Ludum Dare 56 October 4–7, 2024

One of the screenshots from the game

Greetings, warriors!!!

Here is one of the screenshots from our game

What do you think about it?

To those who don't know, in our game Beetle Battle, you play as a Knight with a drill who fights hordes of bugs on the islands! Feel free to check out our game soon: https://ldjam.com/events/ludum-dare/56/beetle-battle изображениеem2024-10-05/em222216484.png

They move as one!

MWA HA HA HA HA

also streaming, good music and stuff, come join the fun

https://twitch.tv/squuuidly <-

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Tiny programmer art

Tiny creatures have tiny brains, so it should be pretty easy to build them fron scratch, right? ... right?

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In the lower screen a tiny green creature tries to jump over moving obstacles. The upper screen shows its brain. The creature perceives the distance to the obstacle and jumps if the output neuron is activated.

Nice house, let me just pick you up

Updates to the "hand god game":

The tiny creatures can do random tasks, like building buildings (which can be destroyed of course), they run in fear if the hand hovers over them and they can be picked up!

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Coulomb

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HNNNNNGGGGGGG......

[crippling scope regret sets in...]

Head'quarters!

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This time around we're working on spiritual successor of the game we made a while ago for LD49, “Divine Intervention”.

This one is a bit more ambitious. Which means we have many more ways to mess it up!

progress

concept art for the major scenes in my visual novel:

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here's what it looks like atm when the creatures are blocking a choice:

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I also worked on music and sound effects.

I still have to work on the final artwork (with creatures crawling around outside the choice screens). I also want the player's choices to affect how many creatures are blocking the next choices.

Sacrifice Implemented

I can kill these guys now. The blood splatters look better than I expected. I made the aspect ratio of my brush super high and it gave the blood a splotchy effect.

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I've decided to try and make something afterall

I know I said I wasn't going to have time this weekend to make something for the jam, but I've managed to throw this little prototype together in a couple of hours, and honestly I quite like it so far. Still need to add the scoring system and ui, and add some fun particle effects (something exciting needs to happen when the tractor and rabbit meet). I may even find some time before the deadline to make some music and sound effects (unlikely but hey if you do audio in pico 8 and would like to collab, hit me up, I'd appreciate the help.)

Let me know what you think.

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Takes a bit getting used to Godot but we're getting there

Building all of the different elements we need so we can build our game is taking a bit longer then I was expecting. Nirvie's art is looking great, now we just need to focus on getting some actual gameplay going

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Joining the fray!

Better late than never, right?

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the tiny imps now know the pain of death

also I'm still streaming

https://twitch.tv/squuuidly ⬅️⬅️⬅️

Come on in for good times n good vibes n good tunes!

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Gameloop Done!

I'll do a few more tweaks before going to bed. I don't think I've even been this far by day 1. Good luck to everyone!

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Spooder hunting

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A blunderbuss is definitely not overkill for spooders.

Player character is taking shape...

You spin me right round critters, right round, like a robot baby, right round round round...

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Pet the kitty

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Toads now have a home

The player must lead toads to their pond 🐸 -> 🌊

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Now I have to do them appear from the eggs and have enemies who want to eat them 🐍 🦅

How does embedding work and why are the rules 404?

Been trying to figure out where the upload/embed thing is on the my game page based on https://ludumdare.com/resources/guides/embedding/ but that seems to be nowhere.

Also, why do all of the rules go to 404 these days? https://ludumdare.com/rules/

I made a frog

I made a frogFrog.gif

Day 1 - Progress

First day has gone really well. We didn't start until the afternoon but we've got all of our basic game systems working in engine and running nicely on iPhone too.

We're making a narrative driven adventure/RPG in a forest of hungry little monsters who discover humans are invading their land. Sadly you're not strong enough to fight the humans alone so must unite the tribes of tiny creatures to overcome the human threat.

Goal today was to get an MVP built with an overworld map, a random mob encounter, dialog in one of the tribes villages, a simple fetch quest and one boss fight. We got most of the way there but the fetch quest and boss fight didn't quite make it. However I'm not complaining because all the gameplay systems are in and working so we've got a solid foundation tomorrow to focus on getting content in there to support the stuff we built today.

Art here is all placeholder but it is the general visual style we're going for.

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Dawn of the 2nd day

Even with having to occupy a demanding tiny creature throughout yesterday (new puppy) I was able to get way further than expected. Glad I decided on a simple "find the bug" game.

Mechanics are done, now working on artwork. My daughter was having fun putting together different bugs for this game. With the 13 she's drawn with interchangeable parts we have over 2,000 possible bugs.

