Ludum Dare 58 October 3–6, 2025

day 1

thoroughly cooked at the end of the day.

Settled on a top-down shooter/brawler concept where you collect skills and abilities over the course of a run. Not too confident with how fitting to the theme it is, but it's a nice idea to learn even more about Godot so that's a win for me

have a Gun

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Day 1 Progress Report!

With the first day over, I thought i'd make my first blog post!

My take on the theme is an Anno-style city/ farm builder where the player tries to maximise the tax intake of their town by keeping everyone happy and healthy. So, the player is playing as a kind of tax collector.

There is loads still to do, so am very excited to see what day 2 brings.

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Day 1 is over

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This time, I’m impressed with how fast our development process is, despite all the challenges. And I’ve got a little teammate who’s fully responsible for the graphics — my wife. Now I can relax and focus on programming.

Day 1 over

I'm really behind on this one. Gonna have to put a shift in tomorrow, but sleep comes first :8ball:

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Day 1 progress

I'm tired but happy with the progress of day one. ld58_screenshot.png

Day 1 Progress

  • Defined the core mechanics
  • Implemented the core loop
  • Started creating the visual style and setting screenshot.png

Day 1

maybe I cooked a bit too much on the background shader :P Screenshotem20251004/em194736.png

Ahh yes, 23 more hours to go...

Nearly crashed this morning but I'm trying to get as much work as I can out of 48 hours... Plugging away drawing... trinkets, bugs, and little weirdos. I swear I only have one style of project.inemprog/em2.png

First day done

Got quite a lot of work done. As I guessed, the game is probably not going to be a lot of fun to play, but I'm having quite a blast making some of the stuff :sunglasses:

May I present. Morubotto, starring in MoruMatrix!

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Wrapping up for day 1

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Time for us to get some well deserved sleep. Made some good progress today! Tomorrow we'll try to get the level design, narrative and more gameplay features in :)

Good luck everyone and good night :)

Boxing around

Phew, I'm pooped! :sleeping:

The theme was conveniently in line with an idea that had been occupying my mind for a long time. Probably not a better excuse to try prototyping it now, I guess.

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The planned concept would still include a few additional implementations, such as different classes of objects with their own attributes etc.


Tomorrow we'll see if I'll try to iterate those things or not.

I guess that will decide whether this is gonna be a silly little tech-demo / proof-of-concept or a "proper" game.

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Goodnight! :bed:

Day 1 progress

I'm up to nine levels, and everything that needs to be animated is now animated. Can you figure out how to solve this one?

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I'm flagging now, so I'm gonna head off to bed and come back to this tomorrow. I should have plenty of time to make a few more mechanics and levels, wrap it all together with some menus, maybe add some music, and then post it before the Compo deadline. See you all tomorrow!

End of Day 1

I'm happy to say that I've at least almost got a full gameplay loop setup. Its not very fun at the minute, pretty much missing any real level data, but I think there are enough features in there to do something with it tomorrow.

The game is in pseudo3d, and is a cross between tempest and outrun. The idea is to collect 'something' as you are dodging holes and badies.

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World generated, economy simulated, taxes collected

Our world generation now (mostly) works. We are simulating a simple economy, where the steps go something like this: - we pass new tax policies, - villagers make money, - we collect the taxes, - villagers can't afford food, - villagers die, - ??? - profit.

Screenshot 2025-10-05 011127.png On a more serious note, balancing this economy will be a big pain in the ass. So many numbers, so many AnimationCurves, so many unforeseen consequences. Also, so much UI. And no one on the team likes making UI.

But progress is looking good so far. Pretty much all the base systems are set up, and (if we ignore the self destructing economy) things work as intended. Best of luck to everyone!

Progress!

Slow but steady!

https://youtu.be/XBCcMcTtwvQ

My first day!

Good day, everyone! I finally managed to finish the gameplay loop — everything’s in place and it’s all playable! :) The theme is “The Sword Collector.” Before going to bed, I sketched out a bit of the graphics — I wanted to see how it would look in a darker atmosphere. I think I’ll stick with this kind of vibe and develop the visuals based on it.2025-10-05 02-48-46 (1).gif

End of Day 1

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I might add some more things, but the core game is essentially finished already. How are your games going?

