CCG Shmup starts to look good
I've got all the building block for my card game shoot 'em up set in place, now just shower it with content. So far it's looking great considering I'm less than 10 hours in (Europe worst LD timezone ;-;)

I've got all the building block for my card game shoot 'em up set in place, now just shower it with content. So far it's looking great considering I'm less than 10 hours in (Europe worst LD timezone ;-;)

I can't believe I've actually managed to survive my first gamejam! 5 hours until the end, the game now properly starts, you can play it, it tracks your score and you can retry after you lose. Now, to add some more content and it will be solid.

First LD ever, interesting theme, but I've managed to complete the game! Check out my turn based card shmup: CCG Shoot 'em Up! It's 3:27 AM here, time to catch some sleep, will probably do a bigger write-up about the experience (tl;dr; gamejams are awesome) once I get some sleep.
LD41 was a stellar experience so I'm really happy LD42 is right around the corner. No matter the theme, my top priorities his weekend is to try and use some form of 3D (since I almost exclusively made 2D games so far) and play more with the sounds/music. I will be using Unity as my engine of choice, Photoshop for all 2D stuff, Blender for 3D, bfxr and Bosca Ceoil for audio!

My goal this LD was to learn a bit more about 3D in Unity, so I started playing with some basic procedural animations. It's both horrible and great at the same time :D


LD42 game now with punch-driven humans!

This will be my third Ludum Dare, started with LD41 which means I will do all 2018 LDs if I don't fail this one!
Here are my quick views on the themes. I really want to play a bit more with 3D and character controllers this weekend, so my voting was heavily biased towards 'can I make a 3D game with a controlable character in this theme'.
Automation 0: no strong feeling for this one, I have some ideas I could make within the span of the weekend, but it doesn't fit my learning goals too much.
Break the cycle 0: this theme is nice because it can be either mechanics or story driven, but I don't have a clever idea yet, only cheesy ones.
Control the environment, not the player -1: I want to control the player.
Each playthrough builds on the last +1: This is a really good gamejam theme, open-ended enough to let devs make game in almost any genre/gameplay style, and also promotes coming up with one solid idea.
Everything grows +1: Hey I make incremental games, +1 for the home boys.
It only changes when you aren't looking 0: This is an interesting idea, but I feel many games (including mine) would be kinda same-y, yet the basic idea fits my learning goals to the point so I wouldn't feel any motivation to come up with something more clever.
Sacrifices must be made +1: Fits my idea of a good theme, simple, open-ended, focused. This can be anything from really mechanics-focused, to completely story-driven game. Gives guidance and enough limitations, without alienating any devs.
Absorb your enemies 0: I like 'you are what you eat' better.
Darkness is your friend -1: A worse 'It only changes when you aren't looking'
Don't trust the game -1: A bit gimmicky, I may end up changing that to 0, the more I think about it the more I accept it as a possible theme.
Magic, but at what cost? +1: Not the strongest +1 on the list, but it mostly meets my criteria of a good gamejam theme.
Making connections 0: A better 'Two connected worlds'
One item, many uses +1: I feel like most of my +1s are similar, we are playing with choices, consequences and permanence this weekend!
Take one, leave one +1: Opposite of previous theme, equally good.
Two connected worlds -1: A worse 'Making connections'
Evolve 0: This is close to +1 for me, but I felt it's a bit more vague then other themes I like.