It’s Sheepy, the master of sheep and islands.

He does not give a f*ck about anything.

He does not give a f*ck about anything.
Ok after being burnt out for a while I am ready for the last push going to finish up some terrain models then try to fix the problems in my last post remeber early version can be played here:http://gamejolt.com/games/rpg/ld30-untitled/32936/
And after 7 hours of sleep, I’m back with the writing. Yesterday I got a pretty good chunk done, as well as worked on the style (no ugly Sugarcane for me). I kind of like what I got to:

Needs some more padding though I guess.
Today I’m going to finish linking all parts together ( so that the story is playable from beginning to end), and then whatever time I’ve left will be spent on trying to make the game as fun/interesting/whatever as possible.
But first I must have breakfast.
A planet randomly generated using Perlin noise. Not sure where to go from here, but it’s some form of progress. At the moment it’s just a height map, so I might add in temperature and biomes or non-earth-like planets.
I decided to carry on and submit for the jam, this really is one of the best communities around.
Ok, time to start the second day – and a quick status post.
First of all, I will be submitting this entry to the jam as I’m working together with a Friend who’s doing all the music and sfx for me (I suck at music, so without him it would be a very quiet game, now instead I get some awesome 8-bit oldschool tunes).
I’m working on an action 2d-platformer. Quite ambitious idea, so where I decided to scope down was the graphics (squares with eyes).
You start out quite weak, and then have to upgrade your character. And almost everything can be upgradeable. At least – that’s still the plan.
Here is page one of my design document.

Game Design Document
And here is an ingame screenshot. Doesn’t look very exciting yet as I still have a lot of polish to do.
Lucky for me it looks much better in action =)
Now back to the code!
We welcomed the second day of development. Today we plan to accomplish so many things including a completely working interface, mining, minimap and so on.
You can watch our development at http://www.twitch.tv/dinoemirikol
Good luck everyone!
I’ve added things. Here’s a video of the first 8 levels: LINK (opens in new tab)
Opinion? Any name suggestions? I really need a name for it.
I don’t even know where I’m going with my game anymore.
I got a working general mechanic now but I don’t know what gameplay I can make with it. :c
I think the game is not fun enough… It lacks something. If you guys have ideas, let me know.
Basically, you’re controlling a “molecule” around in space and the goal is to become the biggest by absorbing other smaller molecules.
However be cautious of the other bigger molecules as they can absorb you.
Here’s a few screenshots of the progress so far :
Possibility to have a 8 bit shader for oldschool sake

Here’s some in-game screenshot (possibility to zoom in / out) when you get smaller / bigger
Pause menu
You win when you’re the biggest
Basically I’ve put in some textfields and textareas so that’s some epic progress. The real fun will come when the decision mechanic is implemented. Until then, check out this amazing GIF:

Hi errebodeh,
Over here there’s a team of three sisters working on a platformer. The idea is that there’s one of those boards with a wooden frame around it that can flip, so that one side is a whiteboard and the other side is a blackboard. Then you play as a drawing that can swap between boards as you like and you…you do cool platformy stuff. Currently we’ve only got programmer art as placeholder graphics, but I’m hoping that the artist of the bunch can come through and make everything nicer-looking. So here we have le whiteboard with blue marker floors, and le (green apparently) blackboard with chalk floors. We hope to add enemies and stuff, but so far the coolness is limited to platforms that only exist in one side but not the other.
It’s currently missing things like its actual button labels like “play” and “back” in the menus, but it’s technically playable (albeit buggy) and you can reach the end where you see an unfinished credits screen. So that’s been fun.
This work (idea and everything) started about twelve hours before this post, since before that we were all doing stuff, so I’d say this is real progress.
Mkay bye.
11am in France

