Vertigo
Part endless 'faller', part 2 player battle royale. How long can you survive??
https://ldjam.com/events/ludum-dare/48/vertigo

We make all our games using the Phaser framework. Considering how powerful and comprehensive it is, Phaser always seems a bit under-represented in LD events... If you've made your LD48 game using Phaser, I wanna see it! Post it in the comments and I'll give it a play.
We had a few reports of player 2's gamepad not working properly on the multiplayer version of our game. Last night we pushed up a new build that (we hope) fixes the issue, so you're once again free to bash each other's skulls in our endless faller-brawler!
--
Part endless 'faller', part 2 player battle royale. How long can you survive??
https://ldjam.com/events/ludum-dare/48/vertigo

Check out our single or multiplayer endless faller-brawler, Vertigo!

A frantic action arcade game with some lovely 16-bit era style pixel art... why not give it a go?
Plays in browser. Gamepad supported. Avg game time 3 minutes.
With only 8 days left, we're getting pretty close to 100 ratings. Can you help us get there? Our game runs in the browser and average game time is about 2-3 minutes. If you happen to have a friend with you, the local multiplayer battle mode is all kinds of fun! Check it out...
Check out our single or multiplayer endless faller-brawler, Vertigo!

A frantic action arcade game with some lovely 16-bit era style pixel art... why not give it a go?
Plays in browser. Gamepad supported. Avg game time 3 minutes.
Myself and longtime collaborator @super-hadoken shall be attempting a game of some description this weekend. Powered by: Phaser, pixel art, coffee, cookies and blind enthusiasm.
LFG
In all the years I've been doing LD, never once have I had a theme I like. But I always end up with a game I like... so I say to thee once again... LFG.

Most of the progress so far has been setting up a new game project, getting input working, data saving, etc. Can't wait to actually start coding the game!!
Still, we have a couple of critters... aren't they cute?


Spent most of the last 24 hours working on infrastructure stuff. This may not look like much, but behind it is input and audio management, build and deployment pipelines, a HUD, some debug output, preloading and a whole bunch of code to keep it all together... all so that we could get this little robot dude to appear on the screen, and not move.
Don't you just love the framerate at this stage of development though? Guarantee that's the highest I'm going to see it this weekend!

Before freaking out that the performance of your barely functional pixel art game concept is hideously unplayable, do check that your CPU isn't already doing this for reasons known only to Windows.
It may be time to throw this PC into the furnace. Or the fires of Mordor.


No you're wasting time. Shuddup.
Well... here I am, refreshed and radient after a full 5 hours sleep. LFG!
I do it every time... Say it with me: LD Jam is not the time for perfection and polish...
That said, I'm quite chuffed with how smooth this feels with the analogue stick.

To say progress is slow, is something of an understatement... but I'm sure* it'll be plain sailing from here.
*Sure is a strong word. 'Confident' is a strong word too. 'Hoping' is... Oh dear god. 🤦

We're getting there, ever so slowly...

Ah, my old foe.
"Hey, it looks like you're trying to use files on your computer, let me completely stop you from doing that for no discernable reason."
Not too shabby... rather a lot going on here.
I'd say we're about 40% through getting this finished... and we have fewer than 21 hours. Gonna be tight!!

As fun as it was having hundreds of critters milling about on screen, probably better now that we have them spawning from little pools of slime in an orderly and pseudo-random fashion...
And we can squash them, too!
