prepare to be spooked
a little bit o gameplay progress

a little bit o gameplay progress

Need some rest after a good and productive full first day. Got other things to do tomorrow so will pick this up in the evening - should finish in good time on Monday (ha!)

First preview of our "sacrifice machine", a fast-paced puzzle game during the Mayan era.

Hey o/
I hope you all have a nice jam and everything is going well. Personally, i struggled a lot with the assets but when i came out with my fire animation which is not super but for me it is a huge improvement.
My fire animation and the first room i drew i will use it cause i won't have time to draw another one. Will probably call it a day and start early tomorrow.
yes i know there is no window behind the curtain ...
https://dk5000p.itch.io/cowboy-hell. Uploaded the latest version now. Also, the second demon enemy. Need to add a few more enemies and add effects. 

I got level loading and slime spawning via Groovy script, and I'm making alot of progress on the mechanics. Hope to have at least 1 level playable by time I'm in bed tonight!

13 hours, 24 dev builds and 92,172 test sacrifices later and I'm done for the day.
Things I got working in my Unity project: - Character controls - The environment - Suicide button - Working controller support from scratch - Corpse physics - My nose as it is no longer stuffed
Tomorrow I hope to build a barn
Me and my friends first time doing Ludum Dare. I am having so much fun! Hope you are too! Thanks @PixelProphecy (twitter) for making Ludum Dare videos that got me into it!
Yeah. I've been working hard on the logic of the game, specially the level generation and the character movement. I need top start program the puzzles.
I expect to have a playable game by the end of Day 1, so I can focus on graphics, music, UI and level design the remaining days.

Let me now what you think i should do to improve clarity.

So day 1 is over for me, time to get some sleep.
I focus a bit on art today due to a lack of ideas.
Finally, the concept came from designing randomly and trying to fit it into a game.
So in the end, players will have to chose between staying late and risk dying, using ressources as platform to grab more ressources (and losing the ressources used as the platform) or trying to rush through the game but risk not having enough ressources to finish the game.
Sacrifices will be made.
My biggest achievement today is getting someting done:


I have the game planned, divided into tasks.
I have built a :snake: python tool for pico8 to split the :computer: code into less monolithic things (since tabs are supported; this splits the tabs into individual files.)
I have some base sfx (testing :musical_note: audio) and a very crap logo.
All in all, not HORRIBLE given that 14 :hourglass: hours of this day went to sleep and Talvisota.
perhaps I will use the jam time, since Talvisota was a thing...
I still vastly underestimate the time I need to complete a code task.
... going to :bed: sleep ...
We're finally getting most of our assets in place! Now it's all about getting that stuff into the game and looking good!

Music, 2D, 3D, programming, post-processing. It's all coming to gether.
The time is 12pm here though, so I'll be going to bed. Looking forward to tomorrow!
SO its 6 PM for me and I have just gotten tiles done. Me and my friend have decided to change ideas, so its been intersting. Then after that I get an order on fiverr :( I spent an hour fixing a glitch.Then I realize its not fixed, just harder to use.
Yeah its been SUPER FUN
Just started over from scratch, my last idea wasn't more than "make something mecha".
Off to a much better start now - I have a good level loader now though, and even these very basic graphics look pretty decent with some nice colors and lighting

I took Monday off work to be able to do the jam as well!

Today has been busy! I got tiles loading properly from file, The sheep can now be thrown, and I fixed a bunch of stuff under the hood. Still a long way to go!

I don't think I've gotten as much done today as I could have done. Still, the core mechanics are in place: you can jump around platforms, die and respawn (though game over isn't quite working yet). The text-based cutscenes between levels are (mostly) working, and because the levels felt a bit boring, I've also added collectible scrolls that tell a side-story:

(A proper text box is on my to-do list, as is proper art for the player, instead of just a square. There's also supposed to be more gif at the start, dunno what happened there.)
Tomorrow will mainly consist of adding more content: I have three more levels to design, and I need to make sure they're not completely identical. I don't think I'll need a proper menu, just a "Press Start" screen, and then I can hopefully have a crack at composing a song or two. I promised I was gonna add music this time, and if I don't... the gods will be angry. And rate me 2.5/5 for Audio again.
Sprites are being produced smoothly 