Nearly finished gameplay, gonna move onto sound and bug fixes and then I should be all done! It took a slightly dark twist.
Well, I can safely says that in the midst of jamming and doing daily activities, I forgot to do any update report until now 😀
We’re in the middle of developing it right now, and will share about it later.
For now, the name of our game is ‘Bombevo‘.
If there are more update, I’ll post it again here.
Cheers!
We can bomb the world to pieces, but we can’t bomb it into peace.
-Michael Franti
I started out with an idea that I thought could work and wouldn’t be too difficult to finish in time, but ended up falling at the first hurdle and giving up after a few hours of frustration. I’m not sure I’m cut out for rapid game development, as I’m so fussy about the details that I need time to polish and tweak my games.
If anyone else wants to grab my idea at the last minute, it was going to involve you being in a helicopter crash in remote wilderness with one other survivor. The other guy is seriously injured and you have to keep him warm over the course of one day and night with nothing more than a single match with which to start a fire. The game was going to involve balancing keeping the fire going with exploring the surrounding area to gather wood for fuel. If you strayed too far from the fire for a period of time you’d start to freeze, but as the day goes on you need to venture further and further to find resources as you deplete those closest to your camp. As night falls, you need to carry a torch with you, which takes a little fuel away from your fire and burns out after a short while. If you succeed in keeping your companion (and yourself) alive for the night, rescue arrives in the form of another helicopter.
The issue I had was trying to come up with a good way of handling multiple light sources in HaxeFlixel, as it seems it’s really not suited to doing this through masking. Next time I’ll make sure I choose a game set in the daytime.
Hamsi Bro!
You could also call it HamsiGotchi.
Currently it has only a binary for linux. Check out the github project page, this is the progress so far:
https://github.com/broepi/ludum
–broepi
I don’t have any screenshots right now because all the interesting stuff is with my modeler, Core43, at the moment.
Anyway, this is my first go at a Ludum Dare. I’ve been meaning to do one for almost a year now, but they kept landing on inconvenient dates. Either way, I’d like to share a bit of what I’ve been doing so far.
I didn’t start coding until around noon on Saturday because of prior engagements, although Core43 was working before that. It’s surprised me a bit how far I’ve gotten and how far I have left to go; the only other game I’ve written from scratch was Accelerated Delivery, an indie game I recently released with friends, and I started work on it over two years ago. Needless to say, my idea of how a program should be set up has drastically changed since then (as proven by three large, separate rewrites of the codebase of Accelerated Delivery over its years of production), and so it was almost like starting from scratch for the first time. Since I’m entering the jam, though, and since I already had a working game, I was able to salvage some of its code for reuse. One of the DLLs I use in my project is actually the engine DLL for Accelerated Delivery, primarily for access to the rendering device I wrote and other miscellaneous odds and ends.
Regarding theme, I knew what I wanted to make almost as soon as the theme came out. The obvious idea is “you only get one life,” but I wanted to take that idea a little further. What if I made a game that used branching paths, with at least two endings, but you could only play through the game once? I wanted it to mirror real life in that regard; you only get one chance at life, and your choices matter. You don’t just get to restart and see where another path takes you. Hopefully this isn’t too daunting a task for a 72-hour timespan, but it’d be cool to see it happen.
Design was another story. I’m not very good at 3D programming, especially animation and riggings. I’m most fluent with XNA, which doesn’t really come pre-packaged with animation support; although it does support animations and riggings you have to write a lot of code yourself. However, Core43 is a modeler, so making a 2D game wouldn’t be fun for him. We settled on a visual style similar to that of Pokemon3D, a first-person, 3D remake of Pokémon Gold and Silver that still used pixel-art textures. As we worked on modeling and texturing, though, we found ourselves trying to make the game not look Minecraft-inspired, because it certainly wasn’t at all; in fact, the only reason the art is pixel-art in the first place is because full textures can be hard to create and/or find.
Gameplay started out as a sort of Skyrim-like idea, but it has since devolved into a first-person adventure game where you also have a laser sword. For beating up robots. Because if I wanted to beat up people I’d have to go into the whole animation thing again. There’s hopefully going to be a storyline with branching paths, as I mentioned before, but I’m honestly not sure how far that idea will come along. It takes much longer than I expected to make things like apartment buildings and skyscrapers. I have an idea of how I want the story to go, but it might be tricky to make it not seem cheesy or really easy. I also am going to have to make AI for the enemy robots, which I’ve never had to do before (although I have done pathfinding for a college project before, most of that isn’t applicable here without hacking at the algorithm to make it fit into my needs).
So, that’s what I’m doing this Ludum Dare. It’s 4:30am right now and I have to get up around 8 tomorrow. Today I wrote a lot of the core engine for the game; most of the remainder in that department is menus. Then it’s putting things together and working out progression; by the end of tomorrow I hope to have a character walking around and able to interact with things.
Coming along, very sloooowly:

