Progress after day 1
We're brewing up the first bits for our game - are you ready to go potion shopping soon? :cat: :alembic:

We're brewing up the first bits for our game - are you ready to go potion shopping soon? :cat: :alembic:


End of 1st day, UI is (almost) setup. I hesitate on how will works the finding clues system so I hope the night brings advice 🌙.
Good night ! 💤



This time I'm doing it all by myself, I hope you have fun when it's done.



The concept of "depth" as diving into water is a bit overused, so I wanted to approach it differently — you're a little fish that got flushed down the toilet and now you're trying to go deeper and deeper through the sewer system. But now you have a fear of water because of the traumatic experience.
Yes, it seems I can't help myself. Back to GMS 1.4. Trying to keep things simple (and probably ugly) and have at least a nice working game loop for COMPO... Started prototyping a vertical shmmup. About a shark. Going deep down in the Ocean and spitting it's own teeth. Having baby sharks shooting milk teeth missiles and lasers at ocean cute wild fauna such as regular shark does I guess: It will also be very educational. Let's see if I've learnt anything.
Using: GMS 1.4
maybe some of below later: Reaper/Audacity/BFXR/Autotilegen/Spartan/Pro Motion NG ...
Have fun !

I've got about 40% of what I planned done. Feeling pretty optimistic!
"Now that I got what I desire, I must get out of here.
But how? the maze keep shifting even after the wizard ultimate defeat.
Everything will collapse soon, I must make haste!"


At first I wasn't going to participate in Ludum Dare, because I was planning on making a small app to save my Google Play developer account from deletion due to inactivity. Then I remembered I could do both at the same time.
I'm planning on doing something a bit broader in scope than my previous entries, which is probably not a good idea when starting 23 hours behind, but once the inspiration has struck I cannot un-strike it. Specifically, I'm trying to make a roguelite with a recursive map gimmick.
I've never made a mobile app with Godot before, so this will definitely be an interesting experience. The silver lining is that Godot's Android export and debugging features are super easy to use, so I don't expect too many hiccups with that at least.
Can't really dump a gif of music and sound effects, but I got'em!
Turns out water sound effects are a complete pain to get with a middle of the line bedroom mic, but I got something which works at least.
Adaptive Soundtrack too, the better you do the more the chorus comes in and background kicks bubble up! I'm pretty new to music production and sound effect design, but I'm happy with what I have, especially for a Jam.
I had a very late start, it took me very long to find an idea that I liked, I seriously considered giving up but now I finally got something Im having fun with lol

I wanted to do the compo at first but I might do the jam instead
It's 2:37 AM - i almost finished the loop. Tomorrow the day is going to be a bit dicey to allow me to work code-wise, so I will try to get some sprites done.
I am so incredibly pumped for this, it's my first gamejam, I have a ton of support from my fiancee, and I'm ACTUALLY doing some progress, AND I've learned so damn much in these -teen hours.
Thank you all for being here and participating!
Good night!
Ending the first day with a bunch of placeholder assets and some really basic mechanics. Let's see how it'll go tomorrow.
Struggled a lot with collisions and animations, tomorrow I'll get the digging mechanic in.
Unlikely I'll get a complete game loop.

Had to murder the GIF quality to fit LD, but it's a very simple scene/assets. Meet Jeremias "Jammy" Bolt!

What do official Ludum Dare rules say about assets I bought and now I own? Can I use them or am I only limited to free assets?
This is why you make sure everything works ahead of time, people. Don't be like me! Haha. Still, it's a fun learning experience so no real regrets.

A couple of simple 3d models for compo took too much effort, a bit of a miscalculation. I hope it was worth it. What do you think?


Despite not quite hitting our goal of having a MVP done till the end of day 1, it's 3:30 AM and we aren't that far from it. So far we have:
The idea is that by deploying multiple divers, the player will have to triangulate the location of treasure, while managing various resources. We'll see if we manage to make the idea work as a fun to play game.

I decided to go for a management game where you play the guildmaster of an Adventuring Guild and somehow tie that into the theme (Yeah I know it is kind of a stretch but this is already an idea that I wanted to develop so I just went with it).
For a game that's 90% UI, getting the basic logic and structure of the UI is a nice milestone, still gotta add a ton more of stuff like notification logic, basic AI for adventurers to make the player want to beat the crap out of them or remember them forever, etc.
Main goal is to have a game feel similar to Crusader Kings (one of my favorites ever) if you were just to enjoy the simulation of the background world and some basic resource management. Adventurer AI is using around 20 variables to simulate "realistic"-ish behavior over time.
I'm doing the Jam because I'm absolutely not doing graphics and audio from scratch besides everything else, and I'm positive I'll continue working on this after LD, I'm having a blast coding this thing.
I've been learning GameMaker again for the past few weeks so LD came at just the right time! However, I don't have much time, so I already had to scope down the game.
Here's the premise: you are a squid descending into the depths of the ocean, fighting enemies from room to room. Why are you doing this? What's down below? You'll have to find out.
Game is already playable from beginning to end. I just need to make about two more enemy types, create and polish the levels, make actual sprites for the door. Also make music somehow. I have no idea how. Maybe the game will be silent like the ocean.