Since heavily story-focused games were our speciality up until now, here’s a little peek of a traditionnal use of RenPy : a background (sketchy for the moment), a textbox and a bunny sprite. But well, the opportunity is just too good for us not to experiment a few innovations. Expect some interesting things in the final version ~
Meanwhile, still trying to write something that makes sense. With stuffed animals, philosphy and scary trees. Let’s refill the cup of coffee, shall we ?
https://dl.dropboxusercontent.com/u/134125652/LD30/Test1/index.html
It’s playable! Not good, but playable nonetheless.
Mygame’s sort of fun now (except for the lack of levels). Basicly, he player was born with a special ability. He/she could move out of his/her body into the Shadow World. Using this you can influence you’re surroundings. One day, the government finds out and they send people to your house to imprison you. You must use your powers to escape from them. You can’t attack anybody, so you can’t be seen. You can do this by sneaking around them, or using your powers to attract the guards and then sneak past.
Ugh…30 hours of work gives us….a rather simple-looking, extremely complicated, unplayable mess 
After spending 7 hours on debugging core engine features, notably collision scripts, I am considering a complete rewrite.
Is there a game in there? Maybe!!!
Well day two has come to an end and I was able to get a bit more done to the game. I added the lost souls into the game so they are randomly spawning in hell and collectible. I also added a game over screen that tells you how many souls you saved and allows the game to be reset.
Left to complete:
Know issues:
As always the current web build is here:LudumDare30Ver2
I have a very short day tomorrow so I am not sure I will be able to get all of the items complete by turn in, but I will do my best. At a minimum there will be a playable game, it just might be missing art/music.
Izzy
Make sure to link up with my social media!
So I’ve got to work at the day job the rest of the weekend, so I aimed for something simple! Check it out! http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=7425
Mid – second day of our Ludum Dare 30 Jam entry development and I’m pretty satisfied with our progress. We chosed a 2D island game with simple mechanic and found a interesting piece of music on freesound.org that determined that our game is going to be more of a relaxation kind.
Anyway this is our first screenshot teaser:
Here we have our “scrum” project progress board. It is pretty incomplete and yes you can say we just wanted to procrastinate and draw some stuff on board :). In case that the language seems familiar to you but you don’t fully recognize it, its Czechenglish 😉
And here are our workplaces. You can pretty easily recognize which is mine and which is mine girlfriends who’s doing all the art. And I mean not just by the programs on the screen
Pff, girls and their sense of order 😀

find the fapnapkin.. oh I mean, Waldo.
Allright, we’re going back to work. If everything works out fine, you’ll be having short relaxation click/touch game with pretty graphics. That’s enough for us and hopefully also for you.
Due to the fact that I’m running super-late (all my estimations were wrong), I’ve not been blogging that much, nor have I been keeping track of what other people are doing (which is too bad, that’s one of my favorite parts).
Hopefully, today will go a little better.
Anyway, here’s the latest screenshot… It shows a trade route:
Now to make the related property box, to edit the type of route and the number of ships in it
Done: The storyboarding system is just about figured out, some pixel art, some decent physics, most of the planning game mechanics and a few ideas for puzzles.
Need to finish the past/present transitions, the story, lots of graphics, all the sound effects, and some music. A lot to do.
I’ve decided to go with Hexels for the graphics, since the results are kinda nice even if you’re as terrible at drawing as I am. Needless to say, this game is not going to look very detailed.
Did you know the number in the name “LD48″ is actually the number of minutes?
You can’t do it, they said.
There’s not enough time, they said.
Not enough time for what, I said.
You can’t make even a minutely good game in an hour, they said.
I smirked. Who said it had to be good?
My game is almost finished.
There is some work to be done on color scheme and making the game more theme appropriate.
Try it: Unity-on-Dropbox
TRACK ON SOUNDCLOUD Made this track in one hour, proud of myself as heck. Here's screenshot, by the way.
Time for a fresh start, story design, music making, sfx picking and a lot of manual work introducing the strings into the game 😀

