Iffy
I think I am going a little too slow for me to submit anything good. I got the core stuff down, but it is actually getting my game to follow the theme. Really haven’t got a concrete idea for what I am going to do from here, but we will see…
I think I am going a little too slow for me to submit anything good. I got the core stuff down, but it is actually getting my game to follow the theme. Really haven’t got a concrete idea for what I am going to do from here, but we will see…
Hehe, another one of these posts :DD
Anyway. I think I have gotten pretty far with my game “mem29” already, and in my opinion it is already a hell lot of fun – I spend more time playing than coding now to be honest.
Here you have a screenshot of it:
I had a hard time creating the screenshot, as mem29 is really all about being quick.
The basic idea is very similar to the board game Memory, although there are a few things which are different.
The pictures on all the cards are objects from famous video games by the way.
Let’s see what I can add tomorrow! 
I’m going to write some summary of what I have done and what’s left to do — mainly for myself 
So, here it is:
Now I’m going to sleep, see you tomorrow today, again!
Still making progress. I keep adding things I wasn’t planning on. I should stop soon or I won’t have time…

Woops, forgot about that whole “I’m in” tradition. Here’s the first ever (probably not) I’m in post with a sneak-peek screenshot of the LD game:

The town hall and a woodcutter’s hut. Some stone too, you can build a quarry there.
It’ll grow to become an sandbox, scenario-based underground town “simulator”, simulating a world where planet Earth is invaded by aliens (or something). Of course you’ll have to face all complications that come with running an underground town 😛
Also, this is written in C++, which increases my LD-language counter to three languages. Also meant I basically spent the entirity of today tossing about trying to get basic OpenGL to work…
Anyway, see you all tomorrow, when hopefully this game will have been submitted!
antonijn (@antonijnb is you were wondering. Not that you were, but there you are anyway)
PARTY BUG IS THE ONLY DUDE KEEPING ME SANE RIGHT NOW. Me and him are chilling and dancing in my room. Then I suddenly realised it will be very visible on the timelapse at the end of all this… ahah oh well. Anyway saw some awesome shit today nice one guys!
more party bugs tomorrow I think:)
SEN0R DIABL0
I got to bed just as the theme for the LD was announced. So I had the night to let my sleeping brain mull it over. I decided to make a sort of soft procedural art style thing using Unreal (which I’m getting to grips with a bit right now). So most of today has been spent doing 3D art and/or messing with particles and materials. Tomorrow will see the core mechanic (which will become apparent if you watch the video and see the “ping”) emerge (or not) and hopefully give me a chance to try out some behavior tree stuff.
Also used DroneFX a procedural ambient music generator for the music today, but that was kind of automated
luckily it fits well with what I wanted.
Got some sleep and am ready to go again!
A lot of people are posting interesting concept art and even finished games already so the pressure is on.
I still don’t know how people manage to film an entire season of Game of Thrones in one day but they seem very eager to tell us about it in their blog posts (with helpful links of course, and viruses)
As promised yesterday, first order of the day are a few screenshots and by mid-day hopefully a playable prototype.
Taking this opportunity to improve my pixel-art and test an experimental HaxeFlixel framework. In particular, i’m testing hscript for writing all the game code at runtime. Press the ‘/@ key for the HaxeFlixel debugger. I’m using a lot of references so feel i’m sailing too close to the compo rules, hence the Jam entry. @cwkx
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=26001

