Making A Game In Under 48 Hours - Ludum Dare 50 Devlog

preview_player
Показать описание
Ludum Dare 50 was right around the corner. It's a game jam where, in the compo category of the jam, you have 48 hours to create a game. This includes all of the art and coding. It's a great way to flex your game making skills, and make a game for their unique theme. I however, wasn't going to be able to take part and so... Even though I didn't know the theme, I was going to make a game anyway.

_________________________________________________________
💖Spent Shells On Steam:

Links To Where I Hang Out:

_________________________________________________________
Time Stamps:
00:00 Why
00:39 The Idea
01:26 Day 1
04:54 Day 2
08:23 Day 3
09:55 Day 4

_________________________________________________________
Devlog Playlists:

GMTK Game Jam 2022:
Binding Of Issac-Like:
Ludum Dare 50:
Ready Set Jam(RSJ):
Village Clicker Game:

_________________________________________________________
#LudumDare #LudumDare50 #Devlog #GameJam #Gamedev #Gdevelop #indiegamedev #videogames #indiedev #gamedesign
Рекомендации по теме
Комментарии
Автор

I really wanted to take part in this one, but at least I get to pretend I took part. 😅

HelperWesley
Автор

Coyote time was pretty common in platformers before Celeste, it just wasn't something ordinary players knew about. Coyote time is a relatively simple way to make the game work a bit more like it feels like it should—if the player decides to push the jump button at the last moment, coyote time accounts for the time it takes for them to press the physical button and for the input to register, letting them actually jump like they "should have" and not fall to their deaths despite totally hitting the jump button in time.

timothymclean
Автор

I agree about dust particles, so many small effects like that can convey other things like faster speed, harder punch with screenshake, etc. It's one of those little tricks non-game devs don't even realize. Nice job with this game, it ended up looking really clean in the end!!

TylerGreen
Автор

Release a Ludum Dare devlog in the middle of Ludum Dare, total boss move!!

SidFish
Автор

You got a new sub I've been trying to find more small developers.

stellar
Автор

Awesome stuff. Looking forward to seeing how the game progresses in the next vid.

StevePixelFace
Автор

Great job Wesley! And awesome to see that your channel is growing so well!

DevNoob
Автор

It's really good to see you grow up from 600-1k views from 5k views
Keep Up Bro

PretentiousBLOB
Автор

Very cool devlog! I love the pacing and editing.
Also you have a very clear voice that’s very relaxing to listen to (I know it’s not a comment about the game but that’s something I really appreciated)

FabiulousGames
Автор

Great Devlog. The game is charming with that palette. It keeps the rage a bay a little bit lol.

clonethirteen
Автор

Ah, yes. Coffee.

Man of culture, I am now subscribed. You gotta support coffee lovers.

theothetorch
Автор

game looks fun! I'll be sure to give it a try, I'm a rage game lover lol

BrackEnky
Автор

I would love to see a step by step tutorial of the coding site of this game like how to build basic level in gedevelop.

NinjaGuidesHQ
Автор

yay, helper wesley made a rage game, i was thinking of switching to making only rage games for a few months now

venzra
Автор

Hi, I want to give a feedback for game. You said you want to make a Rage game, but only did a hard game. Celeste is a hard-ish game but not a rage game. In rage platformers with wasd controllers, you need to make unexpected deaths. In your video, you gave 2 game examples, getting over it and pogo stick game, they are hard rage games but they don't have wasd controllers, and their controls made the game a rage game.

But the game and it's evolution is promising. If you want to complete the game, you can improve the "Gameplay" 😊

kaansal
Автор

It's pretty neat but I have to agree that for a rage game it's definitely on the easier/more generous side. Just to give a few examples, the moving wall that you have to use a ledge to get past gives you way too many ledges to work with. The whole path is littered with ledges to the point where there really is no precise timing required, for as long as you know how to cling to a ledge you're good. Also the final bit that has a bunch of saws going up and down gives a break in the action after each floor, with each floor being no more difficult than the last. I guess I'd say it's pretty low pressure/demand if the intention is rage game.

michael_krueger
Автор

9:55 let me guess. nobody realized you could jump in midair right ??? xD
i had the same problem with my game as it's not a commonly used mechanic. to the point where i ended up just putting "midair jump" as a text to make sure people get it xD
i tried to not do it... man it's really difficult to teach damn it xD


edit: oh okay. not that. it's another thing. welp okay xD
but woah weird thing that happened there

nesraspongx
Автор

wow your like the only good gdevelop youtuber!

CharlieKulak
Автор

Too easy means, there is not much need for combos. The fall-off-then-jump is a combo. Could you chain more things together and build levels that require this chaining to be executed?
And another thing that might feel too easy is if you have too much margin-of-error. For instance, if your lvl 1 cliff jump succeeds every time the player is „just“ 1 pixel off the cliff, then there is a lot of margin-of-error. If it only succeeds, when you jump at the very last pixel where the jumping can still get you onto the other cliff, then there is no margin-of-error.
You could play with that range, and let people repeat challenges in later levels with less margin-of-error.
PS: Such a margin is not just space, but also time. If I execute a hard combo and then I can take a bathroom break before attempting the next section, then it feels much easier compared to a situation where I have to continue with the next combo directly after finishing the first, e.g. because a moving target is coming along to my landing spot from the first combo.

MistaSmith
Автор

Post devlog of parody during event to assert dominance

dkmk-ludum-dare
visit shbcf.ru