Big ass cube

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This is a big ass cube.

Progress

The main gimmick for my game is working. It's a standard 2D platformer, but you need to collect every coin you see, or the screen will refuse to scroll and let you pass. If a coin is at the top of the screen, it will create a floor at the bottom of the screen.

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Spooky month vibes for our Soul Collection Inc.

The Collector, aka Nigel, aka you have dissapointed the boss. Retirement applications are due today and you have only collected ONE single soul in your career (and even that was by mistake). You really need to do something man.

animation

@metaksonio has finished this banger intro animation and we've nailed down the core game loop. Still a long way to go for a finished game but we're moving slowly and steadily!

Next up: more upgrades, VFX, and making soul-reaping feel really satisfying. Stay tuned!

Some progress

Lasers now go pew pew pewpew.png

A game about a thief and a collector.

未命名的设计 (16).png We’ve gone above and beyond on the first day of game development! Our art teacher is absolutely amazing!! Please enjoy the concept art drawn by our awesome artist!

Train moves all right

https://www.youtube.com/watch?v=CvqXxDvAL0E Track layout and train system done, which I think was the hardest part (regarding programming at least).

Next steps: - Obstacles. - The main mechanic (I won't tell). - Level design. - UI. - Polish.

End of day one: it looks like a game!

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At the end of the first full day, we have a player character, gems, a bunch of art, a tileset, and you can move around and interact with the gems.

Now to make it fun...

Getting there…

I’ve got the basic controls working, but I’ve hit that point where every fix breaks something else so I think it’s time for bed! I’ve learned a lot about using 2D paper sprites so far. Praise the YouTube tutorials!

Progress

Got distracted with gamefeel per usual, but still hoping I can bring it home!

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It was going so well...

Not that it's going badly. I just forgot a variable update...

I'm going to have a playable level finished soon, and that feels pretty good. Just have a lot of other things to code as it goes along. I think I might even be able to upload on Monday...I want it to happen. It's going to happen. I think.

I also did my first two sound effects tonight. I broke out my Korg Volca Modular synth and made some crunchy noise. All good things tonight.

Taking the gif out because it is hard to look at.

Saturday night progress

super proud of where we're at by saturday night! Hopefully spend the rest of the jam working on polish and maybe adding a couple more features. I don't know why links don't work but heres a youtube video

www.youtube.com/watch?v=eveunJdL9IM

Core Gameplay done!

Now i need music, sounds, a tutorial, to polish everything and, if somehow possible, more features - less than 19 hours to go, jay! \o/

Prepare yourself for: menu.png

another 6 hours of work

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I've finished everything but the village and the graveyard.

pumpkin patch, corn maze, forest, summoning pit and tunnels, are all done.

I laughed at dinner and spooked my wife, thinking of how i've gone from "rain sleet zombies" (my first "finished" game) to this.... a few more buildings, some thematic tombstones, a couple more SFX, and some background music and it's done.

I can spend tomorrow working on menus and pausing.

DAY 2 PROCESS

we r on fire,focus on narrative game art and final coding.and some concept~imgemv3/em02qp_8738a0b5-2266-4014-a67c-36d3883126ag.png3d7ad14a0f7c4fd73abcda164cbb283d.jpgd907d14cbdcdee338304cca16ce1b3c2.jpg50bd8ba7b726b728a37311a1d91ca510.jpg

LD Game Jam Dev Log# - Day 2

Today was all about refinement, bug squashing, and starting to give our game a real visual identity. The core loop is now much more stable, allowing us to focus on the player experience.

Bug Fixes & Core Mechanics Polish:

Critical Health Bug Fixed: We discovered a major issue where the player's health was stored as an integer. This was causing problems with gradual damage or healing effects. We've successfully changed the health variable to a float, which now allows for much finer control and will be essential for any future mechanics like damage-over-time or fractional health pickups.

