Ludum Dare 50 April 2–5, 2022

End of Day 1

I ran pretty late today really hoping to at least get 2 of 3 puzzles finished today. Sadly there's still a few more hours to go on Puzzle 2 but I'm out of steam at this point.

Here's half way implemented version of puzzle room 2:

LD50emGIF/em5.gif

I'm going to see how long it takes me tomorrow morning to finish room 2 before I decided if I'm going to cut room 3 or not. I really don't want to make that cut but I really want to get this project finished by the end of the Jam at the latest.

So higher pressure day tomorrow. We'll see how I get on. Hope the rest of you have had a good day of game dev!

Possum Blitz

I made this Pico-8 game about a possum avoiding cars in about 5 hours. I had fun making and playing it, and doing something simple is a lot more enjoyable. Development and time lapse videos coming soon.

possum_2.png

https://ldjam.com/events/ludum-dare/50/possum-blitz

Behavior Trees in 88 lines

I finally get to give my insanely simple behavior tree code a test run. At 88 lines it sure gives me some amazing options. Now to work on the enemy behavior tree.

Find the code behavior.lua Screenshot from 2022-04-02 23-54-26.png

MVP Complete: My Revenge is Inevitable

First day is complete. I'm working together with JamesOliverMusic again, which is a lot of fun. We used to jam together a lot but life happened and we haven't in a couple of years, so we decided to dust off an old game of ours we made for GameOff 2019. The game is Ninja Training Simulator and you can play the original here if you so choose: https://minibobbo.itch.io/ninja-training-simulator

This game will be a spiritual successor called "My Revenge Is Inevitable". You will play as an undead ninja who has returned from the grave to kill the shogun who destroyed your village (and killed you. What a jerk). I wanted to play with the theme a little and make you as the player the thing that was inevitable. You die and you just keep coming back until you win.

I've changed my methods and tools a lot since 2019, so I'm recoding the game from scratch with new graphics, mechanics and James is writing some new music. I doubt we will have as much content as the other jam since I had a month to code everything and Ludum Dare is obviously shorter, but I'm hoping for a polished experience that is fun to play.

Here's the progress on the first day. The MVP is complete with a single level, an ugly main menu and some placeholder graphics. I spent most of the day fighting with my tools (I haven't jammed in awhile and I've had to look up and relearn a bunch of stuff) but I got a ninja jumping around and I have the mouse lock working correctly, so the most annoying probleMVP.gifm of the previous game is fixed. Yay!

NPC Idles!

On the art side of things there's still plenty of polishing to be done, but we've got idle animations running smoothly! Here's our cast of NPCs! Who's your favourite? :eyes:

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Adding some flair

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I love adding cool stuff to my games... I adding some foliage and stuff to make things feel more 'real.' :)

Progress thus far

For my submission I'm making a game that is a reverse boss battle

You're playing as the big guy with the sword, and you mission is to defeat the "player" as many times as possible before they inevidently defeat you (which they will, eventually)

Every time you kill the player they return levelled up and also learn new things like dodging and jumping, and your movements are relatively slow and easy to predict, and your moves become more powerful when your health decreases

I think I'm going to work on things like a boss intro cutscene and music next, the main gameplay is pretty much finished at this pointezgif.com-gif-maker.gif

Sooner

BonkResized.gif CrabBattle.png

Day End Update

I'm calling it a bit earlier tonight, so here's my nightly update! It's... not great. I really struggled today, and I'm not nearly as far as I wanted to be. I've been having a tough time motivating myself to work hard since I'm not passionate about my concept this time, and the implementation has also been slow going.

Most of today was spent trying to get Sisyphus working. My original concept was that he would push the boulder up, then you'd click and drag him back down to stop him from reaching the top. I was able to get him moving on the path pretty easily, but dragging backwards wasn't going nearly as well. I specifically wanted clicking and dragging, but just holding it down made it move and I couldn't figure out how to check for mouse movement in the correct direction. I tried using a LineRenderer, a Slider, linear algebra, Vector3.Project - nothing was actually working, even after many many hours.

Originally, I was planning on using the drag mechanic multiple times, but after spending so long without success, I reevaluated. The other minigames using a slow drag weren't particularly hard to come up with a separate idea, so I just replaced Sisyphus with clicking to slide him back down a bit. It was... extremely easy to implement. I really should've done it sooner! After that, it was trivial to add Tantalus with a vanilla slider, since that was always supposed to be a quick drag.