Hopefully I have enough time to make...everything else



Now its time for some personalized flavor tray'and sleep (almost 4 AM)


Exploring from a safe distance. Decided I couldn't go wrong if I used the correct analogy to justify programmer art.
Some Simple Coding work has been done to support the endless mode. But after sleeping for 5 hours, I have little time left, about 3 or 4 hours from now. Because I promised Mao Laoshi that we would do something together on the last day of the holiday. So for this time LD57, I'm going to treat it as a 24-hour Compo to produce.
So In this super little game I made first time in LD, perhaps there wasn't any complexity gameplay.
Wait, Wait a moment. Did I say it too early? There are still several hours left!

It took me a while to get going and I haven't been very dedicated to working on it, but I've got the basic mechanics in. I'm not as excited about this jam as the last two for some reason, but I should be able to submit something in the end.
Keep on jammin' y'all.


You can line up five horizontally or vertically. If you clear horizontally, gravity will pull everything above down.
After going to bed at 3am last night went for a nice beach walk this morning and then back to the grind with a strong 5hrs of sleep :muscle:
Here's a quick progress update. Added some temp UI for tower costs and resources and have been playing around with confining the game to 4:3 cause I really like that screen ratio for some reason.
https://youtu.be/n0KsCO1O6Qk
There's 2 different gameplay types, this is the fighting gameplay so far.




I think I was a little more ambitious than I realised at the beginning, but things are starting to look like they're coming together at the end of the first day.
The game idea is basically a mix of recettear and the assassins guild management game from assassins creed brotherhood (or revelations, I can't remember which at this point lol).
The idea is you run an adventurer's guild in a town with a new deep dungeon (sort of made in abyss-esque) opened up, and you send your adventurers in to fetch items to sell in the shop.
The depths offer multiple entrances for those daring and shameless enough to enter...


I have the main mechanic sorted out somehow and about 60% of the game-area intact.
Hopefully I'll make some right decisions tomorrow because there's still a lot of stuff to add and polish!
...and all that depends whether my brain can shutdown in its overly caffeinated state... :bed: :coffee:
Goodnight! :firstquartermoon:
I lost a ton of time today to family stuff. I've put maybe 2 or 3 hours of focused effort into this. I don't know if it'll be worth publishing at the end of compo, but I'm gonna try!

What do you think of the white outline effect? I was thinking to make everything more dark (since you are in the depths the level should be mostly dark) :thinking:

Helping a frog reach his beloved frogwife from the depths of the cave



Very limited on time, so published early just to be safe. feel free to play the early version here.
This theme literally cut my wings, for some reason i'm unable to make nothing this time. I just put my starting project into the depths and work on other things.
Good luck to all, i'll probably look your projects after the deadline.
It's so fun to use Picotron!



Start your engines and race to dig through a sliced planet in the sporting event of the millennia: Crust Busting!

Wasn't expecting "Let's do a rougelike" to end up meeting the theme but, alright. I wanted to see if I could do my last project better since I liked the base idea.

Uh oh. It takes a while to get used to using only the left shift key. :ghost:
Almost have the complete gameplay loop in. Took some time to make sure aiming and previewing your swing feels good.

I started collecting tasks of thing to do so I can prioritise.
Dumping everything in there, in hope I can restart faster later.
Im off to bed after a very exhausting hunt for a bug, games in a good place, now hopefully sleep brings me inspiration for more environmental hazards and some spoooooooky additions/
https://youtu.be/ZQ9_lYnnOBw

some sound effects, some visuals I'm happy with, really nice feel on the aiming and accel for the depth charges, working with controller and keyboard, build pipeline is good and working for deploys. will have to tackle the enemy / target / etc side of this more tomorrow: very aware I only have half a game now! I think this will have to end up being arcade-y, maybe something frantic like centipede or missile command, would be a good context for the movement I've coded up.
So, for tomorrow: will have to code up placement / generation, movement, attacks? for targets, start that, slap a score counter or a countdown on this, and make it a real game.
Options to decide between: - a single-screen last-as-long-as-you-can, timer as high score - some number (or infinite) screens of last-as-long-as-you-can - a single-screen last-as-long-as-you-can, points as high score - etc
Progress so far https://www.lexaloffle.com/bbs/widget.php?pid=difejatuji
Spent nearly all of today having fun with sprites. I don't have the game loop fully formulated let alone implemented. Super happy with my progress regardless. I've never spent meaningful effort creating sprites, let alone sprite sheets, before and am really proud of what I came up. Aseprite is such a cool program.




The game hook so far is that you play as a student who delves in to the depths of treacherous caves and ruins, searching for your professor and discovering valuable and not-so-valuable artifacts. Aiming to have a cozy and playful tone, with mystery and collection at the focus kind of like Stardew Valley
Me and my wife are making a very simple game that puts you in the place of a miner trying to dig as deep as they can. You need to break dirt and stone blocks using the correct tool, if you use the wrong one your tool takes damage. If you break your tools you lose.
The gameplay is basically done, now I'm polishing stuff to make it more appealing. I already made one song and added some SFXs. Tomorrow I'll try to smoothen the camera movement and make adjustments to some stuff so that the game feels better cause it's still a bit rough around the edges. I'll also be implementing the art as my wife finishes the assets and thinking of ways I can insert some storytelling to the game.

