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Ludum Dare 45

I'm in!

This will be my first time actually participating in LD, I think I voted on themes once then forgot when it was starting and missed out.

Tools I'll be using: - C# in Unity - Blender for modeling/animation - Substance Designer for materials - Some kind of free Photoshop alternative for 2D if needed, I'll figure it out - Bosca Ceoil for drafting music, might record if it fits and there's time - Audacity + mouth for sounds effects - Nespresso + mouth to keep the spirit alive

I'll also be doing the Compo for the premium Ludum Dare experience.

Let's rock!

Check out my entry Highway Crossing Frog!

* Ludum Dare Page Here! *

* Play in the browser Here! *

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The jam version is a barebones, endless beat 'em up without much of a goal, not quite the Frogger + Fist of the North Star combination I originally planned.

Most of my time was spent figuring out a good workflow for 3d modeling, rigging, animating, and working with the results in Godot since it's been over a decade since I've worked through that whole process (fun fact, my last 3D entry was done entirely using base meshes in Godot). By the time I had that down, I used what little time was left to throw together what I could to get something playable by the deadline, and a lot of basic features like score, lives, or even some kind of goal just will have to come in a post-jam version.

It also means it won't take long to see everything it has to offer, so give it a shot!

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* Go punch some wasps! *

Ludum Dare 46

I'm in!

2nd attempt at Ludum Dare, last time it took so long to come up with an idea, and on day 2 I became the owner of this little guy, so I didn't get very far

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This time I will put him to work!

Tools I'll be using:

  • Engine: Unity, C#, VS Code
  • Graphics: Blender, Krita
  • Sound/Music: Audacity & Bosca Ceoil
  • Inspiration: Much caffeine

Ludum Dare 47

Let's Rock!

I'm in this time hopefully! I'm 0 for 2 on actually submitting anything to these, but this time I've got the weekend off, no plans, and a new found love of UE4! (may still fall back on Unity depending on the theme)

  • Tools: whatever
  • Caffeine: Yes

The theme is lame!!!!

It's not out yet but figured I'd get a head start :D

Big brain thoughts

Every game has an event loop, therefore every game fits the theme? :thinking: :thinking: :thinking:

Obligatory post

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I'm in! Hopefully the Satisfactory withdrawals won't be too strong...

Stuff I'll probably use: - Godot - Blender if I go 3D - Aseprite if I go 2D - Krita for misc. art - Audacity, JSFXr, and FL Studio for any audio needs

Also took the day off after the jam ends to help recover :sweat_smile:

Ludum Dare 49

I'm in! Maybe!

I always have bad timing with LD and fully booked Saturdays, but last time I was at least able to put together something barely resembling a game, so here's hoping I can go further this time!

First time submitting to the Jam!

This was the first time I was able to finally submit something in time for the Jam format! My schedule got very busy after the jam was over, so I haven't had much time to play and rate some others yet, but I'll finally be able to start that now!

Check out my procedurally generated dungeon crawler * Labyrinth of Fiends! *

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Playable in browser!

Its a simple dungeon crawler. Kill fiends, collect their souls to summon your own, find the key and make your way to the next floor!

I had to reduce the scope dramatically from my initial ideas, but I'm pretty happy with how it turned out. Unfortunately, I spent so much time focusing on fixing bugs that I didn't have time to do any sfx or music before the deadline, but I'll be working on some updates for the post-jam version over the next week or so.

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Check it out here!

Ludum Dare 50

Let's Rock!!

I'm in (probably)!

Usually something comes up and pulls me away from working on the jam, but crossing my for a distraction-free weekend!

Ludum Dare 54

I'm in!!!

With only 30 minutes to go, I'm finally ready for LD 54!

Usually I would stick with Unity, but just I spent the last 2 weeks learning Godot by porting my old unfinished LD entry "Cave Dude" from Unity, and implementing many of the missing features on top of that. It was quite a learning experience but I'm comfortable enough with Godot now to stick with it for the long term.

If anyone wants to check out what the original entry was supposed to be it's available below

New Godot Version: https://zvaadin.itch.io/gun-dude

Old Unity Version: https://zvaadin.itch.io/cave-dude-ld48

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As for Ludum Dare 54, I'll be using these tools:

  • Engine - Godot
  • Sound - SFXR
  • Graphics - Krita
  • probably more...

Can't wait to submit another unfinished entry!

Ludum Dare 55

Let's Rock!!

I'm in! I've got the whole weekend cleared and ready to do this! Last time I almost had something ready for the Jam, but ended up having to submit the Extra format. I'm not holding my breath for Compo, but pretty confident I can make the Jam this time around as long as I remind myself to keep the ideas simple!

I'll probably stick with Godot again for this one, Krita for art, FLStudio for audio. Although, once the theme is revealed and I have a solid idea, there's still a chance I'll just change my mind about what tools I'll use :D

Post Jam Update!

Thanks to everyone who played my entry * Labyrinth of Fiends! *

If you haven't played it yet, in short its a proceudrally generated dungeon crawler where you kill and summon your own fiends, find the key, and make your way to the exit to the next floor.

I've released a post jam update to the game including some improvements that couldn't make it in before the deadline, as well as some of the feedback that was left on the game!

Some of the most common feedback was that the summoned fiends should follow the player. Instead of just changing the default behavior, I've added a few new variations of the summoned fiend that cost more souls:

The Silver Fiend follows you for a cost of 2 souls, they will try to stay within a few tiles of the player:

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The Gold Fiend is more aggressive, and will hunt down enemy Fiends on their own will!

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Another common piece of feedback I got was the lack of difficulty. In general, the normal enemy fiends will now slowy inch their way to the player. In the addition to that, I've also added an enemy variation that is as aggressive as the Gold fiends, but will target the player instead. These will start to appear in the higher floor numbers.

They are just Green: charger1.gif

And just the balance out the increased difficulty a bit, when entering a new floor the players heal some health based on the number of active summons that were out when reaching the exit, but this effect is diminished as the floor number increases. Hopefully making the game more difficult, but also providing some healing will make the game feel a little more engaging.

Also, the game finally has sound effects! (still no music yet...)

Play the updated version here!

Play original Jam Submission here!

Ludum Dare 56

WHAT A PERFECT THEME

I HAVE BEEN DEALING WITH THESE THE PAST FEW WEEKS WHAT A GREAT WAY TO RELIVE MY NIGHTMARE

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Ludum Dare 57

I'm in!!

I'm ready for a weekend of coffee and Godot shenanigans! Get hyped!

Ludum Dare 58

Maybe I'm in?!

Missed out last time due to a mix of work and taking way too long to settle on an idea.

This time I'll spend the entire jam on either a long flight, or in an airport on a layover, so maybe between the two I'll have no choice but to work on a game? 😅