LD50 first screenshot.png

So here I am, getting ready for bed with 2/8 minigames done and placeholder graphics. Not where I wanted to be, but I think the rest of it should go a lot more smoothly. Knock on wood, but I think the other minigames should be a lot easier? Here's hoping!

Waking Gerald Is Going Smooth So Far!

We've been working all day on Waking Gerald. One more day to go! It's about time to go to sleep, but we'll be back at again in the morning. Promo.png

Time for sleep

I had to restart due to imcompatance, but this is what I have got done on the new project. I have all the mechanics done, now just need to add a scoring system, a timer, and a win state/lose state. If I have any extra time I will try to work on the art some more (the dude can use a lot of work) 2022-04-03-00-39-39.gif

Woops! Where'd That Time Go?

Looks like those interruptions came in early and I lost this morning to distractions before I knew it. This means I'm about 6 hours behind schedule, so we'll have to see what I can cut.

Apart from that, things are moving forward about like I thought they might (with more bugs than I expected - as normal).

Here's a progress screenshot where my AI decided it needed to spam bullets: UE4Editorem2022-04-02/em23-10-21.png

SMUG BOII

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I think I may be obssesed.Done by @lishiana

Spent too much time on the track builder, but worth it IMO.

The point of the game is to make your own runner. There will be obstacles on the way, as well as on tracks. Is failure and rage quitting inevitable? Only one way to find out.

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Sleep Recharged, Time for the Rest!

As Yet Unnamed Autobattler

I just checked back, my last LD entry was in 2016! Time flies. I haven't designed anything major in that whole time, so there's been quite a bit of relearning. I'm pretty happy with what I've been able to figure out, though! I picked an idea I didn't know how to make work, and made it work!

I've still got a lot to go. My as-yet-unnamed one-sided autobattler has you pick a team of evil minions to defend your castle against a way-too-strong knight who will inevitably save the day. I had some grand ideas for unit merging mechanics and evolutions, etc, but I'm probably going to have to be satisfied with something that just "works" for now. Still, I'll be happy to just get something to the finish line!

Game Works!

Placeholder graphics. Need to figure out if I'm making this 2D or 3D for final, but 2D right now! Jumping works!

Screen Shot 2022-04-02 at 10.23.52 PM.png

Happy day

This morning we tallied up our total game dev experience: ~6 months, between 5 people, and I think at least a few weeks for all of us was just installing Unity + tools ;-).

So we've been trying to keep our expectations low! But I think we're pretty happy with the end of day 1:

  • basic maze defined, plus art style
  • maze building blocks starting to be modeled
  • basic player + first weapon coded
  • imported a temp maze of walls from blender
  • finally got collision working properly (HORAY)
    • Turns out: most beginner tutorials for unity will set the transform location directly. Add a few things and no tweaking of continuous collision detection, tweaking the physics settings for depenetration & fixed timer worked. Even using rigidbody.moveto still glitched. Solution (for us) was to only use rigidbody forces in fixedUpdate + continuous collision detection on the player. Amazing how big a difference it feels when walls are completely solid, and no "peak-throughs" happen. Downside is that the movement controls don't feel the same. Hopefully we can tweak it to something acceptable
  • we got git + LFS working
    • Lesson learnt: fully finish installing and testing your gitea install BEFORE jam starts ;-)

We're looking forward to continuing tomorrow- but we're pretty sure we'll be making a casual entry in 3 weeks.

Time for rest- good luck everyone with day two!

time for bed

probably not gonna get it in by compo, as per usual lmao, but thats fine i've had a rough year and there's always LD51 onwards

so far i've got: - fish that go spinny (player) - camera follow spinny fish but only on Y - item spawn but sometimes they get stuck to u cuz i generated the 2D collision shapes from the sprites lol - random colors of the sky meme as a background for testing so i can see where the f the fish is

Godotemv3.4.4-stable/emwin64_hhhRZomclp.gif

tomorrow's goals: - ice holes - cat - maybe fix the auto generated shapes, unless the stickiness feels fun when cat and holes exist - score - start, end screens - pause functionality - music, sounds - upgrade programmer art

ugh i basically did nothing today compared to what's left lol will i even get this in for jam? who knows this might be an extra TM entry which is sad because I like ranking but also again i've had a very rough year so far and there's always next time to have my head on my shoulders properly

Tile generation + visibility

I'm making a game about collecting firewood to keep a dying fire alight. There's not much of a game so far, but I'm pretty happy with the foundation of the map generation. Good thing Extra gives me plenty of time to finish!

tiles.gif

Side note - how is everyone making such beautiful gifs? Mine are always so crunchy and slow.

LD50 - First 24 hours down - Progress

Ok so we're into day 2, I wanted to quickly post about progress from the first 24 hours.

Going offroad for LD50! wheelsemsus/em10em3.gif twitter/emlogo2.png

I certainly like the theme for this jam, and had plenty of ideas right off the bat. But one game/prototype thats been bouncing around in my head for a few weeks now is a game about driving a jeep/vehicle over randomly generated terrain. Mixing this idea in with 'delay the inevitable' and I brainstormed the idea that youre transporting explosives or something dangerous - with some kind of chaos (hazards) going on and youre just desperatly trying to delay the inevitable failure. This idea set the game up nicely and I really like how it fits in with the theme. Ive got some further ideas about how to 'delay' the inevitable here too, so theres room to add even more.

But on to the basics, I need a vehicle controller thats fun for starters! Ive never made a physics enabled car before, so this was interesting to tackle.

early_jeep.png First hour, after some brainstorming, a 3D modeled a jeep!

prototype5_2h.png Heres some placeholder (static) terrain to test on - the green circle is a debug 'goal' area, which the player will be chasing around a map to get to.

prototype6_2h.png 2 hours in and I had a very simple jeep and terrain setup, basically a mockup of the main elements of the game here.

Vehicle physics have been interesting to get into as well, but I pretty quickly got a decent suspension setup going, along with a system which can be set to front-wheel-drive, rear-wheel-drive, or all-wheel-drive. Acceleration is also based on both whether a wheel is in contact with the ground, if its enabled via the drive select and if the wheel exists. This makes for a pretty interesting system where wheels can be disabled, fall off, or just dynamically not provide acceleration if theyre not touching the ground - and all of these elements will effect the way the vehicle handles.

(ie front wheels will only provide acceleration if its a front or all-wheel-drive vehicle and the wheels are currently touching the ground)

FPUi21CaIAAYPuZ.jpg

Now I need to get into some more game-type stuff before I tackle terrain later today. So I'm in for a long night! Im still deluding myself saying I can make the COMPO here with this, but I have a good feeling I'll be entering into the JAM to get that final 24h of time.

Sharing lots of updates and gifs on my twitter:

twitter.com/Alex_ADEdge

a PNP game - break before the brave defeat you

https://docs.google.com/spreadsheets/d/179rFi-KtW07r025CT1ao5qKvDG8lFx8d/edit?usp=sharing&ouid=109529418710307554969&rtpof=true&sd=true

a try of pnp game My first try

Who needs sleep anyway?

I slept about 6 hours, no time for foolish things like that! Let's get back to work.

Snímek obrazovky 2022-04-02 233626.png

Programming and level design done!

Tomorrow is going to be entirely for art, audio, and polish. As someone who usually leaves those for the last few hours, this is a luxury!

Fireballs and HUD

I added Mario Bros style fireball shooting. Each fireball consumes your health so you also run out of them with each tick even if you don't shoot.

I need to focus on gameplay now, art and sound will suffer for sure unless I abandon compo and aim for jam. EmpMFCxT9N.gif

We have a few levels now...

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Maybe less of a puzzle game and more of a 'tech demo with light puzzle elements' for now. I think I'll be able to come up with some more in-depth puzzles though.

This is my game

https://youtu.be/obvPDSmbzjc that's my progress

Some juice for breakfast

I know I have much more pressing matters to attend to, but I wanted to have a little fun before starting the day, so I added some particles, camera movement and sweet screenshake. Will still need some tuning, but I'm really happy with Godot's built-in camera and particle mechanisms!

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MAIN CHARACTER

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Oriel, our main character, drawn by me (finally, I drew something instead of just 24/7 writing a code :D)

Pictures!

It took a while for us to decide on the mechanics of our game, and even now we may end up changing a bunch of things as we go. But in the meantime we're implementing a semi-generic card game engine, which has been kind of fun.

Here are some screenshots of the progression so far:

screen 01 card rendering.png

screen 03 updated card zones.png

screen 04 card art.png

Day 1-ish progress

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I still have much to do but it is coming along!

Second Day

Got a lot of code done, a lot of art, and 18 hours of streaming :O Mia's Bear Service is almost open for business =O

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Froggy!

