I had a very productive day one!! (doesn't usually happen to me)

i've decided to make a story game where you try to delay a meteorite from hitting the earth, but you can't stop it and you'll escape in an escape pod. the meteorite was inevitable

i've decided to make a story game where you try to delay a meteorite from hitting the earth, but you can't stop it and you'll escape in an escape pod. the meteorite was inevitable
Hey folks!
This weekend we're streaming the whole game making process! If you'd like to see what we're up to, come join us at:
https://youtube.com/TheGreatBerate/live

Is this robot sad? Is it just a keen observer of the soil? Is it ready and set for a 100 metre sprint?
No. It's just a janky import from Blender.

I'm dusting off a very old idea I did in university. You're a little flame in the sewers and are desperately trying to survive by burning up trash and getting through the level.
Spent a lot of time on brainstorming before a friend reminded me of this game. The original game was in 3D for a CG class, for LD I'll do it in 2D.
It took me a while to get the particle system to work the way I imagine it I'm still not very happy with it, I think I'll keep it for now and move on to gameplay and come back later to make it better.
Here's a video from the original game I made back in 2010 https://i.imgur.com/N4gJxDd.gif
and here's what I currently have

Just got my idea while showering...
There's a river, and near that river, a village. Or Town... Or something. the river is going to flood the entire zone.
Phase 1 : Preparing a test terrain. Phase 2 : creating the water dynamic. Phase 3 : adding the delaying possibilities.
Happy LD 50 everyone!
After a lot of thoughts here is what I'm planning to do: Your spaceship's hyperdrive engine got broken and threw you out of hyperspace right near blackhole, which is sucking you in. To make things worse, you've been spawned right into middle of asteroid field. Guess I'll go for turn-based game, something like Tharsis, if you've played it. Never tried to make and balance something turn-based, so it'll be fun to figure out :smiley:
Good luck and have fun everyone!
Didn't manage to add as many of the game elements as I'd like (lost a lot of time trying to give the cowboy silly physics based arms in a way that ended up not working) but got a fair amount of art done so happy enough.
I dunno, after a bunch of ideas , this seems the one I'd most likely be able to finish in any amount of time :smiley:

Stream is here https://www.twitch.tv/johnnysixed


I have a fun idea. You are being chased by the grimm reaper in an endless foresty-like area. When you make a mistake, or accept that you can't run from death, the game will end.
This morning I spent creating/modifying code to make a random level. Now it is truly random, in it's final form it will be pseudo-random. Meaning every level is still random, but for every player it will behave the same. I plan to make the pathway branch out in diffrent segments. Some will path will come to a dead end, ending your life as well.
You can play a prototype by clicking here: https://www.wouter52.com/PROJECTS/LD50_NIGHTLY/
Right now there are 3 prototypes, in the future more will be added.
About our team: My daugter Alexandra will try game design role and doing some art drafts. I will do the rest - animate, code etc.
Perhaps, will switch to new Extra mode
Our tools: * Want to try raylib and stay in C like in old good times. But maybe will switch to something I'm already familiar with - haxe/heaps. * For art/animation will use Piskel * Will use freesound (sorry, but don't want to spend time on this).
After some thinking around theme, had some ideas sorted by priority: 1. Technical progress is the inevitable thing our protagonist will fight against and fail at the end. The game will be something around Luddite movement history. 2. Sunset is the inevitable. We are playing for some creature that depends of sun light and trying to climb to very high mountain to delay the death. 3. Vampire leaves his castle at the dawning for some reason. Pehaps, he is bored to live endless live and dared for the last trip to see the world in daylight.
The thing that works best right now is surprisingly the dynamic camera.
Spent much of yesterday evening brain-storming ideas for about eight of the remaining themes in the final vote. Funnily enough, "Delay the inevitable" was the first I created an idea for.
In this game, a multi-planetary species is an inevitable outcome. You're playing as a resistance force determined to send any attempts at leaving the planet back home. But is this the ideal outcome..?
Unity project started. Base resolution decided, scene layout and some utility scripts implemented. Pushing to a Github repo too.
Good luck everyone!!
Hello everybody!
The other day I announced that whatever the theme was going to be, I'd be incorporating giraffes. Today I'd like to update you all on the progress and show you a first look at my giraffe game.
They're not unicorns btw, they're giraffes.

