Why YOU should do LUDUM DARE - make a game in a weekend

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alright guys welcome back to my channel and today I'm gonna be telling you why you should participate in lieu them there so I'm gonna be doing a talking video style I won't be moving this arm too much because of this few days ago it's now Wednesday and on Saturday I had a little mishap at the motocross track maybe I looped out the jump a little bit too much maybe I hit a bump or something I'm not sure but the result was five broken ribs on that side and a double fractured collarbone so moving it is slightly painful doesn't stop me from doing a video though so let's talk about Ludum dare and why you should be participating in it so luden there is an event that started in april 2002 and it's running nowadays it's running every let's say you know every six months so twice a year but I used to run three times a year and it's an event where people all over the world everyone gets together to make a game over a weekend so there are two parts to do them there either you can go in as a jam then you have 72 hours to make a game and you can be a team and you can also use different assets that are already there but you can also take part of the comp Overson the competition and for that you have to make everything from scratch and you have 48 hours as a sole individual to do everything you are allowed to use a game engine so that's the benefit so you could argue it's not really from scratch but all content wise you have to come up with a game idea you have to come up with all the coding the graphics sound effects put putting the entire game together all of that is up to you so and you've got 48 hours to do it I really like the comp immersion because it pushes you to the max to get everything done in such a short period of time when I heard about looting there the first time I thought what what's the point so you're gonna stress yourself out for a weekend 48 hours you'll probably make it cracking again with like whatever graphics you could put together why bother why not just use that time instead and invest in the game that you're making or why don't you just put the additional 48 hours into there that's how I was thinking before I started this whole and Ludum dare event and I thought I'd give it a one try okay I'll give it one shot it did interest me quite a bit because I saw people get excited on my Twitter feed people are saying Oh God come on everyone it's time for Ludum dare let's give it a go everyone join in and I thought okay but this seems to be quite a friendly community so I want to be part of that I thought so for Ludum dare 36 back a few years ago I thought okay I'm gonna give this a go and I came in quite unprepared I hadn't trained my skills or anything and I thought well I've been making games on an office a hobby for what 20 years so how hard can it be I'll just put all my skills together that I've tried to acquire over years and then see what I get yeah I should be able to put something together so if you don't know Lou them there has a theme every time and basically everyone that participates in Ludum dare gets to submit a number of themes suggestions and then there's a vote that goes on and on and just as the Ludum dare event begins then the theme is revealed and you get to find out just as the start of your 48 hours hit then you get to find out what the theme is and then you have to make a game based on that theme let's see now the theme for Ludum dare 36 was in age ancient technology that's what it was so the game I ended up making was called ancient tech to return and basically I started to make a 3d guy in blender and I put a skeleton in him and I started to rigging and skin him and make him be able to move and then I created a simple platformer and I guess my imagination didn't really take me that far but ended up making a game where it basically had to walk around this platform and then you had to look in different chests and when you open the chest then you'd find an ancient piece of technology and you can bring that item to a path and at the path there was a guard that was waiting there and he would tell you if you brought the right type of gift for him to open or so he would step aside and then if he didn't have the right gift he will give you a little speech bubble of what type of technology he wanted to be given if it was like a bar of that metal or a tool from that period of time or a sword or a weapon of some sort so a ancient type of technology and he'd tell you what he wanted and then you'd have to go around again and find the chest whatever you had in your hand you put in the chest and what I was in there has chest you got in your hand and then you walked off then he had to pass three guards and that was basically the game and it wasn't that much fun to be honest it was quite rubbish I mean you couldn't really fail unless you fell off their side and I guess you could do it as fast as possible that was the whole goal to try to beat your previous time but the game itself probably wasn't that much fun but it's still my manager submitted in in time and he got quite decent feedback and people thought it looked quite nice for the limited period of time and people thought you know they started to give me quite a few suggestions on what could have been made better and what was maybe not so good and that really sparked an interest for me to to you know I thought oh my god this is like a whole community now giving me a lot of feedback and a few of the things that I really learned the first time around that I did Luton there was first of all when you have a playable prototype and you think oh well this is pretty much a game now I can just package this and submit it it's so far away from being a real game that you really start to learn not to underestimate so like I had to playable prototype I could walk around with my character but then okay I needed an inventory system and I needed to be able to have little animations playing and I had to be able to have the inventory switch items back and forth and then I have to have some game logic and when I reached to the guard he had to interact I had to have the animations match up I had to have him be able to say what he needed when I