Bug Pic.png

Now to adjust the images so they'll fit. She added more detail than expected.

Goal today is to get it to look reasonable, get some audio and implement a more obvious feedback to the player. While a simple concept it'll let me work on the areas I want to improve on.

First screenshot!

I've just started working on my game this evening! I'm making a fishing tycoon game where you play as a penguin!! screenshot-1.png

Day 1 Progress Report

Really good progress on all fronts today. Our idea is an auto-chess game where you fight with tiny bugs. On the programming side me and @Pegasys are nearly ready to integrate the planning and attack phases together and have a working MVP of the game. (Excuse my awful programmer art) ezgif-5-6382a406ae.gif

On the Art front @stolvann has created several cute insects that put my ant to shame 😂. beettle.png workerembee.png sp.png queen/embee.png moth.png

And last but certainly not least @theoconfidor has created some awesome music for the Planning and Attack phases. Unfortunately I can't upload MP3s but I'm looking forward to you getting to hear some of his great work.

First compo day finished

Hello! I'm making a tower defense style game again for this jam, it had been a long time since the last one, and I wanted to see how I improved over this long time.

New: ezgif-6-0c678c8303.gif

Old: 269a1.png

It's not quite as feature complete yet, but it's a lot more functional. With the experience of the old TD game, and my previous jam game, I was able to make a much more stable foundation for my new TD game.

Now, I'll need to add a lot of content tomorrow, if I have the time I'd love to include some music too, but that's pretty unlikely sadly…

Day 1 progress

24 hours to go and I have every mechanic I can think of programmed into the game, six completed levels, a name ("Colour Critters"), and some atrocious programmer art for said critters:

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Despite my initial worries, I'm in a good place. Tomorrow should just be a matter of adding as many levels as I can think of, then as much polish as possible, and then finally submitting. Might add some more mechanics and gimmicks if I can fit them in without the code becoming even more of a kludge than it already is :sweat_smile:

My LD54 entry was always going to be a tough act to follow, and I'm under no illusions about this being as good as Six Seats Left was, but I'm enjoying myself and I hope others will enjoy the finished product as well.

Musiccccc

I may not be a cool musician n stuff but I def managed to randomly score a thingy in 1.5 hours

maybe will release on musescore idk

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Satisfied with this first day

Capture d’écran du 2024-10-05 23-28-45.png I now have a core gameplay, with a VictoryScreen and one day left to add interesting things. Usually I'm at the VictoryScreen-step few hours before the end of the Compo.

I started 1BitDragon to make a little music. Capture d’écran du 2024-10-05 23-26-32.png

PUMPKIIIIIN

I'm getting my pumpkin!

You might think... tiny creatures and pumpkins? They have nothing to do with each other...

Well, you'll have to wait and see what we've cooked up this time around! Can't wait to see the final product myself.

Context:

Last time I participated was LD54. I went into LD54 with the mindset of "I need at least one pumpkin", but alas, I failed. We made Giant's Globe, 2d platformer with several 'worlds', but we never got to implement the other worlds. My favourite world was the halloween themed, because I adore pumpkins and the halloween colour palette! I love the fall months so badly! But alas it never got implemented due to the time crunch.... So here I am making up for that mistake!

Dev is deving

Maybe gonna leave the graphics like that

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some updated art

before: scene10.png after: mirror.png

before scene11.png after: mirror_hands.png

let's see if I manage to produce consistent art for the whole vn lmao

(the hands are atrocious)

Progress is being made!!

Our progress within 7 hours! Time for some well deserved sleep now :smile:

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After: after_tiny.gif

they now commit acts of violence

Still streaming btw, come on in for good times n good tunes

https://twitch.tv/squuuidly ⬅️⬅️⬅️

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Them Struggles

Hi hi! Just a heartfelt appreciation post towards the community-

I've been actively participating in LDs the recent years, but this one- I was going to skip! (Yes, it's crazy!) Today, it would've been my ex's massive birthday party- I had prepared for big surprises, treasure hunts with riddles and snacks, hired a small bouncy castle for us (and her daughter) to unleash our inner childs in, among other things! I was going to make sure she had THE birthday of her life, for THE woman I was going to grow old with- and it was worth skipping LD over.

Unfortunately, she decided to break up just a week prior to this birthday.

Didn't see that one coming, hurt quite a bit, but at the same time I thought to myself "Hey, at least I can join LD now!"

Turns out that doing a game jam while coping with such grief is really just copium haha. My brain's running blanks, and my thoughts are just drifting off the entire time. Even though I'm working on a game, I'm afraid I'm going to have to take tomorrow off and maybe just let this LD slide after all without submitting anything, simply not satisfied.