It's a froggg 🐸 ezgif-4-3190835918.gif

legit

i submitted the game, you can play it here https://ldjam.com/events/ludum-dare/50/$286831

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Early screenshot

I'm working on characters and basic mechanics. Here's an early shot: Last Life 1.png

LDJAM 50 Devlog: first day

For "Delay the inevitable", we decided to make a space-themed Whack-a-Mole in which earth gets destroyed eventually.

This is the first sketch (notes in German): sketch of a computer game screen describing a Whac-A-Mole grid with space ships next to earth along with the reasoning why earth should be destroyed (reference to The Hitchhiker's Guide to the Galaxy) and some game mechanics (people saved from earth, time survived).

The game project in Godot looked like this after adding placeholder objects: screen in Godot game engine showing placeholders for the game elements

This is how the first sketch of a spaceship looked like: sketch of a space ship for the above mentioned game

And this is how they look like now: screenshot of a game with planet earth, a few spaceships, an UFO with a green slug-like alien, and a street-shaped space nebula in the background

We also have the first content for the intro of the game: screenshot of comic style bridge in a spaceship with four humanoid crew members in front of buttons, switches, and screens. on the main screen, there are three different alien species in blue space suits: one grey/silver with oval head and black eyes without pupils, one with green skin and a nozzle, and one with red skin, a tail on the head and several spikes emerging from the skin

And so far two (unfinished) soundtracks:

  • https://framagit.org/regenbogenmarmelade/ldjam-50/-/blob/eebbe1ff4e1a805ae839b67140c57dd8e794bed9/music/orbital-observations.mp3
  • https://framagit.org/regenbogenmarmelade/ldjam-50/-/blob/eebbe1ff4e1a805ae839b67140c57dd8e794bed9/music/Alternative_Theme.mp3

You can play the current state already on http://regenbogenmarmelade.frama.io/ldjam-50. Here is an impression: https://assets.octodon.social/media_attachments/files/108/066/989/067/749/406/original/80a18bd62b2be5c1.mp4

Hey, I'm almost done!

So, I'm basically done (doing the compo btw), here is some moosic I made: https://www.bandlab.com/revisions/2526bc60-9db2-ec11-997e-0050f280f352?sharedKey=piqv5HY4gUil-PA4x9Nxig

Pretty happy with it! I'll add some transitions and set up the itch page :) Happy jamming!

Reapers Await!

Beware, it's cute!death.png

First Day Progress

First day of progress, there's still a lot to do Unity_ht8p7OhjP6.png

Oops

Accidentally posted the same content twice...

Pipes!

Yeah, in this game you can place pipes! Wait until you can do something more! :D 2022-04-03-150610em909x538/emscrot.png

Dawn of the second day

While we have some time on our hands finishing our morning beverages, let's look back on the first day of the jam.

Our team: @sprotex, @hartvichio, @sipfindel and @wondry debated for what felt like hours about what game to make (well in fact we were talking for about four hours so the hunch was correct). We tried to spend as much time as possible on every idea to see if it's viable or not.

At the end we decided to make a game about a steam roller chasing after unsuspecting grandma while player takes control over her buff grandson whose mission is to slow down the vehicle by any means.

By the end of the day we had a build with really nice movement some assets to please the eye. Gameplay001.gif player.gif

Night two, still going strong

SCORBS.gif

We have a few minigames just about fully implemented now that are ready for visual polish, and now we are starting to focus on feedback for players. Really happy with how completing these actions is starting to feel. The UI is somehow even uglier than last night, but its all moving and updating properly which is the main thing at this stage.

Heal me, please !

Every hour our game gets better and better. We've finally rendered part of the scene, character, and UI. The progress is very good and we keep going. imageem2022/em04em03T08/em28em50/em503Z.png

From Lion Tamarin Games.

Simulator code done, mostly everything else to go

My game revolves around the idea of being able to go back in time and correct your previous actions. The main system to allow this, a sort of deterministic simulator, is done. https://www.youtube.com/watch?v=XqG-HMhpCNk

Now I need to add bullets (mostly implemented from the simulator side already), enemies, goals, proper UI, sound. I'm confident I can get something pretty playable for the compo and I'm really liking the game.

Almost there

So as the title says we're almost there.

This is my first Ludem Dare and first game jam in general. So it has been an experience.

I'd have to say my biggest mistake going into this is not knowing how to make pixel art or music.

