LDJam user 355692

Ludum Dare 53

Productivity

Last hours of the jam was the most productive. We made the tutorial, "soundtrack", fixed balance issues and generally improved our game. Looking forward to all your games!

It's still very simple, we took an engine we haven't used before for this jam, so we spent like 2 days learning it and battling with how UI works... space_haulers.png

After jam porting done!

Finally I've figured out how to properly embed HTML5 version and now we've deployed HTML5 and MacOS versions on itch. Main issue was that I primarily develop on mac and the only browser which seems to work is Chrome. And in the end it doesn't work really fine, taking ages to load a game. Maybe there's some issue with how I configure Godot export options, but it looks pretty straightforward...

So if you wish to try a strategic solar system delivery game, then look no further and try ours: https://ldjam.com/events/ludum-dare/53/space-haulers-1 spaceemhaulers/emthree_rockets.png

P.S. Unfortunately due to my stupidity I've clicked on "Extra" button when editing game page today and now it's not a JAM game, but an EXTRA game... I hope that this could be fixed.

Ludum Dare 54

Theme thoughts

I really liked the idea when I voted for it, but now I actually both love and hate it. Initially I thought about some obvious things like limited inventory, but after theme reveal I have so many crazy ideas I hate it :laughing: . Going to brainstorm it with my partner until we get to the least crazy and most fun ones...

Ludum Dare 57

Scampi blog pt.1

So some time passed, we had a bit of sleep and it's time to reflect a bit on what we did.

When discussing what game we should build given the theme we've almost instantly came up with the general idea "player dives and cleans the ocean from some sort of trash". After a bit of thinking we decided that player will control a vessel as it'll be easier from the art point of view this way. Meet our "Scampi": scampi_start-ezgif.com-optimize.gif

After we've established the basis of the game we started building it right away. And at the point when some basic movement was done we started looking at how exactly player should clean the ocean from all the trash we put in it. We discussed some sort of inventory system and a way for player to get it in the vessel, but after some experiements we've decided to build an inverse kinematic system and use "hands" of the vessel as a natural inventory. When player upgrades their vessel they naturally expand their inventory and starts to look similar to a prawn/langoustine, hence then name: scampi_progression-ezgif.com-optimize-2.gif

And it looks like players so far enjoy this approach. We've identified some ways to improve our inverse kinematic system and some quality of life improvements will probably make it to a post-jam build when we'll polish the game a little bit.

What do you think? If you want to try it out, here's the link: https://ldjam.com/events/ludum-dare/57/scampi

Ludum Dare 59

We're in!

Raylib + eecs + edat + Aseprite + Bitwig + OPL3 VST would probably be our toolkit this time.

No clankers, pure homebrew stuff, like from your grandma.

Good luck everyone and first of all - have fun!