HOWEVER, I do want to give a big shoutout towards y'all in this community. This is by far my favourite jam community, and the wholesomeness of y'all, the support from everybody, the amazing progress posts on the feed... keep it up! This is what I'm here for! Those things alone have been helping me get through today, a day that until recently I expected to be completely different. Thank you all <3

And if anyone else is struggling with grieve, whether it's from some sort of breakup, or perhaps someone passing away- keep it up. You're doing great, and things will get better!

Good luck to y'all jammers and looking forward to seeing your submissions.

Goodnight!

Tiny creature in a box

Our tiny creatures are learning about fundamental forces.

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Tiny RPG

I finally finished the action part !
Now i'm going to add as many zelda-like elements as possible with remaining time.

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24 hour snapshot

Well... there's a system in place and it's showing the little state machine churning inside...

Already deep regrets taking on such a large concept idea. We're winging it!

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After day 1...

...so far we've found some technical scraps and a bunch of tiny, friendly creatures:

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"I wonder what all this amounts to..." 🦝

Day 1 - progress report.

Nearly there, once one level is done it'll just be a manner of copying the scene over and doing another one, and another one, and another one.

Tasks completed: - Player model - Player Controller - Player attack - player stats - Player death - Enemy model - Enemy Movement - Enemy attack - Enemy death - Sounds for player (idle, moving, shooting, death) - scenery started.

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https://youtu.be/4gVjtNcfdl8

24 hour current progress

I always spend too long on level selection screens... lol

Anywho...

Here are some screenshots of my current progress. Select the petri dishes to access the level. The camera pans to the dish and zooms in on the level.

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Level Zoom.png

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Art style update

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I think this looks a bit nicer!

Finishing day 1

Ok, I'm calling the day. Finished three levels

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There are three levels and a few mechanics implemented.

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Total 1014 lines of code and zero assets so far. Tomorrow I'll start by working on some SFX, Music, a main menu and just then go to the new mechanics. That way, I'll be able to stop at any moment and still have something playable. :)

Ephyra progress - Morning day 2

Morning here on day 2 and back to it. Spent yesterday focused on making the main character movement fun. Got basic movement, level scrolling, and item collection all working.

Today hopefully we can work on levels a bit more, add some obstacles, SFX, polish and get the background looking a lot more interesting.

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Some shot from the trenches from @blue-wren of the animation proccess

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Struggling in Godot

Working in a team this time and struggling to learn Godot but we got this frog working :sunglasses:

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End of day 1 - we may bee a little exhausted but it's ok

Hi there! Last news from us for the day!

1/3 of the way

One third of the jam has passed and we've made some progress. The godot project has been set up, and we've started to merge my work on graphical assets into Bouteille's code. And it (mostly) works. Hurray! There's still a lot of things to do, but we're happy about our progress.

Look at theses cute tiny creatures! (the gif maybe a little to tiny itself to see anything, but I'm too tired to record anything better, sorry)

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Also, I'm quite happy with the icons I made for the trading UI: some honey, some pollen, and a bee-tech-token-something-we-still-have-to-find-a-name-for-it. I challenge you to draw a better "pollen" illustration.

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What's next?

Sleep. We need some sleep. We're quite tired and our brains can't compute anything anymore. That makes testing and debugging the game pretty difficult. But hey, that's the ludum dare experience, and that's fun.

Tomorrow, we'll continue to work on the mechanics and I hope we'll be able to implement most of the UI so I can focus on music and sound FX on monday.

Good luck everybody

Obviously, we wish good luck to all people doing the compo. You still have almost 24h, hope you'll manage to finish your game in time. I can't imagine how difficult making a game solo in 48h is, but I'm really admiring all the people that are able to pull such a feat.

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End of day 1

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I think I will make it for the compo this time!

24 hours in and we finally have a player on screen!

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Spent most of the last 24 hours working on infrastructure stuff. This may not look like much, but behind it is input and audio management, build and deployment pipelines, a HUD, some debug output, preloading and a whole bunch of code to keep it all together... all so that we could get this little robot dude to appear on the screen, and not move.

Don't you just love the framerate at this stage of development though? Guarantee that's the highest I'm going to see it this weekend!

Day 1 Wrap-Up for Untitled Firefly Game!

Heya, been a long time since I've written something myself for one of these Jams. Partnering up with Pickens once again to make another extremely moody game.

Being able to take off all the safety wheels of AAA is so refreshing, just throwing stuff at the wall and moving on can be super fun every once in a while. Ignoring the hour I lost because I threw a few too many safeguards out the window haha.