challenged him things started to add up and as I put the game together taking it from that very simple playable prototype where I just walked around with with a character thinking oh this is quite nice - tying it together into a game that took a lot longer than I anticipated not only do you have the game logic in the main loop not running then you also have to have everything matching up so with the game states so let's say you complete the game or you fail the game well then things need to reset you need to start the level loaded up again all the characters need to reset to their original positions maybe just overload the scene or maybe you try to restore everything manually so all of that it's also took a lot longer so hours ticked away just okay I need to be able to restore the level I need to reset the score counters I need to reset the inventory I need to reset all the timers and I need to transition back and forth to menu systems and so that's when the time starts adding up and here's something that's so useful with loot and dares because you're forced to make the game then you're gonna have to cut yeah cut it short so you can't spend too much time polishing a feature you just have to go oh I'm gonna move on now to the next thing and the next and the next and this is where it becomes super valuable because when you start cutting those things out and you start moving forward pushing yourself forward that's when you realize how much more there is to making your game then you originally thought it would be if you managed to submit the game at the end of that weekend you've created the game you could play tested it you've created levels maybe audio music you've put the menu system together you play tested it and then you start to make here levels and you probably found out that you didn't have enough time for it to make the levels and you're definitely doing that time to fine-tune the gameplay enough all of these things you push yourself through one weekend to do this and then you know okay that game that I'm making now that I've been spending maybe half a year making or maybe bent weeks making it or even year or two years then you can put into perspective okay how much do I really have left on that game that I'm making so maybe you're still in that part where you're making the playable prototype thing you've got a main level going and then you realize oh my god I've gotta tie together the whole game concept I've got a trim I've gotta find you in the system so I've got to make it fun I have to make sure it's you know all the level transitions work I have to make sure that it it ramps up in difficulties at the right rate so the player maintains interest so and I think that's probably one of the key things to take away from luden there is to put the whole thing into perspective what it entails to make a game from start to finish and I thought I'm not really gonna participate in any more Ludum there that's now I think that was my one try but little did I know that I was gonna be hooked now and I've now ran another eight or is it nine even consecutive Ludum dare since then and I don't seem to be able to stop them now anyway a few months passed by and Ludum they're 30 let's see now 37 came along the theme for that one was one room and I made a game I learned some lessons now so I practiced my tool skills a little bit I spent some more time in in blender before I got started I practiced the animation and the skeleton and rigging in things like that and the modelling and I practiced a little bit more in unity and this time around I made a little it's basically like an infinite runner and whether it being one room I decided to make conveyor belt with a little astronaut that had to jump over boxes that game so he had to try to stay alive and not get pushed off the ramp or they come here belt out into space and by jumping and avoiding these type of blocks them so I thought I've learned from the previous events that things take time not to do things overly complex try to make something that was fun to play that looked visually pleasing and I also tried to involve my kids a little bit more so I did a lot of play testing with my kids and it was quite funny bumping into the different bugs and things like that that came along key takeaways from that was that routine you know this was the second time I made it it helped me along the way I knew what to expect pretty much I knew I started to have time spots for what I needed to do so I knew that I could start by making the core gameplay I had the graphics quite early on and then I knew that by a certain by day 2 I should have pretty much the core mechanic working and start tying into the game States and things like that and then I could spend maybe the last 6 hours I started to add music and sound effects and making sure that I had enough time to test a few things other that I learned was that the WebGL version had some problems with fonts for example and it took a long time to compile to WebGL WebGL versions are really important for luden there because a lot of people that play your games and rate them after the event they just want to have a quick and easy way to get into your game they don't really want to download a distributable so if you have a WebGL version that's a huge benefit people will much more likely to play test your game and rate it if you have a WebGL version for Ludum dare 38 I made I didn't have much time that was signing with my wife's birthday a small world I think the theme was and pretty much I hadn't spent much time at all doing any game so the whole first day I spent with my wife we had the birthday cake and things like that and by the second day I just thought I'll put together a little simple game to keep the consecutiveness going with it being the third event so I ended up putting together a little planetary defense type of game where you had a planet that consisted of a lot of small cubes I wanted the cube look for some reason rather than spheres and it was basically a mass that attracted all the cubes into the center of this planet and then that mass was attracting all the little cubes and because forming of planets and then you had asteroids that were coming and then basically had a little that tower defense or a little missile defense