License to One is going to be a real-time strategy game, where due to DRM restrictions your base will only allow you to build one unit of each type.
Getting into the proper mode to do 3D things has been a huge time sink, which I spent not only learning and erring a lot, it so far also entailed modifying Three.js into submission. For example the OBJ file importer needed to be changed. On the plus side, I know a lot about OBJ and MTL files now!
It’ll definitely be the Jam for me as the chances of finishing LtO today are pretty much zero… ![]()
You only have one chance to memorise the map, then darkness sets in and you must manouvre around a pitch black room using “key lights” on the walls as reference.
The game hosts some varied tile types, non lethal obstacles, lethal obstacles, crawl and jump spaces, and generates the maps at run time. We also have a unique lighting system that denies the player the ability to cheat by print screening the play space!
Is your memory good enough??
Will hopefully post a gameplay video tonight!
If you are interested in the game, or our studio, please visit www.facebook.com/chillsters and follow us for updates on our future game devs 
#chill
Things are going ok but I haven’t got as far as I hoped. I’m trying to work faster today.
I have an engine, some sprites, a level editor and a flashy menu:

How’s that?
My source is available live from https://bitbucket.org/gah/ludum-dare-28/src
Hello everybody! This is my second time in Ludum Dare, but my first time in the Jam category. I am working with Edu Perez (the graphical designer) and Felix Herrero (Musician) in a game based in stealth & puzzles.
The goal of the game is simple: You have to escape of a spacial prison with your team . Each member of your team has only one skill, and you can control all of them, changing your selected character with 1-5 keys.
We don’t know if this will be a great game or if we will finish the game in time, but we are going to try to do a fun game with puzzles, stealths and interesting mechanics. We dont have visible screenshots (the artist is working in the objects, walls, floor), but I can show you some of the avatars 😉
Follow our stream: http://www.twitch.tv/javifugitivo
Tags: MechanicMoonStudio
arghh ! healing max 4 !
OK, I’m done. A simple UI based game.
Everyone has only one life full of choices. So I create this game.
My entry. Play it on Kongregate.
For the first time ever in Ludum Dare, I finished my game early. It’s called Last Minute Christmas Chopping, and you can check it out here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=398
After wasting a lot of time yesterday on getting sidetracked with another game idea and not having any idea what to make, it all kinda just fell in place and the game got made pretty quickly after that. I got to learn a few new things (how to use Web Audio, and that Dart does VERY lazy field initialization), and I actually get to go to bed at a reasonable time after a Ludum Dare.
I can’t wait to see what other games have been made this weekend. If you’re still struggling with yours, good luck, and I believe in you!
Remember what I said yesterday?
I made a store(upgrade menu!)! Added stuff for store! I made a base! And a money system!
Also, I am feeling that I am going to finish this as I wanted it to be finished(well, not 100%, but that’s always).
It’s actually fun to play now. Only one performance bug: At “high” waves, your game will begin to lag when you shoot. This is annoying, I have an idea how to fix this.
I need to balance out everything. You start with 10000 money, that will be zero when the game is finished.

Click here to get the BETA2 built!
Please report bugs! Comments! Stuff you like! Stuff you don’t like! Rage cause you don’t have the XNA Framework!
Note: You cannot upgrade your man yet! I am working on it!
Also, the guys are very special; they have special bullets and special textures(RANDOM!)
Have fun with it! 😀
PROGRESS. We have enemies, of a sort, an actual (untextured) background, the power-ups actually do something now, and things are actually starting to take shape, very minor illness on the part of yours truly aside and the project is starting to look like there’s been some work put in. Next up, we need to work on texturing and getting some nice resident white boy to play that funky music. Making the enemies look like ships rather than cubes would be something nice to do too, and of course, the epic finale needs constructing.
SB
I’ve been stuck in the brain storming stage for the entire 1st day. Because I wanted to find out some original ideas.
Now I’ve completed the basic game mechanics, no art, no sound, no levels, no story… The idea is: You are a hero living in a peaceful time. There is only one “evil” monster left for him to fight with – a zombie. He must use it wisely: hit and kill the zombie in the view of security camera deep in the dungeon, prove his value to the audience and earn money from the “show”.

