie-fication seems to be only possible with sponsorship, waiting tables, freelancing, putting aside our own projects to work at errands or being purely commercial from time to time. So in the end, everybody is Indie and nobody is.

At this point Cactus from Sweden comes in. He held the first talk/keynote and gave us all a telling-off about stopping to be so commercial. After his 2-year sponsorship ended he now has to sell his games, too. Ironic!
I really enjoyed his speech, though, especially as a contrast to the Quo Vadis - he stood there somehow drunk with a canned beer at 11am. Although I was a bit unsure what exactly his point is, but I think he was as confused about him being business punk now, as I was.
Cactus' talk strongly reminded me of Anna Anthropy's book “Rise of the Videogame Zinesters”. Both complain that on the one hand making games is easier than ever, but on the other hand, it is harder to get an audience with free games or in other words, the barrier to gain a foothold is getting higher.
The funny thing about this discussion is that I – as somebody who tries to sell games – saw this always from another perspective: There are tons of awesome and super-creative free games and I never understood why the heck they gave them away for free. Because it basically means that I as an Indie dev who needs money has to explain myself for being greedy.
The developers of free games - on the other side - argue that they get no coverage for not having polished, super-functional games. They seemed to be the Indie Indies, the artsy ones, while we are the black suits.
The good thing is that most of us do both ways, which brings the whole discussion together somehow and makes it dispensable.

I have to admit that I didn't follow most of the talks, again. I think my attention span is extremely short and every talk was followed directly by the next one. A little pause to discuss what you heard just moments ago is very important.
Especially when controversies occur: Martin Nerurkar's talk was about to use every possibility to make and sell games - even free2play. This was followed by a discussion that our creativity should not be destroyed by, let's say, free2play. Like I mentioned in the post about Quo Vadis, free2play and social games are the end of creativity to many game developers. This kind of friction was fascinating.

douglas wilson

The talks on the next day were interesting and very inspiring, too. Douglas Wilson, member of Die Gute Fabrik and brain behind Johann Sebastian Joust, compared his game with the minimalism in Proteus. He pulled a metaphor about gameplay being the chips and the surroundings, graphics, atmosphere, etc, are the sauce. And Indies too often just think about the chips, which are flavorless alone, but he loves the dip and would be glad if the chips would be more often just used as a vehicle to eat more dip ... I think, that was what he meant!? Using tasty food pictures as a metaphor didn't work for me that well.

This speech was followed by a talk from Thomas Bedenk of Brightside Games about the Flow-theory by Mihaly Csikszentmihalyi and the difference of player and designer perspective. Well – look at the picture.

Vlambeer rocked with a lesson about back story. Although it's fun to hear this from the masters of fast-paced arcade games, in my opinion everybody comes up with some kind of fiction. Some for the need of design ideas, while others have a vast epic story early before even knowing about the gameplay. But it's nice to see them playing their games and understanding how every piece fits together. (You can re-read the talk here.)

vlambeer The talks were followed by two workshops. Apparently there was even a third one, called "Lesson learned", but most people couldn't recall the content from the website and a rumor explained that it was about business ("About the art of staying independent") - I wonder if it took place anyhow.

The other ones were about sound and coding with libpd and location based games, the last one we took part in. It is extremely interesting to speak to people like Michael Straeubig, who is a game designer for board and location based games. I think our games belong to the PC, but it's always awesome to get some input from other genres, especially the offline ones.

Again I missed the outcome of this workshop. I think I was looking more for input then laying my hands on gameplay.

So instead we joined the others on a lawn enjoying the invasion of summer.

workshop

The summit closed with the award for the most amazing game, which was Proteus of Ed Key and David Kanaga.
I loved the decision, because I just bought the game some days ago and was fully inspired. I guess games like Proteus, that suck players into their world without any double-hint what is next or where to go now and what exactly is the point, was the perfect choice for the first award. It was in fact some kind of orientation which way the first edition of the festival should lead to.
Ed, your game is perfect for this, like the festival itself: Not too polished, leaving lots of room for own interpretation of what exactly will happen next.

The best thing, after the award, was the party with the mandatory 8bit electronic music and Proteus playable flashing against the wall. We sat there for a very long time and played it. The best thing: people came along and watched us.
After observing them, these are the five phases playing Proteus:
1. Skeptical look. "THIS won the award?" Erm....
2. Just fascinatingly watching, being completely silent.
3. Curiosity, what this thing exactly about. "What do I have to do, just walking?" or "Oh, I have to follow the frog!"
4. The deep wish to try it themselves.
5. "Oh my god this is awesome. I gonna buy this."

It's funny how people kept playing it, although being extremely confused about this "Notgame". I would love to achieve this one day, without a ragequit stopping people from doodling to find possibilities in the game out for themselves.

amaze

podium

So, the big question from all, who missed the event: Was it worth going to Berlin? Just another Indie festival? "Germany? - I went to GDC San Francisco!" So, next year A.Maze, again?

Answer: Yes, YES, triple-yes. Just standing in the foyer and discussing different standpoints about business, money, gameplay or favorite beer labels made the thing awesome. Meeting many of the well-known faces in person and discover new ones you never heard of before. Or finally meeting the German developers in person, that seldom actively use Twitter or blogs - in most cases.
The talks were more an add-on to be inspired, provoked or initiated for further discussion. But I took home many good ideas, motivation and encouragement for our game-to-be TRI.

And it was fantastic to play all these games during the summit and nibble my nails about who is going to get the fantastic looking lolly-pink silicon concrete trophy. Great people overall … what should I say?

Thanks a lot to the organizers of the whole event! I miss Berlin, this whole communicative, relaxing AND exhausting event plus the international flair - Fuck yeah! In this scene I felt extremely welcome! Thorsten, this was amazing!!!

BTW: Next time with a game jam, please!

joust