Ludum Dare 54 September 29–October 2, 2023

Space Promenade: my first compo game since LD39

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Navigate tight outer space corridors and defeat your enemies.

Gather more ships in the way.

Use the mouse to steer your fleet. They will shoot automatically once they acquire a target.

I had quite a bit of fun making this one. Almost didn't finish in time but there it is.

Try it: https://ldjam.com/events/ludum-dare/54/space-promenade

I Need a Little Help...

I'm very new to this. I have two questions I can't seem to find answers to...

1) How many ratings do I need to give to qualify? I swear I read it somewhere but I forgor :skull: 2) I can't seem to get image embeds on my game page to work! :sob: Please help me, it looks so barren...

Thank you!

Limited Space Cart published!

Finally!

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I'm so happy to publish our first Godot game in this Ludum Dare 54, it's not the most complex game here, but we're pretty proud of it, considering we were trying Godot blindly and learning GDScript on the go. I'm amazed how friendly is the learning curve of Godot, its scripting is pretty much like Python and the IDE, well, reminds me of Unity, but way less overwhelming.

The team is tired, and tomorrow is business day, so we won't be working on the game for the rest of the Jam. About the future work? we have some ideas, but I won't promise anything

As for the name of the game... I couldn't convince the team to chose a better name ;(

Super Drillboy

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Didn't get as far as I wanted in the graphics and audio departments on this one, but I got it playable!

Super Drillboy

3 games mods in the same game

We tried things, but it's probably too big. 3 games mode in the same game... Definitely too risky.SC_003.png

Some of our progress!

Fill the order box to deliver it! Print.png More details: https://ldjam.com/events/ludum-dare/54/pazaru-packing-sushi

Some of our progress!!

Fill the Bento-Box to deliver it! Print.png more details: https://ldjam.com/events/ludum-dare/54/pazaru-packing-sushi

Ending The Project Here

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I ended up making a solid prototype and decided this is a good enough experience for the jam so I won't be finishing or submitting it.

The concept is simple: a puzzle game where your character needs to go to the exit but every time you move, you are generating walls that may get in your way or block off the exit. The way you face determines which way walls will be generated, so you need to pick your path carefully. Future levels could have included spawners that rotate the opposite direction of you, or spawners that remove walls instead of adding them, or reversing what's there, or create bridges over the void or any number of things. And there could be teleporters around too. There are a lot of fun possibilities.

I have a feeling a similar game may already exist so if someone knows of one, please comment. Best of luck to everyone still going!

Unable to embed WebGL build on LDJam game page

Hello, I am zundou and I'm participating in the current LDJam. I've encountered an issue that I hope someone can help me with.

I've embedded a WebGL build of my game, created with Godot 4.1, on the game page, but I get the following error:

``` Error The following features required to run Godot projects on the Web are missing Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration send correct headers)

```

For reference, I uploaded the same build to itch.io and was able to play it after enabling the SharedArrayBuffer option. If anyone has any information on this issue, I would greatly appreciate your insights. :,-(

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The Witches are Gathering

I had planned to make a game featuring a cute ghost, BUT WE GOT CUTE WITCHES INSTEAD <3

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They can do magic too :3

Heartbreaker - My post mortem | We died

After not doing a game jam in years we are faced with a heart breaker, our scope was too big and we just dont think its going to deliver on time. This was our first 3d game, me and my best friend who have done this for years have determined that delivery may not happen so my only choice is acceptance. I plan on continuing making the map and making it playable but delivery is not going to make it.

I'm am hugely thankful to my team of 3 artists, Naomi Borrego, my good friend Neiyah, and I. They pulled through big time.

My programmers Michael and Mai also did big work on the back end making the AI and the world interact.

Kyle with the goated audio and the sick engineering in the background

My post mortem, we needed a smaller scope and to prioritize things better, and it falls on me as i should have gave out better instructions.

In the last 2 days me and my art team pumped out so much stuff its incredible and I dont think anyone can challenge the work we put in to make it work but it was too much, my friends work on Monday and we dont have time so we really only had 2 days to work on a game so everyone enjoy the screenshots of the map along with me as I reflect on mistakes and the sadness that we wont be able to deliver on time this year. Screenshot1.PNGScreenshot2.PNGScreenshot3.PNGScreenshot4.PNGScreenshot5.PNG

I'm still going to spend an all nighter finishing what I can and getting it done so that my artists can at least show off what we made together.