Been having a blast though, I've made a fun stylised post-process, enemy character VFX including a death, PC effects, a player companion in the form of a firefly swarm. Been a busy day, tomorrow I'll be working on the effects for a PC death and then possibly re-evaluating what we want our main PC to look like, make some animations and poses, a cheeky bit o' branding and then helping actually make the levels for the game! Gif (220).gif

See you all tomorrow!

End Of Day 1

A lot of making things look fancier to go and an awful lot of balancing to do. Overall really pleased with what I've got on day 1. By no means perfect but what I've got seems like a solid core game that just needs a bit of finessing.

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OMAE WA MO SHINDEIRU

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why do something usefull when you can draw memes... but jokes aside, that might be an actual attack in our game as it's super easy to animate lol

Walls in isometry are not an easy task.

It will probably be necessary to revise the concept of locations Corridor locations are difficult to process to make them look good изображениеem2024-10-06/em022321285.png

We're Fly-ing High So Far

One day in, and we're soaring high, like a fly. Our crappy game is fly-centric, and while the gameplay is largely done, the graphics are still a work in progress:

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That didn't stop me from taking a 'glamour' shot of our star character, though!

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Now I just need a game...

I've got Authentic Little Bird Actions! You can flap! You can peck! You can tweet! You can hop! You can stand on things! ...What I still don't have, though, is an idea of what the game itself should be. What's the goal here? I guess I still have (most of) a day to figure out that part...

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Bedbugs Chaser MVP is ready!

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Wow, I can't believe I finished the MVP. Several times I wondered if I should abandon the idea. There were so many problems, but I still forced myself to complete it.

Please play my game, I hope you like it! And I'm going to sleep now, hoping I won't be dreaming about bedbugs all night :)

https://jscommander.itch.io/ld-56

Hitting the wall + Ensterklopedia #4: Mermoo

Yesterday, I was packed with motivation and energy, despite having doubts before the event. I managed to work until 4 A.M., wrote clean code, and felt rested after just 4 hours of sleep.

My game is a Pokémon-style game (Sterket is monSTER + pocKET instead of POcKEt + MONster) with the gimmick that since the creatures are tiny, you can fit multiple of the same species in one pocket, which is good since they also have low HP and die easily and permanently. I really like some of the creature designs, bios, and name puns I came up with, but I'm reaching the point where my coding is getting sloppier, which slows down adding content.

Things that still need to be done: * Buffs/debuffs * Enemy AI (I'll probably just randomize it) * Win/loss state. * Some menu between fights.

The game concept I have could work well as a roguelite if it was expanded upon. I won't have the time to implement the required mechanics, but there could be a lot of "build" potential if you were offered different creatures and items at random each run.

Anyway, here's one of the creature designs I sketched last night.

mermoo.jpg

This Sterket spends most of its time swimming inside a milk-filled pouch on its mother's belly. Each day, the mother lets it outside of the pouch for a bit longer until it's fully weaned and able to breathe in air and water.

Fun fact: I designed this Sterket by taking the debated Pokémon tradition of basing the fire-type starter on a Chinese zodiac animal, picking one that hadn't been chosen yet (the ox), and using it for the water-type starter instead.

Maybe in?

It's been a long time but I kinda want to make something. This time it'll be for Windows 3.1. A 32-bit Windows port can come post-jam. Note that I've started late and have quite a few things to do today so I'll need to put something together quickly.

My tools:

  • Language: Pascal
  • Emulator: 86Box
    • Development set: 100 MHz 486DX4, 32 MB RAM
    • Stress-testing set: 16 MHz 386SX, 4 MB RAM
  • OS: Windows 3.1 on MS-DOS 6.20
  • Compiler: Borland Pascal 7
  • Text editor: Borland Pascal 7
  • Image editor: The resource editor that comes with BP7
  • Actually transferring the game to the host system so I can upload it: Floppy disk image + mtools

I'll probably port it all to FreePascal after the time is over. It seems the mingw-w64-fpc package in the AUR works at least for a basic MessageBox-fuelled Hello World program.

I'm aiming to do something more like a puzzle game. Should work mouse-only and keyboard-only. Will probably make heavy use of GDI for drawing shapes and stuff, I don't want to waste too much time on art.

There might be some beeps at different frequencies for sound but that's probably going to be all on that front.

And yes, this will be a very Windows-y game. There aren't many of those made these days.

A Linux port might come later but don't hold your breath. I will avoid the use of widgets here which should help with not needing to rewrite too much of the code, but there will still be a decent chunk of changing Win32 API calls to Xlib API calls.

