GAME NAME
An emotional adventure about childhood, fear, and the fragile power of hope.

Stay Tuned! (¬‿¬ )
An emotional adventure about childhood, fear, and the fragile power of hope.

Stay Tuned! (¬‿¬ )
And to be sure, do a release plenty of time before the dead line. You can always update later, but don't wait for the last few seconds.
Anyhow, game is released! It's rather simplistic as I didn't put as much time as wanted into polish and sfx. Still, it's playable and actually quite tough.

Go over here to test it out! (Web play enabled via itch.io)
https://ldjam.com/events/ludum-dare/58/ld58-space-crystals
Good luck everyone!
Very proud of the work so far!


A friend of mine draw this for the main character of the game! I hope we finish this game

Our sound guy is a literal dog



https://ldjam.com/events/ludum-dare/58/$415821

Cut after cut, and I realized my scope was far larger than it should've been. I'll turn in my homework, but I'm not loving how sliced and diced it's become! I do think I'll keep working on it after tho
Ended up getting distracted by other things but it was nice to start to work on something.
I'll keep tinkering with it. :)
Most of the time was spent with me trying to relearn how to do stuff in love2D because it's been so long since I used it. I should have done some warmup practices beforehand. Oh well, I had fun!
My girls are SOOO good!! Oh my god, I couldn’t wish for better artists. I’m really proud of them
I tried my best to write code, write music, make 3d model, draw some staff and fix a few bugs.
But the core gameplay mechanics is still imcomplete.
Hope there's someone could enjoy the game anyway.

game was working pretty well, still is, but im having some real, bullet through paper issues and i just cannot solve it without making the player walk a normal speed.... i like my sprint options
edit: AHAHAHAHHAH I AM GENIOUS whenever the player hits a "wall" they're speed will become less than walk, no more bullet issues
I have just published Coco-llectors for the Compo.
I have been on the usual situation where I am not sure whether I should go with my own C engine, try out some GDScript or just stick with Unity. In the end, I chose to go 3D (that rules out my own engine as it's mainly suited for 2D games and it would require way too much effort to get all the missing parts to have something usable for a jam) and between Godot and Unity, I chose to go with what I know best to try and cut the development time.
I thought I'd go with something with simple controls and not too many mechanics (again, let's keep the scope small!).
The result is what you see in this picture:

You are one of the inhabitants of a remote island in the Indian Ocean. And it's well known that the residents of that island go crazy for "coco de mer", a weird fruit that they love to collect. Your task is to grab the fruits and pile them up and beat your opponent in a 3 minutes match. I hope you will have fun playing it!
https://ldjam.com/events/ludum-dare/58/coco-llectors

Listen to our game soundtrack : Molly n' D.O.G.'s Records
https://www.youtube.com/watch?v=84sTlEVSa38
Artworks by @lalikopter
Wanted to do something that involved Bots and 'auto' gameplay with sparks of management on it. Still one day to improve the core gameplay, but structure is finally done with some sort of 'life' already.
Solo developing is a real challenge, kudos to all of you guys!
After a whole day stuck in a quagmire otherwise known as "making UI without an UI designer on the team", we're finally getting somewhere. We knew in advance that this game concept is going to be UI heavy, but we're starting to somewhat regret the decision.


we are going for that hotline-miam meets Flash games in the 2000 vibe for our new project we hope you enjoy what will be our dumbest and fun-est project yet