4.00 1h: Design by drawing tablet
5.00 2h: Basic assets
5.39: Basic assets and rendering in Love2D complete
5.48: 15min break
6.00: Prototyping actual gameplay viability (wall, civilian, werewolf, hero, crossbow) no animations, no sounds, no menu system. Hero movement with mouse aiming
6.20: Diablo 2 style character movement done. Maps and collisions next.
6.54: map drawing ok, map collisions next
7.00: shopping break, refresh and relax
7.45: back from shop, food, eating
8.10: continuing work
8.49: map tile collisions working ok.
8.56: break
9.48: picking up crossbow, done
9.57: I JUST REALIZED THAT I COMPLETELY FORGOT THAT LUA HAS A “LOCAL” KEYWORD, OH WELL…
10.12: Fixed my first bug. Player could always pickup a new crossbow, it was just now invisible
10.21: I just realized I will have horrible time without some kind of general game agent inheritance that generalizes all mobs, and I don’t have time to grok a class system for Lua.
10.50: Shooting arrow, arrow wall hit, rotating crossbow done
11.41: werewolf ai, partial
12.22: Text rendering, end screens and messages,
12.41: Break. Feeling tired.
14.25: Finished victory and defeat screen. still need musics, maybe later
14.40: Break/finish for the day/trying to sleep now
15.39: TODO: BUGFIX: bind all timers, movements to time delta
—— zzz
23.10: woke up, starting work again
23.37: civvies exist, next up: colliding civvies with player
23.54: civvy collision with player done, next up: werewolf eating civvy, civvy panic mode
1.17: Werewolf eating civvies and civvies running away done, next up some polish
2.00: Level system kind of works all right. But it’s a little boring to play and need more levels, next: shiny crossbow background halo on theh ground
2.45: Shiny crossbow background halo on theh ground done, taking a BREAK
3.22: Just discovered that there’s a Love2D library for loading Tiled map editor maps. Too late now.
3.25: Lots of useful Love2D libraries it seems, that I REALLY, REALLY, REALLY should have looked into before diving in. https://love2d.org/wiki/Category:Libraries. Well this is called learning by doing and it’s certainly working for me.
3.45: eating
4.32: added some better graphics and paniced civilian image, taking a BREAK
11-12: zzz
12.00: shop
12.50: lack of sleep and bad sleep rhythm are really taking the toll. been unable to sleep or really rest, but also unable to write any code or do any art.
13.14: Haven’t really learned much. LD is not good for learning. Would require more time to carefully consider all options and to stop and think. What LD is good for is getting stuff done and not carefully considering everything.
13.48: particles done
14.06: 1 more level doesn’t seem feasible unless I implement more mechanics, which I have no time for
14.13: arrows now hit civilians
14.27: design of the game was quite successful, even if what I originally intended as the prototype wound up becoming the actual end result. The original design had all the aspects I have now and even if I anticipated that the gameplay wouldn’t be much of a thing, it’s still engaging enough to finish all the levels, I would think.
14.58: pause screen done
15.01: i think it’s time to make the first package of the finished product
Looking back at it. I really should have done Love2D warmups. The code is very raw, with a lot of repetition, with zero library usage. Also Tiled seems like a solid program. It’s unfortunate that I don’t have ground tiles, or a separate collision layer, but the method I used would have made that very laborious to implement.
I’m exhausted. Going to go chill and watch people code on Twitch. Maybe sleep, if I can.
So here’s a link to my webplayer:
http://deeteebee.com/You%20only%20get%20one/Web%20Build%202.html
Aaaaand here’s a quick screenie:

The progress so far
The concept is that you are humanity’s last hope! On board the last spaceship, is the only nuke the fleet has left. However the ship is heavily damaged and only has one engine left. Shot into a quantum tunnel aimed at the target planet, dodge the (non-existent) asteroids, comets, enemy ships and ship fire to destroy the enemy homeworld.
You only get one button: Space to activate thruster.
(‘a’ spawns a sphere that comes towards you – debug test!)
Next things for me to do:
– Add obstacles to dodge
– Add HUD which helps to dodge obstacles
– Add objective distance readout
– Concept of speed and speed boosts
– Menu/Splash screen
– Intro
– Audio (traditionally comes last!)