Obligatory breakfast pic

So I’m pretty much done, all I have left to do tomorrow is
1. Record some simple sound effects
2. Somehow put together some simple looping music tracks
3. Create a “Help” overlay that has arrows pointing to what each thing is
I’m pretty happy with how this has turned out, there are still a few bugs that are just annoying that I want to try and get to, but it’s actually a functioning game! Here’s a couple of really low quality gifs. One huge thing I’ve learned from this LD is that my PC is really due for a RAM upgrade.
We now have some cool camera controls set up. Players will see different things depending on their state and the state of the world. For now it’s 4 player split screen, but hopefully we’ll be able to pull off a huge stunt, and actually get networking in soon.
There was too much stuff going on this weekend and I also got off to a very sluggish start, so my game isn’t in great shape right now. Definitely won’t be ready for the 48hr deadline, but I’ll see what I can get done in time for the jam.
It’s some sort of gladiator vs slime thing, with the Connected Worlds elements only barely implemented at this point. No title, no title screen, no sound (as usual). But it does have little birds circling in the sky! Lots of time has been spent on the camera, which is still a bit glitchy.
I’m also using Unity’s standard ThirdPersonController script. It’s shocking just how terrible it is. I can’t believe it’s provided as an ‘official’ asset. The code is a mess in so many ways — I was sorely tempted to start cleaning it up but the clock was ticking.

This entry was posted on Sunday, August 24th, 2014 at 7:04 am and is filed under LD #30. 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.
Today we worked on the story, writing, sprites, and integrating all of them with the programming (lots of bugs!). This idea is a lot more ambitious than I thought it would be. I’ll probably have to cut some things to get this finished in time, but either way I’ll also probably take the time to polish it more afterward. Just trying to make enough content during this particular weekend is hard already. So we’ll see how things go. For now, here’s a screen showing the main characters of this tale:

I had some problems because of collisions (and i had always some little bug) but the collisions work !
https://www.dropbox.com/s/vwa2b2q3cq5z6g3/launch.jar?dl=0
Now, I will create contents (graphics, maps and music). I hope I have time !
just a little screenshot from menu of my game ![]()

So, I finally started my favorite part of any game jams – the music! As the main game character is a wizard-monk-hood-guy and it’s overall very catacomb-y, I wanted the music to be somewhat “church-y”? Is that a word? Anyway, here’s the WIP track, please let me know what you think of it. ![]()
https://soundcloud.com/themanabreak/wip-music-ld30
Tags: music
https://dl.dropboxusercontent.com/u/134125652/LD30/Test2/index.html
There’s a lot of random factors involved, but this far in the competition, this is all I can afford in terms of depth.
it seems that my game is going comedy O_o
Elementals are done!

This game is starting to feel abstract. I got about 10 hours left so I decided to work on simple enemies. Yes, he is not your friend. YOU LOST YOUR EX TO THIS GUY!!! But for some reason he is out to get ya!!! Run Ian Run!
Tags: #ianSync, gamemaker, kidando, platformer
Good morning everyone! Second day and getting psyched at seeing what I managed to do yesterday! Also dealing with some of the wreckage of stupid late-night decisions, but that’s nothing new for my Sunday mornings :).