Timer Logic Corrected: The TimeCountdown logic was flawed. We had a line that divided the time by 60, which caused it to reset prematurely. Removing the "/60" calculation fixed the issue. The timer now decrements correctly frame-by-frame and loops back to the intended starting point (like 1) seamlessly.

Art & Interface Design:

We moved from pure programmer art to the first pass of our actual visual design.

Created initial UI mockups for the main menu and HUD (Heads-Up Display).

Started defining the art style and color palette for the game, aiming for a [mention your style, e.g., clean and minimalist / dark and gritty / vibrant and pixelated] look.

Began implementing these assets into the game engine, which immediately made the prototype feel more like a real game.

Level Design & Detailing:

With the core mechanics becoming stable, we started fleshing out the first playable level.

Blocked out the core layout and started adding environmental details to make the space feel more engaging and less like a simple test box.

Placed initial obstacles and designed the flow to guide the player naturally through the challenges.

Prototype Testing & Iteration:

We conducted several internal playtesting sessions with the newly integrated art and level design.

The "game feel" has improved dramatically with the visual feedback from the new assets.

Confirmed that the fixed health and timer systems are now behaving as expected under various scenarios.

Gathered initial feedback on the level's difficulty and flow, which we'll use for tomorrow's iterations.

Plan for Tomorrow (Day 3):

Implement feedback from today's playtest to refine the first level.

Develop a second level to introduce new mechanics or increase complexity.

Add sound effects and background music to enhance the atmosphere.

Begin work on a "Game Over" and "Victory" state.

Shopkeeper Dance

I probably should have been working on the boss battles... but the allure of drawing dancing monster people... it's hard to resist. These are two of the main character's friends. They met in witch college! They are all ecologists and magic enthuisiasts. If you bring them herbs and pinecones for spells, they'll hook you up with cool stuff. The one on the left is a jar-of-living-oatmeal-guy and the one on the right is a mermaid lady.

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It's Coming together!

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It's halfway through and I've figured out a lot! The game is called "Relica" and you are a Relic Hunter. The Great King's Relic Collection has had a magical chain reaction and the kingdom need relic hunters to collect relics out of the archives to reduce magical pressure.

So far I've made: Moleman character, shopkeepers with dialogue, weapons, hats, the castle map, a bunch of random assets, a random generated roguelike dungeon map

todo: more/better monsters, more equipment, cutscenes/intro

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I have a problem..

My scope was a bit tooo high... I have to use some cc0 3Dmodel assets, to actually make the game

My question is that, am I allowed to do this in Compo? Kinda not kinda fine, idk, maybe I should enter Jam insted? :thinking:

Brand new day

Start of day 2 and I'm late for the Compo so now it's time to skip features. Goodbye reputation, breaking news ...

The work so far :{1C1B0900-B5A4-47D5-813C-C86BBEF4871E}.png

Character Portraits

Character portraits of the customers who may wander into your cursed book shop looking for a rare find.NPCemDeepOne/emPortrait.pngNPCemScientist/emPortrait.pngNPCemVampire/emPortrait.pngNPCemWerewolf/emPortrait.png

I meet problem

Now I have my game Snake Suvivor at https://ldjam.com/events/ludum-dare/58/snake-survivor I'v uploaded information of the game and published it.So you can enter the page and play the game. However, my game is not displayed in the "Games" page, meaning that the others can't see my game without the link Why?

Finish my game!

A.gif (This is the game main hero)

If you want chill and relax on phonk music, welcome to my short game!

https://ldjam.com/events/ludum-dare/58/$419963

https://mr-mesmer.itch.io/the-a-q-game

I hope all have fun as me while making JAM's!

I need help

My game has been published and here is the link of the page https://ldjam.com/events/ludum-dare/58/snake-survivor but there is not my game in the "Games" Page

| need help

My game has been published and here is the link of the page https://ldjam.com/events/ludum-dare/58/snake-survivor but there is not my game in the "Games"

Day 2 and backup arrived!

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Good Morning & Good start to everyone on this beautiful second day of the LDJam!

