WebGL build uploaded for my entry

I made a typing game called TyPing-Pong. You will read a story about game-jammers in this game.
Please play & rate: https://ldjam.com/events/ludum-dare/50/typing-pong

I made a typing game called TyPing-Pong. You will read a story about game-jammers in this game.
Please play & rate: https://ldjam.com/events/ludum-dare/50/typing-pong
9 hours focus focus 
Our first game jam!
We have made a sinking ship game. The player delays the sinking by trying to fix the boat by clicking on the source of water streams.
Besides the sounds, we made everything else. The game was made in Unity, and the assets were created in Blender.
Our game: https://kamostomp.itch.io/sinking-ship


(I didn't edit away the screaming because it's still kind of appropriate)
our Low Poligon Ego Shooter with an Low Resolution pixelated effect. Do you like it?

It's finally done!
I think this is the earliest I've ever finished! Here's hoping it all works this year!
Good luck to everyone out there!
Skad will make their enemies perish so they can breathe a little longer.
You can't delay the Demon.

Cross-posted at my website: https://www.gbgames.com/2022/04/04/ld50-didnt-make-the-compo-deadline-switching-to-jam-extra-ldjam-ld50/
So a lot got done in the final 12 hours of Ludum Dare 50 before the compo deadline.
Just not enough of it.
Disaster City already had the super secret anti-meteor R&D base (modeled off of the NASA Langley Research Center) and some skyscraper buildings. There was a river nearby that I intended to cause floods.
I set about creating the core game loop. Each turn would occur in phases.
There would be an report phase, in which you learn about any new disasters as well as how the previous day went. Then there would be a player command phase, in which you can decide to do various repairs or investments. Then the day would resolve based on what you did and what was going on.
Getting these turn phases in meant I could quickly put together an ending in which the inevitable meteor hits and you lose the game.
Then I created the ability to invest in R&D to prevent it.
Once I did so, I could make a happy ending, in which you successfully divert the meteor.
Then, the real game development needed to happen to make it interesting. Basically, I wanted a lot of disasters to befall the well-named city that you needed to spend your time and resources on instead of spamming the Invest button.
And since I didn't have much time, I changed priorities to get the monster attack in sooner because I really wanted to take advantage of the drawing I had made earlier haphazardly and because I thought it would be more interesting than a flood or fire.




Unfortunately, getting the monster to appear, attack a building a bit, and disappear took a very long time. There were weird bugs, like when the monster teleported back into the water and kept coming at the same building turn after turn but never did anything. It was weird, and there was one defect I couldn't figure out but somehow seemed to have resolved, and as I didn't have a lot of time, I had to just hope I truly fixed it.
I changed the scale of the game up since I obviously wasn't going to get to implement other features of the city that I wanted, like parks that could be destroyed (people leave when there isn't greenery nearby), fire departments to handle fires, roads that could get destroyed and need repairing, etc. Luckily, I learned from a previous project to create my art at 1024x1024, then scale it down, which made it easier to scale up without it looking wrong. The game and the monster looks slightly more interesting without all of the blank space.
As for meals, I ate a quick lunch of a hamburger with a veggie patty and some condiments, plus some veggie straws, and later as there were only a few hours left in the compo my wife brought me the pasta and salad dinner she made to my office on a tray.


Anyway, right around the deadline, I finally got buildings to get destroyed when attacked enough, and the population loss (uh, the people had to move because their home was destroyed, obviously) reduces your income, which means it is harder to win.
Except not yet, because all you need to do is spam that invest button still, and you can still win by ignoring the destruction.
You have no other meaningful actions yet, so the main dynamic of figuring out your immediate and long-term priorities isn't in.
About half of my task list got done yesterday, so that's a big accomplishment on its own. I went from having a title screen and some paper prototypes and notes to having a playable experiment to build upon.
I only blocked off this past weekend to work on it, though. I took today off from the day job to recover from LD, and there is a lot of catching up to do from the weekend in terms of the rest of my life and obligations.
The LD 50 Jam deadline is in 9 hours, and practically speaking I won't be able to dedicate the entirety to game development.
But what can I do with a few more hours?
I have a monster that successfully attacks buildings. My intention was to have only one monster, as a monster attack was but one disaster possibility out of many, but I could easily make more instead of trying to make random fires or cause flooding.
So maybe there is a meteor coming, and you have to deal with multiple simultaneous monster attacks? Eh.
Giving you the ability to repair buildings that are damaged is my first priority.
Then I can balance the numbers and see if it might be enough to feel like a compelling game.
Then I'll worry about multiplying monsters.
Oh, I guess I decided I was going to continue working on this game today after all.
lets rate with each others :v:
Try this : https://ldjam.com/events/ludum-dare/50/holdshit
I know I could probably kragle the game together for the Jam, but I don't want to submit a rushed and not fun game, so I'm going to take a day or two more and submit for the Extra.
For now, here's another teaser:

If you want feedback on your game submit a link using the form in the description of the video!
https://www.youtube.com/watch?v=u5b6rlH1PYw
In love with the animations and new models! However we've got some issues making the bulge effect and chains work in WebGL. We'll see what we can redo.. worst case we have to switch it up to some static meshes and animations will only work in downloadable build :(
To the very least, we can show it here:

This was pretty cool, not my first jam, but was my first LD jam, and I had a lot of fun. There were a lot of weird bugs, like this one where the robot would just scale up, for no reason. Most of them have been fixed, and I am pretty satisfied with the results. Can't wait to play everyone else's games!
I started a new webgl engine (from scratch) a few weeks ago, but it was not ready at all. I know, this is a sure way to not finish a game in time :)
Maybe this "relaxed" format will save this project :)
The game is about a wizard who can throw bombs, delayed for 5 seconds (kind of like "Bomberman")

I use:
- A WebGL renderer (based on TWGL and some libraries for GLTF loading). It can do PBR rendering, volumetric fog, SSAO, and a lot of other things.
- A small, simple, fast "sparse spatial grid" physics engine, that can handle "big" worlds, millions of colliders.
- ZZFX intergated into the engine for sound effects
- Blender for 3D assets (vertex color with a simple roughness map)
- LDTK for world building:


[Here about it]
Come and !submit your game :)
https://www.twitch.tv/kuviman
I have a feeling that this time, I will not have the chance to finish the prototype of the game.😫
Can we still send a version during the week? If is possible.

Hope we can finish on time, and I can't wait to try your games!!
