All we've done so far...


Well, we have currently not so much done in Unity but the game concept and the color mood is roughly done.
Now it's time for the magical scripting and the 3D modeling.
Wish you all a good jamming. Eat healthy and sleep enough! :D


EN-US
It has enough to be playable, now make levels and try to put some interactions.
---//--- PT-BR
Tem o suficiente para ser jogável, agora fazer levels e tentar colocar algumas interações.

My only other member of my team left to go home, and now my programmer can not program in the game. Not quite sure what to do now...
https://youtu.be/TjfR2Hl0jUg

Exhausted(because other things) but happy to say, I've finished my game. :smile:
It's a top-down shooter with 7 levels, in which gun uses space as bullets.
Good sleep everybody. :milk:
I need to add glow to all objects on the screen (including drawn lines) and maybe other effects. How can I write a shader to do this?
And now, for the longest jump in human history. I sure do hope no satellites or asteroids or aliens show up. Surely, they won't. Surely...

But before I conquer space, I conquer lunch.
-Jodi
Artist, Space Cadet, I'm wearing a Kohls brand shirt, thanks for asking, Papers

Added monsters, more bad graphics and levels.

@meldrian and me are working on a game called Sauber! where you need to keep your planet clean as long as possible before you run out of space. So far you can carry waste around and walk around the planet (almost) seamlessly.

The basic gameplay is nearly finshed.
Now it is time for more Details and features.

We are going ahead with some cool Graphics, :D.


I have an created basic window based interface in Phaser CE. The game revolves around destroying viruses that are attempting to take over your PC. They spawn at a faster rate as time goes and duplicate themselves. If you run out of hard disk space you lose.
More features to come: - Antivirus software, acts as a turret in a tower defense which you can set to watch a folder and they will automatically combat viruses for you. - More memes.


The elimination system works well, i guess. Time to make some music.

I had this idea back in 2008. Unfortunately, another developer had that idea and made its game (Not Tetris 2 is its name). But I still wanted to make my own Tetris with Physics, so here you go.


I'ts coming together!

I'm now gonna try my hand a making some basic music... I have absolutely no idea how, so it'll be fun!
Despite being behine, I already made the base game! 😃 Now, it's time for menus.
This is my first LD, I've taken part in other game jams years ago but I'm rusty to say the least. Maybe deciding to take part 2 hours before LD was due to start was not the greatest idea, however it's been a lot of fun in my first day.
I had one goal coming into this, finish a game. In previous jams I've always finished up feeling like the game I created was incomplete. With that in mind I decided to build a simple core game that I can build upon fairly easy.
After 1 day. I have a core game loop done. You can play my game from start to finish and it has multiple endings.
Tomorrow's goal is to complete the game fully by adding/tweaking the art and audio assets slightly and just adding a bit more content.
If I have time after that, I think I can add some random generation to the characters you encounter to make each playthrough unique. This is a bonus goal though, if my game is complete then I'll look to add this.
For now, I'm pretty tired. I'm going to take a break, maybe get some other bits done and then get some sleep.

Almost time to start the coding.

After narrowing all the possibilities down to two ideas, I spent the rest of last night hyper-analyzing which to go with. While I really really like idea #1, the mechanics would require more tuning than the time remaining allows for, and without those the concept may be low-hanging fruit. Hence it has been moved to a personal 7-day roguelike slot for after this LD JAM. Starting over, with idea #2
it's been 5++ hours since we started. time to eat. :smile:

Here's my progress so far. Pretty happy with what I've got done in one day.
Next step is music, some graphics tweaks, sound effects and maybe some more mechanics.

My game's about designing a subway system for a city. Families move in and need to get to and from work, and you need to satisfy as many people as possible.
For now, the citizens can rampage through buildings :sob:

This is what the subway editor looks like right now

Lots of work to do in the last day :)
You have my bone, and my cheese!
https://youtu.be/BTxgO5BRWaM
Hey everyone. I hope you are all having a good time.
I just made the first bit of audio I'll be using for the game. Take a listen!
https://soundcloud.com/xolcey/running-out-of-space
This is the background music that will be playing throughout the game. It was made with Ableton from arranging and tinkering with different instruments and sounds.
And here's another image just for fun...

Got a menu song for my game done... but actually fast and action-y music is much harder for me.
Hey there!
My idea is simple: you're a hitman who runs out of space in your basement to hide the bodies of your victims. There's more than just that - but I'll wait until I have more things ready to show before explaining. Here's an early screenshot:

Missions are already being generated randomly. Now I'll start working on the core of gameplay.