Our third member is on site and we are pushing into the next gear! Meanwhile all Player character sprites are done, next step is HUD & UI, while @kalbshack & @r0bin contain the coding needs with excellence!

Hope you enjoy the little walking animation!

I am definitely falling in love with doing 64x64 sprites vs. the usual 32x32 - so much more painting "real estate" What is your preferred pixel art resolution?

My setup

Flow-state guaranteed 😎 IMGem20251005/em105821.jpg

Rough 2D attack animation

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Hellooo, some rough animation from day one, it will be a simple rpg mecanics where you collect attacks instead of pokemon

This is fun

With day 2 coming to an end I'm glad I'm not doing the compo. I've got a map in place, but the enemies are refusing to work. So that's great. Gonna work on the collection system, UI, music and maybe some more maps and leave the enemies and cutscenes for tomorrow. Hopefully it will work tomorrow.Screenshot 2025-10-05 184458.pngScreenshot 2025-10-05 194222.png

Day 1 Progress. Where's my money, Gnomski?!?

The first day of the game jam is now over, so it's time to tell you a little bit about our game.

Here in the screenshot, you can see the quiet, peaceful town of Gnometon, where gnomes live in happiness, harmony, and TERRIBLE DEBTS. Your task as a COLLECTOR is to find the debtor gnome among the hundreds of Gnometon residents using the information provided to you and collect the debt from him.

With each new debtor, the difficulty increases from an accurate portrait to an abstract description.

For the gnomes, we are creating our own unique modular meshes, heavily inspired by Gravity Falls, but for the environment, we are using ready-made assets, so we will be opting out of Graphics.

Day 2 has begun, time to get to work. Good luck, guys!

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Just working :3

IMGem20251005/em114837.jpg That is my table now) We creating little game about cute robot archi and why nothing matters. So, why? You can find out in our game)

LD58 and going strong!

Second day of the jam and the weather is against us!

But the game is going strong!

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It's coming together!

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This ludum so far proves to be the best one yet! Very excited to keep going)

Quacking ideation

After ducking around for a while yesterday, we collected a good idea from the park:
Get ready for Duck Dealer :duck:

Here you can see our ideation process from Saturday morning:

https://www.youtube.com/watch?v=RZoYn7WR0qg

Game is done

For a low-key Ludum Dare 58, it's ironic that I wouldn't have enough energy this weekend for more than a low-key submission. What's more, the weather is unexpectedly sunny outside!

Anyway. I did a tiny chaotic collectathon inspired by the Wii game Rabbids Go Home.

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Expect the postmortem in the following days!

Item Generation

This is my first time participating in a solo. I spent a lot of time generating ideas, and I still spend time writing code. But hey! It's working! ~ItemGenerating.gif

mem

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mem

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Can't do the LD this time around sadly, so offering my voice!

Heyo friends, just thought I'd post here. The jam was uncancelled too late for me, and so I just finished my first week at a new studio and am far too tired to jam, though it breaks my heart. So I must break my streak.

However, that did give me the idea. I do have the energy to record VO/VA, and so even though there's only ostensibly Sunday and Monday left, I'd be happy to record some things for anyone who would like Voicework. I have a video here showing off my voice in past jam games, and a few random projects. They're hardly my best work as it's usually my recording last-minute during my own jams, but I'd love to dedicate more time to one of your guys' games whilst I've no energy to dev myself!

If you're interested, feel free to comment down your discord or however you communicate, and I'll add you, or give me a ping on the discord server, my forum post in looking for team will still be visible.

Best of luck everyone with the rest of the compo and jam!

https://youtu.be/QsYDi5OWU?si=8zZJmCpp_nZYPN8h

more wiz biz

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Health issues, going for Extra

Sadly my health has been really bad yesterday with a double ophthalmic migrena, I need rest today and cannot continue the jam in time.

So for the first time I will have to delay my participation and join the "extra" category. 😭

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Which scale

Just imported my witch model and realised I made a scale whoopsie Quite tempted to embrace it and have giant toads ... but perhaps that's a different game :grin: LD58 2025-10-05 10-27-24 scale whoopsie.png!

