My brother and I enjoyed doing Ludum Dare again for the first time in almost 5 years. As usual when we do projects, I did the art and he did the programming.
We are interested in making roguelikes, so we made a simple browser-based roguelike using Rust. We used the Quicksilver game development library, which supports browser games. We also tomassedovic's Quicksilver roguelike tutorial as a base-- thank you to tomassedovic for providing this on github.
Pixel art was done in Photoshop, and animation was done in Aesprite. Cover art was done in ZBrush. It wasn't worth it from a game-development standpoint to spend the time I did to make the cover piece, but you might as well get what you want out of a game-jam right?
We certainly ran out of time. Making a roguelike is tough, who knew? We had to cut features, including pretty much everything that made the game relevant to the them. The game wasn't even winnable until right at the end of our time. We learned a lot about how making roguelikes is different than other games, which was useful experience. Mostly I am just happy to have had the chance to make something, to work with my brother, and contribute to this awesome event.
Best of luck to everyone still finishing their games, and congrats to everyone that has finished! And congrats, as well, to everyone who failed but had a good time or learned something along the way. Best of luck to you all.
Here is the progression of the game, starting with the tomassedovic's base, going through Saturday, Sunday, Sunday night, and then ending with the future development of Stone Fall as a fully animated, action-oriented 3D roguelike. A man can dream...


https://ldjam.com/events/ludum-dare/45/stone-fall