Really, all I’ve got right now in the game is depth… not much gameplay besides that. It’s a good irony.
I’m always blown away by the art that some of my competitors are able to come up with. I’m looking at some posts as I take a dinner break, and just like last time I’m totally blown away by some of the eye-grabbing screenshots on just the first page or two.
I guess any skill you don’t have feels like magic to you, I’m very impressed.
Don’t get me wrong, now – I still plan take on the competition! I just better hope to do it on the strength of a fun physical mechanic.
Good luck everyone, I can’t wait to try some of these beautiful games.
First post!
I’m using game maker to create a sort of ‘death worm’ esque game, with an underground robot drilling about, inspired in part by gurren lagann
Good progress so far. Terrain generation and basic movement are in, and the main character has been designed. I need to work a bit more on visuals, but plan on finishing basic gameplay first
My first Ludum Dare and the first Game Jam i do together with my wife.
We started late, around 2pm CEST (8am EDT) because we had a hard week and needed some sleep. We came up with an idea very quickly, a quite small one (around 10 mins playtime). I don’t go into the details because that would spoil too much, but basically you are at Mars Station 23, an underground recreation facility on mars.
My wife does pixel art for the first time, isn’t even an artist but did a hell of a job! See for yourself:
Tools:
After 18 hours into the race we have the mechanics ready and most of the characters.
Now we’ll get some hours of sleep and do the environments, levels and the story scripting after that.
I’m pretty confident that we’ll get everything set until 8pm CEST (2pm EDT), would be a primer in a gamejam for me ![]()
It’s all quiet for Cptalbertwesker… or it usually is these days, unfortunately I never find the time to write up posts as I’m usually a bit too caught up trying to track down a bug or draw something, or all the things a LD’er has fun doing.
Which is a shame, cause I’ve had some awesome food today! For any of you without eggs in your fridge, I recommend waffles made with bananas instead; they’re super yummy.
Another recommendation, if you like the taste of lentils or peas, and have never tried it, get some Pease Pudding if you can find it anywhere, and have it in a sandwich with some bacon or ham, it’s heavenly!
Enough about food, what about my game!!! Well actually for once it’s all going pretty well, which scares me somewhat, sure there’s a bug that I’m currently choosing to ignore, but I’ll get to it eventually right? Here’s a sneaky peak at my game in progress;
I do usually love to come up with ridiculously unique concepts that don’t really work as a game but take a surprising turn on the theme, this time round it’s not very original, and isn’t a particularly fun game, but it’s cute, and I fell in love with it, though the screenshot makes it look very brown… it does get all bright and colourful, I promise!
Hopefully it doesn’t go belly up after my nap, and things continue as swimmingly as they currently are, I’m signing off for hopefully only a couple of hours, good luck to those still powering through, there’s some terrific looking games in progress, and I can’t wait to play them! I tend to realise I need a bit of a nap when I am half way through doing something and suddenly forget what I’m doing!
So I didn’t say anything earlier, but I am participating, using Love2D
Here is a picture
I click somewhere and it makes a target there. The blue rectangle dudes run to the location and then dig or place explosives until they reach it.
Then I collect the resources, which will theoretically allow me to make more dudes.
GAH. I CAN’T DO THE THINGS FAST ENOUGH.
I saw The Hobbit a couple of days ago and i got inspired by it. My game is a Dwarven Kingdom Simulator, you are beneath the mountain and you have to collect gold from the mines and defend yourself agains the dragon.
Dragons will become stronger based on ammount and type of units, level of buildings and gold reserve.
Beneath the Mountain
A few hours in Javascript and I have the core mechanics for a game. Players take turns picking a depth they want want to submerge in the structure (I’m thinking an organization with more “themed” names like management, tactics, automation etc for a specific themed org).
The deeper you go the more points you get. You can “undermine” someone 2 levels above you — taking their points and denying them anything.
But if you pick the deepest, the opponent can pick the top level and influence the organization from the top; scoring a point for themselves.
You could play this with dice, too.
I’ll add instructional text and a score counter next.
After more than 12 hours of intense work, it’s time to sleep.
We’re pretty happy of what we’ve done so far. I guess we’re on schedule to achieve what we want to do.
To sum up, we manage to make a platformer with :
– A hero who can move, jump and attack
– A basic IA chasing the hero if he is at range
– The premice of a procedural dongeon
– The art and animation of the main character
– A first version of the main theme of the game
The next step is :
– To achieve the procedural dongeon
– To create real ennemies
– To complete and integrate the art of the game
– To begin the UI and the upgrading system
A lot of work is still left to be done 
Have a good night and see ya tomorrow !
So, here’s a second status update from me. As I’ve mentioned in my first post, this is the first time ever I am participating in Ludum Dare. I haven’t really been as focused as I would have liked. I have had to handle some things throughout the day, which have had an impact on my productivity. I am trying to remake a specific level of the turtles game for the NES (the one where they swim to reach the dam) – however it’s looking more like a Flappy Bird clone.
Anyway, here’s a screenshot.
Still untitled. Melissa and I (otherwise known as Future Proof Games) are making a game about a cat that helps to heal an ailing ruin from a nasty infection.
There’s jumping and some simple but cool particle effects.
My pitch is you have to manage hell beneath the surface and plot humnity destruction before the armageddon.
Good Night
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My first prototype with the nine cricle
my prototype a little btter
i wanted to work on the tech tree
finishing the tech tree
esthetic adding (joking)
the et cartridges where found i had to add an easter egg
Armagggedon is coming from beneath
DDDDMDDMMM is a simple typing game. Birthed from the likes of Nintendo’s Game & Watch Manhole and those ridiculously stressful blinking platforms from Donkey Kong Country, DDDDMDDMMM sees the players tasked with guiding their little goblins and ogre minions to the other side of the screen without any accidental deaths.
Goblins are the little green guys. They’re super fast and run to the right. Ogres are quite large and quite slow and go to the left.
Power is used to activate the manhole covers. These last for about three seconds before deactivating. Power is given as needed based on minions on screen. This was done to prevent people with mechanical keyboards spamming keys. Note that the power also only goes to 10 (10 fingers).