Item Generation

This is my first time participating in a solo. I spent a lot of time generating ideas, and I still spend time writing code. But hey! It's working!ItemGenerating.gif

Day 1 Progress

Look at this quackalicious progress after day 1: :duck:

watercolour painting ducks scenes

And you can even scare away some "ducks" already, when moving your cursor too fast at them 😱

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quack!

Day 2 lunchtime progress

I had another obstacle idea overnight and have programmed it in: a sort of "pitfall" tile that you can only step on once before it becomes a hole. This allows me to do things like those "you can only step on each tile once" puzzles. Everyone loves those kinds of puzzles, right?

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I'm up to twelve levels in total and I think I'm approaching the point where I can start wrapping up development and move on to things like menus. I'm almost there!

Done! Good luck to others!

You have 60 seconds to collect as many humans (and cows) as you can.

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We need your fanart!

Hello good people of the Ludums, for our game we are gathering fanart of our characters from previous entries.

It does not matter if you are an artist, developer or audio composer (or anything in between), we'd love your fanart!

As long as the art is in 650x650 we will absolutely love it ^^ Feel free to use whatever art style you are comfortable with.

We got a lot of characters to use, down below I will share some of them.

Optionally, you can find more character references in our games: https://bonk-group.itch.io/ (Endless 8 has a lot of characters)

You can reach me on Discord, under the name BasicMilky. We look forward to your fanart!

Karel is our local half-demon boy karel.png

Mink is our local train-obsessed drunk boy. antidisasteremportrait/emmink.png

Mister number one is our local worker boy (we are still looking for a proper name.. suggestions anyone?) antidisasteremportrait/emnr1.png

Lastly, Jimdinant is our local worm (would you love him?) Jimdinant.png

Title Time

It took a few days, but our entry finally has a title!

Zombodys Business Logo 2.png

We still need all of the audio, but the gameplay mechanics, UI, 3D models/textures, animations, etc are pretty much done. We might retool a level or two, but we're well on our way to completing our entry.

Finished My Submission

I'm done with my game and it took longer than 5 hours this time and I even decided to add console controllers and joystick support this time I have had a fun experience can't wait till rating period starts. best of luck fellow devs.

Aynu out 😎

Gnome Problems

Guys! Gnomes! Please behave!

(they never listen)

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Leaf those geometry nodes alone!

Thought it'd be cool to use #B3D geometry nodes to generate nice leaf panels for the floor but at 100 objects per panel, it's a bit expensive! Guess it's Voronoi texture time ... unless anyone has suggestions? :pray: LD58 2025-10-05 13-19-28 Leaves via geometry nodes.png

Going Well!

Going far better than any recent Ludum Dare, I will definitely finish some level of game here I think.

I do however think I'll overrun into the Jam, but I'm fine with that.

All rendered in Vulkan!! Runs at about 8000 FPS lol, maybe this is overkill?? (Don't worry I have a framecap).

I still need / want: - Sounds - Enemies - Inventory / Items (keys / stuff to throw etc.) - Doors - Pressure Pads? - Would love a boss fight tbh, but not sure if that's viable

I think development is accelerating now I have rendering and entity stuff set up.

Cool Image: Ignore giant health, and debug collisions ...

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MORE ASGOOOORE?!?!?!?!?!?!

photoem2025-10-05/em15-59-43.jpgphotoem2025-10-05/em15-59-47.jpg DRIVIN IN MY BAAARN RIGHT AFTER THA BAAAAARN!!!!! HEY THAT BAAAARN IS SHPED LIKE A CAAAAR!! DAT U BAAAARN HAU ABOUT U CAAAAAAR?!?!? IM GOING HUNDRED CAAAAARS PER BAAAARN

LD58 - Space Crystals - Ongoing

All the work yesterday paid off. Managed to get the game to a fully playable state in a matter of two hours. It's surprisingly hard so far.

Used the rest of the time so far for the boring stuff: Title screen, game over, live counting, scoring. Basically I could do a release now and it would be mostly fine.

Rest of the day is going to polishing after a short break.

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