Day 1
I fall in love with Pixel Art every time I see or try it
I fall in love with Pixel Art every time I see or try it

First game, no prior experience. Created with Gdevelop and Piskel. Harvest the crops before they run off your plot. Still a lot to do..
I think you can try it at https://liluo.io/instant-builds/8a45517b-dfb8-41ba-ba15-ae64337b1186




As I told earlier that day "7 days to harvest" is a game about a common man convicted to harvest fields for his antisocial behavior.
So we made our 1st level and most part of core mechanics. Our artist made amazing job making all that pretty and dark assets for a whole day. Our programmer is still working on mechanics btw so you can send him your support in comments, I am pretty sure he will be pleased.
On day two we will finish core mechanics and will make every level of our game with their features. And maybe we will have some progress on a dialogue system (which you can see on this brand new screenshot I brought you).
So I guess we will be back tomorrow with fresh updates on our work. Stay tuned.

Need music for your game? I am now giving away MuGen ABSOLUTELY FREE to LDJAM participants!
Get your copy here: https://kodingnights.itch.io/a977q3y663 - and did i mention it was FREE? (Normal price $19.99)
So go ahead and get your copy NOW!
As per usual I've started the compo late. But hey, a few hours in and I have mapping and movement done with some sprites.
Now to add some fire. (Like, literal fire, this mushroom dungeon harvest won't be a walk in the park for Mimi.)

My day one progress.
Tried to do timed asset (30min per model) and most of them are not complete but at least i can spend some time on other things.
I'll spend some time on the gameplay for the next hours. Tommorow : lighting and audio mainly.
I was confident yesterday but today passed in a blink of an eye.

Me and @Pegasys spent today implementing most of the gameplay mechanics. We plan on adding farming related bosses tomorrow and a farmers shop. Hopefully replacing some of these placeholder assets with final art aswell.


Good evening everyone (yes it's 10:30 pm around here).
I finally finished implementing the basics of all the features I wanted. So I still have some time to make it even more fun to play.
The first step will be to draw a real map for the game with many items to collect (there is manyyyyy to implement).

Then will come the spawn of the enemies, the sound effects, the music (and maybe some menus ?)
I really hope that everything will look good, but in any case I'm having a lot of fun!
My aim was to do this in the spirit of the old Ludum Dares — i.e., get a game done in 24 hours. Thanks to the fast work of @bcav and @genie we were able to do it this time (albeit including an extra hour for submission and final adjustments).
* Friday 5:00 pm: *
By this time I had an idea in place. It was an old idea I had from years ago, after designing the smash hit, Gretchen’s Head (LD 42). In its essence the game would have an old tree in a dark woods with the heads of several children — presumably Gretchen’s offspring — attached to the ends of the branches. It was going to look something like this:

I worked until midnight. I had high hopes for it, as I’ve been toying with this idea on and off for quite some time. I got the skeleton code and some graphics in place, but I wasn’t very close to a finished product.
Saturday 3:30 am:
My alarm went off. My plan was to get up around this time, or maybe 4:00, but I went back to sleep.
Saturday 6:58 am:
This is when I got up. I had breakfast and worked further on the game. I kept thinking: what if I got rid of the tree and allowed the player to move around the screen? The problem with the tree was that it couldn’t move. All you could do was open a mouth on a child’s head and eat a growing heart. That could have been turned into a game but I lost all inspiration for it. Part of the problem is that @genie would have to draw several heads, and with a 3:00 pm deadline, I doubt she wanted to do that. Aside from that, the game was too static. It occurred to me that maybe a single protagonist that the player could move around would be a better idea.
Saturday 10:00 am:
By this time I had the skeleton of the new game in place. Fortunately some of last night’s code was still usable.
Saturday 1:00 - 2:00 pm:
By this time lunch was done and I was 100% into coding and design. Also, @genie and I had decided on the look of the protagonist — as usual, she would be a derivative of Alice, Lewis Carroll’s beloved angel. Surprisingly it didn’t take long to animate the drawing that @genie sent me. Sound effects were quickly added using https://sfxr.me/ — an old mainstay if there ever was one. Yes, I know, the sound effects in this game aren’t the best in the world, but they do add a little spice, I like to think.
Saturday 2:00 - 3:00 pm:
Mainly I spent this time play-testing. I wish I had more time for this, but I was able to iron out all the major bugs (I hope). I am confident that the game is beatable, but not too difficult and not too easy. We’ll see — you folks will be the judges.
Saturday 3:00-4:00 pm:
Submission hour. Yeah, if we include this, it took us 25 hours — still, close enough. No major changes here, except for adding a final music track that @bcav sent me. Mainly I made minor adjustments — e.g., I added in-game instructions, a game title, and so forth.
* Lessons Learned: *
1. Sometimes doing a major re-design is a good idea, even when very little time is left. Last night’s idea — I’m glad I ditched it. In hindsight, it seems too lackluster. The one we finished today has a certain aura to it, and it’s good to see Alice again.
2. It was a lot more fun with only 24 hours to finish a game. In the past, Ludum Dare weekends really dragged. I squandered the time trying out too many ideas and often waited until the last day before I dug in.
3. In the final hours, @bcav suggested an extension but fortunately he pulled through. Oddly enough, his music is just as good this time, if not better — a shorter time-frame seems to have helped us.