So, after 10 hours of total work on my entry, I have my Bloopie riding up and down the happy-go-’round — but no real game to show for it yet. And the rest of my weekend is kind of spoken for — I’ll see if I can invent some time tomorrow night, but probably not. Damn it! 
Tags: yogo
Oscar is a child that fights agaisnt the enemies from his most terrible nightmares, like an evil robot or a (sweet?) teddy bear. You only get one… childhood.
————————————————————————————————————————————————
Oscar es un niño que lucha contra los enemigos de sus peores pesadillas, tales como un malvado robot o un (¿dulce?) osito de peluche. ¡Sólo tienes una… infancia!
There is power failure in your company and it’s completly dark.
You can’t see anything..
If only You had little light..
Oh yeah nice to be addicted to cigarets.. you got the lighter.
Hmm..
A good chance to kick some assholes from your job without being noticed..
Yeah.. let’s see what’s up in testers room..
It’s not working perfectly for now, but that’s the idea, You only get One Shot ! and you have to use it to trigger chain reactions and destroy all the ennemis in one shot ! But right now I think the explosions are growing more and more in chain, maybe too much !
You can use one of the three ammo, choose the one that fits the best the situation and aim well !
Good luck to everyone !
So this has been my first Ludum Dare which was unfortunately combined with broken Internet router and a free version of Game Maker T_T
So this is what I have thus far:
My free version of Game Maker Studio is restricting me to only have 5 rooms and 15 objects which is not allowing me to fulfill my original game idea.
ah well.

But best of luck for your guys! Some fantastic games are coming from this theme!
It didn’t work with me, maybe next time! 😀
I fixed them mostly! I must find an efficienter system thought, but in the Ludum Dare competition you don’t have the time for that!
Turns out that the XNA Framework is being a bitch for using only one core of you processor. I coded some “return”s for things that never could happen.
Music helps thought.
Drawing characters was very fun. Now I finished graphics (wow!), and I have only a little left: cutscenes, tutorials, music… wait, did I just say “a little”?
My stream: http://www.twitch.tv/Rodzos.
Journal: http://dl.dropboxusercontent.com/u/53633853/LD28.txt.
I just though I will upload a demo: http://www.phyard.com/design/Madball/37. It doesn’t have any tutorials at all, but I hope you’ll understand it. Give feedback!
The last rush is about to start, good luck to everyone !
After what has been a long weekend already I have sort-of finished my game. I realise I still need to do a lot of polishing, but at least there is something playable going now.
I am really having a blast doing this challenge, and I’m seeing a lot of really cool games being made with this theme.
Hang in there peeps, the end is nigh 
The ratio of playing to watching is currently too low in my opinion :/.. I am afraid the cohesion of different parts of the game is not great enough, and I don’t think I can do much against it, hopefully adding the last minigame will help.
Here’s a low FPS gif of the rocket level
https://dl.dropboxusercontent.com/u/43693599/RocketGameplay.gif
Ironing out some bugs and the going to do some more scine design! You’ll se pictures soon! Good luck everyone
Using Unity and Inkscape for Graphics
Core mechanics done, but its not really fun !
12 hours to go! Get crackin, you dairy farmers, lets go!
I spent way too many hours last night stumbling across and fixing bugs in my game library. And my robots look stupid. Stupid. I’ve got stupid freakin robots in my game. 12 hours to fix the stupid robots.

This entry was posted on Sunday, December 15th, 2013 at 12:12 pm and is filed under LD #28. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
gedit+python+pygame+numpy+pyinstaller+bfxr
(06:07:36 PM) the: так, как делать музыку?
(06:09:26 PM) coco-bongo: доска для стирки есть?
(06:10:12 PM) the: нет
(06:10:14 PM) the: доски
Only 6 hours left and so much work to do !
I still have no sound, but I have just finished the save system and the title screen :