Feeling good about the progress so far :slight_smile:

I was finally able (after 2h of frustrating) to fix a unfixable bug with the Keyboard input! It was one line that was so fatal! Happy Ludum Dare you all!
THIS GODDAMN BUG IS NOW DEAD. I HOPE IT WONT REST IN PEACE
Trying to make a Tetris-like game about managing an overcrowded prison, got most of the main gameplay and logic done. Moving on to menus now.


When the universe has finished fixing itself, will you be ready to prevent your species from over-population and take over the universe with procedural planets?
We're looking for a gamedesigner. We're in process of creating amazing rogue-like basebuilder strategy! Eng/rus.

skype: ChronosVellior tg: @ChronosVellior
So if the value in the inspector is zero, the transform.z is also 0, and if in the inspector it's 180, the one in the transform is 1; so the 90 in the inspector must be 0.5, and -90 must be -0.5, right? NOPE! They're both 0.7071068. :P
Well, a night and a morning, really.
This is my first post since the start of the event, and boy do I have both less and more to share than I expected I would. So let's get this report on the road.
Oof. To be honest, I had some other ideas I wanted to execute on. Multiple other ideas. Sadly, only one of those ideas could be retrofitted to the theme Running Out of Space, and poorly at that. It would have gotten a 2 at best in theme rating, and that's just not the spirit of Ludum Dare. No, complaining about the theme but gritting your teeth through it is the spirit!
And grit I did. It took me about a half an hour to get my rough idea formed. I looked at potentially making a fill-the-space kind of game with tetris-like blocks, an infinite runner away from a lava wall, a puzzle game to find the right path through some setup where each step can only happen once, and some sort of sorting game where you had to clear items out of a bin faster than they were filled.
I liked that last one the most, but it still wasn't quite right. I couldn't figure out how to make its mechanics work. What I did come up with finally surprised me. Instead of having multiple areas to take certain items to from the bin, why not make it all go to one place? And if you can only take from the bottom of the bin, it'll be hard to figure out what to ask for next, so what if you have free access to any of the items in the bin, but you have to work for it?
What if the way you work for it is the mess you make yourself?
You're on an island, a junk island. It's a dump for stuff to get dropped off at, and you're a scavenger who makes a living by rooting through the trash for valuables. However, the pawn shop on the island is very picky, and only ever wants a single item at a time. Not only is the shopkeeper picky, they're also vengeful. Miss getting an item once, and that's it. That's game over. You better get that item before the pawn shop changes its mind.
The longer the game goes on, the more trash is dropped off on the island. Valuables may get buried under the mountains of garbage, and you'll have to root through the literal mountains of junk building up on this tiny island if you want to stay alive.
And this is where news slows down. Making terrain out of piles of junk requires a lot of assets for said junk. The game itself is pretty simple and straight-forward, but the devil is in the details. How do you make a 2D side-scroller feel good in a physics-based engine where you may need to wall jump, scale, run on uneven ground, and dig through feel good? How do you keep your character from just touching the whole thing and breaking the FPS?
No seriously, how do you do it? I've been trying to get it to a state I'm happy with up until now. I've got just about all the elements needed done, with the remaining programming being in more polish-level aspects (animation, pause, etc.). I'm not quite happy with the wall jumping, nor the way piles form, but I'm afraid pushing my answer for how will greatly impact performance of the game. So for now I'm leaving it.
The other problem is picking up items you may want to keep when literally everything is an item except for the very bottom ground level. Click-based? Last-touched? Oh goodness is last-touched ever a bad idea. Originally, I went with click-based. I've learned this solution is also somewhat average at best. Instead, a better solution would be to give a cursor to the player that is locked to a circle or square around them, then have the mouse move the cursor to, at furthest, the edge of the bounding shape. Then clicking the item would be much faster and far less precision-based. Accurately clicking on an object once it's in the character's very limited range is no fun at all, and also heavily slows down gameplay.
But there's one more problem: It takes way too long to pick up an item to your inventory and then discard it just to dig deeper. There needs to be a way to do it at a rate faster than the world can collapse around the player. This is where the right mouse button comes in! It can do both picking up an item and getting rid of it all at once, without having to deal with the inventory interface at all!
All that's left is the question of should there be non-valuable junk that can always be ignored? And if so, how much of it? Maybe it would be a good idea, since it would save me a lot of trouble in terms of just how many different visual assets I'd have to make for the junk-treasure.
Uh... Maybe not... If I can get the remaining/new pieces of code done, and the UI all set up, in the next 3 and a half hours, I might have a shot at hitting the Compo deadline. It mostly comes down to how long art, music, animation, and polish takes.
Spoiler: it takes a long time. Even if I get the programming all done in the first 24 hours, I don't know if the second 24 hours will be enough for my solo buns to get it all done. I'll tell you this though: testing these mechanics out on a trackpad and no mouse is a pain in the butt. If you play my game, do so with a proper mouse! Or even a tablet! Just not a trackpad.
I've finished blockie. I new i didn't have much time this weekend so made this fun little game in about 7-8 hours. Nice to work on a game with a super small scope so i could polish it quickly.
https://www.youtube.com/watch?v=HN5Znb2RrK0
Download: https://ldjam.com/events/ludum-dare/42/blockie
Thanks. Hope you all are doing well on your games.

New gif is larger that 4Mb so here's the link to imgur: https://imgur.com/Jstxnm9 (ops, this gif was removed by me by mistake, sorry).
Now we can move stuff around the backpack and remove it by arranging it in lines. However with only two item types backpack might clean by itself. So hopefully more items will make proper game.
Hello everybody!
We are SadDay, and its we first time in this event, its so awesome!!!
We have some updates with the game, a runner, you need to escape from all rooms. The game is based on leaving each room before it is full.
So, its so funny. We started yesterday, but many times the idea of the game changes. But we are determined, so to give it !!!
We give you an image, for reference.

The cape is working now! Come on and check out our stream on LD42 (Polish language)
https://youtu.be/CtJOmofuA5I

The Great Cape: https://youtu.be/PF0Qubn9elw (I personally think it looks awesome)

I ain't just gonna let 'em slimes eat mah dirt.

(Im a little boobie when it comes to conversion and online converters give me with gifs like these :-()
Aiming for the compo and finally made something. 2D shooter where black floor is lava. Both enemies can harm you, black ones leave a splash that damage you and white ones leave a splash that u can walk on. Black bar displays health/sanity level. Time for a little break! Gotta think about other enemies/mechanics. Good luck to everyone :-)
Taking a break from actual gamedev to work on an amiga-crack style intro, or in other words just putting problems off until I can think about solutions!
working on all the bugs now :)

"Why sheep?" – you could ask. Because they are cutest creatures in the world!

With some suggestions from the comments taken into account, the game now waits for clicks to start/restart and is a little harder.
:ok_hand:

Also added weapon knockback. In addition, weapons have an accuracy value that controls the random spread

Yep. I'm trying again. My file corrupted, so YAY! More work for me.
This is our first Ludum Dare as a group, and we're beginning to have stuff to show!
So here it is, some of our 3D assets preview:

Game design and prototype are making progress too, we'll soon post news about it as well!
Sorry folks but I have to tap out of the jam. My mind is not in it and I don't want to submit something half-baked. Sometimes in life things just fail to line up properly and I guess that's ok. I still can't wait to try your games though and I wish you all good luck!
welp, we had something, the base code was there and graphics were coming along, but then my programmer buddy decided he was in need of an engine written by him... unfortunatly this didn't exist yet... So now he's writing a FRIGGIN ENGINE during a MOTHERFRIGGING GAME JAM... and i'm just sitting here... This is the best game jam ever, thanks @proAFKboy for being such a smart boi and deciding this was the best way to go |:
Oh yeah and the house is on fire.
OOOOOOOOOOOOOOOOOOOOOOOOOOH BOOOOOOOOOOOOOOOOOOOOOOI
I have made great progress on the game and the gameplay loop is almost finished. The game is actually fun to play with only the 10 cards and 2 enemies in it.
I have made a quick image so the game is a bit more understandable for you.

while @ebinkatsu working on character controller, I'm working on tile system :smirk:

That boxes are too heavy... https://youtu.be/TWGusMPAvy0

Or maybe its about couch forts, i'm not sure yet :)


I've still got to add some more mechanics to the game, like HP, DAMAGE and ARMOR pickups, but besides that, there's not much else to do :smile:


Come join me: https://www.twitch.tv/oddlyspecificgames
After countless hours of hard work we're proud to present the best in SACCULLOS development. Utilizing the latest technologies in sound and vision, the renowned artist collective has once again provided and highly surpassed the already strong expectations. SACULLLOS IV: The Return of Saculloss is a critical discourse with its own heritage and cultural impact.
Find it here: https://ldjam.com/events/ludum-dare/42/sacculos-the-game
So imagine this, but in a maze:

The goal of the level is to shutdown all of the subspace emitters to restore the fabric of the universe.
I'm not sure how much of this art is placeholders. Probably less than I'd like.


Time to wrap textures and code.