Thank you for looking at my update. I wish you all a very pleasant Giraffe Dare.
9 hours in and I've only just got home and sat down. Not gonna lie - I'm not a fan of the theme again this time. I've been trying to think of ideas all day while I was out running errands, and I don't really have anything unique - the only things which come to mind are variations of some timer running out.
I think I'm just going to try and make something I've wanted to do for a while, which is a mini-pinball game. Inevitably, you will lose all your balls and die. Although I know I will not have time to finish it, I can at least tell myself that any story can be built into the mechanics of the table - hit the kickers to repair your ship, go up some lane to launch into space, hit 10 bumpers to kill the space pirates and go up the lane again to escape the solar system before the sun explodes and destroys everything.
I'm going to take 30 minutes to try and come up with something else first though ...
Couple hours of sleep followed by couple hours of game making. I made this Card sprite, and also added a source to gather and destroy cards.

Almost done with the basics. I can almost start working on the main gimmick finally!
Vim mostly works and mostly displays helpful autocomplete suggestions. Sometimes, thought, I have to just back to the editor - either to read the docs, or sometimes when my Vim shows a weird error. But it mostly works. :slight_smile:

9 hours and a half in, and I already got most of the sprites in! I just need to add a few, notably the Dr. himself for the last screen of the game, and I gotta do in-game background tiles as well. Then it's gonna be a matter of designing a few screens, a small boss fight with the Dr., and an ending screen (Animated or not depending on time left)
How do you like the story of the game by the way?
And as always, this does run on an NES :)

We will try not to make anything too big so we can do it during the time limit. Here is a sneek peek at us doing the narrative of our game (its blurry so we do not spoil you ;) ):

Always wanted to create a card game, so I'm creating one for this LD! Not sure about the exact mechanics, but have some card back design!

Reposting this so that more people can see it!
:ballotboxwith_check: The minimal checklist when making your game:
https://ldjam.com/events/ludum-dare/50/$281510/cheat-sheet
I'm having a late start here due to Unity deciding not to build on Linux, Had to switch to windows and waste a ton of time trying to download the tool I'll be using, it's weird since I verified everything few days ago, Guess an update broke things out
In late... but I'm here with some ideas !
Good luck to all :smile: !
So i finally finished brainstorming, got a kinda interesting idea for this Ludum dare and already made some graphics so i can have a general overview of the final product to come.
My Idea: The inevitable part of my game is a hero who clears his dungeon - because heros always win, ofc. Your job is, to delay his run as much as possible. With traps, monsters or with a maze of paths created by YOU u can give it your best try to delay the heros victory over the next dungeon!
As soon as i got that idea i was hooked. So now after ~9 hours i finally got my idea, some graphics and can actually start the fun part, coding <3 As always i´m going to use html/css/js/php to create a web base game - on one hand because that way its easy to play, for every one - on the other hand i simply love the challenge to create graphics, sounds, code and even the engine in just about 48 hours. I hope i get to finish in time, stick around i keep ya updated on the project.
Have a peek at what the main game is supposed to look like:

Since I am still a little dizzy of the last week I have decided to go with the #Jam this time again! I want to feel the power and excitement of a time limited game jame but the #Compo might be a little much this time! Also I just found those lovely assets that miraculously fit my idea!

I wish you all good luck and lots of fun, good ideas & coffee!
Jot
Haven't really spent any time making games in the past 2 years since I started preparing for end of high school exams.
And honestly its so good to be back. I spent the part of the day learning how to make animations and I finally got it to work and it feels so freaking good! All I've got right now is a small room that the player can walk around but all of the walking animations are done and it looks amazing. Compared to a lot of other games here I'm sure that's not very impressive but idk it just makes me so happy.
5h and i didnt do shit i mean i did but nothign works i want to just yeet my pc out my window edit: i got it working YOOO
Just started my project. Going to be a combination of Breakout, and Match 3 type game, in a dialog box environment. Hopefully, everyone will enjoy it.
I am streaming on YouTube, under BeebsterGames. Will post a screenshot when I have something cool.
We just had quite a good first LD morning. We've got an idea, and Bouteille has been working on the base code while I was working on game design. The next step for us is to have some kind of prototype.
If everything goes well, we'll manage to create a simplistic city builder.
But for now, it's time to make a break, eat something and have a coffee.

What's next? Code, graphic assets, and UI mock-up. For now we have nothing to show... maybe this evening? I hope everything goes well for you all, and that you enjoy the event as much as we do.
I now finished the platformer movement (with momentum, coyote time and all fancy things like that), switches and platforms (and I guess speed pads that I made accidently). I'm gonna now work on the main mechanic of overheating.