I’d say that this is going fairly well. My game is now technically playable. I’ve been messing with some new audio tools and I’m liking the results I am seeing so far. My artist is currently working on some nice assets for me to pop in as well. Still so much work to be done!
https://dl.dropboxusercontent.com/u/14192382/ldmanhole/index.html
Well.. I drank about a two liters of coffee 😀 I srsly dying now 😀 My brain don’t working anymore. And there is a LOT of work on my game..
I am so tired X-P
But… I NEVER GIVE UP 😀
No game name yet. I decided to use this as an opportunity to go out of my comfort zone and do something in Unity again. I actually managed to get all the game mechanics coded today except an ending and a title screen, so tomorrow will be mostly spent on graphics 😀
You have to find a treasure hidden somewhere among some strange ruins at the bottom of the sea, while avoiding hostile creatures that don’t like you intruding on their waters.

While not as productive as I would of liked, I’m still on target. I don’t really have too much to show yet but here is what I have.
I’m working on a light submarine simulator where it is your goal to evade the enemy while trying to reach the end of the level. Drawing alot of inspiration from the Silent Hunter games.
I HAVE FINISHED MY GAME. Kind of early, in fact.
Anyvays, here’s the link : http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=9926
Enjoy this example of our job. A lot of work ahead
Video on Vine
Image
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Who needs a flashlight when you have muzzle flashes?
Now that the player has a shotgun, I’ve gotten all the player mechanics I need into the game, along with some bitcrunched digitized sound-effects. Now all I have to do is make levels, put in some monsters to chase you through the caves, and make some chiptune with my GameBoy color and LSDJ. Hopefully another day will be enough.
No doubt, my wish have become reality, and I was able to overcome Hackfield! Sadly I’m not so great at designing puzzles, and it may kill the gameplay, but I’m sure you’ll enjoy the concept.
Dark story without any further explanation, arcade- and 8bit-style design, and the idea of finish a level as shooting a beam out of space. I must say I’m pretty satisfied.
At this point, I worked an incredible amount on this game – 23 hours, and actually with a little, almost without stop! I even worry a bit of what’s waiting for after the end of the event. The most amazing fact is that actually I was tired already when I planned the idea itself, during the first hour of the announcement – and though, I was able to plan this game so carefull that finally everything went OK. But ssssh, that’s gonna be explained in the Post-mortem!!!
Now I have only the creative work left. Almost no bugs, most of the features are added, and I’m not even planning of adding any other ingame stuff. Intermissions, text stuff, level design, playtesting, sound effect – these type of thing are left at the moment.
I was literally a zombie during the last 23 hours, not even talking about the days before, so I’m seriously and undoubtedly surprsied, how could I provide this level of performance, which is absolutely not typical from me. Anyway, you’re gonna know about that during the rating!
Thanks for keeping the soul within me on Twiter!!
– Katamori
Tags: the last beacon
I added optional booty to increase your score. This makes the game more challenging for those who want to do a little more. The game is so much more fun with that. I also added crabs, they carry objects around and you can steal whatever they are carrying.