My idea: a clicker game for C64, where you are a coder in the 80s who has to write BASIC code. As you proceed you get sleepy and therefore write less code, but include more bugs. You have to rest and eat to gain energy, but you lose precious coding time. You also have to watch memory, because these 38,911 basic bytes are gone faster than you can say: "I wish I had an Amiga 500!"
Basic (BASIC, haha!) functionality is done. Not sure about some game elements yet. Eg. where to get money from to spend on food, etc.

that was quick. https://ldjam.com/events/ludum-dare/42/the-man-of-mail-vr
https://youtu.be/-R9CzYYyV6Q
Our team: Katerina Sevcikova, Pavel M. Dlouhy and Vaclav B. Spiral
Tech: Our custom web game engine (v. 0.0.1) in combination with CraftyJS framework v. 0.9.0 used only to play audio; Tools: www.bfxr.net and Coda 2.6.10
Folks, we wish you all a good time during Ludum Dare 42!
new boxes come into the warehouse. you can scan their code and place them on a free shelf spot.
will now add requests for out going boxes with codes so you have to look for the correct box 

So my game will be about driving a bus in the desert ;-) recalls of a known game yeah.
The twist is that like in papers please you can accept or reject passengers who wants to jump-in the bus in an apocaliptic world. Be carefull you can quickly run "out of space" in that bus. make the good choices to drive everyone safe.
So we came up with our idea at 2AM and decided on doing a platformer game in which the player would be on a sinking floating island where a indefinetly growing creature under the island would fill all the underground tunnels and pull the island down. The player would win by completely destroying the creature and would lose if the island sinks or if the creature crushes them.
We've drawn some graphics and managed to set up a platformer engine but we're stuck on handling the creature's growth by spawning blobs.


Woo! Managed to make the circle move and shrink and the camera to follow. Still have a lot of work to do, but at least i'm getting somewhere.

Ludum dare being ludum dare.
A healthy snack.

Escape the Junk! Kill cute little rats! Have fun with our Ludum Dare game (as soon as it's done)!

https://ldjam.com/events/ludum-dare/42/$105980

Had a productive first day! I modeled, textured, rigged, and animated a character. I also implemented a conversation system and anxiety effects. The stream is going live here:
https://www.twitch.tv/ursagames
Now have a working beta working for the game, just needs level adding and some bug fixing but will be playable soon! https://youtu.be/8Bvc1prTyiM
Had fun with this one
gave myself the constraint of making the colour pallet black and white. the Idea for the game is to fly through space experiencing abstract visuals that are up for interpretation. gonna try and make some claustrophobic spaces and animated elements with lots of atmospheric sounds coming from the environment. like flying through a painting. this is a 3d model btw.
Really happy about the advancement so far, hope some of you will enjoy playing my game as much as I am creating it!


After a lot of technical issues and my laptop just breaking down, I have started some hours a go.
What if you need to build a city in a limited amount of space? You should build vertically!
Try balancing buildings on top of new streets, that are founded on pretty questionnable design and engineering choices? How high can you go and can you limit the falling buildings?

Still lots of work to do!
My best first day of Jam so far, my game is working perfectly and I've got all tomorrow to add things to the game
When you try to make an animation of falling tetris style!

Seriously, do not join rigidbodys with random instances xDD
Our first game jam and we a bit failed at time management, but at the end of the first day managed to do something interesting. Photo of the screen just because :v:


Finally getting to work on some art for this eating competition simulator.
I guess you'll have to wait and see.

I have not worked so much (cause I was working in my main job). But, we have (buggy) game mechanics. It's time to speed up! #compo

Gus's camera is slowing running out of space as he takes more and more pictures. D:
Even though I still feel a bit behind, I'm happy with what I have so far. The background definitely needs improvement, and I need to iron out the layering. Next up is to add tasks and levels, I think.

Look at this slob! He just throws all his garbage on the floor! I guess I'll need to clean it all up before we run out of clean space in this house!
Getting this guy animated and throwing the food took a bit longer than I expected. I'm still on track to finish on time, but there's a lot left to do. Time for another coffee.
Is the sand called "sand" because it's located between the "sea" and the "land"
Yes, they can be used for food
After a day of only drawing sprites backgrounds animations and more (first time doing 2D) , the game is coming along nicely. Game mechanics are being implemented and game-play looks very promising!
Tomorrow I will be working on some music for in the game and will begin to make an introduction to the game and tutorial.

Yas! Even after that tail start (the opposite of a head start haha I'm so funny 😀), my game if coming along REALLY FRICKIN WELL. The gameplay is fantastic and everything is working correctly. The music is from misotanni's album "Blackwhite Doublethink", so it's already done. All I need now is art and sounds, which I'll make tomorrow. Good luck everyone!



Because we're out of space:

But we have pastas:

You can see that the little volca keys is turned on. I'm working with this mini cute synth for the soundtrack.