Hold on everyone !!! It’s the final straight !
Basic level to level flow is done. The enemies drop screws, which can be used to buy upgrades at the shady dealer.
todo list:
– purchasable upgrades (half of them are working but only toggle-able from code
– different enemies, the frogbot is very weak. ![]()
– teleport back to ‘town’.
– sound
I’m lucky this is a jam entry! xD
Ok, the game looks 90% done right now. All of the other entries look amazing and I can’t wait for them to be finished. Here’s an update on what I’ve fixed broken:
Fixed:
Broke:
To-do:
Github, screenshot:
I’m fairly happy with that! 
Hi there!
This is our game for the Jam, it is called “One More Bullet”
The idea is that during a western shootout “You only get one” shot, so we made a small dueling game. You have to press the right keyboard key in a small amount of time in order to win the duel.
The game will feature both a singleplayer “endless” mode with increasing difficulty and a 2-player mode (on the same keyboard).
Been busy this morning/afternoon.
After waking up, grabbing a coffee and eating a full English breakfast I set about finishing my game.
First I worked on making a death and win animation for the player as well has an assortment of sound effects.
After that I did a bit of bug fixing and made some music using a free web tool. I’ve not really done music before, so it probably sounds awful, but hey…..some music is better than no music, right? …….guys?
I made a very nice prototype of a tile-based 2D game, as usual. However, additional features works buggy, and I have no idea what to do. Also, I want intermission which takes way too long time to create.
I’m about to be disappointed. I don’t give up yet, but seems that I did the mistake I wanted to avoid carefully: my game became way more complex than I expected.
In worst case, I’m gonna join for Jam, or even not finish the game. Either way, this event is still a great fun.
After realizing this morning that the current game I was making wouldn’t be fun to play at all AND one of the main thing I needed was working properly, I decided to scrap it and start new. My progress is going well; I feel quite confident about finishing with the time I have left 😀
Listening to Caffeinated Country on IHeartRadio to keep me pumped.
Drank 4 glasses of tee so far.
I have been working since the jam started and I am almost finished.
If you want to try it you can play it here:
http://jejkobb.webs.com/LudumDareGame.swf
Write your highscores and opinions in the comments!!!
Today has been a good day. 11 hours left, and now the player has enemies that damage them! Time to put a sword in your hands*. I was also able to finish the “gimmick” that will make my game worthy of note, and in much less time than I originally predicted. I also tested the game on the production server, which was a little painful but ultimately a success. Yay asset pipeline!
Thanks Ludum Dare!
*disclaimer: not all players will receive swords. In fact, you probably won’t get one.
I’ve tentatively named my game Dinosaur Ranger Job Interview: Burrito Challenge XTREME but that’ll probably change. Anyway, here are some screens. Almost all of the main game is now functional!
Main game view
Tags: crap, dinosaur, faeces, game, game over, progress, screenshot, shit, text, typing, update
I’ve been wrestling with some physics / collider / particle issues and may not be able to finish the game. I threw in a quick buffet table with a few food dispensers and was able to catch some of the food on the plate, but as soon as the plate moves, the particles just slide right off. I need some friction on the plate…hmmm.