Now i have to finish The Great Marmuk, make a final quest dialogues, then – puzzles, then – music and sound.
P.S. Ludum Dare, you really look better and better from year to year!
Hello, and it’s time for another good morning post. And yes, those pancakes were really good.
So, yesterday I spent waaay too much time on not important stuff – i.e. transitions in Twine not behaving the same way in Firefox as in Chrome. So for now, only the last one works as expected. I also spent a lot of time on researching what can be done using Twine – and while I can see that a lot of things can be easily customized, it seems that when it comes to using extensive JavaScript, my options are either limited or implementing some stuff requires hacking the output html or just isn’t straightforward. I have to stick to a general flow of IF genre, which kinda is a bummer, but better this than nothing.
Also, I wanted to have some kind of story completed by the end of the day, but it’s far from it, actually.
It turns out it’s not that easy to create a compelling story in English, even if I feel I know the language pretty well. It’s probably because I didn’t really read that many books in that language and I lack practice when it comes to writing stories in language other than my own.
But hey, I’m not giving up – which means that today will be a little intense for me. I did acquire some respect for all the Twine authors out there, and got some interesting ideas for my own text engine (if I ever come up with one), so while I cannot aim for high notes with my game, I hope it will at least be entertaining.
We kept working until 1am yesterday and have been able to implement a lot of stuff.
Toon made some new Graphics, gameplay and a whole Level including a bossfight.
In the meantime I worked on animations, conversations and also some graphics.
Next things we will do are finishing the 1st cutscene, adding tutorials, creating a third level and finally making some new Player sprites.
Here is a screenshot of the 2nd Level:
At the moment, it’s more of a tech-demo than a game! … It’s going to be a long night.
Slow progress, but I’m getting closer to have something that is playable (kind of).
Could be definitely worse 
I’m pleased with the map renderer (processing a JSON exported file from tiled), and but the platforming is just OK-ish. I’ve never finished a proper platformer so I’m experimenting too much for a 48 hours competition.
15 hours left!
So I didn’t accomplish much today, but I did finish basic level loading.
My levels are radial in nature, so I had to write a map format and loader so that I could load them.
Next up will be collisions with the player and the grapple movement itself.
Here are a couple of screenshots of my progress so far.

Title Screen

Basic Level
Also, for those of you who missed it (which is pretty much everyone, since I haven’t told anyone yet) this game will be called Fract. It’s supposed to reference the fact that the original world has been fractured and must be reunited.
Of course, I might not get around to actually implementing the other worlds… but it’s from the concept.
And without further ado, good night. Hopefully tomorrow’s more productive than today.
Looking at what I still have to do to make the game playable, and considering the time I’ve already used up, I’ve decided to throw the towel…
I don’t have enough time to finish the game, and even if I can make it playable (which is unlikely), it won’t be balanced or fun.
I really underestimated the UI-making time on this framework I’m using. For really simple stuff it works, but this game is a bit UI-heavy, so it takes me forever to add options and make everything work properly and intuitively… I’ll probably need to review that for the next compo.
The other issue was that I tried making the game more data driven (so that I could have simple load/save mechanisms), by making most of the game logic in Lua… The problem is that I was making the logic in Lua, but the UI in C++, which meant passing data to and from, and that generates a lot of repetitive, error-prone code, besides super-ugly…
Next time, if I want to do something like this, I’ll have to stay either on one world or the other, mixing them doesn’t work that well…
The game itself had some nifty ideas, but it would take me forever to implement and (more importantly) balance it. I’ve never done an economic/political simulator, so this was a big challenge right from the start.
Maybe if I had a better UI framework or done the game fully in C++, it might be possible…
Oh well… Good luck everyone!

Yesterday I did everything I planned. Here are fruits of my work:
Yup. Just basic Tilemap+loading+collision+moving enemies(can’t show it though because the gif creation tools are evil and will refuse to cooperate with me)
Now it’s time for level design and “photorealistic” graphics. Uh, and actual game elements(such as interaction, fighting, and something to do with connected worlds)
I think I’ve done pretty much everything I want to do on my project now – there’s still a bit of time left but all the key mechanics and systems are in place.
Check it out:
Started out answering the question, “what would Scorched Earth be like with orbital mechanics?”
Rapidly degenerated into a realtime shooter because bending attacks around planets is way more fun in realtime.
Enemies and attacks curve around planets’ gravity fields realistically, and you can teleport between them yourself (hence “connected”).
Progress is slower than I’d like , but this is my first time using C++ in a project.
Yesterday I got movement + shooting done, as well as a main menu and some art assets.
this morning I’ve been working on some art for later.

