I went for some subway

Thats why, it was really unexpected

Thats why, it was really unexpected
The Teams are hard at work.
Here is the main character for the Fyre Fyte!



I am in die middle of day 2 and A lot has happened. Graphics, Music, Sounds, Resources Nodes, Items, and Shops. But see for yourself:

Still don't know if there should be a highscore. Highscore of what? Killed pirates or time survived?
The simple core gameplay loop I've gone with in screenshot style.

Hey guys! I started this game jam a bit late ( couldn't work on it saturday :/ ) but here i am spending every single hour of the last 2 days working on my game! I love this theme.
I brainstormed some ideas while in school and started programming today! So far everything has been going really really well ( much better than the other time, during LD49 ) and I've made a lot of progress! Seeing how I don't need 30 tutorials to make a DgSh game anymore and that I can make a working game alone makes me incredibly happy and shows me the progress that I've made.

Here's a quick list of what I've done:
What needs to be done:
I wish everyone a great rest of the day and a great rest of the game jam! Remember to play other's game to receive feedback and PUBLISH YOUR GAME no matter what, you won't "grow" if you don't get feedback from others

SPAAAAAAAAAAACE
got tired of making feachers so i went for some looks and i realy like it altho the game isn't playable still so i think i will have to finnish that fast
https://youtu.be/5IsSOzsy8GY
For the first time in a while, I managed to complete a game within the timeframe :)
It feels so good!
https://ldjam.com/events/ludum-dare/50/$279301
*Made some changes to the resource. More on the way! :heart: *
:link: https://impress.games/ludum-dare-50

But you need to make them with unity.
[LDjam game page]
Share your progress when LD ends (Even you receive nothing) and dont lose my "game" for voting.
Not quite as easy as it looks, especially after things break down =D

Most important mechanics are done. Now it's time to give this game some polish (and fix bugs). Art, music, sounds, that's all before me. And then the most difficult part - game balance, which right now is nonexistent.

Yes! I've finally done it! I made a LD game in 48 hours that's not half bad. Please check it out!

https://ldjam.com/events/ludum-dare/50/terra-defensio
I think I'm about to finish~ Just a really simple game and I think few will interested in it. But since this is my first game jam and actually it's my first game ever, I really feel satisfied of myself!!!!
I've looking through many others' game pieces and everyone is doing so well!!!I really feel encourage and I learn a lot because I wrote quite a lot of bugs lol.
Hope everyone can finish their pieces!
Besides, yesterday when I was assailed by self-doubt, a stranger encouraged me, which I really appreciate and I hope you are doing all well!

Done by @zozol One of characters in our game ;D
Hi! I wasn't able to team up with anyone this year due to work, but I still wanted to create something for the 20th anniversary!
So let me present to you Stormwalker. A soundtrack and concept of a game. Im very happy with the results considering the circumstances, and I hope you'll enjoy this little piece of Ludum Dare ^^
The soundtrack can be found on my bandcamp, and, here is the cover
!
https://tottomori.bandcamp.com/album/stormwalker
Good luck, and keep on working, I believe in you!
Cross-posted at my website: https://www.gbgames.com/2022/04/03/ld50-a-very-long-task-list-only-12-hours-left-and-a-short-pep-talk-for-you-ldjam-ld50/
Last night I realized that other than a bunch of disconnected notes and a few disconnected images I made, I didn't have a rough plan in place, and it made it more difficult to move the project forward.
So I made myself a plan. Normally I use a spreadsheet and track weekly tasks, but I think for a 48-hour compo a simple TODO list in a text file works.
Right away, it felt simultaneously daunting (that was a very big task list, and I know I will discover more work as I go) and manageable (just start from the top and work my way down).
So I set to work, first by creating a city layout. It's simple at the moment, and the most immediate urgency was putting in the river tiles, the ground tiles, and the super secret anti-meteor research and development center. I can put in other buildings (already drawn) later.
But then I thought it would make for a slightly better screenshot if skyscrapers and other buildings were there, too, and I was pleased that the work to add it was almost nothing.

It's not much now, but I hope to make this a more bustling metropolis soon.
I called it a night around midnight (so technically a morning?), even though I still don't have game play in, but that's a bigger lift than I was ready for without sleep.
This morning, I did some light exercise and ate breakfast.
Behold, my peanut butter, cinnamon, raisin, and pickle sandwich.

If you know, you know.
I washed it down with some orange juice (hah, classic Me, amirite?), and since there was only so much left in the bottle, I finished it off.


And my mother-in-law left us some cinnamon rolls, which my wife baked just now.

So before I get back to game development, I did want to give you a pep talk if you need one.
Whether this is your first time participating in Ludum Dare, your first time doing game development, or even if you have been doing game development for a long time, you might look around at what everyone is accomplishing around you and think to yourself, "I don't belong here."
And I'm here to tell you that you do, in fact, belong here.
My first LD was #11 in 2008, but my first game jam was Game in a Day in 2005. I remember early on in the 24 hours I had to make a game that I kind of froze up.
I remember feeling like I simultaneously could do it but also that I should stop. It was a weird mix of fear and confusion. I didn't know why I felt like I should stop other than a vague fear that I shouldn't even bother, that I didn't know what I was doing, etc.
I pushed through somehow, and even though the game I made was a very, very far cry from what I set out to do (24 hours isn't a lot, it turns out), and even though it was buggy, and even though other game developers participating were professionals who made amazing things in those same 24 hours while I was merely an aspiring wannabe, I can say that I participated and I did, in fact, make a game that day.
When I participated in LD #11 a few years later, that same weird fear gripped me shortly after starting, but this time I recognized it. In hindsight, maybe it was Imposter Syndrome? But whatever it was, I successfully ignored it. I managed to successfully make a game and rank relatively highly, too!
And maybe it was because Ludum Dare in 2008 had something like tens of entries rather than thousands, and the community was smaller and more intimate, but there was definitely a home base in that IRC channel of supportive people who made you feel like you belong there just as much as they did. Game in a Day was even smaller, and I wish I could remember the name of the person who gave me advice to cut my scope, but that person also made me feel like I was being taken under his wing, that I was encouraged to be part of that community, too.
We have less than 12 hours to finish a game for the compo. Maybe you're like me and have a large task list in front of you and you worry you might not finish in time. Maybe you don't even have an idea yet, or you gave up on one project already. Maybe you see some of the amazing things that people are posting and think, "I am nowhere near that level!"
But don't compare your efforts and struggles to published, polished efforts of a team of veterans. It is easy to imagine that everyone else knows what they are doing, but you're only seeing the people willing to post their awesome stuff and not seeing the mistakes, dead-ends, and struggles behind the scenes for them and for many others.
Don't compare your efforts except to your own previous experiences. And if you have no previous experiences, then consider this your baseline to compare yourself to next time.
And if you feel like you failed Ludum Dare because you couldn't get it all together in time and publish a game, I'm here to say that after LD 11, I failed to put together a playable game in LD 14 and again in LD 32. There were Mini LDs that I "failed" as well. It was disappointing, but I never felt like I didn't belong and shouldn't have made the attempt.
Now, part of that might be cishet white privilege talking, but part of it was that by that point I was part of the Ludum Dare community.
So I want you to know that you belong and are welcome here, too.