type of system that could you could fire off and it would detonate the missiles and deflect the asteroids and you could deflect them the asteroids to divert them from hitting your planets but if they did smack into your planet that would basically decimate the cubes and they would break off away from gravity and they send parts of you planets flying into space then so that was the game concept and funny enough I spent less time making it it didn't really look that great it looks terrible and boring so it didn't really attract a lot of players but I think playability and fun wise it was probably the more fun than the other two games anyway I spent quite a lot of time myself trying to play it and trying to beat my own score and I thought it was quite nifty to try to time these explosions to deflect the asteroids so I learned about that one not the feedback said that people thought it was quite fun and so I learned that maybe I didn't have to spend so much time on the graphics part to try to show off four and try to beat myself all the time maybe I should use this time war to make interesting games and the focus a little bit more on the gameplay so that was a few of the key takeaways from that game Ludum dare 39 came along and for this one I thought okay I'm gonna try I know I'm a family father I take pride in spending the time with my kids and doing things with them and then I also thought that what if I should treat this one as just like maybe uh as if I was away for a weekend on on a business trip or something so I thought okay if I'm in the house my kids will find me and I want to interact with them that would be fun but I really wanted to push myself one time to see how if I really poured everything into this what could I really do in 48 hours so what I did is I have a sound room in my garage edie that I built that I record sound effects in in that garage I thought okay I'm gonna sneak in there I'm gonna tell the kids basically that I'm working which I essentially am because I work with developing games it's my spare time hobby time business so I thought okay I'm gonna lift I took my computer and everything and I put it in the sound room to had all these elaborate plans about making a platformer not so innovative whom by any means but I really wanted to push myself graphically and I'd practiced my blender skills again about six hours later so that would be nine o'clock in the morning my kids found out that I was in the garage I don't know how I thought I'd tried to elude them for for that amount of time and then they thought it was hilarious to come in and out into the sound room because I was sitting there so they were even more interested this time than they had ever been before so they ran in and out in and out in and out and I showed them what I was doing and there's a lot of fun the whole idea of focusing on the game of soley was totally out the window what I did take away from that one is that it really started to solidify my ability to create low poly arch and also the rigging process and the skinning and animation and by repeating that every now and then it really helps me to to remember those things so when I get back into blender now I get up running quite fast and it also got me started but this low poly look that I've had going for a while since then and I'm really happy about that one so those are some of the key takeaways that I have from during their 39 with robot power for loading their 40 that came around after that I ended up making a game called Robbie and copy and now when I think about it the theme would have been somewhere along the line of yeah the more you have the worse it is or something like that so again lack of imagination I started to push forward and making a game maybe I didn't spend enough time thinking about an innovative game but I I ended up making another platformer so again not so innovative but this time I wanted to practice my 2d art instead of so I made a 2d platformer instead and I had to practice a little bit in Illustrator too due to the broken basically it's like 2d characters drawn slightly from the side and then I break the objects into separate head arms legs torso and feet and things like that and then I can animate them in unity so they start running basically by animating similar to the way you do it with bones anyway and I animated those type of characters for the platform and then and it was called robbing coffee because basically you were a thief and a bank had exploded as you try you put too much six plosive when you try to burst open the vault so all the coins and the money got scattered on along the level and you had a the robber had a bag on his back and as you ran and jumped the platform's you started to collect coins and then the bag would start growing more and more and essentially became heavier and heavier so you had to you ran slower and you couldn't jump as far so the more you had all the money the greedy or I guess the slower you would be and the more tricky it would be to complete a level so the idea was that you'd have to balance the amount of coins it collects and try to maximize that but still make it to the end of the level and to prevent you there were a number donut munching police officers where the trigger-happy pistols that were patrolling the levels and if they spotted you they started to fire you're gonna punch their donuts so that they were trying to prevent you and this game I was quite happy with it I learned tremendous amount about the 2d platformer and about the controls and level design then some people got frustrated that the characteristics of the player changed over time as well so a lot of valuable feedback here about the control about level progression about how it made you feel as a player maybe it was a sort of fun but it wasn't fun because it slowed you down and it made you feel a bit awkward and stuff like that and I could repeat the whole game state ID really solidified by now so I knew exactly how much time it would take me to start making basically the game states from a menu screen into gameplay to load level 2 resetting characters when you were to restart the level and everything like that I sort of knew exactly how long I would need and also add about 3 hours set aside for music and push myself through