I didn't get nearly as much done as I wanted to, but that's just how it goes. At least cutting grass is fun!


Well, if I have longer time to finish the game, perhaps modular 3D assets and in-Godot-editor level design would be more appropriate and can give better realtime feedback. But since it's already day 2 and I still have a lot of homework to do, then Blender is my only reliable buddy here.
I want to create a cult mansion and basement with puzzles (if I have time), so far so good... I guess... not having high expectation on the texture. Noise map would be enough for now. And yeah, I simply create walls and tiles in modular way but it's not that kind of modular...



almost there.
A couple of screenshots from my progress so far... I actually have a little bit of gameplay in now! Added some sound effects, music, and just generally tried to improve the visuals.




Walking simulators only need ability to clone itself to conquer the world. There's already enough of them that it is guaranteed that some of them develops such ability to clone.
What I was imagining in my head is finally working.


Here's my game! Feel free to try it out and suggest improvements! https://santyarellano.itch.io/ld-57
I'm off to sleep, good luck y'all!


Wanted to build html to show end of day one but my hero art bugged after export, there is that kepping me going.
So as well as fixing that, I'm giving the hero his first less placeholder texture.
https://ldjam.com/events/ludum-dare/57/$410598

This Ludum Dare I decided to go full doodle aesthetic and explore animation, and Stacy decided to try Game Maker! It's been a whole new experience for both of us, but loving the heck out of it ♥
More doodle and dev shenanigans coming sooon ʕ•ᴥ•ʔノ☆
Amidst a busy week I finally came up with an idea (far too late). Let’s see how much I can execute in the little time remaining.
post includes complimentary cat photo

Art for our in-game desktop wallpaper. We're thinking it could be a pretty cover too :)
Locals are trying to make it to the depths of your haunted castle, and it's up to you to scare them off!
(You can find a video of these minigames in action here - there's no way to upload videos on this site directly, unfortunately.)

Made core gameplay. Now I can do some juicy staff to make it look great.

Even if I won't finish this - I see some awesome games I would definitely try out.
I'm not participating this year due to not learning the jam was back on until hours before it started (at least in the regular jam, maybe I'll do the extra if I get inspired). I will be cheering you all on as you go and make some really cool games. Looking forward to grading some!
The main mechanics are all there. You can swing back and forth, attach anchors, ascend the rope, and descend the rope. The rope also interacts with the terrain and bends around corners!





This is Bubbles, the second Ludum Jam game by our team of two people. Last autumn, we had a bunch of different sort-of-working bits which we mashed together at the last minute to have something releasable, but this time, we made progress much more consistently from the idea up.
Due to the time difference we only had Saturday to work on the game. We kept the basic concept very simple and spent much of the time polishing things. Music is still giving us the most trouble, so that's definitely something to work on before LD58.

Made with the wonderful Pico-8. :heart:
Have fun!
:fish:
...but how about a WIP screenshot before bed?


This is going to bite me later


Yesterday we completely forgot about the publications. Here is the first concept art for our (kinda) beat 'em-up of the game (we don't know if it will be included in the game, but it looks great lol).
My HellDigger Idle prototype first day progress
I'm using placeholders at the moment
https://www.youtube.com/watch?v=idMSnz91-vc
Growth mechanics
Magnet mechanics

https://www.twitch.tv/iluvatargreat

My first day's progress was not too bad (I've definitely had worse starts to a compo) but I didn't quite finish all the things I was hoping to. I wanted to have had all the game mechanics in a nd working, so I could juts focus on the art and sfx (yeah right!) today.
My idea for this compo was the same that I originally penned 3 years ago here LD48 'Deeper and Deeper'.
I also miss-scope during the planning, and had to make a cruddy little level editor yesterday (still need to actually make the level though)
I kind of have most of the mob behavour working, and the end game conditions are triggered, so I think I might just be able to finish a compo submission by tonight :D
here a little demostration of a group of dwarves exploring a cave:

something something depth of field


got the movement down at least. I shall continue with setting the gameplay! hopefully I finish this year. been busy a lot these past couple of years and this will be a breather and refresher to using unity 6. wish me luck! 
https://www.twitch.tv/kukaracila215 - models https://www.twitch.tv/regmontk - code

Still half of the jam remaining! Vibe coding is the future.
So, this is a phrase search game. Each phrase in the search has something to do with 'Depth'. As an example, "Understanding grows in the Depth of Perception"
I want to know what you guys think. The game is like seventy percent finished.

Not much yet but at least I have a cool sonar shader ! :chicken:
https://www.youtube.com/watch?v=Rq0BiLl3plI
In the depths of the mirror lies a city.
I made good progress on the game yesterday. Today it's time for puzzle design.

We've got the systems in place now for our little incremental game, tomorrow we need to start pumping out content and figuring out how to balance this :dizzy_face:
Hello there! Day two is when everything starts to come together and i want to share some sneek peaks we cooking for this jam. Hope you like it :heart:
