Evil demonic cabbage monsters achieved

Just a few more graphical assets to go

Just a few more graphical assets to go

The poster for my entry to the game jam, with help from my friend (he will be credited on the page when it is up, he did the wonderful artwork). I hope you all enjoy, when it will (should, I cannot fully guarantee) come out tomorrow!
As I already mentioned in my first post, I wanted to create a Space Billiard game related to the Hitchhiker's Guide. That means n-body calculations, collision, path anticipation, etc. that's not included in typical game engines, let alone in HTML ones. Progress has been slower as anticipated, I don't really have a game here, but some technology prototype that already starts to make fun (well, mostly because of the typical weirdness of non-polished sandboxes...)...

The browser has to do some heavly lifting, calculating 10 or more n-body gravitational effects for a 1000 timesteps, 60 times a second... :blush: I'm astonished, that this actually works...
So.. After hours talking about our game idea....., we Are working hard now!!
Our Character by Thiago Lopes
Hello everyone! We're making a game about usual subway situations :D You need to stay inside the wagon and not get pushed outside :) You must use your skills wisely as you're running out of space :)
https://ldjam.com/events/ludum-dare/42/the-subway-horror-within

Books keep getting added to the shelf -- combine them before you run out of space! And how do you combine them? By combining their titles, of course!
Got chewing working! You can use your teeth to break the biggest food item in your mouth in two 8)

So what I'm trying to do is a typing game (where you destroy things by typing) that's a bit like Zuma, meaning that you will have to destroy the nearest objects (in my case crates) first. The thing in the middle is the turret, from where you will shoot bullets out of. And the red squares are the places where you don't want the boxes to reach.

Quiet happy with todays progress. Started late, found an idea and implemented quiet some stuff.
Did a building system today, created some very simplistic but still nice looking assets (including all the resource buildings), did HUDs for ingame and building menu and also added functionality to that altar - oh did I mention day/night cycle, 'cause this will be very important. Core MVP stands, works and looks nice and clean :) Tomorrow I'll add in the punish/reward system to ensure the player will run out of space and limit the ability to build freely.
Also sound stuff is scheduled for tomorrow.
If I'll be as fast and efficient tomorrow as today I may even make it on time for a compo entry (would have to change the panel graphic though)
Cheers & Jam On
Yeah, the basic functionality is done. There are only few things left. Like UI, sound effects, music, visuals and actual decent level design. Also I hope to include few more mechanics like upgrades and perhaps some light Metroidvania elements (this is an indie game developed in 2018, of course it needs metroidvania elements! Shut up!). Oh the positive side, I did a level editor (kind of, it reads images).

Today Ive done the Character and the rough Scene with some NVidia Physx. Tomorrow Im going to do the animation and interactions. If all works fine, I will polish the little game on monday. Small but my first one ;P


I'm happy with my progress so far. Here's the title:

Finished all the logic and had some fun redesigning for the past hour or so ^^
time for adding food and recipes!!
It's almost a game now, just needs a win condition! And some UI. And some sound effects. And a soundtrack. And a decently designed level. sigh

This is what I have now. Only have 24 hours left. :)
Design: It is inspired by Tetris and Typing games - You need to find a path to space bar, type the letters on that path then destroy all block on it.
Theme:"Running out of space" means two thing in the game: - You are running out of physical space: like Tetris, if there is no space left then game is over. - You are running out of space bar: you need consume space bar to destroy the path. If you only destroy few block in one path then there will be no space bar left.
Development: To make it more challenge, I picked a new engine (spent about fist 3 hours to search game engine that can code in Lua and can export to HTML5): http://www.amulet.xyz/.
Arts: I'm not an illustrator and don't know how to make music. :P So I guess the only "art" in the game will be that text.
Will finish the level design (basically that text). And see what to do next.
Random people to meet and trade Bon☆Guys with.



Done: - add another fighter - deal with collisions/attacks - first sfxs
Next - count points - organize menu > start > round > end screens - publish first version on @itchio - proper attacks - proper arts and sfxs
I may as well add an update, even though I don't have much to show for the time spent. I was trying to go for a platformer, but that plan kinda fell flat after a few hours of it going nowhere. So now I have to start (almost) from scratch, and have little to show for it aside from a somewhat nondescript screenshot. To quote the Dead Milkmen song, everybody's got nice stuff but me.
I kid, of course. Here's a screenshot of my progress so far. As you can see, it's still pretty rough, but I think I have a base down now.
...and progress has been made. I've started working on my first idea: lots of bullets. I really like the patterns. It looks ten times better in movement!!!

The basic gamemechanic is done. Tomorrow I will add menus, sound and so on. I think I'm able to finish my little
dodging game right in time.

My last post had some animations in. Here they are in-game. Sort of.
"This is fine..."

...so I decided to draw everything by hand and use pictures of things around my house.

Now to finish implementing the game loop and adding better feedback and effects.
So I ended up waking up today thinking about how to further develop my original idea but then something new hit me as I was getting ready!
Welcome the NEW Forklift Simulator!

Driving mechanics could use some work but i'm happy with what i've got so far :) Gotta try to implement the other stuff now!!!!
I just relized how stupid my first idea was now im working on a way better idea Is it too late? Comment below Good luck🍀

I'm starting to like this guy
Day #1 almost done of this solo LD42 !
I decided to create a tetrislike rpg game set in a medieval fantasy !

Defend your inn with knights
Make some money with merchants
Choose your guests carefully and
Manage your storage, making sure you are not running out of space!
The development of the game is currently streamed live on Twitch
Get updates via Twitter
So yeah more boxes. and also floating rocks for the background.
pretty much spent my day drawing rocks. :stuckouttongueclosedeyes:

quite happy with how the color come together. :smile:

https://youtu.be/nyxDpv0EYyU
This is just a demo/prototype of my LD42 entry at about 5 hours worth of work and 23ish hours into the jam.
Note that graphics are hopefully placeholders, we'll see. The player is a truck. The idea is that this is a scientific research facility and the monkey test subjects have broken free. They are throwing science out the window (research, experiments, etc) and you have to catch them before they are ruined. The player changes from green to red as it reaches capacity (each science unit has its own weight). Once totally full (or very nearly) it will turn black. You must deliver your load before you can capture any more. Do this by backing into the garage.
No idea what my end game is yet. Possibly just allow play forever unless you miss too many items or something like that. The theme of running out of space is represented by the truck load getting full.
Units you miss subtract from your score and some value less than their point value.
Must Have TODO's: - Needs a lose condition - Needs sound - Instructions / Startup screen
Nice To Have TODO's: - Graphics update. - Power-ups such as speed boost or auto-empty? - Slow the truck down the more full it is that way you have a reason to deliver before full.
in space!


It's Asteroids, but shooting the smaller-sized asteroids creates a hole in the space backdrop. You can shoot through it, but you can't fly through it, so between the holes and the constantly-spawning Asteroids, you're literally "running out of space" as the game goes on. The green asteroid will erase any holes it's on top of when you shoot it.
You may be wondering, "Isn't that the boss from your LD41 game?" Why, yes it is. I've decided that each of my Ludum Dare entries will contain a reference to my previous entry, and so every time an asteroid spawns, it has a 1% chance of being Karen's closed-off heart instead. (Speaking of Love Is A Battlefield, my current aim is to release it during September. August will be a busy month for me.)
To be honest, I'm not too happy with this right now. I feel like it's too difficult, and the collision detection is too buggy and imprecise - note the heart disappearing when the player respawns, because it thinks it's overlapping. I have the whole of tomorrow to try and implement a pixel-perfect collision detection system, but I don't know whether I'll be able to, especially without killing the game's performance.
For now, I have the menu to implement, and that'll be easy enough.
Meet the good guys of our game.
We took our time to remake some macintosh icons lol

Life and an idea drought have prevented me from starting since the starting gun. However!
I have a concept.
I shall be creating OMEGACRAB: The Molusk Wars, or at least doing as much of it as I can in the time remaining.
IT BEGINS!
I have been making good progress in what I hope to be my first finished game jam game. Still a few minor (actually pretty major) bugs to work out as well as game assets which i'm not too excited about.


Finally added the pick-up functionality. We also finished the animations but didn't get to set them up yet.
https://youtu.be/yM75pTw3m44

I am very happy, a lot of features are finished! Next I'll add more feedbacks and create new shapes =D


Today I'm working on getting some gameplay going before I create any more animals. Is this game going to be fun? Maybe!
I finally made progress in my game!! I finished the player and had is now ready to be added to the game
I've got an executable going if you want to give my game a try. It's got only the mechanics done so far, but any feedback is appreciated!
I've got an itch.io page going, where you can download the game.
Keys are simple, aim and click to shoot, right mouse button to latch onto the walls and spacebar to jump (and use the jetpack).
Also, I tried to do some sort of wall jump, to add more velocity to the game, give some feedback on that.
I've been having a blast reading all these posts and going through the challenge of finishing a game jam on my own!
And destuctible terrain


The astronaut is coming out great! We tilted our game to the experimental side with a new kind of movement controller.
You move through the grid with the numbers in the keyboard, so it's a challenge for us and for the players!
Keep up the good jamming!
I can make my citizens go to work whenever I want :laughing:

A puzzle about arranging furniture in your apartment! But the furniture comes in boxes. And the boxes... will be pushed!

Ok so I got the Main beta build done, I am planning to add more levels over the next day or two, as in a nice position of having tons of free time left but if you want to have a look at the prototype and play then do so, it managed to come together quite fast, and though needing refinement feel proud I got this working in about 7 hours or so. Getting a lot more confident with Unreal, despite occasionally needing to refer to google.
https://youtu.be/8Bvc1prTyiM
Anyway if you want a crack here it is https://ldjam.com/events/ludum-dare/42/nanomaze
It's starting to look like an actual game now!
I hope that this is how you make posts, I already forgot despite joining last 2 Ludum Dares as well.
My teammate @maarten and me are already done with the basic gamepaly, and everything is working so far. Tomorrow we will be adding more features, actually building the levels and finishing graphics. Hope to also start with music and sound effects tomorrow.
Here a small render of the players battle ship:

Hope everyone's still having fun =)
Because we are old (and because we need to be sane for our jobs on Monday), neither @goffmog nor I have any intention of burning the midnight oil. As such, everything's being approached in a somewhat regimented fashion. @goffmog is currently working through the core loop: we're hoping to be able to implement story cards, token cards, and ensuing --
I probably should explain how this works first, huh?
Gameplay-wise, Breathing Space functions a lot like Reigns, or Tinder. Except instead of being matched up with royal events or royal assholes, you'll use the swiping mechanic to navigate through a spaceship overrun by alien lifeforms. Where it differs from its inspirations is here: Breathing Space is, as one might have expected given the theme of this Ludum Dare, all about managing space.
There's a deck of cards, each of which presents an event that you must deliberate upon. For instance, you might find yourself choosing to investigate the weird shape stuck inside an air vent or carrying on. Depending on the circumstance, you may end up with a variety of TOKEN cards: animals, passengers, provisions, status cards, and restorative items. What makes this all interesting is that you only have 12 slots to fill with cards. Once those 12 slots have been filled, the game ends and you're shown the appropriate ending.
So you're going to have to be smart.
Every Passenger will require 1 provision. If they don't have provisions, they'll not survive the escape. Every Animal requires 1/2 of a provision pack, meaning you can pack more animal friends in there than people. The status cards are interesting; they can take the form of 'stress' or 'injury'. If you end up with either of those cards, you'll need an appropriate way of destroying them. Otherwise, you'll die.
This is an oversimplification, clearly. But that's the basic idea of what we're endeavouring to do. (I am going to die writing these event cards.)
For those of you in the audience wondering, 'what about the Monster? How is THAT being represented?'
The answer's 'stay tuuuuuuuuuuuuuuuned.'
making an arcade-style shooter, where your bullets add on to the wall around you if they miss the enemies.


started 12 hour's late but fine now


For us in France it's the hour of sleep ! And we're all tired so 4 members of the team go sleep. But this is for have a better day tomorrow! Our 2 graphists hard work today, we'll have a nice game! See you tomorrow !

Help save earth from space junk! The future of space travel depends on it!

Hey, I am late but I still want to participate in this LD.
Since I had some time traveling with the German trains, i did figure out what to create. A simulator where you have find a seat in the train to make profit while traveling. To make this difficult, you will have to be quick at finding your train and moving to seats. Later I'm going to make some screenshots for better understanding.
I hopefully get this done before the deadline. (If not I am still going to finish this)
Happy coding to you all :)
Two ideas so far, neither very gameplay-y.


Probably going for Jam since I already lost a day..., and since I can just google search for art and stuff... -- if I can tie it into the theme, then I will, but no promises. :smile:
Might use MonoGame... or might just go with a regular windows forms app...
Going to use a roguelike tileset I found... for a rogue-lite style game? -- thinking that you don't move around within a room, but you wander a dungeon and fight stuff and level up... -- could be fun...
Also, is it just me, or is the "My Game" page read-only? -- Seems like you can't edit the title and stuff in chrome? -- Is anybody else having issues with that?
Anyway, right now I'm screwing around with these tilesets in pyxel -- let's see how it goes. - https://opengameart.org/content/dungeon-crawl-32x32-tiles - https://opengameart.org/content/dungeon-crawl-32x32-tiles-supplemental

Hello,
for now we are three programmer doing a small delivery game in unity,
the goal is to get crates from spaceports, store them efficiently in you spaceship and deliver its.
we hope it will be as fun as planned
good night for today


Well, core mechanics are done.
Added mark for myself to next LD: LEARN MATH
Progress Report Day 1 - Basic mechanism of game is working. I think 70% of my coding is done, but I have been wrong before many times. Runner concept merged with tetris style blocks :). Running out of space to move.
To Do - Sounds, Menu, Game level design, Graphics Improvement
What is everyone using for video grab for windows ?

Basic idea is to survive traveling between multiple collapsing universes. Big crunch theory.
Current progress



Don't know gonna finish this in time or not, but think it's worth a try! This is so fun!
Spent the last part of the day on adding some character to these sleepy chums. There's some sound effects in there too!
Tomorrow: getting an actual end state and scoring in, combo multipliers, title screen. THEN I'M DONE
Get Comfortable!! Claim the bed and if our hands touch maybe that's wonderful


Finally a theme that fits my urge of making a zombie game for LD! :D
You will only have 2 slots in your inventory, so you will run out of space very quickly! You will be forced to constantly manage your inventory in order to survive the zombie apocalypse. I think I have all the art I need so tomorrow I can focus on putting everything together :)
I hope you all are having a nice LD everyone!


@waspie and I are working on this fast-paced game for LD42 jam. I need some community feedback as a lot of my friends are on holiday and cannot test the game. This is my first jam entry so it is far from perfect.
Link: https://minmov.sk/ld42
If you have any feedback please contact me at 2lol555@minmov.sk (Use the subject line LD42 - Feedback)
Thanks in advance everyone :)
Trying to go environmental and political and all by cleaning up the plastic patch of the pacific. Player's gonna fail! ><


Making a game about slugs. Always a fan of using MagicaVoxel. Gotta love them voxels!! Making some decent progress (started late).

Well, time to call it a day :3

Most of the core mechanics are done, as well as the majority of the artwork, meaning I have just enough time to polish everything, write some nice music, build some levels, and I might even be able to just finish in time for compo :D
The hardest thing for me in webGL is translucency, all the ordering, z-testing, depth-writing, blending and blend function madness. alpha testing is easy, but I want additive particles and transparent pickups.
It's the 17th hour, starting to loose focus. It's time for a nap, and call it a day :|

The death dodgeball dome is coming to your Worst crappy computers from 1980! After nearly shooting the screen because a bad bug appeared involving the angles of throwing the balls (and nearly shooting the programmers @Kuina and @joan when we solved the bug because it was a little miscalcullattion between the radians and the grades), we started making the crappy menu and some ball powers (not implemented yet).


