Editor is open, ready to roll!
Hey LD folks! First time-jammer here. The pre-jam imposter syndrome is setting in hard. Just going to embrace the chaos and see what happened! Who's with me? Good luck,everyone!
Hey LD folks! First time-jammer here. The pre-jam imposter syndrome is setting in hard. Just going to embrace the chaos and see what happened! Who's with me? Good luck,everyone!
Hey everyone!
What a wild 72 hours it's been since the "COLLECTOR" theme dropped! We're Jasmine Team, and we're building our game, a game where you're core gameplay loop is in one sentence.
The Big Breakthrough: Today, we finally got the core mechanic working! Seeing the character showing on screen for the first time was a magical moment. 🎉
The "Interesting" Bug: Of course, it hasn't been all smooth sailing. We spent a good chunk of the day fighting a bug where the player would describe a funny or frustrating bug. Let's make a light-hearted joke about it.
What's Next? With the core loop in place, our next steps are to:
· Implement the UI. · Create assets for the second level. · Hopefully, get some sleep! 😴
Thanks for following our journey! Wish us luck!
Today was all about refinement, bug squashing, and starting to give our game a real visual identity. The core loop is now much more stable, allowing us to focus on the player experience.
Critical Health Bug Fixed: We discovered a major issue where the player's health was stored as an integer. This was causing problems with gradual damage or healing effects. We've successfully changed the health variable to a float, which now allows for much finer control and will be essential for any future mechanics like damage-over-time or fractional health pickups.
Timer Logic Corrected: The TimeCountdown logic was flawed. We had a line that divided the time by 60, which caused it to reset prematurely. Removing the "/60" calculation fixed the issue. The timer now decrements correctly frame-by-frame and loops back to the intended starting point (like 1) seamlessly.
We moved from pure programmer art to the first pass of our actual visual design.
Created initial UI mockups for the main menu and HUD (Heads-Up Display).
Started defining the art style and color palette for the game, aiming for a [mention your style, e.g., clean and minimalist / dark and gritty / vibrant and pixelated] look.
Began implementing these assets into the game engine, which immediately made the prototype feel more like a real game.
With the core mechanics becoming stable, we started fleshing out the first playable level.
Blocked out the core layout and started adding environmental details to make the space feel more engaging and less like a simple test box.
Placed initial obstacles and designed the flow to guide the player naturally through the challenges.
We conducted several internal playtesting sessions with the newly integrated art and level design.
The "game feel" has improved dramatically with the visual feedback from the new assets.
Confirmed that the fixed health and timer systems are now behaving as expected under various scenarios.
Gathered initial feedback on the level's difficulty and flow, which we'll use for tomorrow's iterations.
Implement feedback from today's playtest to refine the first level.
Develop a second level to introduce new mechanics or increase complexity.
Add sound effects and background music to enhance the atmosphere.
Begin work on a "Game Over" and "Victory" state.
still polishing the final project.....
"I've checked the 'Edit Page' section thoroughly, including the 'Event' dropdown and the bottom of the page, but the Compo/Jam selector is completely missing for my project. Is anyone else experiencing this?"
https://jasminej2003.itch.io/ice-bomb-runner
rating:https://ldjam.com/events/ludum-dare/58/ice-bomb-runner
play:https://jasminej2003.itch.io/ice-bomb-runner


Does anyone know why my result in JAM mode hasn't come out yet? It's showing 22 hours left.