Enemies now have internal state machines with a placeholder sine wave movement, take damage, and drop souls for harvesting.


We are happy to join this edition! Though we didn't expect the Jam to start this early in the year, so we didn't get the time to organize properly.
We are using Unity, and most probably pixel art as shown in the early WIP screenshot.
First thing first, we have to implement some of vampire survivors mechanics, and only be able to introduce our twist tomorrow as it is already 9pm here.
Have fun.

It's a bit of a tradition of mine to search the theme into Spotify and play whatever albums I find. This time it seems like "Harvest" is a popular topic among both Americana/southern rock and extreme metal lol
MVP (Minimum Viable Product) is feature-complete. A few code touches left and one feature left to implement to make it usable. Got a stretch goal, but tomorrow I'll focus mainly on aesthetics, music and adding content.
State of the game as of now
With a little less than 24 hours to go, I have a barebones prototype. First thing tomorrow I'll be running around my house with a Tascam for some sound effects.
(P.S. I hope pre-made lens flare effects don't fall afoul of the "make everything yourself" rule...)


Working on our game... Procreate and Photoshop to the rescue! It has no name right now, and i am still drawing all of the animations, so we shall see how it ends up. Excited to see everyone's quirky art!

Level is a little barren, but all the mechanics are in and working.

Finally I've managed to create something. It is hard to learn how do make a game during ludum dare 😅.
Nevertheless I'm happy that my idea comes to life 😁. There's still a lot to do though. Seems as a peaceful harvest, but something bad is coming 🔥🔥🔥


Kind of have a working mvp. Time to create some levels, then focus on further developing the visuals and sound. First Ludum Dare, first Pico8 game. Has been delightful so far!
NPC Random walk : check



Our game's coming along well. The character models are done - those are always my hardest part - and as you can see, the soul harvest is yielding a bumper crop this year.
Here are some glamor* shots of the character models.


* That term has never been used more loosely lmao
Within the harvest theme we chose genre - point and click adventure in a noir setting
This time we have to work separetely, so we have this online mind map for the ideas
Yep, still making a visual novel about a vest disguised as a pirate.
I finished making the first of four chapters. There will be a "good" ending, a bad ending and a secret better ending that should be pretty hard to get.
I will be using asset packs this time. So it will be a jam submission and I'm opting out of audio and graphics categories.


or Orchard Archer :shrug:

Which UI option looks better? The first where the player's coin balance is always shown and the second where it's only shown when the shop is pulled up?


I see no one else here. So you must be looking at me.

https://youtu.be/MUZ8dOslOxA
That looks like harvesting to me. Now to add some actual gameplay.
Here is a little preview of my game so far, an hybrid between Dig-Dug, Sokoban and Terraria

Twitter: @DugBugDugBug

I hope I have enough time to render everything :D
Throw random numbers in Notepad and hope it does not crash (failsafe not yet implemented)


Over 50% through the compo already?! No time for a proper update, but here are come worms chomping away at fresh apples. Now I just need to… checks notes … implement a player character and about 50 other things :)

TL;DR I would like to have an option to wishlist a Ludum Dare game.
@pov I would love to have an option to follow/wishlist a game just for that one particular event.
Sometimes I see a post and I'm like "I would really love to play this game after it's done!".
I know you can already follow people, but honestly I don't want to have hundreds of followed people on my profile because that way I completely lost track of why and who I even followed.
It's mostly working at this point. I can't really post an image right here though because it's a little bit gorey (in a cartoony way)
Hello folks! Spent most of the day learning how to build an appropriate building system for my isometric management game. Everything is bare bones right now, but I'm so please I finally got it working. Onwards!