It’s basically an arcade style shooter.
First LD and so I thought I’d better post something to get in the spirit!
My game “4W” is going ok, I have basic mechanics, reasonably happy with the visuals and have sound and music. It’s a ‘physics platformer’ with interconnected worlds, each of which has different physics (only gravity at the moment).
Now just need to make a few levels and a tutorial, then if I have any time left I will add in some extra features…

Play at:
http://gamedevhost.nfshost.com/ld30/game.html
So thanks to a storm knocking my power out for a whole day im just starting to work on my ludum dare game. I originally had a pretty detailed game idea planned out right after the theme was announce , but about 90mins in the power went out.
Unfortunately the only device i had that was still usable/charged was my ipad(for this ld i decided to use unity3d and sadly the unity3d editor doesn’t run on ipad lol) so i had two options i could create my ld game using html5 and my ipad or i could sit and wait … well i decided to sit and wait so here i am. Now i have to come up with a whole new game idea.Lets see how much game dev i can cram together with the time that’s left :/
ps. please forgive any spelling grammar errors, im running on about 3 hours of sleep and i ran out of coffee hours ago >_<

Well, after a wild, wild ordeal, it looks like I’ve finally finished my game. Essentially.
And, by essentially, I mean, I would be OK with submitting it as it is, but I would definitely like to add more. For example, having images would be nice.
My game, which I’ve made with Ren’Py, is a short, story-driven visual novel, with only one choice in it. So, really, calling it a “game” per se might be considered just the slightest bit of a stretch by some people, but, uh…
I’m going to ignore those people.
Right now, though, the VN is all just completely text. I haven’t had the time to begin on any art yet. So, forget the whether-or-not-it’s-a-game debate, because we need to clear the floor for whether-or-not-it’s-even-a-visual-novel debate. Spoilers, it probably isn’t. Maybe I should just call it a text-based game or a text adventure or something, if I can’t free up any time tomorrow to do some art before submitting.
Ah, well, I digress. This is my very second Dare, and I’ve had just amazing amounts of fun working on this little project as I watched thousands of other creative people across the globe work on theirs. May the best games win!
Tags: Ren'Py, Story Driven, text adventure, text-based, Visual Novel, VN
So I’m finally working on the gameplay code. Proper physics, tunnels between worlds, turrets, that kind of stuff.
Those fiery things are portals/tunnels between worlds. When all else fails, you’ll be able to use those to move around obstacles. Posing as a part-time turret, part-time rushed 3D model, we have this supposedly metallic object planted right in front of the camera. It should be able to shoot bullets or something else soon enough, acting as a fearless opponent for the player.
So the game is basically going to be a sightline/stealth puzzle.
So I’ve got the map generation, basic graphics and UI done (current WiP build is here) but I’ve realised that my original plan:
would, if automatically balanced (in so far as I can in the next 14 hours), reduce to “click build and open repeatedly until you win”.