Working on the first encounter of my boss rush Compo entry!


Ok, here we go again! I see a lot of you are already finishing the day one, but due to timezones we're only starting. Well, that's how it happens each time. The theme is quite good, I guess we've already decided the concept (a cool one in my opinion). So... good luck, everyone!
Let me show you our Pinocchio, one of the two grandiose protagonist of our game, Unfaithable !

He may be kinda dead inside, but never underestimate his ability to fight death itself in an impossible time-loop... :skull:
We'll deliver more infos on its adventure soon™ !
I'm facing 3 giant problems with this theme that I'd like to address and I'll expose them here. Hopefully to discuss them a bit and share some new ideas.
I'm predicting a lot of games that the "inevitable" part is just not part of the gameplay loop and I don't agree with that for my entry. For example: and endless game where you eventually die and the objective is to delay you dying. Or another endless game where there is an enemy coming and you need to delay it for as much time as posible.
Basically all endless game ideas I'm getting, the "inevitable" is also the game over condition. So I'm trying to make a game that:
Rule 1 - The Inevitable don't mean game over
I've already discussed this one yesterday here, but something that I noticed is that all my Jam games end up being a freetic game, or at least something that the player have some sort of urgency to finish it. That usually comes due to a timer, countdown or just a progressively harder gameplay.
While that may be fun for 2-3 minutes, it really loses its bright after that. And because of that, it makes it very hard to work on a post jam update, for example. So for this entry I’d like to not follow this path. Maybe even doing a turn based game. But I’m having a hard time figuring it out…
That means say no to any idea that comes with "you have X seconds to do something"
Rule 2 - Not make a "time based" game
I had an idea that you family is infected by a virus and they will wake up zombies. So you, as a father, goes out every night to find some antidotes, that only least for a day, to keep your family with you another day. Seems right, but what's the problem?
The entire gameplay happens at night, outside your house, and you need to do the same things: find the necessary resources, do X or Y, go back to you house, save your family, repeat. It gets really boring after two or three runs. Especially because it means that a lot of backtrack will happen (same level every time). I could fix that by making your house a ship that lands on a different planet/place every time, or even make the neighborhood change from run to run (as it would in a post apocalyptic scenario), but it don't fix the "boring" repetitive gameplay part. So:
Rule 3: Not make a repetitive game
So, in a nutshell, I wan't to make a "not frenetic" game (it don't need to be calm, GTA, for example, is not calm but you can stop walking anytime in the city and idle for some seconds without a timer streaming on you) where the inevitable don't mean Game Over (but maybe mean Winning) and level based, where I'll be able to manually build each level and make them not repetitive and boring.
Maybe I'm just being too serious. This is my 15th Ludum Dare event and probably mo 30th or 40th game jam, after that many games, I kinda don't want to do "just another game", so that's why I'm thinking about it so much this time.
What do you think?
@wizard-frog and I are so excited to work on our first LD Jam entry! We finished our concept board, feature roadmap and schedule so far.
On to lunch and then first implementation!
Two people try to make a game in 48 hours. They decide to live stream all of it.
I'm thinking about a game inspired from Vampire Survivor. Here is a first art draft.
I'm not sure to pursue this idea as I don't have a good new mecanic idea yet.
Getting started a bit late, but I'm currently streaming work on my game! Come on down and say hi.
https://www.youtube.com/watch?v=HoBHo8sfRas
Brainstorm = done!
Here comes sketch №1:

Stages of game jam: 1. Damn, so much work ahead, feels impossible (—> WE'RE HERE <—) 2. This doesn't make any sense, we'll probably fail this time 3. Hey, this is actually moving along better than expected 4. Wtf, how did we pull this off?
Can't wait to get to stage 3
Since a big part of my game is going to be production chains, I figured why not do the thing all the cool building/management games do and add some conveyor belts? After writing way more code than I anticipated, I'm pretty happy with it, but it still needs some work to be "shippable" (whatever that means for a Gamejam, lol)

theme dropped and i couldn't brainstorm for shit lmao then chose to go to bed instead of running on fumes and honestly i think it helped. woke up and thought some more and i thiiiiink i have something to try now. glfh
NOW THE VAN DRIVES AFTER 2H of fideling with it
https://youtu.be/qQnVuN9F-bQ
I do have a first idea. Lets see if I can make everything work together as planned:
Background: While digging we found sky crystals that can be used to stop all other movement in the sky. We are a peaceful town. But now the skypirates want the crystals and are attacking us with skydiving pirates. Use the crystals in the beacon to stop time while the invaders come pooring from the sky. We need to gather resources and build defenses to delay the invaders.
Gameplay is divided in two Parts: - On the ground: gather resources and activate the time stopping beacon - In the air on our skyship: fight and build fortifications on the sky islands
I have basic gameplay up and running. The horizontal line is the horizon. Below the horizon is the ground. The unfilled box our skyship which we can enter and fly around in. Beware of the programmer art:


Got the combat down for now. Need to see what can really be done with it
After two eventful meeting, and a little brunch, we have our group concept:
The Cat Heaven is already full, and only one more cat dying could trigger a Cat-aclysm (the end of cat trees and catnips 'till the end of time!)
Your only solution is to look after Billy (non-contractual name) the Cat, the glitched undying cat (he sends all his previous lives to heaven) to prevent him from ever suciding again
Stay tuned, and happy Jam everyone
So I think I have sttled on a final name for my game: "transaction failed" is a storydriven adventure (not an adventure game though haha) that is set in its entirety in a convenience store! My goal is to have an atmosphere, which constantly switches between a horror-like mood and funny mood :>

Managed to get the heart working! Also set a progressive phase text around. Mr.Filton doesn't do anything yet :laughing:
Attending both Ludum Dare and Google Code Jam = sleep deprivation :joy: Unless you're really good at managing your time, or is a godlike being!
this is my first time to attend a game jam, actually I've been learning unity for a few days and I found it difficult for me to come up with the idea as well as making it possible using unity.... I mean, it seems like everyone else are doing so good.... Anyway just hope everyone can enjoy it
Character controller, tileset and lightning are ready.

Work on your game and chat with me live on twitch.
https://www.twitch.tv/zm5j
:whitecheckmark: Chill music included
:whitecheckmark: Discussing games
:whitecheckmark: Chill vibes all jam
:whitecheckmark: Occasionally playing/taking a break
:whitecheckmark: Hop on/off anytime
Hey there! We're starting our third LD Jam (little bit late but well.. corona is happening). We're going to make a Point and Click adventure! :) Feel free to follow us and test our game. @atzederserbe @themista92
So here we are once again, this will probably be the 7th time im entering this jam and this time im still with my best buddy team: @dj-depressive @karin-g and @theheheo This has been an insane journey already and im really excited to se what you all are going to do!!
Since we live in a part of the world where the jam starts during the night, here you have a fantastic screenshot of the players humble beginnings

Whew, that took longer than anticipated.
Still some problems with overlaps, but making some progress at least:

Will probably take some iterations until it is recognizable as a spaceship :D
ITS PROGRESS TIME!
BrainoidGames drew this to help plan out where all the equipment will be located in the labratory:

HonestDanGames then used that sketch to put together a basic 3D model setup which Spacey3D has drawn notes over for further planning:

Spacey3D is looking forward to making plants. All the plants. I am looking forward to hearing how many people will be foiled by the rolly chair obstacle. I've also requested a lizard but we'll see if it makes the cut because pew pew bonus scope animation is more important.
Check out the progress of this game over at https://www.twitch.tv/honestdangames
Here is a printer

Finally! Got the basic character running! Need to work on collisions :/ but with the progress I am making, I might actually make it by the JAM deadline. (Sad that I miss the COMPO one ._. )
I haven't an idea for a simple game I could build out in JavaScript. Low graphics, hopefully low effort. I have very little time but haven't participated in a while and would really like to. We'll see if I can get something to come together.
Kind of interesting :)
Objects are gonna change and are comming from an object pool, so Unity should actaully be able to handle it!!

How are your games going so far?
After the traditional complaining about the theme, we set down and built up a wall of ideas:

Now onto the hard part: building an amazeing adventure for this little guy.