Crabs and diamonds make plunder yer booty loads more fun
Try out the game here
It’s an almost fully working game, only a few bits to add and change now!
Here’s a quick preview of what I’ve got so far:
Things I still need to do:
Remember! I’m streaming the whole thing on Twitch, so if you follow me now you can watch me when I wake up tomorrow morning! http://twitch.tv/TomboFry
So today’s running to an end. I could go burning the midnight oil again, but I think I should rest up to finish tomorrow off strong. There’s one major bit of functionality left to go, and a few minor things to make the game actually a… well, game.
Things done:
Things I HAVE to do:
Things I might do:
I’m probably forgetting stuff… It always happens. Next time I do one of these, I’m definitely going to aim for a lower scope of game. I’m probably not going to have something solid by the end, but I hope it’s something I can expand on after the competition.
A couple progress shots:


Finished the music (tho not entirely sure it all fits the visuals), the title screen and set up the shell for the rest of the game which will get added tonight and tomorrow. So far things are going smoothly and I am definitely feeling more confident with my mediocre game development skills. That’s all for tonight, but here’s a sneak peak at the intro till tomorrow: delve

Ludum Dare Compo progress.
Here’s a game about being in a bunker. Going for realism.
Third update! As always, my (unnamed) game is playable here.
Big news! I now have :

This screenshot was taken in debug mode :-)
I lost a good amount of time trying to get inspiration for sound effects on the Internet and failing to reproduce them with sfxr. Then I reactivated my brain, Audacity, and it all went well in the end.
Unfortunately, I still lack:
Anyway, I had a lot of fun today, even if I worked a little bit less than last time, partly beacause of a lack of motivation. But that will not be enough to stop me! (I hope)
So, after starting 12 hours late, I got something alright done.
General movement mechanics are done, tiles are done, map editor is done, collisions are done, losing the game is done.
All that needs to be done now is a basic text box that tells you what’s actually going on, perhaps some menus of some description, finishing the music, and some more object & level design.
The game is generally focused on exploration – you control a robot to explore caves to find different treasures, evading touching the walls.As you continue to explore, the music should progress in complexity, as should the caves, which should gradually become harder to navigate. The further you get from the initial start point, the larger your score should get.
I’ve considered doing a proper event system & plugin loader, so you can expand upon the game fairly easily. I’ve done similar things before, so it shouldn’t be too hard to implement.
Well, I have another free day tomorrow, so it should be fairly easy to get most of that done in time.

Well, I’m slowly getting there. I got the enemies moving, changing directions, and not going past waypoints. Collision detection between the enemies and player too way to freakin’ long to set up though. Collision between two Character Controllers in Unity shouldn’t be as convoluted as it is. Just have to chalk this one up to inexperience. (Just started learning Unity two weeks ago.) But now it’s time for a nap. Going to add shooting, death, and variable zombie speed when I get up. Then it’s on to sound/music, extra levels, and then what ever else I have time for. Assuming I have time for any of it haha.
Well, it’s getting late, so I’m going to bed. I just reached the point where what I’ve done can (barely) be considered a game. You’re an orca, swimming beneath the surface, and the goal is to jump, land on floes, and catch seals.
Of course, I planned the game to be better (wanted preys to flee, wanted to add fishs, etc…), but you know how hours flies!
Can be downloaded here.

No idea if I’ll find time to code some more sunday.
Um, sort of, anyway. 23 and half hours. Close enough. I have a playable demo of my game! Yay!