Git will really only be used once I start porting stuff.

Hope Everyone's Great

I make video games but not that great this game I'm making is about tricking your enemies as a little creature called a duck which you can shrink hope everyones games going good.

Alrighty then

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Making some slow progress.

Hopefully I don't end up wasting time tinkering with "unnecessary" features...

Day 1 End

Decided to try my hand at a pseudo RTS game. The catch is I've never made an RTS game nor have I ever really played any (only thing that SORTOF counts is prison architect and stronghold) So far I've managed to complete the basic economy. I am also using a tool to screenshot my screen, and after the jam I'm going to compile all of the screenshots into a timelapse!

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First days progress

I can very much feel the effects of taking a long break from gamedev, as most of my time was spent on fixing my trashy code :confounded:

I only have screenshots this time around, I don't have the mental enegry to fight ScrrenToGif for a decent export :skull:

Screenshot 2024-10-06 021714.png Screenshot 2024-10-06 021734.png

We seem to be losing a couple ducks

After a day of work, it seems like our ducks still tend to explode when they walk off a platform...

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Progress update (that was fast) + Ensterklopedia #5: Taurent

I did manage to finish the enemy AI (which is just picking an attack and target at random) surprisingly fast, but I had to do some ugly coding to get it to work. If I do a post-jam version, I'll raze everything to the ground and start from scratch.

Here's another creature design to celebrate:

taurent.jpg

Taurent is the matured form of Mermoo. Its mind and body are wracked by extreme emotions and physical changes due to the massive amounts of hormones flowing through it. They frequently get into violent brawls with other Taurents, but if the two survive the fight, they will form a strong bond and come closer to maturing into their final form.

Mice?

I have had a bunch of things to do over weekend so am hoping I can finish a working game on Monday?

https://www.youtube.com/watch?v=JKNIz2S9e70

Cockpit mockup

What if tiny creatures had to operate a human-sized spaceship?

This is a little mock-up of the cockpit that little pooflings will have to navigate. The layout will change, but I wanted to include all of the various interactive elements.

cockpit.gif

I am doing all of the art in Inkscape. @atonic and @katagatame are doing the rest in Godot.

starting late, we ball

21 hours to implement my heinous half-baked idea

Off to a late start

Today was a very busy day and I didn't manage to make any progress

I still don't know what I'll do, the urge to make a pokélike is great, but I don't think I can pull this off in this little time

I'll use the end of the night to flesh out some ideas and spend the whole of tomorrow on the project, send me luck

Day 2 begins...

Gameplay loop is just about complete... now to figure out how to do Gameboy-style audio...

https://dashingstrike.s3.amazonaws.com/LD56-gameplayloop.mp4

Pro tip...

FFS Windows.JPG

Before freaking out that the performance of your barely functional pixel art game concept is hideously unplayable, do check that your CPU isn't already doing this for reasons known only to Windows.

It may be time to throw this PC into the furnace. Or the fires of Mordor.

We've got a lot going on over here!

Hey, fellow jammers! 🎉

We’re super excited to be part of this Ludum Dare jam and couldn’t be more hyped to share what we’ve been up to! Our team, which is somehow just shy of 40 people (yes, you read that right!), has been working hard to bring our game to life. And let me tell you, herding that many creative minds? It's like herding... well, whatever the game’s Tiny Creatures equivalent of a stampede is. 😅

We’re posting concept art, sneak peeks, and more soon on our socials, but wanted to share with everyone here too!

Best of luck to all of you, and we can’t wait to play your games when the weekend settles!7A598621-D71B-4CA4-88A2-6A44670FF0ED.pngA3506248-4E78-4E46-9E73-629BC75A3E10.pngSanfcastle.pngkshgdasdhgasjhgd.png

Tiny creature, big spaceship

@atonic's progress so far, featuring a tiny poofy creature caught up in a spaceship that's zooming around.

https://youtu.be/bfCyfDSE61I?si=b_xjmoG6G1jBxqPX

I will flesh out the graphics and make more poofling sprites. Will we have an actual game at the end of this? Maybe, maybe not 😅

Making moves

Giving our tiny creatures some lifeUzzoWanderSmall.gifCUTE.jpg

Character Animation

I spent a lot of time making the character feel good to control, and to make the sprites feel cohesive and responsive. It's really fun helping her along and rolling around like a pillbug...

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Streaming at this ungodly hour!

Come hang out with me! I'm doing a late night stream c:

https://twitch.tv/squuuidly ⬅️⬅️⬅️

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Intentional Bugs

progress.gif Lots of set up today. Tomorrow bringing it all together!