So right now I am still undecided on a game idea for my submission, though I do have a few options.
Idea 1: you are working for a company called Inevi Inc. and helping them manufacture a new table model. However, you are actually a spy for a rival company and are supposed to sabotage the production of the new table model. If you get found out though, you will be fired.
Pros: it fits the theme really well, in a genius way. You are supposed to "Delay the Inevi table", but by doing that you are also delaying the inevitable in the sense that you will eventually be found out and fired.
Cons: The devil is in the detail, I couldn't think of a good way to implement the sabotaging and getting found out mechanics. They have to balance each other somehow, and the game must still eventually be fun. Another big problem is that the game will probably be very asset-heavy - I will have to design the player, the table parts, the factory etc.. As someone who is pretty weak at art, the assets probably won't turn out very nice, and I most likely won't be able to finish the game in time. (I am taking part in the Compo)
Possible variations of Idea 1 I am considering: make the game about assembling tables instead, think about it from a delivery point of view (e.g. stopping delivery trucks from delivering the tables, using traffic lights or something)
Idea 2: AI going through maze, must change the walls as the AI moves to stop/delay the AI. It seems like an interesting idea, but when I play it out in my head it seems to get boring after a while.
Idea 3: Endless runner, where you control an oscillating ball through obstacles. (Can't really describe it very well with words) This was a game idea I had for a really long time, even before I got into game dev, but I just never really got around to developing it (so I thought of it without having the theme in mind). It feels like it would be a really fun mechanic, and I feel it would make a great jam submission. Only downside is that it may not fit the theme quite well (it will fit the theme, but too generically, in the sense that you are just delaying your own death, I am sure so many other games will have this concept).
Right now I am leaning towards Idea 3, but I want a bit of suggestions from yall before I proceed. At the same time, I probably won't be using Idea 1, so I just want to put it out there in case someone else is struggling with the theme and could use it (maybe a jam team who can actually make all the assets), because it really is a genius idea.

Was hard 'cause not our favorite theme but we come with something simple and yet fun.
(I'll post some image later)
Working hard with my main man @kobylarz who's working on everything audio related and writing.

Ludum Dare 50! Hooray!
So I got up at 7 a.m. CET (there is a 6 hour delay, so the theme was announced at 3 a.m. CET) and checked out the theme. Of course I wasn't too thrilled about it, but immediately said "You are playing the shackled Gulliver and need to blow away Lilliputians before they overpower you."
Then I went on about my day, visited my mother, had breakfast, walked her dog, and eventually set out for my favourite place, the "Unperfekthaus" in Essen (#notsponsored). It's a multi storey building, where you pay a 9€ entry fee and get a table (if one is available), unlimited soft drinks / coffee / tea and wifi. Pretty much a fantastic place to work on creative projects. At the entrance, before you enter the creative area, they also have a small restaurant on the ground floor, so I ordered a sausage with fries and had lunch.
Finally at 12:45 I did set up my laptop and immediately spent the next 30 minutes reading through what everybody else was up to and hitting the heart button a lot. Funny side note: In the meantime, I thought about a game with a boat where holes spring up and you need to use a bucket to remove the water to delay the inevitable. As I was scrolling through the feed I counted that exact topic 4 times :D
So my new idea is to work on a game where you are at a picnic. All around you, ants spring up and want to grab your food and you have to blow them away to delay the inevitable. The game is going to be capped at 5 Minutes. If you manage to hold them off, you get your final score (300 for the duration in seconds + whatever food health points are left over). If the ants complete their mission, your score for the food is 0 and you only get points for the seconds that you lasted and a different end of game text.
I broke down the project into several steps and now I am working on getting it done in Unity. Since I haven't programmed or touched Unity ever since the previous Ludum Dare we'll see how it goes.
This is the minimum viable product, but if I still have time, here are a few more things I'd like to implement: 15. Draw a blanket & grass Background Image 16. Random Setup 17. implement different kinds of Snacks 18. Small cloud Animation when blowing away ants 19. Ant Animation (probably too hard, but would be cool)
Wish me luck.
Oh, by the way, the blog post is titled "It's 15:24 and this is what I've been up to" but since it is 15:45 I have been apparently blogging for 21 minutes :D


Got the sun and an angry cloud in, the mechanic will be that wet bees can't gather resources, so you need to go back to the sun to dry off.
9 hrs in, getting sleepy lol

This time I really struggle mentally as I have a lot for the past few month. I'll probably finish it so i can say I participated, but I can't really focus and won't rate other peoples games because i feel like what I'm making right now won't be worth the time you guys would put into playing it.
This took longer than expected, but at least I nailed down all the bugs I found.