Despite that, I've managed to make something.

412-screenshot.PNG

I kept the scope small in order to actually be able to make something in time.

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Though I spent a lot of time learning how to write a shader in order to make THE GOO!

Which is a shame because most of the time, the game looks like this:

412-screenshot-3.PNG

Now to fix some bugs and replace that awful noise that I initially considered music.

I deleted my game

After morning coffee I decided to delete everything I was working on until now and start from the beginning with a new (old) idea.

At first I wanted to make a River Raid clone, but I remembered an idea for a game that was in my head a few years ago, which I never realized, and which would fit the theme perfectly.

Now, let's hope I make it before time runs out. 😉

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Level 2 complete!

Remaining tasks: - Add an ending (and a final boss?) - Make a pause menu with basic settings (toggle music, sfx, and that funky scanline effect) - Fix some bugs - Publish!

Capture d’écranem2022-04-03/em11-11-53.png

got a "working" AI

WHYYYYY DO YOU GET STUCK SO MUCH

https://youtu.be/gIsdH6G9zL0

Current progress

Had a busy day yesterday, which is why I only had time to collect ideas. Now with a concept I like I started working on some Autotiling a few hours ago. Since I haven't worked with it before it took me quite some time to figure it all out. Still needs some tweaks to do exactly what I want, but I'm happy with that for now.

Bildem2022-04-03/em111718.png

That said I will likely not submit for the compo, maybe for the jam, but definitely for the extra!

DAY 2 !! YAAAY!!

Good morning everyone I hope it going great and that you are taking care of yourself properly!

Co-Workers.png

Day 1 became a little long for me, but now I am back for Day 2 :). Anyhow here is a picture of some tired NPC`s I made yesterday.

Good luck!

Let's dance

All weapon systems are in place, lots of balancing to do. Graphics are not final, particle effects missing, but this was one of my biggest obstacles, I'm regaining confidence that this could become something coherent.

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The Beard - Day 2

Trim that beard to keep the love of your life!

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Day 2, lets go!

Good morning LD jamfam! How are we feeling today? Well fed, rested, and ready to tackle another day of jammin'? :D

Our team has managed to get a lot done in the first day, Im super proud of them! Here's a minute clip from HonestDan showing off the latest features that have been added into the game:

https://youtu.be/8VZ4bZJErOA

Brainoid recently added the the Lars clones which are stand-ins for the survivor npcs who need have an injections before they board the shuttle. Sure their organic plant matter hats are super stylish but are not permitted inside the spacecraft. Also look at them fly when you bump into them, weeee!

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LARS IN COLOR! Look at how bootiful he is, such a great asset thanks to Spacey3D. (Please laugh at my terrible puns)

LD50-LarsBeauty.png

I made fanart of Lars with blepperson which may have finally swayed the team into including a lizard into the game.. we shall see

LarsBlep.png

Check out the progress of this game over at https://www.twitch.tv/honestdangames

Good morning people!?

We have 25% of the game ready! Today will be an amazing day!!InShotem20220403/em062327180.jpg

I've never made a videogame in my life

I am currently developing my first videogame ever for this, and I've learned more in the past 24h than in the last month of watching gamedev stuff.

My game will be trash, but it will be my trash and more importantly, my game!

Is it pretty? No. Is it fun? Also no. Can it reasonably be considered a game? YEAH!Capture d’écran 2022-04-03 113048.jpg

First look at Old Quackdonald

With the rate these weeds spring up, we might have to give up the garden eventually. But we may be able to delay the inevitable...

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Core gameplay loop achieved

Screenshot from 2022-04-03 11-29-18.png

We've officially hit core gameplay loop. Now need to start gluing everything together. I need a nap though.

Making Minigames for LD50

Just finished my 5th minigame!
Get Inspired by watching me work on my game

https://www.twitch.tv/zm5j

:whitecheckmark: Smooth music included
:whitecheckmark: Chatting is welcome
:whitecheckmark: Chill vibes all jam long

Bad news update

Hello everybody!

It's me again, I have bad news regarding Giraffe o'Clock. No, development is still going. But we have found spiders in our house. Please send help.

SpiderGIF.gif

Thank you for reading this terrible update.

just submitted my game!!

hopefully people find it fun to play! https://leviathon1618.itch.io/road-weaver road weaver.jpg

End of day 1, start of day 2

I was too tired yesterday to make the obligatory end of day post, this is where I left off. I'm about 80% done with getting an MVP. The solar system is stable, and you can blow stuff up! LD50_prog02.gif

A hairy affair.