Also, Duck Game is the best stress reliever!
Now FFFighter has a proper logo! :stuckouttonguewinkingeye:

After a shambles of a start we have restarted and are now doing a top-down strategy-ish game!
I went with a bit of an unusual approach to a "game" for my first entry to a game jam.



And it's coming along extremely well :D I expect to upload a playable version in 3 - 4 hours.
We have a couple of artist for this jam and they're so talented!
This is the background for the game. Maaaaaybe they can even make it animated!

You can see more of the artist on ArtStation
https://www.artstation.com/katezabal
i know i nagged about my teammate in my last post but appareantly making a new engine from scratch during the game jam isn't as crazy as it sounds, we're actually making progress! I'm sorry ma'bud! aaaaanyway, our game will take place in space (because we're super original and stuff) but that's all i wan't to share for now untill we have something that we can actually play around with... Here's an updated version on my spaceship from before (it works better with circle collisions appareantly but ¯_(ツ)_/¯ )
Good luck to everyone!
So it has been around 24h and I thought, I should show some more wip stuff. Game is starting to be playable. You have a main building that spawns pawns, which you have to move in order to gain territory. You can evolve these pawns to other units, each fullfilling a differnt role in the game and they are meant to counter each other. Don't have any AI or tutorial yet though, not even sound or a main menu. So there is still a lot to do...

So we found her in a wardrobe, apprently she slept there... Now she's all weird and talks nonsense ("I was at Narnia !" or something like that...)
At least the team is now full again and we were able to give her a simple task.
But we're bored and all we have really is the sprites done by @pamoy I guess submitting a nice pixel art will be ok ?

Still lacking too much of the gameplay, I'm getting quite nervous about that. But I'm very happy with the rest ^^

My gf Lau and I (Manu) are joining for the JAM.
We want to make a small homage to my grandma,she worked as a butcher's assistant, albeit on a fantasy setting so she will be a knightress!

And she'll be hunting the evil and tasty Bearballs for dinner :D

Let's see if we make it in time to create any music tomorrow.
So, my game is about reaching a goal with a funny controlled spaceship. Thing is, there are "Black Matter" spheres growing slowly, so you will run out of space sooner than later.
I'm tryinh to do a random procedural Black Matter distribution, and i kinda did it, but trying to tweak it, i broke the whole script into an abstract art format. Here are the pieces:



Still having trouble, and it's taking too much time. Maybe i'll continue it later? or do something easier maybe.
We are still on Discord if you wanna join and talk! :) https://discord.gg/NKTQ83
Sitting just shy of the half way mark, I'm putting together the tile maps working towards level design.

Still a little up in the air where this is going, but with a bit of control flow (win/loss conditions etc) this could be a minimum viable product pretty soon indeed.

Can you escape the crumbling dungeon?

There will definately be some space problems.
11 hours later and we have the basics down. * Player can move around * Enemies can be cute. * Platforms can be steel powered.
Gameplay will be something like this: Get to the exit! But, moving there has some troubles. You gotta get past them enemies! And they love to multiply.
I have my gameplay after a single day. Zom-Bit is a puzzle game in which you have to enable all red booleans, using some mechanics - and avoiding deadlock. Purple tiles walk like zombies and they can reduce considerably your movements - then you run out of space. All scripts are done - but now I would like to create the best levels, exploiting this gameplay. Also I hope that it works for you. See you later ++

I've spent half of my day NOT working on the game due to family stuff, but whatever. This is what I've got so far:

Spawning dice with my open source visual scripting system I made (Artimech). It's not interpretive. Instead, it generates C# state machines. It's still an alpha version, but it's super useful when I need to make a lot of helpful OOD code quick.

Basic setup in place. Working on falling boulders and user controls for the alpaca. Before that, camera set up and making more artwork.

No more needs to be said