The main character is the grumpy one.
What do you think of my interpretation of “beneath the surface”?
Tags: demo
Struggling a little with this one, but I purposely tried to pick a game that I had no idea how to make so it will be a learning experience no matter what.
Trying to make a game focused on drowning. The idea being that you tread water and hold your breath and just try to survive as long as possible Trying for a more somber and serious approach vs being arcade-y and having pickups and powerups.
Struggled a lot last night with tech issues so not as far along in terms of art and polish as I’d like but that’s for tonight, as well as more mechanics and gameplay – to try to find the fun/skill/challenge.

Tread water, and hope.
Will be streaming in a few minutes over here: http://www.twitch.tv/georgebroussard if you want to check in over the rest of the weekend.
Hi guys
I decided to go with Unity this time and because it is my first time with it my game is nothing complex.
In fact here it is:
You have to go around and eat stuff to grow.
You can try it here: http://ld29.epicworks.eu/valentin/BeneathTheSurface/BeneathTheSurface.html
Please let me know what you think and give your ideas about what can I do from here.
Thanks in advance!
Not 24h straight, mind you, just 24h since LD started! In these hours there are included hours of trying to figure out the idea, drawing attempts, many hours of sleep and even more time than I’d like to admit coming up with a name. So, I give you:
DARKVISIONS
The game: it will be a horror platformer, inspired by cinematic platformers like Oddworld and Heart of Darkness. The twist being that there are enemies and items lurking in a parallel evil dimension, and there will be ways to trigger the crossing of those dimensions!
Going against all jam reasoning, I’m trying to keep the code clean and slightely reusable so that it may come useful later on when I add some enemies. Still, that means not much tangible progress to show off. So far, basic movement and ledge grabbing (ledge climbing pending):
Also, some shoddy programmer-drawn concept art!
So, day one is over for me, and I’m pretty happy with how it has come out to be.
I’ve made a little video to show the progress. Click here to watch it.
To wrap things up, it’s been a pretty good day for me. As I said in my previous posts, this is the first actual time in which I try to make a 3D game with GameMaker, and it’s been.. Better than expected 😛
I’ll be livestreaming tomorrow here, so feel free to ask me anything.
Anyway, see you all and, again, good luck!
Tags: LD #29
Hey there!
Fourth LD Jam for us and as usual, I spent most of the first day stressing out about which game I wanted to make. :/
After hours and hours of discussion, me and my girlfriend decided to interpret the surface as a human’s exterior body and make a game about an antibiotic warrior on a mission to destroy every bacteria present inside some guy’s blood!
I think it’s gonna be a sidescroller shooter but that’s still up for debate… but in any case expect lots of different power-ups and enemies! 
First thing I’m gonna do tomorrow is adding some parallax effect to the background to make it look like the blood flow inside a vein…
We’re developing the game with my usual Game Maker+Graphics Gale combo!
This time I’m glad there’s no levels to design so I can focus to make the gameplay fun and put as much bells and whistles as I can! It’s probably going to be a very simple game but that’s fine too 
Thank you for reading, see ya!
I know LD #29 has already started, but I didn’t have time before it started to write my triannual “What I learned” post.
So, to recap, last LD I did not finish my game, Naught. This was very disappointing to me, and I’ve been good on my path so far this time to not replicate it.