I also had to add a new line drawing algorithm because the old one wasn't working properly. Didn't want to change the engine itself mid jam but oh well. (I added Xiaolin Wu's algorithm, works wonders)
Also made the particles and connections and stuff. Should be clearer when I polish the gui a bit.
Next on the list: Quadratic Bezier Curves, here I come!
I've decided to abandon my game for LD50, but I would very much like to compose music for somebody else's project.
You can hear my previous work below:
Game music portfolio on Soundcloud
Looking forward to hear from you :smile:
[ALL ASSETS PLACEHOLDER] 

Look at that funny guy) Yeah, he is ready to SURVIVE! But where he would live?

IN THAT COOL SHELTER!


The brainstorm is finished and the dummy is built. Here is a first impression:

Code: Implementing base mechanics and camera position
Art: Remake of the white thing in the left
lol just take a moment to see this perfect game 
not much happened though last 2h I got sound going I guess https://youtu.be/nycLyPkzmI0
I had classes today so lost a few treasured hours. Am I a bit behind the schedule? Probably. No “but” here. In the second session I managed to lay out the levels. My game is a compilation of minigames, so all the scenes look mostly identical. Did some icons I forgot about last time, scripted half of the minigames (sadly, the easiest half). Also made some background music and a few sounds. Overall, not my worst timing!

Any resemblance to fictional characters is purely coincidental.

Hello everybody!
I've returned to share an important notice on Giraffe o'Clock. Progress is going well, but the deadline is inevitable. Giraffes are moving, and soon will be dancing. There is now also an official summary for the game y'all have been waiting for:
Brother Billy is about to turn off the lights; it's bedtime after all. It just so happens to be that Kid Giraffe is scared of the dark and he's not quite ready for the lights to go off yet. Logically he goes on an adventure to delay, or perhaps completely evade, the inevitable. Meet a cast of characters through a jolly world of witty dialogue, adorable graphics, while transcending space and time in the one way that makes sense: through dance.
Adding a little robot and a wizardbat for reference!

Thank you for reading this very important notice.
It has to start somewhere, It has to start sometime, What better place than here, What better time than nooooow !

Every Metroidvania game needs doors opened by levers, right?

The system is also flexible enough that one lever can control multiple objects, so I can make puzzles with levers that open one door but close another. Next up, dying and respawning.
Hello everyone! :wave:
Just starting now, a bit late. I'm going for the Compo yet again. Funny that the first time I've participated on Ludum Dare was on LD 25, so it has been a while.
Know exactly what I'm going to do, it will be fun if I can pull it off. Going live at https://www.twitch.tv/andreb8 if anyone want to follow along.
Happy coding and designing everyone! :heart:
Things not going well. Here's a terrible WIP
https://www.youtube.com/watch?v=dCXmzl2bn_k
Hi everyone. If you are still deciding on a game engine, check out LittleJS! This engine is both super tiny and incredibly powerful. I made this engine with rapid prototyping in mind and I think it would be great for Ludum Dare. It is fully open source with the MIT license on GitHub.
* LittleJS on GitHub * 🚂
https://youtu.be/chuBzGjv7Ms
For an example of what the engine can do when pushed a bit farther, check out my game Space Huggers, originally released for JS13k.
* Space Huggers - Run and gun platformer made with LittleJS *
Thank you for reading, have fun and take care of yourselves!
Started a bit late and got some simple random world generation working. I'm making a simple wave based tower defense game. Let's keep it up and remember to stay hydrated (coffee doesn't count) :)

Only a tileset with some lights, still have no idea what i'm going to do.
https://youtu.be/5XZqpfcfzjc
Line art for our game's character reactions. Color to come!

I'm still looking for inspiration for my game. Luckily, I can help myself with retro gaming books.


Our game will be about the witch Aerys, who was preparing a potion, and her curious cat fell into the cauldron. And soon, mutant cats began to crawl out of this cauldron! Only when they are born, they begin to explore and break everything. How long can Aerys delay the house's inevitable destruction?

In this game, you will need to use abilities to distract cats from destroying objects for a while and repair objects that are not yet completely broken. The game will end only when the cats break everything in the house :)
A bit late probably... but still I think its a good idea to take part in the jam and try to make something for the compo hehe
If I keep going and submit something, this will be my second Ludum Dare.
Thought it would be fun to use:
Good luck everybody!

Boo!

Struggled to find an idea. Making a platformer. Or something. I like the idea of the player being the inevitable thing that antagonists are trying to stop, but they can only delay it.
I also like ninjas and the idea that you know where things in the darkness are, but the enemies don't.
mayybeeee. might work. am still sketching it out mon.