Ludum Dare 54: My First Game Jam

Back in May of last year I started delving into the world of game development. Working my way through an Udemy course and countless YouTube videos I got the hang of Unity and decided to create my first game. This would turn out to be a precision platformer I named: SPEEDRUN: A Precision Platformer. Great name, I know! This project taught me a lot and was received greatly among friends and family. This inspired me to continue my game development hobby and create more games!

At the start of this year I got the idea to participate in a game jam. A game jam is a hackathon for game development where you create a game based on a theme in a limited time. To test if I would be up for the challenge I used two quiet weekends in May to practice. I set myself the goal of coming up with and finishing a game in these two weekends. Inspired by a the game Jump King I created my own "Foddian Platformer" called Paintful! In this game the main character leaves paint wherever he moves. The aim of the game is to get to the top while making as little of a mess as possible. This experience gave me confidence that I could finish a game in a short time and participate in an actual game jam.

The game jam I chose to join was Ludum Dare 54. This online game jam is one of the biggest and oldest. It runs every six months and counts around 2000 submissions each iteration. There are two competitions. "The Compo" , which is 48 hours long, requires you to join alone, and make everything yourself, and "The Jam", which is 72 hours long, allows teams and re-used or 3rd party assets. Using assets that are not created by you during the jam means that you are not able to participate in certain voting categories.

I joined "The Jam" together with a friend of mine by the name of Tron. Although he had no previous experience making games, he does have something I don't: musical ability! So I put him in charge of audio. He took some time beforehand to learn audio tools like Reaper and bfxr, and we were off to the races!

The Theme and Idea Generation

Ludum Dare 54 theme generation

The week before the jam started we were tasked with submitting and voting for themes. We came up with the following themes ourselves:

  • It's the journey not the destination
  • Exploration of the unknown
  • Changing of the seasons

We voted our way through the rounds until the day the jam started. On Saturday we woke up with one initial goal in mind: Look at the theme and try to generate an idea within two hours. The day before we had made an eight-step plan to achieve this:

  1. Create a mind map together with as many different ways to interpret the theme as possible.
  2. Write down game ideas for yourself on sticky notes. Don't overthink them; try to make them clear in one or two sentences.
  3. One by one, place the sticky notes on the board and provide additional explanation for the game ideas as needed.
  4. Together, choose the three best ideas. This can be done by eliminating ideas until three remain.
  5. Expand upon the three ideas further. This should give a better idea of their potential and feasibility.
  6. Together, select the most enjoyable game idea based on fun and feasibility.
  7. Develop the chosen game idea further. Consider the number of levels, characters, etc.
  8. Create a rough plan for implementing features. Begin by creating a quick prototype to test how enjoyable the game is.
Ludum Dare 54 theme generation

No sooner said than done! The theme revealed for the jam ended up being Limited Space, which was one of the themes we voted for in the final voting round!

During the brainstorm we came up with a lot of ways to interpret the theme. The ideas ranged from space travel (leaning heavily on the "space" part of the theme) to limiting the space available on the screen of the player (where for example UI elements would get in your way!).

Ludum Dare 54 theme generation

Using these interpretations we managed to generate over fifteen ideas. Trimming these down to the three best ideas went smoothly and we even cut it down to two after realizing one of the ideas would have a bit too large of a scope!

After further expanding the ideas and some careful consideration about scope and fun, we landed on the final idea! In just under two hours the idea for the game was born.

The Development Process and Submitting

Ludum Dare 54 theme generation

Right after the brainstorm we started prototyping the game. We got off to a quick start and within two hours a somewhat playable prototype of the game was born. It was a great way for us to gauge the potential and fun of the game. Implementing the features was going at a rapid pace, but this came at the expense of orderliness and cleanliness of the code.

The afternoon of the first day was spent trying to make the physics of the luggage feel good. I was using the build in Unity physics, and struggled to get it to behave the way I wanted. I did briefly play around with softbody physics, but encountered too many issues to continue that venture.

During the first day we also tried our hand at making the art for the game and this turned out to be difficult. Getting things to look the way we wanted them to look was hard and we lost quite a few hours trying to get it to work. I ended up going to bed after the first day with some doubts on the art direction and if we were going to be able to get things to look good.

Another thing that happened at the end of the first day was something wild! My Unity crashed and I lost a lot of progress, luckily I knew how everything worked and in about an hour I was back where we were before the crash.

The next day we had a breakthrough regarding art. The most helpful step we took was choosing the color palette and working from there. Tron created a background which helped me by having something to base the tileset and other components on. This brought back the confidence that things would come together in the end.

One of the best features of the game is the winning animation of the horse speeding off. This idea was born from a problem I was facing. Initially I planned on fully animating the horse, but realizing this would take a lot of time, which frankly, we did not have, I came up with the horse and wagon racing off as a joke. But it ended up working perfectly and I think it is a big factor for the scores we ended up getting! More on that later!

Ludum Dare 54 theme generation

One thing we left until the last day of the jam was the level design. We started by creating five simple levels, just to keep the scope small, but we ended up creating ten in total. Tron came up with awesome level ideas, like a button you have to press, and a zone where luggage would not be allowed. Implementing these last minute required some fast programming, but it worked out great in the end!