Need to think of a new game mechanic, and fast…
I did not make any progress in like 12 hours. That’s not very good time management. Woke up today feeling horrible, headache is literally killing me. Not ideal.
There’s so much to do. Add actual interface, finish game logic, make music, add sounds, and what worries me the most – level design.
I need a coffee. It’s going to be a very long day.
Some steps have been taken in our team jam now that I cannot go back on. Like drawing a giant hairy testi.. planet. And our game has turned into a terraforming strategy game so I’m excited! The wookie manning the C# is showing some progress as we can now zoom around and grab planets! You’d probably want a face mask or some Reactine before you got close to this planet however:
Yup, definitely some fuzz there. Here’s the sheet I whipped up for organizational needs and some BROGRAMMER assets for him to use while coding:
Peace for now from these Canadians braving Hoth atmospheres for slurpees.
Got my starting screen. This always makes me happy :). Yay for crappy Paint.Net skills!
Tags: LD30, Ren'Py, starting screen
So, when I saw the theme I instantly knew: I must make RPG.
Fired up Eclipse and GIMP yesterday, making, making and making.
No time for map editors – single layered map with awful merged sprites is enough (I will think about graphical improvements in the end) ;p.
Here’s a screenshot of my game, Translation Points. I’ve just exited one of the points into a sort of fiery dimension, and some of the fireballs from this dimension are being sucked back into the point and back into mine.
So i started this LD Jam really excited and everything went good, But now i feel like i am forcing myself into doing this and that is not something i want, I want to do this beacuse its fun not beacuse i have to, I am going to take a break and play some games and maby watch a movie. After that we will see if i continue with my project. If not i will proably keep developing it after LD beacuse i feel its a really good idea and it might become something in the future.
if you want you can check my blog where i hev been uploading some pictures of my progress giantgemstudios.tumblr.com
//.oni
Playable here: http://gamejolt.com/games/rpg/ld30-adventure-of-the-portals/32936/
New featuires:basic AI pathfinding,day night cycles sort of,buildings,start of a shopkeeper system
I started Ludum Dare but knew I wouldn’t have much time. Here’s the run down of the my progress.
I wasn’t sure about the theme, so I just jumped into playing around with a slash type effect. I worked in Unity.
The radius and slash angle can be changed at run time which would be good for different weapons.
I added some very non-physics based movement, with a lot lerping different things. I also animated the slash. The slash speed is also editable at runtime.
I updated the controls so that the facing of the character follows the direction. The controls are also changed to be relative to the camera instead of the player.
2d bill boarded sprite yay. Did not realise you could have a tiling value < 1. The sprite is 16×18 and i grabbed some animated sprite code off the net but it didn’t work for my case. I ended up changing the art asset rather than fixing the bug.
Walking and that was the end of day 1.
My final gif is too big 😀 So here’s a youtube link: http://youtu.be/kMR-a3wVzXU
Finally got HTML5 version up and running on gamejolt, it’s weird with Chrome though but runs fine on firefox on my PC. Now I’m happy and this was a fun LD!
You who still are pumping it, go go go! You can do it! Gonna be fun to play through all the games 
gamejolt.com/games/arcade/sunblaztor/32950/
![]()
Yeah, it’s that time of the development again- COLLISION DETECTION. Everything keeps crashing! D:
Because of this it is likely that I will not finish in time. The collision is working PERFECTLY for the player, although when implemented into other objects such as enemies and bullets, the game just crashes. Don’t you love it when eclipse gives you crash reports that don’t help?
So yep, I may not finish in time, but I won’t stop believing either! 
Good morning. After a bit of sleep (and an hour of oversleeping) I’m back at it. I have finally cracked the case of making the familiar do things. So that makes me pretty much in figuring out the mechanics stage. This should be interesting, especially given the strength of sleepiness. Probably need breakfast, but that will have to wait for the kids to get up.
http://ludum.tarshish.us/ld30/
Oh man, less than a couple of hours to go. Main mechanics are in place, but how many levels can I put together before TIME’S UP!!!! 10 maybe?
Tags: #ianSync, gamemaker, kidando, platformer
Man was I feeling bummed out last night – all my complicated stuff was working fine but I had a ton of minor bugs around which was annoying me to no end. Also the way Unity uses its Setactive-ness is beyond annoying in my opinion. Anyhow I desided to spend 5 hours sleeping, overslept by like 2 hours but I still have 14 hours left.
Not started on assets yet, but I’ve decided that I’m done adding features to what I have thus far. It’s now a decision between what my game can do – and how my game looks. So I gotta choose looks as I think it can do a fair bit 😀
The sleep helped, and I added Income rates into my game. So building a factory won’t just give you flat out money but also an income rate very X amount of time. at the moment this time is every second, but I need to do balancing once i can acutally sit and play my game for a bit.
Happyness now also has this. So the happyness rating is working properly now, apart from balancing. I would have liked to have more factors include this happyness functionality. As at the moment it just leaving refugees (-) and security buildings (+)
I need to rework the code for happyness, it’s pretty messy at the moment.
– Improvement ideas –
First off, you can see my game’s page here or you can skip to just playing the game here.
Hi there! Yes, I am already done with my entry, as I had plans that I knew would occupy nearly all my time Sunday, so I turned in my entry last night. If you’re not done yet… get back to coding! But please read this some other time.
You can read my pre-compo post here. Anyway, here’s how my game MESSNGNR ended up looking:

Concept
In the past week I had been messing with some chromatic aberration code for a non-gaming project. When I heard of the theme of Connected Worlds, I eventually came up with a game (late at night, right before falling asleep) where the red, green, and blue channels were individual worlds that were linked somehow. An object in the blue world might block your progress in the red world, maybe you could switch between worlds, and so on. I jotted down the idea, and while traveling out of town, managed to awkwardly code the basic rendering layer on a fold-out tray in a crowded airplane.
Audio
By far my favorite part of the final product is the audio. Weird, glitchy sounds are a personal favorite of mine, and I think I pulled them off pretty well. I used a variety of speech synthesis programs, mainly eSpeak to generate the voices. I then chopped them up and edited them in Audacity, which even has a built-in DTMF generator that game in handy. I also generated a bunch of noise using it, and varied the volume randomly with code.

Engine
The game is written in Haxe and uses the HaxeFlixel and OpenFL libraries. The core gameplay code is entirely HaxeFlixel, but instead of rendering directly to the screen, the FlxGame class, which is normally the foundation of the rendering code, is entirely invisible. Every frame, a RenderManager class grabs the FlxGame’s pixels and copies the red, green, and blue channels individually to its own displayed BitmapData, plus some error on the X and Y axis (if enabled). The code is a bit messy, but it works pretty well, and I’m happy with the visual style that I achieved.

Shortcomings
Yes, I missed the targeted game by a long shot. The final game never has obstacles in a single channel, never displays multiple channels separately, and is incredibly short with no real ending. For reference, I had planned the game to look something like this when you start:
With only one channel (in this case, blue) showing up. The messages (if you chose to read them, more on that later) would hint at another world that was causing issues in their own. Eventually, you would be able to see the other world, which would be another channel:
(These are just quick mock-ups by the way) So, in this example, the box only exists on the green channel, and it would block you in both channels. Eventually the channels would move, overlap, have conflicting information, be skewed funny, etc. I thought there might be some kind of item that lets you switch between channels as well.
Messages
The core gameplay that I did get to implement was the idea of being a messenger; carrying a message from a Sender to a Receiver. Optionally, you can choose to read the message, but as this is not what a messenger is supposed to do, there is a penalty. The scoring system is very rudimentary; you either get a random six-digit score, or zero, the latter if you read the message. There’s supposed to be some meta-commentary there about quantum mechanics and how reading an encoded message in a quantum computer would destroy it but… I’m not smart enough to elucidate on that without some heavy research.
Etcetera
I’m pretty happy with what I made in about five or six hours. I might revisit the concept at some point in the future, as I think it holds a lot of potential for further exploration. Until then, thanks for reading, and let me know what you think of the game!

Well, my 3rd LD is not moving along the way i would like – does it ever?!?! Super behind, not even sure i will have anything to show for the compo.
enderosc is jamming on his game though, as usual, with some fun stuff and no fear – JUST DIVE IN AND DONT LOOK BACK!- 9 year olds can be wise beyond their game-jamming years!
i felt the earthquake at 3am though!
This jam was an emotional roller-coaster so far. I really really didn’t want this theme, had no decent ideas for it, got stuck in the simplest parts of development, lost mood, got demotivated after seeing what amazing things others are doing seemingly easily and was ready to quit a ton of times. Today is a bit better day and I started doing some art for that simple silly thing I made before. It still has no real purpose and I’m not sure if it fits the theme, but here it is. You jump around little planets, control their rotation if you so desire (no need for that) and avoid dangerous objects.
What next? I don’t really know. Going to add some simple tutorial and upload it for testing probably.

Thing