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

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2022-04-02に共有
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.

This game: helperwesley.itch.io/sores-and-sorcery

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💖Patreon: www.patreon.com/helperwesley

Links To Where I Hang Out:
linktr.ee/helperwesley

Links To My Set Up:
linktr.ee/helperwesleysetup

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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

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Devlog Playlists:

GMTK Game Jam 2022:
   • Top 10 In Popularity - GMTK Game Jam ...  
Binding Of Issac-Like:
   • Devlog 1: Making A Binding Of Issac-L...  
Ludum Dare 50:
   • Making A Game In Under 48 Hours - Lud...  
Ready Set Jam(RSJ):
   • Kicking Butt In A GameJam - RSJ Round...  
Village Clicker Game:
   • Village Clicker: A New Game - Devlog ...  

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#LudumDare #LudumDare50 #Devlog #GameJam #Gamedev #Gdevelop #indiegamedev #videogames #indiedev #gamedesign

コメント (21)
  • 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.
  • 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!!
  • @SidFish
    Release a Ludum Dare devlog in the middle of Ludum Dare, total boss move!!
  • Awesome stuff. Looking forward to seeing how the game progresses in the next vid.
  • Ah, yes. Coffee. Man of culture, I am now subscribed. You gotta support coffee lovers.
  • You got a new sub I've been trying to find more small developers.
  • Great Devlog. The game is charming with that palette. It keeps the rage a bay a little bit lol.
  • @smalism
    game looks fun! I'll be sure to give it a try, I'm a rage game lover lol
  • @DevNoob
    Great job Wesley! And awesome to see that your channel is growing so well!
  • It's really good to see you grow up from 600-1k views from 5k views Keep Up Bro
  • 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)
  • 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" 😊
  • @AsRaTCW
    yay, helper wesley made a rage game, i was thinking of switching to making only rage games for a few months now
  • 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.
  • @NinjaGuidesHQ
    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.