making that and putting everything together after that the next game was luden there 41 and the theme for luden there 41 was two incompatible game genres and that's basically taking two game genres that don't really belong together and you combine them and make a game and I thought that one was quite fun and I decided to make a game called golf and grenades and it combined traditional golf game with where you have to fight off oncoming enemies maybe like a zombie slaughter game and they were basically run towards you or walk towards you and make creepy sounds and then throw themselves at you and if they touched you it was game over and then you had to hit the ball and try to get into the hole and I made nine nine distinct holes or levels to play and I focused a lot on the low-poly art and the animations and things like that so overall I was really pleased with the way the game looked super thrilled about it had some bugs in it that I couldn't iron out in time and the people thought it was a look nice but they had some playability issues with the aiming and things like that but most of all I think I was very much too over ambitious with what I tried to achieve I spent I wanted to create all the nine holes with the different graphics a lot of different fix and things like that so I was what I learned from this one was two things in particular I was too ambitious and I didn't focus on the fun of the game and the second thing is that I didn't value my social life enough this was a disaster because again it was a year a year had passed since the one where I spent a little time on a game with planetary remains making a small game for my wife at her birthday and for for this one we had agreed that we're gonna celebrate the birthday later and I was gonna focus on this game but I really poured everything that I had into making this golf and grenades and I basically blanked everything out the key takeaway thing there is that it's not worth Ludum dare is fun it's it should be fun but it shouldn't take the upper hand or over hand if you've got something more important to do and Ludum dare 42 came along and for this theme it was running out of space and funny enough I was running out of time really because I was on holiday with my family and Gotland so I knew that I wasn't probably gonna make a game at all I thought this was gonna be the first loot in there that I would miss and on the ferry I thought I'll borrow my kids pen and paper a little bit and I started to make something and I thought so running out of space parking spaces was something that came into mind and I drew a little parking space with the cars parking and trying to figure out how long they would stay and one would leave and someone else would have to come in and take its place and played with the idea that you had different times that they needed to stay so you need to optimize your parking and when I came home I only had eight hours to really make it a game so I threw together some really basic low-poly art cars and then I just made a super basic games where you basically had the cars coming and you could move them left and right and push them into slot and then he had a timer taking up and if that timer reached zero the car would take off and then you'd have two rows of parking slots so if you park one that stayed for ten seconds in one slot and then you try to park one behind it with a shorter duration maybe five seconds then after five seconds that car would collide into the one in front because it was thing longer so yeah at the time based on your horizontal axis you had to put the parse quite intelligently and then there were some bypass lines as well there you could send cars to do all together and then you had some cars that were longer I think add some lorries and trucks and things like that and funny enough that game I spent I think I spent eight hours making it I launched it away and that's by far the best scoring game that I've had so far I think it placed four in theme fourth and then I had some top 20s I think and really good feedback so I was thrilled about that one bit baffled since I spent so little time but I was super thrilled with the result and that game I actually spent some time after making into an Android playable version as well that I launched on the Play Store but I never really promoted unfortunately I spent a lot of time maybe two weeks or something like that full-time effectiveness or 80 hours to offer all the graphics and adding a lot of content to it and adding some new type of levels and sound effects and things explosion effects and then I create the back game uploaded and I learned how to probably publish things on a Play Store with that game that was a valuable lesson and I learned how to implement in-app purchase as well and I thought it was quite fun to play myself but I haven't promoted it so I don't know if it's really worth it's not making any money really but fair enough maybe someone will find it and find some there's some fun but from a learning perspective it's really good it was very useful or good experience on that then Ludum dare 43 came along and lo and behold I amazed everyone by making another platformer game so my innovation scores are down the drain but that's okay I'm okay with that theme was sacrifices must be made and for this time I thought okay I'll have a platformer and you're a Viking and then you have to run and collect items like wood and crops sort of the well wheat and things like that and then you collect those things and by the time you'd reach the end of a milestone or a rune stone you reach to on the level and then you sacrifice that amount of props that you had to that you had collected and that would basically unlock a new path in your level and to allow you to proceed and to make things a little bit more challenging I had basically Thor's lightning it was a thundercloud on the left of the screen and he moved the lung and his shot lightning down and they added some rain to make the atmosphere a bit dark and scary and it fired lightning bolts down with Thor's hammer and that started to destroy the level so if you were to slow well you didn't time your collections or your priorities correctly then the lightnings would destroy the level and you would fail that way so you were