Well, first time for everything
Not a stranger to game jams themself but Ludum has always escaped so far. Not this weekend.
Not a stranger to game jams themself but Ludum has always escaped so far. Not this weekend.
After blood, sweat and tears, a very important part of the game now (sorta) functions.
Soup.
One more cup of coffee for the road, one more cup of coffee before I go...
Seems harder than herding kittens. Either I've missing something or Godot thinks it looks better this way.


What a ride and half it was. Not only I finally managed to take part in a ludum dare, this was first ever game jam for my friend.
https://ldjam.com/events/ludum-dare/46/second-layer-a-ludum-dare-46-audiovisual-experience quick link to the disaster we assembled.
Because I want to shake their hand for giving me some well-overdue laughs

Absolutely none.

Come one, come all to experience the greatest single player MMO there ever has been. https://ldjam.com/events/ludum-dare/47/neverquest-6-a-minimalistic-singleplayer-mmorpg-its-a-game
so much to see


https://ldjam.com/events/ludum-dare/48/spellunker

:saxophone::bug: We now have (slightly flawed) web build of our game, as well as addressed few keyboard layout issues few people had...and more!
https://ldjam.com/events/ludum-dare/48/spellunker
The feedback and plays have inspired us to push version 0.2.2 out with fixing more of the faulty functions and tuning some accessibility and difficulty in the game.
For more detailed look on the patchnotes, check out the game's page
(~~Everyone loved these tentacles so we decided to make them harder~~ one of the bugs we managed to iron out before the initial release.)
We've hit the 40 rating milestone, which is more than any of us expected. While for me and @vic this Ludum wasn't our first, our previous title gained some interest in participation by our friends and we got together to create this project (especially since neither @ade or @vatx has done any game jams before this).
(Few of the planned outfit designs for the player character.Final version can be found on our artist's thank you post.)
And what a rollercoaster that was. From learning new tools, to finding a bug in the game engine compiler, I'm certainly sure it was very educational round of Ludum for everyone. Enough to inspire us to push forward with the project and see if we can take it even further.
While you can still find the game and play/rate here, we've decided for now take a step back and spend some time to figure and fine-tune a more extended gameplay loop and other bits and pieces. We'll be posting updates about the game project on our team's new twitter account.
(One of the monsters that didn't make it in yet.)
Once again, thank you everyone who took time to play and leave feedback, it'll carry us far on making this game into full release one day.