Today I made the plant-growth algarithm and the globe on which the plants will be seeded. I had LOTS of issues with SIN and COS functions today ^^"
Here a sneakpeek:

First of all I would like to thank the community, you have helped keep me motivated working on this game.
I have been very motivated the last 4 or so hours. I have implemented most of the audio, which includes music. With only 20 or so hours left, I feel like I'm almost done. I guess I can start considering some of the features I cut early on.
Here is its current state:

I'm off to bed now. The game is fairly playable now, but there's a lot of content left to do tomorrow.
I've had a blast today, se you all in a few hours!

Movement script still makes a few problems but I hope we will figure it out. :smile_cat:
Also a lot missing assets :cat2:
Good progress for the first day, basic automated farming system in place!
(yes, we got creative and chose a literal farming scenario. Only you wait!)
We decided to do a do a game about harvesting bounties, the main mechanic is working but for now but it lacks humor (and fun), we will see that tomorrow !
Wish you all luck with your entry :slight_smile:

To be honest - i really dont like this theme. But on the other side i never made a harvest farmin game so its a good idea to lean something like that.

My concept is ok but i must decide some stuff tomorrow as i have some ideas that might be better :)


Something for our LD52 game :]
A current idea of what the game might look like. You populate the world, you harvest it's potential and start over with more options.


Our game for NES has now the most important feature. Full screen illustration when you win the game!
Finished modelling my little vase...

I was convinced that there were only 24 hours left, but in fact there are two days left :D
After a review of the game's progress, I was able to make a todo-list of 10 items. Not many gameplay elements left to do, but a lot of juice to add!
Then there will be the menus, my biggest fear. I've always avoided this step, but I'll have to do it one day.
But I will leave it as it is for now :)

Enemies are coming, towers can be connected to each other and turrets are already firing at enemies. Tommorrow we're continuing on the weather systems and the ability to move towers around.
First time LD, yesterdays sketches :)
Quite happy with how the aesthetics of my game are turning out!

Also this is my 16th LD! wowee
Late evening vibe infiltrating out git server.
Some advance on my The Martian game: I can make plants grow and synthesize water with hydrogen and oxygen.

I still don't know if this will work as a mechanic, some problems and wondering what to do

I burned most of the time on some basic setup, trying to remember how unity tilemaps and sprites and sprite sorting work, and doing some HB pencil definition (this was probably bad idea - since I need character and everything around rather small, using pencil for both outlines and details and colors doesn't look that good. I'll probably have to, if won't ditch this prototype, repaint everything.
Gotta get me some beaty sleep, I'm too old for crunching, especially since I know I won't have much playable at the end of the compo - I might as well go for jam or even extra, but I don't mind - as I said before, I like this theme because it's a nice excuse to finally do at least a prototype for this type of game I wanted to make ever since late eighties...
citation:



Instructions Splash Screen, Logo, LD Splash, and Main Screen are all done! Luckily this effect didn't take long to make!

And yes, it does wobble a bit like old movies do.
We are almost done with all the mechanics. Other than that we need to work on creating some assets to replace the placeholders, balance the game a bit, add some particles and post processing.
It's gonna be a long day tomorrow (I mean today because it's 2AM :smile:)

I've created a basic playfield with a character. We are going for the Don't Starve aesthetic, so using their sprites as placeholders and for inspiration.
Developing in Godot

And I have no idea how do you guys create such great looking gifs... I had to downsize mine extremely.

Grow up veggies, harvest and earn money, then use this money to upgrade your skills !

Finished with: Title menu, art, core game loop, ending screen, some polish items!
Starting audio next. Then hopefully lots more time for polish.
what is he 😭
Making a platformer where you must collect all the crops as fast as possible, each one also allows you to move differently through the level, hopefully it's fun by the end!

Brain is not letting me work on the jam project anymore!! I need a break after all. Well, if I do finish this after LD is over I'll still be happy.
Some particules, a bit of gameplay enhancement, dynamic decors, sounds, and a lot of boars !