I am coming in late to this party but am going to go for it anyways.
Here are my tools:
Gimp, Bfxr, Sublime Text, GCC, SDL2
And I’m off…
This Team Shibui engulfed by insanity.
Okay so:
So I’ve done a bunch of coding (just like last time) and again nothing to show for it. I’ve completely upgraded how I do level loading from how I did it in One Jump and this year’s entry will have a much more customizable level (if you try to hack the jar like I know someone did last time 😛 ). While promoting usability, this feature also makes it easier to build the level since all it takes to make a change is to change a file or two and the updates can be seen almost immediately.
So… 24 hours down, here’s what’s accomplished:
Things left to do:
So.. yea… the next 48 is gonna be fun. (And hopefully I’ll have some screenshots to post by then.. 😛 )
Hi All,
I’m calling it a day today, but to play with what I’ve got so far, go here: http://tinyurl.com/kcq5za7
It’s got 4-player local multiplayer, but not a full game loop yet.
Let me know if you have any feedback!
Tomorrow, I’ll put in more obstacles like buildings, hover cars, missiles, etc. Plus going into the earth!
Best,
– EricI’d recommend everyone to make a schedule, to juice the most out of the crunch hours!
Here’s mine, and it ends earlier due to a deadline for the real-world gathering I’m at in Sweden.
Good luck everyone!!
https://docs.google.com/spreadsheets/d/10oAkCLIurQNvtzmLvsIwktRUGTVY6qSUmFsGSJKKzJc/edit?usp=sharing
I am really enjoying my progress with my game so far! Since I don’t know how to make smancy .gifs like the people who are more talented devs than me, I will post some pictures!

The player

An enemy

An enemy preparing to shoot

Frame from attacking animation

Screenshot from the game
Just a few more things to do for the enemy’s behavior and then I can get some serious level-building/random polishing in for tomorrow!

How inappropriate to call this planet Earth when it is quite clearly Ocean.
-Arthur C. Clarke
Bed time! But I’ve gotten some more life into my little pond of a game. It was a bit of a struggle to get Unity 2D and iTween to play nice together… but I seem to have gotten the hang of it and have little koi like fish swimming along paths. Tomorrow I’ll add the player… and hopefully by then I’ve figured out exactly what the point will be.

The game almost has a better look with the gif distortions and color limitations…
2 Days before the end of the LD29, here come the first release of the SNJ latest production : QP. QP inc got some oil leak around the world, can you fix it? Try our first unpolished release. The gameplay is almost complete. And we are proud to show you our first playable release.
Try to fix the leak by using the leak cap using que up, down, left and right arrow. Once you reach the bottom, complete the alignment by pressing the space bar.
Well we’ve had a good first day of work. Still will be going for awhile but I thought I would stop and give a quick report.
Unreal engine, while powerful, does add a extra layer of complexity that can slow you down. We had some issues with level creation, and some ai bugs, but we are starting to get a handle of them.
For our game we decided to take you into a underground bunker for a important mission, use the finest of quad copters.
still have a ways to go, but things are looking up.
Happy coding everyone
Hey all!
I’m back with another development GIF (also in the development gallery):

What’s going on here is, well, the actual theme in action (Beneath the Surface)! Once I replace the placeholder textures, it’ll make a lot more sense. Hopefully.
What’s not seen on the screen is that I have a full level management system in place behind this, so I can rapidly add new environments simply by specifying a few values through a simple editor component. Honestly, I should probably have left this systems/polish step until after I had some, y’know, gameplay…But I’m hoping that, with the frameworks I’ve added and the refactoring I’ve done, the gameplay will be fairly quick to add.
By the way, I’d show my bugs and stuff too, except that 90% of them are seizure-inducing with the placeholder textures. There have been a lot of issues, so don’t get discouraged that I’m only showing my successful milestones!
(just realized there’s 24 hours left)
So I’ve finally given in and put my frozen pizzas in the oven, so I’ll write while I wait for them to cook.
I’ve spent the last few hours modeling. Checklist:
Models – 50-70%
Music – Done (I used a generator to make 10 tracks)
Textures – Almost done, I can reuse most for rest of models
Basic mechanics – Done
Actual game/objective – NOT STARTED O_O
Story – SKETCHES BUT NOT STARTED AAAAAAAAH
I think I’ll definitely be able to finish, considering I have nothing else to do this weekend and I’ve decided that making fun videogames for an internet challenge is a higher priority than my homework.
Hello everyone!! I am very excited about Ludum Dare, while am not sure am going to be able to finish, I am gonna try!
The game is called Polly wants a cracker!
Its about a parrot
That is traveling in a ship that is carrying a zoo, Pollymerus the First (Polly) has always dreamt of being a pirate, so he decides to hijack the ship, to do this, he will set loose all the animal in the ship.
The game is a platformer where you can only glide a little bit (since polly can’t really fly), and use your acrobatic parrot skills to move around without calling people attention or waking up the dangerous animals.
Target is finishing at least 1 level.
Using:
Unreal Engine 4
Pain.met
Audacity
Already got the platformer ortographic done in the engine, and also got importing sprites, animated sprites and starting with the mechanics programming!
😀
Quick update: I’ve added different ‘cube’ types for the player to interact with. Stone cannot be moved through, quicksand slows you down, and plain ol’ dirt may contain special items. Back to work I go…