pushed to move forward it was like sort of a deadline or a timeline and pushed you along so one key takeaway here that I had was that I learned a lot of things about level progression and I also understood now that people for Ludum they're they're gonna make a judgement about the game in a very short amount of time they're gonna start playing your game and if they don't understand straightaway what you're doing you know if it's not self explanatory or if you don't teach them out to play it they're not gonna play it they're gonna just go okay what's this I'll try another game instead so I really took emphasis on trying to make it very clear what the objectives were with some text and also some instructions and making it super simple to play not over complicate things and I also wanted to keep the play time to be that you should complete the level in about 10 minutes that was my goal and the level being the full game because people don't really spend much more time in deluding their game and not unless it's something extraordinarily fun and I also was very pleased with the graphics that I put together and then and the music and everything fit really well so it was super pleased with this game and the fun thing about this one is that I just watched a thing about speedrun competitions from Super Mario and I was amazed that someone would go to such lengths to complete Super Mario in the optimum or optimal amount of time even based on the number of frames and using all the glitches and bugs in the game and I thought I'm gonna make a speedrun competition for my I launched the speedrun competition where I offered I think $50 to the winner and $25 to the runner-up and $10 I think to the third place and then basically people that have to put YouTube videos together of them playing the game and trying to beat the fastest time possible and they can utilize all the books that were there and this was really an effective way to start finding bugs and it was really fun to follow this progress and people started to commit the hundreds of rounds of play and probably hours and hours of gameplay to try to beat this game and it was a lot of fun and I saw the frustration in some people's play some in some people's faces when they played it was hilarious to see them go oh my god I failed on the stupid spikey log again again again because I put some really annoying spiking logs at the end of the level so my time my best time I think I achieved was three minutes 26 and people started to find all the weirdest type of bugs where you could basically kill your character before he did a little ceremony when he reached the rune stone and by killing him they stopped the counter and it restarted and you could utilize that to gain an advantage and Sable a few seconds here and then they started to be able to double jump certain distances and they could find collection resets error that I didn't reset the number of crops in a certain death type scene so basically they could play and gather a lot of resources kill themselves restart the game and then have all the resources collected so I think that final game what was it 50 seconds or something 55 seconds or something yeah someone completed the game in with all these type of glitches and bugs so just recently we had alluded there 44 and I made a game called blood money the theme was your life is currency and yet another time it was my wife's birthday late antic always come in April I had arranged everything this time we went out for a lovely meal we spent the night out in town we went to a hotel we spent time with the kids and had a lot of fun I was again prepared to totally fail this time around but then on this Sunday I still did I did have 12 hours to to put in and I thought okay I'll see what I can make and I put together basically like I shoot him up bullet to mayim or a type of thing or a bullet hell game but not bullets with more my bullets shifting than anyone elses so I create the died recently created a video about modular spaceships that you can look up and I use that technique to really quickly make spaceships that look quite fairly well fairly decent from a top-down view and they're modular so I could implement them breaking down as we shot up on them so I made a top-down shooter or shoot him up game where you controlled a little starship and you could just blast targets and as they died you could they would either drop additional life for you to pick up or they could drop power-ups but the power-ups if you collected those then it would deduct life so the Pirates would cost life and I managed to get the balance fairly good I did overpower a little bit if so if you're too skilled you'll run into some crazy stuff going on on screen where you're basically blasting everything sky-high learn a lot of things there I'd already implemented something I had a lot of feedback through all my Ludum dare events was that control usually felt sluggish and I usually left the damper things in unity where you're the basically + repressed left or right and it started accelerating an object and then decelerating it I just removed that sluggishness and had direct feedback because when you make a game you might initially think it feels a bit sluggish or weird but you'll quickly get used to that and as you get used to that feeling that'll go away for you but for anyone new coming into play in your game they'll they won't have that sort of knowledge about it and they'll just get frustrated instead so try to think extra carefully about how you control your player especially if it's a platformer or a shoot-'em-up type of game it's very fast to prototype a game but making it into a complete game takes a lot longer than you're probably ever anticipated and you'll definitely learn that by participating in Ludum there so that's lesson number one a key lesson second thing is that you get a really good perspective of the entire process of making a game again not just a prototype art the fun part but everything about the game States unloading objects loading them up again resetting counters resetting inventories having level progression designing levels all of that you get the full picture looks extremely valuable and you get that within just weekends another key thing is that don't assume that people