Creating some limited space for the little astronaut

Team: @robbzenone

Team: @robbzenone
The guy can now chop down trees and drag wooden logs with him.
When close to the Lighthouse, the resources are deposited.
I'm pretty excited on how the gameplay starts taking shape!


Took me much longer than I wanted it to, but I finally have an almost working mower mechanic! I've successfully figured out how to add and remove children in Godot, and now all that's left is the grass mowing mechanic and adding enemies!

My idea kind of diverged from the theme, but it's an idea about camouflage and that there are certain 'spaces' where your ability to pass through is 'limited'.... idk, we'll see how it turns out. Pretty proud of these graphics, though.
Let's make a dinosaur escaping meteors on a little island and maybe bring friends :D

Basic (very basic) level editor is complete. Levels are stored in integer strings, goal is to refine the editor for use with ingame controls so levels can be created and easily shared by players. I don't know if i will be able to do that within the 48 hours of the compo, but this can just as well be added as a post jam patch afterwards.

I think I need to work on the coloring. The color palette is limited to 4 scales of grey due to the handheld aesthetics I am aiming for, but walls and floor should be easier to differentiate....

Gonna have to opt out this time. I tried to learn UE5 this time but I'm just running into so many roadblocks when it comes to the programming. I keep getting stuck on programming seemingly simple features and now I really don't have enough time to implement my idea. Good luck to everyone else on their games!
Hello everyone! I finally decided to participate. It's about time.
I'm still pondering the idea of something related to spacetime that got me excited before the previous Ludum Dare, which I skipped. There was one mechanic on my mind, but I'm not sure how it will play out. I wanted to test it in this Ludum Dare. But when I saw the theme "Limited Space," my mind started spinning, and now a whole mini-story is occupying my thoughts. Maybe I won't even have time to incorporate that mechanic into it, but I'll give making the game a try.
Engine: Defold
Art: Inkscape
Sound: Hopefully, I'll find something suitable and have enough time to add it.
Wishing you all a productive weekend!
The base mechanics are beginning to work, the wrapping of objects, some kind of dumb AI (just semi-random jumps, moves and shoots)
Some graphics are already there, but I want to make it playable, and after that I will add more graphics...
https://youtu.be/G25oocND9_s
My plan going in was some kind of retro point and click adventure game as that is generally what I make. However the theme really threw me off and I spent a bunch of hours noodling on stories and puzzles to make that work and I came up short. Nothing was really clicking, I considered just starting to build assets and hoping the game would come together later but everytime I've done that in the past I've failed the jam.
So I pivoted to something completely different. Instead I'm now making a "Coffee-break grand strategy space conquest game". Here's some placeholder art from my current WIP for the battle screen:

Goal of the game is to give you a chance to build up and command fleets to conquer the galaxy, and get it all done in under an hour.
Game has three main components: - Battle Screen - Been working on this all day today and it's about 70% done, but I'm starting to flag and I'm not sure I'll get the enemy AI finished before I wrap for the day. - Map Screen - Main focus for tomorrow will be the meta game of building the fleets and deploying them to planet, tracking changes as you and the AI conquer the galaxy. - Card System - For Monday I want to build on the rest of the game with some simple card game mechanics to add more interesting choices during the battle screen.
It's very losely based on a japanese fan board game of the book/anime series Legend of Galactic Heroes.
How does this all tie into the theme? I'm trying to build all the mechanics around tight limitations rather than the typically overwhelming size of grand strategy games... and it's set in space. Sure it's lose but it's enough for me.

The circle is definitely too limited for two giants...

delete me


Hey everyone
https://youtu.be/QxX_QlbyNbw
We set out to make a reverse volfied game :)
Now comes the flood fill algorithm...
Despite having done game-dev both as a hobby and professionally, this will be my first time participating in a game jam!
From some open source wordlists (split into nouns, adjectives, verbs etc) I have created a Procedural Book Title Generator for my game.
I wonder if anyone can figure out what my game will be from this...

My personal favourite is "The Supreme Flashlight of the Dawdler"
The basic idea is to save survivors from sinking objects using a motorboat and transport them to islands.
The motorboat has limited space, and there is also a limited space available for survivors on the islands.
The more passengers there are on the boat, the slower it moves, and the harder it is to turn.
Time is of the essence, as if an object sinks, the passengers on it can only swim for so long before they submerge.
The basic mechanics for Nautical Saviour are complete. It’s time to polish it up.

PRO TIP:
If you remove a survivor from a sinking object, it remains on the surface longer, thus also increasing the chances for the other survivors on it.
https://ldj.am/$374166