Then came the last part of the development process: exporting and submitting the game. Exporting the game did not happen without some errors, but after some bug fixes and a very slow build I had a playable Windows version. However to make it easier for everyone to play our game (which in turn makes it easier for everyone to rate our game) we needed a WebGL build. During the creation of this build, I encountered more errors, which made the last few hours pretty stressful. Luckily we planned enough time to work on this. About two hours before the deadline I submitted the game and made a page. I felt great relief and satisfaction finishing the game.

The Community and Feedback During Ludum Dare, after three days of creating games, everyone has the opportunity to play and rate other peoples games. This process takes about two and a half weeks. The games are rated on the following categories:

  • Overall
  • Fun
  • Innovation
  • Theme
  • Graphics
  • Audio
  • Humor
  • Mood

Some of these are optional, for example you were asked to opt out of graphic and audio if you did not make your own assets. Humor, mood, and theme were also optional if they were not applicable for your game. For our game we allowed people to vote on all categories, as all were applicable.

The process of playing and rating games was a lot of fun. Some games were absolutely amazing, and made me wonder how one would even make something like that in such a short time. For the competition to work the idea is that everyone rates at least twenty games and gets rated at least twenty times to be eligible for a ranking. Rating more games means your game gets recommended to more people, which is the best way to ensure those twenties in both rated and ratings.

We ended up rating 38 games and got rated 28 times. Looking at the stats from the ratings we gave to other games it looks like we ended up with something close to a normal distribution when looking at the distribution of stars given. Which makes me feel like we rated fairly and made great use of the full range of possible ratings!

Ludum Dare 54 theme generation

Some of my favorites games from the ones I came across were:

The Result

Going into this Game Jam Tron and I discussed our goals. We weren't necessarily looking for a high ranking. We wanted to see if we could create a cool project in very little time, just as a challenge. When discussing ratings we did want to be at least in the top 50% of games. Top 25% would be an awesome achievement and top 10% would be unbelievable. But we didn't dare to dream that high. During those weeks of rating games we receive very positive feedback on our game. This is to be expected as it is the nature of the jam to be positive, supportive, and overall a fun experience. But we still felt humbled by the comments! Here are some examples:

Very polished game! I laughed so hard when the horse left for the first time, why the struggle of animating a horse when IT CAN BE A RACING CAR x) Great gameplay, great variations between levels, I kept being engaged until the end. Ludum is also about choosing a reasonable scope and I have the feeling you succed in that too, congrats for your game!

Pikario

Came back to say that it's incredible this was made by 2 people! Thank you šŸ˜€

FloTheSnitchy

Pretty sneaky with that last level there! While the style of the graphics is on the more simplistic end, everything fit well together. Audio wasn't too loud (thank you!) and fit the gameplay well. I must say though, the main character has some oddly shaped luggage…

0x746564

And then for the actual result. We were eagerly waiting, refreshing the page to see the result. When they were finally released we were absolutely shocked… blown away!! We placed 64th overall… out of 1600 games! That puts us in the top 4%! And in the humor category we placed 33th! I guess a horse acting like a racing car gets people going!

Ludum Dare 54 theme generation

Reflection and Lessons Learned

This experience taught me a lot. From time management to quick prototyping, my game development skills sure have improved. Some points I would like to reflect on:

  • Taking a theme and turning it into a game idea can be a challenge. The approach we took to come up with our idea worked great and is definitely something I would do again!
  • Being able to make a quick prototype after coming up with the idea is a great way to get a feel for the game and gauge the fun. That went great!
  • When making a quick prototype, still prioritize decent programming and project management. This is something that got a little out of hand and resulted in me having to use some time to refactor the code. Not ideal!
  • Make frequent back-ups. Losing our progress after the first day was scary. In the end it didn’t have a big impact because I was able to recreate everything relatively quickly, but this could have been much worse!
  • Teamwork is difficult. A big challenge we faced was how to divide the work. Tron having next to no experience in the development and art department, dividing work after he completed the audio was difficult. Definitely something to plan for beforehand next time.
  • Something I regret is not taking enough time to provide feedback on Tron’s work. Not because his work needed the feedback, but because only giving feedback like ā€œYes sounds greatā€ and ā€œI think that works!ā€ is not very helpful and also not very fun. Even though there is a time pressure, taking time to listen to what he created and try to see how it fits the bigger picture, is super valuable and definitely something I’ll do more next time.

Conclusion

I’m super happy with the experience and the result. I didn’t even dare to dream that this result would be possible. I look forward to joining more game jams in the future! As for the game: We might look into ideas on how we would change and expand it in the future to see if possibly releasing a full version is something we would like to do. Thanks for reading and playing the game!

I’m super happy with the experience and the result. I didn’t even dare to dream that this result would be possible. I look forward to joining more game jams in the future!

As for the game: We might look into ideas on how we would change and expand it in the future to see if possibly releasing a full version is something we would like to do.

Thanks for reading and playing the game! Ludum Dare 54 theme generation