figure out or no you have to tell them or show them how to play the game and they're not just gonna probably figure it out show or tell them how to play the game another thing is that it's easy to make a game too hard especially you spend a lot of time yourself making the game iterating over it back and forth and you think oh this is too easy I'll ramp up the difficulty a little bit and then you play and test a little bit more and you ramp up the difficulties because it's too easy and then when someone else tries your game for the first time they'll go out complete this this is ridiculous so another key takeaway is that making a fun game is really hard making it look pretty might be fairly easy but making it fun and innovative is super difficult and that's something you learn that the themes are there to push you into creative innovative game so something I haven't learnt enough is that I shouldn't be making platformers and things like that should just throw those out the window and come up with entirely new processes so I'm still learning I'm gonna hopefully not make another platformer in the future so innovation and making a game fun aim for that definitely worth learning motivation participating in Ludum there is it creates a massive amount of motivation to make a game you'll push yourself through the process you'll see a lot of other people going through the process of making games and you'll be motivated to complete the whole game you'll be motivated to get the release date and start getting the feedback so motivation is super good for you to learn you don't learn motivation it's gonna be super useful for you to experience motivation second thing is inspiration a lot of other people are doing this the same weekend as you and there's about two to three thousand I think people now that participate every time and just seeing their feeds their streams their forum posts their blog posts and things like that it just fills you with the inspiration and people come up with all sorts of crazy things and it will really inspire you to to do things and it's gonna be a lot of fun to be part of it as well and then we have innovation by having these different themes it'll force you hopefully again don't don't fall into my pitfall of doing platformer is mostly or things like that or shoot-'em-ups but try to be innovative and try to combine different thoughts and some new aspects of different type of game genres into something new so really push for that one if you can it also helps you take in your game from just having a game loop and it'll push you if specially if you haven't made many games before or if you're into a really ambitious project eluding there will show you what's beyond the game loop process again the game States the transitioning off loading unloading in loading into memory out of memory high score systems you name it another thing it'll help you with this practicing your tools if you participial especially repetitive or multiple times in Ludum dare you'll be using your tools and you'll every time you repeat this process you'll become a little bit better at that tool and whether it's unity or another game engine or blender in my case or Photoshop for Cubase for making music or sound effects you use your tools and you repeat the process over and over again and you do the game States over and over again and you become really good at this you're gonna be able to create simple games and fast games this way what you also learn is that ranking is not important whether you finish first or tenth or hundredth it doesn't really matter what is important is the feedback that you get on your game and also the rating that you get people can rate the games up and down basically whether between one to five so try to focus a little bit more on where your rating high not ranking but rating higher and lower and try to listen to that type of feedback it's quite easy for people to gain the system they could basically have twenty or thirty friends coming in and and voting five stars and everything it's their loss if they did it you know if your game was good or you know on the feedback that who received it you go to LD John comm you create an account and then you look at all the instructions that are on the website and you start to prepare yourself for the next event if you look on YouTube or in the blog system on LD John comm you can find time lapses and post mortems of people's lessons learned and things like that and then as you get closer to the actual event start engaging more into look at Twitter and follow the hashtag for LT jam and practice your tools if you are using a game engine maybe Photoshop sound programs or blender in my case start practicing those skills a little bit through the import/export update all your software and things like that and you're good to go it should be a lot of fun to participate in your first loop in there and then I think you there's a high probability of you being hooked and continuing to participate it's such a great event and a lot of fun if you're interested to find out more about how to prepare for Ludum there may be or how to prep your tools or things like that or if you have any questions maybe how you record your time lapses or things like that give me a shout in the comments below and I'll be happy to answer your questions or even create some additional videos on this topic if you find it interesting so again thanks a lot for sticking with me in this video if you liked it hit the thumbs up and hit the subscribe and now I'm realizing that I'm nearly cross-eyed because of the mix in medicine I've been taking I'm speaking too much I'm not drinking enough and my collarbone is really hurting so I'm gonna stop speaking now [Music]
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Channel: Imphenzia
Views: 9,555
Rating: undefined out of 5
Keywords: ludum dare, gamedev, why should I participate in ludum dare?, what is ludum dare?, game jam, how do I join ludum dare?, making a game in 48 hours, make a complete game, how do I make a video game, unity3d, blender, blender 2.8, sound forge, game jams, ldjam, learn how to make games
Id: EyJ3fhNrn9g
Channel Id: undefined
Length: 37min 0sec (2220 seconds)
Published: Sat Jun 01 2019
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