Progress Thus Far on Doug Diggz
Yes. Tactical Military Dolphin Wrecking Insanity indeed.
This is my first Ludum Dare and i’ll be joining the “light” Jam for i have no stomach for the Compo.
Delph Ops is an Arcade Bullet Hell. You control a torpedo-launcher-equiped dolphin. A lone soldier in the fight against countless waves (WAVES CAUSE WE’RE IN THE SEA) of enemy ships and submarines.
The best way to explain the mechanics is: Ecco the Dolphin meets Luftrausers. Needless to say, both games are my main inspirations for this one.
You control the Dolphin hero with WASD/Arrows and shoot your torpedos by pointing and clicking. The Torpedos have a small delay and arc, so targeting must be done with timing.
Just like in Ecco, you can perform a leap to the surface that gets stronger the faster you move. Performing a leap is required in order to take down Ships and, in case there is any time left, blimps!
You die with a single hit. Also, hitting ships straightforward will kill you. Enemies have varying HP.
Now i’m doing the intro menu before i forget and/or get way too desperate.
Hope you folks like it! I’ll be posting it this sunday afternoon @GMT-3 ( Brazil )
Programming after 40 Minutes!
Most of the Game is Complete (I Only Started today so My game is Not Gonna be the Greatest But its something)


Alot more to be added I Have a Long day Ahead of me
Back to Programming!
(The Timelapse video will be uploaded after the Ludum Dare)
I’m feeling pretty good about my game! I’m working on a boss or mini-boss right now.
He makes stuff fall from the ceiling
And throws potatos at you that will be turned into rocks once I feel like doing so.
After I finish this boss, I’ll be going back to my other levels to polish things up in them and finish what I didn’t do, then I will add in a few more levels to the game and finish it up tomorrow!
Phew… It took me way more than it should have, but all the assets for the environment are now done. Now it’s time for some level design and scripting… But first, I need to get some sleep.
Here are the results:


If you’d like to read more about the game, you can find more info here.
my game is becoming a jumbled nightmare and I dont even have core gameplay in yet, Im not here trying to be the most leet programmer in the compo, I just do these for fun.
Now I can put up with a lot of pain and headace and hard thinking, but this is not turning out fun for me. Therefore I am going to start over with a simple minesweeper game written in Applesoft Basic for the apple II.
Its not the most inspired thing ever I know, but it will allow me to have some fun, while still being able to turn something in.
Tags: fun
My entry will be a bit like Twitch Plays Pokémon but with a duck. Thus the very inspired title.
You enter chat commands and the duck moves. If you and all your friends and the friends of your friends play the game together, the duck will move a lot and my server will explode! Sooo… I guess this is the challenge?
You can test the stuff RIGHT HERE!
Well, since it’s really too late for anyone to take my incredibly terrible idea, I might as well reveal it in an ill-fated attempt to get some hype going.
Alright, who here has ever played Eversion. Because I’m toooooooootally not just ripping that off </sarcasm>. So yeah, here’s a screenshot of the happy peaceful world (the only one which I currently have all the graphics for):

TOOOOOOOTALLY NOT RIPPING OFF EVERSION PEOPLE.
Just so you know the name of the game (in case you care how this turns out), it’s “Kyle’s Dreamland”. Yes. I’m ripping off Kirby too. So sue me. It’d be appreciated if you followed me on Twitter at https://twitter.com/Gravity_Games, where I give updates around every hour (usually…). Don’t be shy to comment, I love constructive criticism, even when it’s negative! Good luck to everyone else!