Now, the most difficult part, level design!


Starting to feel the presssure! A lot left to do, but a lot of progress to show!
Here is the current version of the "game case" and the mechanics inside are fully working now.

I have a LOT of audio to make, some music to compose and a few 3D models left too. I want to put the credits on the underside of the case so the player can flip it over to see them! also... if I have time.. I want to put it into a room so there is an environment for it :D
here goes the final stretch! Good luck everyone!

Are you ready to face our most talented champions in he arena ? :trophy:

Gameplay is done, main loop still to do.. Look like we are on time for tomorrow's arena grand opening ! However we...
You can try our combat prototype in your browser directly HERE : https://furaune.itch.io/ld54-test
It is only in two player mode however... So grab a friend, give it a try and please leave us all your feedbacks belows ! :heart:
PS: This prototype can be playable with both player on one keyboard :keyboard: or with a keyboard + gamepad :video_game:

(Yeah no, we really need to find a real game name....)
I hope everyone is doing well and coming close to the finish line! I've already checked out some of your games and I like what I'm seeing.
Late last night I finished up my submission earlier than I expected. This is my first time doing Ludum Dare as a young and aspiring game developer. I'm not sure if I did something wrong or what but I can't see my game on the submissions page. :/ Here's the link anyways.

time well spent!
First time taking part in Ludum Dare. First time making a game in Godot.
Godot has been a joy to use while I'm working on a very small tiny-teeny arcade game. I always seem to be thinking about making to coolest, most fanciest games during jams (even though it wouldn't be possible with my laughable skill-set), but not this time. The game's not gonna be massive in terms of scope and that's fine. I'm learning a new engine and taking it slowly.
It's like I'm rediscovering the joy of game development all over again.
Here's what I've got so far...

The player follows the mouse cursor at all times and yeah... not as much progress as I'd hoped.

Hi! We're making a planet defender game and would love for some people to give us some feedback if possible!
Available on Itch.io: https://raaphraaph.itch.io/spaceltdldjam

I finally have my mowing mechanic down and have got my zombies and gravestones implemented! I'm very excited and happy with how this is coming along, even if it doesn't look like much.
Getting really close! ``` Todo: - Different Robot Types - Robots collide - Subroutines - Wait Instructions - Remove Nothing orders from instruction lists - Jump Next Level button on complete Reset Level button on complete - Save high scores - Display Complete and High Scores on the Menu - Don't allow subroutines to call subroutines Music SFX
```
Squashed all the bugs I've found so far. I have a bunch of polish stuff to do over the next few hours.
Polish:
-Animations for movement
-Animations for jumping
- Main Menu
Improve Screen Transitions
- Robots teleport when complete
- Starting Creation Juice
- Add Reset button to Instructions scene
- Menu on Game Screen
Add a delay between the last robot hitting the teleporter and the level ending
How to play screens from the menu
Background
Home stretch all you compo people! You got this!
Day 2 is going well on my "coffee break grand strategy space conquest" game. Here's how it's looking:


Here's how the three systems are shaping up: - Battle Screen - Mostly done, just need to fix some bugs with the enemy AI and get it to recognise the win/loss at the end battle. - Map Screen - Today's focus, this is getting close to done. Main things left are spending resources to reinforce fleets or deploy new ones. Oh and there's no enemy AI here yet. - Card System - This is the goal for Monday. I really want the battles to have a card aspect so you don't get to choose exactly what you do on every turn, I want the decision making to be more about "how do I work with what I've got".
This was always going to be a three day jam for me, and I'll be entering in the extra category to opt out of judging. However right now I'm feeling good about getting a playable game done before the jam finishes.
I'm also cautiously optimistic this might be fun enough to work on post jam. I think with some more development this might be a cool game. One step at a time though so the goal is to get it completed to a jam level.
Stone Heart is finished - my first compo entry since my usual team was not available.
https://ldjam.com/events/ludum-dare/54/stone-heart

Well upgrades took much less time than I thought.
Though the code for them is so terrible that I don't even wanna look at that $hit XD
But hey, at least it was really quick to make!

I will actually have some time tonight for other things. Thats nice.

Tutorial prompts on first toss, shows how chucking it works. Also houses and the bonus target (AKA the actual house the package should go to) Player gets 1 point for any house, and bonus point if the house is the correct one. Because of course the package is technically delivered even if the wrong house is hit. :joy_cat:

Yesterday was a mess. But today, with some support from my family, it's time for the fresh start! Thanks dad!
Anyway, working on mine(as in. coal one) dungeon crawler, and..woa that's a lot of words for today
Hey there, sugar-coated game jammers!
We've got some sweet news to share about our game progress. For the past few hours, we've been stirring up the magic in our candy-filled world, fine-tuning those sugar-rush-inducing gameplay mechanics, and ensuring our candies bounce and roll with maximum delight! 🍬💫
But here's the big question: Are we nailing the candylicious theme of our game? 🤔 Will be our game the dark souls of candy games? :candy: :crossed_swords: :candy:

We're hungry for feedback, just like a candy craving! Are our green, yellow, and purple candies hitting the right flavors? 🍭🌈✨
We're here to sprinkle some sugar on your game-making journey! 🍭🎉


I mean... With implementing the chain of events, and considering that all the inmates' personalities are randomizes, sometimes in most awkward ways, this thing is taking a life of its own that I'm not sure I'm too happy about..
