moi93101

Ludum Dare 48

[HTML5] Help us to get 4 more votes !

Hello ! We need 4 more votes to pass the fateful 20 ! It's not too long (some people say, too short), there are respawn points and it works on your browser !

soundsOfCavern.gif

(Click on the picture !)

Ludum Dare 51

Ludum Dare 52

CCCPop & juice (Урожай Поп и сок)

Hello comrade.

It is time to gather juice for the indie game dev. So, smash those assets, take the juice and fill the tank !

Click on the image to give a try !

CCCPop&Juice.gif

You can play in your browser (but maybe with some little sound, draw and performances problems) or on windows, working like a charm !

Ludum Dare 54

Ludum Dare 55

Alvo Canto

cover640x512.gif

Your master have let you handle the shop while she was away. You have to satisfy the client expectation. Choose which part to put in the MAGIC CAULDRON. Summon monsters by using your CIRCLE OF POWER. Choose wisely as different parts result in different abilities for your MONSTER!

Have fun!

Ludum Dare 57

Taking on My First Compo, entirely in VR with Godot on Quest 3!

Hey everyone!

I have a Meta Quest 3 and recently discovered that Godot is available on it. So, I’m going to try making my first game jam entry entirely inside my headset!

This will be my first compo, my first time using Godot, and my first VR game, so I’m keeping my expectations low. 😄

That said, I plan to prepare for a week or two before the jam. If you have any tutorials to recommend—especially "Unity to Godot" guides—I’d love to check them out!

I’m also looking for tools that can run on the Quest to create assets (images and sounds). I already have ShapeLab for modeling and Virtuoso for music, but I’m open to other suggestions. Android apps and web-based tools should work as well. Also, if you know any good ways to use Git directly on the Quest, that would be super helpful!

And if you have a headset (especially a Quest 3—I’m not sure about compatibility with other devices yet), let’s connect! I think it’s going to be tough to find testers… 😭

Thanks in advance for any tips you can share!

Looking for VR Playtesters for My First Compo!

Hello everyone!

I'm making my first Compo/VR game/game developed IN VR/first Godot game for this LD. So, I'm looking for future playtesters who could test my VR game!

Feel free to follow me and leave a comment so I can follow you back!

"Raising the Bar" — Making a Game Fully in VR

I didn’t have much time to share this right after the jam, so here’s a little write-up of the experience — better late than never!

To recap: I gave myself a personal challenge — make the entire game directly from my Meta Quest 3, without touching my computer (except for exporting the builds). I wanted to see if this kind of setup was actually viable.

And... honestly? It worked out surprisingly well! Especially when you take into account a few fun details:


🛠️ I Was Not Ready

  • I had zero prep time.
    Until Friday evening, I hadn’t set up anything: no version control, no proper DAW, no 2D drawing tools for textures… Not even my keyboard layout was ready.
    Just getting that configured took me half a day 😂

  • It was also my first time using Godot.
    I’d planned to do a little warm-up project before the jam, but I didn’t get the chance.
    Despite that, I was amazed at how easy Godot was to pick up — especially coming from Unity.

  • And it was my first VR game too!
    I started using XR Tools, but I ended up switching to native OpenXR nodes, and that made everything cleaner and more efficient.


✨ What Went Great

  • Testing in VR was just… satisfying. You hit play, and you're in the game instantly.
  • Modeling in Shapelab felt super natural. Even though the results didn’t make it fully into the game, it was a great tool to get comfortable with.
  • Virtual monitors made for a surprisingly decent dev environment.
  • The headset didn’t cause much fatigue, and the battery dying faster than it charges? Built-in break timer 😂

🚫 The Limits I Hit

  • Virtuoso is cool, but it’s no DAW. It’s loop-based with no real MIDI editing, which made music creation pretty limited.
  • Shapelab exports are heavy. You can optimize them on PC, but not directly on the headset — which means you’re stuck with big assets.
  • No Git, no real dev tools. It’s Android, so things are already limited — and sideloading extra tools isn’t exactly smooth sailing.

🎮 The Computer Part?

The only time I touched my computer was to export the game builds.
Everything else was done directly from the Quest 3 — headset on, tools running, hands flying.


🖥️ Bonus: Non-VR Version

Just recently, I also made a quick non-VR version so people can try it out more easily, even without a headset.
It's not perfect (the console is barely readable), but it's playable.


🎉 Final Thoughts

This was honestly a really fun experience.
It proved to me that yes, you can build a whole game just from inside the headset — even with a bunch of limitations.

There’s still a lot of room for improvement. If I can figure out a way to run a lightweight Linux VM inside the Quest… well, I might never leave VR development again 😄


Now it's time for me to start rating games and digging through my notes 🫠
👉 Play the game here

Help Me Reach 20 Ratings!

Well, if you're seeing this post, there's a good chance I'm still in need of ratings 😭

I know — my game isn’t playable in the browser, so it gets an automatic debuff.
And yes, it was originally made for VR.
Oh, and… it's not really a game — more of a cinematic experience.

BUT if you have a little time, a quick rating would mean a lot and help me reach the minimum 20! 🙏
Thanks in advance — and happy diving to you!

👉 Play the game here

Ludum Dare 58