My friend and i have joined a small group of friends, who have attended here on a number of occasions. We are designers and take over the illustrative part of the game! Illustrating and animating with Asprite for the first time is incredibly (Weird) fun! Screenshot.png

increasing Tension

Asked for increasing tension troughout the game, think this'll do?

Currently waiting for approval from the team ^^

https://youtu.be/lvOVo7z8aBI

Switching the casual mode

I overslept... And I didn't really made any progress yesterday because I "fought" with my cat. Spoiler : I lost So switching to casual make, taking it easy :)

Edit : And my mom is sick XD

More Enemies

Added some more enemy types to my virus/bacteria defender.

screenshot_3.png

Makin solar panels!

As the specter of time management strikes again, I've decided to crop out a gif of the process of making solar panels in my game. There's a lot I'm going to need to do to get this in workable state (the concept is that the universe will age drastically as you play, limiting your viable options) but I'm still happy with what I've managed so far.

solar.gif

Dev Stream

Streaming a bit of our development :) No time to chat though. https://www.twitch.tv/bippinbits mockup2.png

Explodey

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Blood

A blood effect I made inside a shader GIFsmallblood.gif Blood is important!

Day 1.5 - aaaaah so many things to do

There is 1.5 day left, and even if we have done a lot things, our game is far from ready. So, what's new?

Capture d’écranem2022-04-03/em12-53-27.png

Things have been quite difficult for me this morning because of allergies (spring is here yay), but I seem to be a little better now (although I'm quite tired, but that's a LD thing, isn't it?)

A LOT of things have been implemented by Bouteille, while I was working on the UI. I'm really not happy with the whole graphic aspect of the game but Bouteille said it's ok, so I guess it is! It's not finished yet but it should be sometime in the afternoon. I really hope the whole game will be working tonight, so we can have a lot of time tomorrow for polishing it, making some sound FX and music, etc.

And, of course, we had some food. And it's have-a-coffee-while-giving-some-news-on-ldjam.com-time.

DSCF5503.JPG

Hope everything is going well for you all. Good luck for the final stretch to anyone crazy enough to do the compo, hope you'll have enough time, and I can't wait to try your games!

Pixel art Animation

I have been hard at work making pixel art animations and it's been great fun. I wish all the other artist strong wrists and wills. Keep drawing!!

https://ldjam.com/events/ludum-dare/50/$283949

| P | I | X | E | L | | - | - | - | - | - | |cheerleader.gif|cheerleaderblonde.gif|cheerleader.gif|cheerleaderblonde.gif|cheerleader.gif|

We made it just a little bit harder as requested ^^

Due to popular demand we decided to increase the difficulty of the first stage just by a very small slight bit.
I hope everyone will enjoy the improved and more play friendly difficulty.

You can view us live here: https://twitch.tv/quartzi

Improved.gif

Happy to be back!

Hi everyone!

It's been a while since we took part in a LD jam (back to LD44 in 2019! 😳), and we're really glad to be here with you all for this special edition! 😊

We're actually working on a "dungeon crawler"-esque game, where you have to monitor your lantern's fuel to avoid being surrounded by the oppressing darkness of this strange mine you found yourself in...

Something tells me you're not alone...

Here's a WIP full of programmer art for you: https://youtu.be/JtBFkZBDvps

And some concept art 😊: petite-fille-croquis + petit-01.png croquis-monstres + petit -01.png

* 🗺️ Will you find your way out alive despite what lurks in the darkness? 👹 *

No escape from the horde

Ludum Dare 50 horde compressed gif.gif

The idea for now is that you'll have to complete some sort of objective with a timer ticking down. Once it expires, the horde bursts in. Still thinking of what I could really do with this tbh lol

My Screen Shake brings all boys to the yard!

Thy shall not forget the screen shake! (And the particles also great!) Here is the latest version if you want to try it: https://antonsem.itch.io/dashfight

screenShake.gif

And this is the old version, for reference day1.gif

First update of the day!

I made a new level with a maze where you need to get to the exit! Its to long so you need to kill the enemy's and eat their phones. I spent so long trying to get the pathfinding on Gdevelop to work. Turns out I needed to use a normal sprite and not a tiled sprite.

ezgif.com-gif-maker.gif Im using a chomebook lol!

also, this is the sprite for the phone, dose it look familiar? phone.png