Click to try out what I have so far…
There’s still time to get some sleep and try a few more things in the morning. If it weren’t for this plate issue, the only outstanding ‘features’ would be annoying NPCs wandering around, some more types of food, and a quick score once you get back to your table. Ah well.
Added More Levels!
– Cubed Duck
– Catch Me
– Throw Me
and one last level, the Bonus level with one final grenade type.
Also added sounds for the grenade.
If I have enough time later I’ll make some music but at the moment I need a break!
2:00am
Finished the second level and got the third level ready to be made.
3:00am
working on level 3 and currently having minor problems getting the objects to stop changing their image.
4:00am
finished level 3 working on death and level 4
5:00am
finished working on death and now working on new feature for level 4
6:00am
death stopped working(?) and getting timers to work but not in the right places all the time
7:00 am
finished setting up the fourth and last tutorial level. still working out some odd issues but might end up keeping them. Death still doesn’t work.
8:00 am
brain is very sleepy no so working on final level earlier than I wanted to.
9:00am
every step forward add a step more i need to do/fix. I’ve got death working again (terribly) but now my movement arrows won’t move.
I’m pretty happy with what I’ve made over these past two days. It’s something that, although missing a lot, is actually a mostly finished game. And in two days too! I’ve never been motivated or commited enough to see something like this to its end before, so the feeling I’m getting from this is amazing. This community is great and the jam has been a blast, so I’ll definitely be participating next time!
What is left to do:
Finally, here is the history of the code (as always), and here is the final screenshot:
We use the theme “Disco and 70s” as inspiration for character creation. We use the finest traits to create a clean environment and seek references in drawings of that time, to engage and give more reality to the player.
Illustrated by Acácia Carvalho e Renato Britto
Illustrated by Acácia Carvalho e Renato Britto
Modeled by Fabiano Mineiro
It’s all in the title. I’m now working on SFX and BGMs for the game. If I have extra time, I’ll spend it on polish and maybe a few more levels.
I’ve now made the game more polished and I’ve added pretty textures and “animations” such as snow fall and santa flying!
The following video shows what I’ve done so far:
To do list now:
Tools Used:
Tags: C++, christmas, compo, LD28, ld48, linux, mac, mac os, Mac OS X, sfml, Windows, you only get one
Time for an update.
Progress has been bad, but not bad enough for me to give up. Which is unfortunate. I was hoping to sleep.
It took far longer than it should have, but the trading system works and as far as I can tell doesn’t break. The code running it is disgusting. Absolutely horrid. I hope it doesn’t break because I can barely remember how it works. It’s not even doing anything particularly complex – just the way it’s being done is stupid.
But anyway, I’ve moved on from that, and got on to the business of making the actual game. Well, so far just some terrible art, but turning that into actual game should hopefully be easy from here.
I leave you with the cast so far: 
No, I’m not making a zombie game. I’m merely very bad at this.
Tis looking smexy my friends! (lava just needs changing a bit)
Hopefully, I’ll get some light from these torches too! Then we’re almost done ![]()
EDIT: Get feedback while you can! I got feedback from my sister & her boyfriend, we all played it together and had loads of fun, now I know what I need to add/change before it’s too late
After about 12 hours developing game I realized that I wanted to much for so 2 days and my gamedev skills. I changed topic, mechanics and almost everything. I wanted arcade but now I have probably something you could call a non-game.
You will see some souls people that are already in clinical death. You can see some words describing them and you have to choose only one soul and next you must decide if soul will go to heaven, hell or maybe will back to life.
Tags: 2D, html5, screenshot
Follow the path of the team here on twitch : http://fr.twitch.tv/dracomagna
I should have posted this prototype ages ago, but I took way too long making the opening and ending screens. Now that this is done, I can go back to making new enemies :-).
So, in this prototype you have all 4 kinds of upgrades (You only get one at a time!), but only one kind of enemy. There are no screen transitions yet either – will work on this as time allows.
Have fun! Download it here.


It’s done! Now If you’ll excuse me, I’m in a hurry!
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30099
Plot for those who did not see the first post:
You are controlling Eugene, an overly obese man in a tracksuit who must get to random locations in the world for some reasons.
But because it is terribly hot outside, you must make sure to rest under shadow spots to cool you down every now and then or else,
you only shirt will get all full of sweat!

Eugene running toward the next checkpoint (highlighted in yellow for debugging purposes)
Haxepunk lib has played me a dirty trick… I must admit that I was not as prepared as I thought.
The reason: a very simple gameplay yet, but requiring rules that have proved too complex to program for me.
Last version “unplayable” with extra feature “debugmode” :
http://nsun.tac-tac.org/projet/LD28_Beta
The game should be run santa claus over land and sea to deliver gifts in the space of one night.
Here is the list of constraints that put me in the wall:
Now, I have to look for an honorable exit.
Probably a low-rated game, with a high humor value.
Well, It’s almost end of day 2 and you haven’t heard from me for a while. For those of you interested I’ve created my framework, got my idea and currently I’m doing some levels for my game (yes, it’s gonna have multiple levels). I really hope to finish this game today, but if not I’m going to post it into jam.
I got sick, still tried my best to complete the game. But now I am exhausted.
The idea was a topdown ‘super crate box’ inspired game with ONE shot per crate. I have simplified the idea to bare essentials however a power outage, sickness and some bugs that I could not track down get on the way. In the end I gave up. Here is last state.
Tags: give up
Less than 6 hours left? Where did the time go? There’s so much to do! Aaaa! Look how many windows I have open!
Tags: screenshot
I added some AI players for when there are no other humans online. The challenge was making them beatable. I think it’s fairly well balanced

As always, I could do with some help playtesting:
http://www.heychinaski.com/ld28/game.html
Move with the arrow keys, fire with the spacebar. The aim of the game is to grab the sword (You Only Get One) before anyone else and fire it at another player. Aiming is automatic. First person to a score of 5 wins.