Gotta bail
my friends harddrive conked out so we are down an artist, we can no longer go on with ld35
see ya nexttime LD36
my friends harddrive conked out so we are down an artist, we can no longer go on with ld35
see ya nexttime LD36
My first ever jam.
Here’s how my game looks like :
It’s not very sophisticated.
Basically, you try to go from the start to the end of the level. However, entities looking different from you will try to murder you, thus you shapeshift to survive.
I still have plenty to do, but for a first time, I’m quite happy with what I’ve done 

I refactored an old cutscene / event system for the purpose of this game. It’s a mess but a good stress test as well. Gizmos everywhere!

Between the 4 of us I feel like one of us would’ve posted but we’re all super lazy. Anyway, we in. We’re three programmers and one artist. Out of the four of us, we have individually attempted 6 LD’s while only one has ever been completed. Let’s go.
Engine: Unity C#
Art: Gimp, Paint.net, and Microsoft Paint
Wow. So this is the first time I’ve really properly done ludum dare. I’ve participated once in the past, but didn’t end up submitting my game. It’s been about 2 years since that and I’ve learned A LOT.
As a result of that learning I figured I would attempt making a game as much from scratch as I was capable of. I’ve mentioned my tech stack in the first post, but I’ll reiterate here that everything I’ve got right now is running off a custom C/C++ opengl engine. I use some utility libraries for windowing, opengl context, extension loading, and image loading. These are all things I’d like to replace with hand built components in the near future.
Anyway, I’ve never really made a fully complete game and what I’ve got right now is far and away the closest to that (though it’s really not much). I had to quickly figure out things like proper collision detection and how to handle the camera. I’ll also have to look up again how to implement the A* path finding algorithm. So far this is what I’ve got (see below). A little triangle that can run around and shoot bullets. It’s not much, but I’m really proud. Next up is to add enemies that spawn and powerups that allow you to “shapeshift” into different characters with different bonuses.
Despite going without my buddy crux_f (the Idea Guy and Orange Wizard, who’s pulled a good few jams out of the dustbin), I feel like I’ve made some pretty good progress so far.
The core gameplay mechanics I wanted to implement are there, it’s just a matter of content now. Content, in this case, means music, audio, and perhaps most importantly: puzzles to solve.
The game is a puzzle game, akin to Portal or perhaps Antichamber. The use of “Shapeshift” in this, would be two things. Each ‘test chamber’, to use Portal terminology, takes place in a number of dimensions that can be swapped between by walking through a wormhole of sorts. The wormholes and level exit are in fixed locations in each dimension, but the contents of the dimensions can change.
Have a picture of a button, with a box on it, in the first puzzle!

A button with a box on it, and some stairs to the exit
Day one has been quite productive. Tomorrow will have some more polish and level design. Looking forward to what you all think about this little puzzler.
Here’s a preview of some of the levels:




If you want to try it ahead of time, get yourself Löve 0.10.1 and the source.
24 hours is almost done and I’ve only done a few things .-. I might not make it in time
Hello,
This was supposed to be my seventh time in a row participating in Ludum Dare, but I wasn’t able to find an idea for the theme, so I’m sad to say I’m out. I’ve had problems with ideas before, but this is the first time I wasn’t able to find anything. Oh well. I guess my streak comes to an end.
Anyway, good luck to everyone who’s still participating! I can’t wait to play your games!
After a day of head-scratching for ideas, I’ve thrown this together. It isn’t much, and idk if I’ll finish it, but I’m fine with it so far for my first Ludum Dare.
The surface that you’re standing on can affect your motion, be careful.
https://i.webfreak.org/fYKjNS.mp4I have created my character first look and completed evolving it as beast.Its about a day has passed. Hopefully I will complete up my first game ever within compo.The arts work is quiet hectic but at the end of day you like even your rubbish art form. I am jamming from Bangalore Ludum meet.Its fun around here.
I am using Unity ,Gimp2 for art, Bfxr_WIN for audio and sound effects .
Ok guys have fun with your Game Development next 24 hours.
Over n Out!
First timer here. I burned the first 12 or so hours brainstorming ideas for the theme, never able to settle on something I liked well enough to work on. But I managed to pin down a concept that seemed interesting, and hopefully doable in the time that’s left.
And several hours after that, I have one feature that works, and some sprites that may or may not be changed later. It’s something, at least.

The prophecy has been written! The Gods will render the land anew 12 years henceforth! Mountains will crumble, the seas will rise, and new islands will form! We must prepare by building temples to the Gods that when the reckoning arrives, our prayers may be answered and our glorious cities, fields and mines might be saved!
So basically, the ground shapeshifts every 12 (or however many) turns. Players need to do all the normal civ-type stuff like build cities, farms and mines. Then they collect “prayer” points by building temples etc. When the land gets reset under them, anything that ends up under the sea, the player has 1 turn (usually) to spend prayer points and rescue/relocate it. Different buildings (farms, mines, cities) need different amounts of prayer points needed to rescue.
I’m not very good at graphics, but here’s the terrain generator:
And here’s the UI I slapped on it this evening. City is just a blank placeholder sprite for now. It’s a bit hard to see, but it’s a bit to the left of centre:
Need to have a highlight for which square is currently selected. Also there is a bug where the city is destroyed instantly when food goes negative, rather than the population slowly falling.
Otherwise, just need to put in the remaining buildings and spending prayer points mechanic tomorrow.
First day is over for me, here is what I have

Tomorrow will be the day for art, music and some levels management (already have different level but I need menus and stuff)
But it’s too late for today …
Good night! and see you tomorrow for some more jamming and lot of laughter reading your tweets

We are on a good progress.
The prototype has his shapes! We only need to shift it!
Our tools are:
Tags: first prototype, godot, godot engine
So I’m in as well (compo),
Had a really slow start but I feel like I’m getting there.
Had my share of the fun today with MagicaVoxel, I give thee Count Suckula!

And here’s a gif to put him in (not-properly-defined-yet) context (Unity):

I think I’m going to call this Virgin Blood. Since that’s what this old-aged count is after.
Cheers & have fun, y’all!
Since im not the best artist, i decided to first make a barebones geometric prototype, which is playing pretty well
Now i get the lovely task of putting artwork in ;C
Not to bad since i started so late 😀
Using Eclipse and Gimp with BFXR
Carry On