Limited Space Cart
Our first Godot Game! after a years using Unity. We still need to solve some bugs first, but it's looking pretty solid

Our first Godot Game! after a years using Unity. We still need to solve some bugs first, but it's looking pretty solid


You've waited so long... wait...

P.S. um some things are a little rough around the edges

Rescue passengers based on your best moral judgement!
https://ldjam.com/events/ludum-dare/54/bon-voyage
I can now rest :sleeping:

Link: https://ldjam.com/events/ludum-dare/54/turtle-gatling
Hi, my name is Mickey. I make games as New Beings.
Here is my compo entry for LD54: ldjam.com/events/ludum-dare/54/deadlinez

Slow day, but got a lot done in the end :)

Happy last minute crunch to the compo people! :3

Whew, I made it just in time! Now to go to sleep, good night everyone. :full_moon:
Psst, go play the game later: https://ldjam.com/events/ludum-dare/54/tiny-shop


Well, didn't manage to finish the game at all but I think this weekend really encapsulates what I love about game jams and Ludumdare in particular. Even though I don't have a playable game, when I look back on the last couple of days I really managed to accomplish a lot.
That's like more than I usually get done in a week.

Instances exported from Blender GeoNodes

If you want to check out the game, you can find it here. https://ldjam.com/events/ludum-dare/54/$377338 You can fly around and admire the rocks, and hunt for secret debug keys.
Going to bed so late yesterday was probably not the best; I didn't make as much progress today as I had hoped. I've lost track of the amount of times I've decided "screw it, [feature X] can wait until everything else at least exists, I don't have enough time left to spend on it!" Even though it probably wasn't more than 10 overall, on top of the original "mvp" plan not being completed, today's jam work has been a resounding meh. There are still 2 parts of the UI that haven't been implemented at all:
I don't expect for the news ticker/feed to take too much engineering work, it's basically going to be a read-only twitter feed (similar to what is done in Cities Skylines). However it will be the greatest source of flavor for the game, as well as something to occupy the player whilst they wait for the (in-game) days to go by. Ideally it would function as a source of "market info" for the player, but doing that convincingly might take too much time - either in the implementation or just simply building up a large enough corpus of template messages to draw from at runtime.
Inversely, I expect the torrent browser to be much more finicky in the implementation side of things to get anything working close to what it needs to be, and to be simpler to generate the corpus for. Given the university student theme I'm going with lore-wise, it's easy to come up with plausible names for files that people in this setting would be interested in.
The most frustrating about this is that these 2 systems are where the game is really supposed to "start being fun". The player would get to feel clever spotting that people will need x textbook before the end of the week, or y song on the monday following its weekend release, stocking up on written copies of those files whilst cheekily bumping up their price as the exam date loomed nearer.
So I'm 2 days in, have 1 day left, and had originally planned on spending the last day solely writing tons of tweets and file names to flesh out the content. Maybe, if there was a solid afternoon and evening left over, play around with each file having its own parameterized demand curve that could then be plugged into the tweet generation and market demand logic. At this point I'll be glad to have both of them resembling anything functional by the time the jam is over...
Anyways, once those 2 are in a working state using static datasets, I'll see how much time I have left to make them interact with the passing of time, and find interesting playoffs between all of the systems.
When I take a step back, and more notably when I remember this is the first time I've made it this far in a game jam period in terms of having made a quantifiable game, I don't feel too bad in the end. It's cool to be part of the event, and it's a great check of how much I've learned since the last time I tried participating in a jam.
Shoutout to cloudconvert (dot) com for their free (up to 25 per day) image format conversion, allowing me to quickly make the following gif from a mac os "native" screen recording (aka a QuickTime Movie file):

Hi, I finished my entry for ludum dare 54. Have fun playin it ^^
With virtually no time left, I released my COMPO entry :v:
SUPER LOW MEMORY BOT!
It is the summer of 1992 and you just rode your BMX eight miles down to the store to grab your brand new copy of SUPER LOW MEMORY BOT for your FUNTENDO GAME PAL handheld console. Grab a bag of chips and a soda, because the fun can begin!
In SUPER LOW MEMORY BOT you are tasked with programming robots to automatically operate consoles in a remote environment. Unfortunately, due to budget cuts only old robot models with LIMITED MEMORY SPACE are available. Get creative to fit all necessary movement commands in the memory available.
With all the fixes and optimizations I didn't have time to create nice a nice Cover Image and everything. But since that is not part of the game, I am sure you guys don't mind if the game page beautification happens after the 48h limit :sweat_smile:
https://ldjam.com/events/ludum-dare/54/super-low-memory-bot

I don't think I've ever cut it this close before, but I just managed to squeeze my entry in before the Compo deadline!
In Six Seats Left, you are tasked with deciding who gets to board a rocket to escape a doomed Earth, and who gets left behind. Talk to the passengers, make your decision, and then learn how your chosen passengers fared.

I'm very excited for people to play this! Please, give it a look! I'm going to be very busy this month, but I'll still endeavour to play the games of everyone who reviews mine, as ever.
My game "Saturated installation" is finnaly finished! This was weird to do. I am gonna take a bit of a break before reviewing other's work.
https://ldjam.com/events/ludum-dare/54/saturated-installation
//From GlitchyDust~
my initial plan for this compo was to make a bright photo-collage aesthetic 2D object arrangement game (fitting tile-shaped things into a box). I managed to get some pretty photos for it, but realized they didn't make for sensible gameplay, because most stuff in real life is roughly a rectangle...
so I made something completely different -- a grungy minimal score-attack top-down shooter. it's a bit janky around the edges gameplay/bug wise but I was pretty happy finding this aesthetic.

Alas it was going a bit too well. We spent several hours today trying to fix a very annoying rotation bug in Unity to do with signed angles and having to invert our angle.
But we are still in a fairly good place. It feels a lot more cohesive now and implementing the remaining attack types shouldn't be too challenging. Tomorrow we'll be creating the final art and remaining attacks.


Final day tomorrow. Good luck everyone!
Hey everyone! Passing by just to update our game... Now the timetable has events the player can't move or erase (the black ones). Also, we have the weekly goals (like 'See Scavenger') and the events can't be put outside of the timetable.
Now we are working at the narrative. The goals, events and the weekly journal are themed by the Character's routine. We are folling Nayara. She had a burnout recently because of a stressful job, and now she is creating a new routine all over again.
I hope we can finish the narrative soon. The time is running fast now.