We hope that you will find the good ones, when you will be helping our Rabbit to harverst carrots !


Really struggled to come up with an idea for this theme, I made a farming game last Ludum Dare so I wasn't super interested in making another. Then I made some music and came up with the idea for a farming based clicker. Lots of logic still needs to be added but I'm happy with my approach so far and hey I actually have a sort of satisfying gameplay loop of planting and harvesting at the end of day 1!

How in the heck did I manage to actually make something that fit within the scope of the jam. I actually have all the gameplay done and now I am mostly working on UI and polish. Currently there are three playable levels, and as for what this has to do with "Harvest" uhhhhhhh... Carrots? I have a dnd game to host tonight that I have done ZERO planning for so after a long day of developing I get to do some improve to relax. You gotta love it.
Anywho I really rather like the aestetic I have got going on in this game so far. Very board game-esque. For those who are looking at this and wonder how it plays all I can tell you is that I really like Captain Toad :smirk:
19 hours left but I need a nice good night sleep before I can continue and finish the game. I don't want to reveal too much but the game has enough personality already to show off. 


The goal of the game is to place a list of veggies in the field, but all species like to be placed in a special way… So capricious!
...or is it Day 2? Hmm. Anyway, I'm well into the polishing phase now. The UI has been improved, the menus are in place, and the bouncing physics have been fixed and tweaked to feel much more natural and intuitive:

As you may notice, the "rotten" fruit are identical to the regular fruit, but grey. This will likely be a problem for colour-blind users, so first thing tomorrow I'll be implementing a "Colour-Blind Mode" that gives rotten fruit some extra visual indicator, like a cross or something over the top of them. You'll be able to disable the music and sound effects as well, as I know those aren't always my strong suit!
See you in a few hours, and good luck to all my fellow Compo entrants as the finish line approaches!

quake pro mode
Can I use a pre made font for the compo?


Man, I've been working!
There's still some very critical gameplay-elements left to iterate, and crappy placeholder-art to polish...
But I'm confident I might wrap it up for COMPO !

Tomorrow's gonna be an interesting day!

Goodnight, and good luck everyone! :fourleafclover:

The loop is in place, it shows who the winner is at the end of the round. They're tons a small things to fix & improve, but with a nice map it can be fun to play as is. I'll do my best to reach that goal tomorrow. 😴

Almost finished with the mechanics, just need to add win/loss conditions and a game timer.
Then on to finishing the art & sound and polishing.
https://www.youtube.com/watch?v=muTNiQxtRpg
......finally getting started with level design :flushed:


Quite surprised I've made it this far through the... journey. Get it? It's a journey? Oh wait no you don't. I'm talking about The Hero's Journey of course. I wrote the first draft. It's always surprisingly one of the hardest and most grueling parts despite the massive amounts of streamlining and prep work that go into it!

This is all very exciting, I've never worked under the strict rules before.
Fortunately I've figured out a hack for the "no preexisting art" rule. the player character is a circle. I can't believe I never thought of this before.

Now all I have to do is come up with a few more levels...

...and sound effects I suppose... but that's a tomorrow problem
Onward and upward...with less than 19 to go

it's 1:30am here guess it's time to make a splash screen with physics

I wanted to use these cool farmer ants as main characters in my game.
Grascutter ants cut of pieces of grass to use as fertilizer for their fungus crop. This fungus provides food for the whole colony.
Sadly I did not manage to free up any more time than 2 hours this weekend so there will be no game but enjoy the video:
https://www.youtube.com/watch?v=77gOklqgiYQ
I have not made or released a game in 2 years. Over the last few days I have been thinking about how much I miss Game Dev I wake up this morning and say to myself look up when the next LDJAM is and set a goal to start again for that. Google it O it started Yesterday!! Sod it I'll enter anyways its now 1am and I am Hard at work on possibly the weirdest most Niche Game I have Ever made!
https://youtu.be/M_gJHA78VDo
Armed with nothing more than a wooden mallet and a rather pathetic net, prepare to dive into "The Dark" and harvest the gestating horde. Capture as many decadent insectoids as you can before you are paralyzed with fear- or worse...
Your tribes entire fall harvest is at stake if you fail... no pressure.

I can't find the button to upload the zip file, only text fields to add links to the different versions of the game...
The embed guide mentions a "downloads" section, but only a "links" section seems to exist :thinking: