Let's do this!
First Ludum Dare, I'm super excited!
First Ludum Dare, I'm super excited!
Hey everyone! First of all, huge thanks to anyone that has rated my compo game or given feedback, it means a lot to me! I just pushed an update that hopefully makes it less frustrating to play. The game can also be paused now, and will auto-pause if the game window loses focus. You can read the patch notes here! I have many more things I want to do with this concept, so sit tight while I work on the post-LD version this week!
If you haven't played it yet, it's a rhythm-based platformer game. Feel free to head over here and play it! I'd love any feedback!


I want to start by giving a huge thank you to everyone that played, rated, and/or gave feedback on my submission for Ludum Dare 41. The feedback was incredible and I was delighted with how many people enjoyed it! The criticism was also super constructive and has given me a fairly clear view of where to take the game next, as I do wish to continue developing it. I'll definitely be writing a post at some point about my plans for the game in detail, but rest assured that all of the suggestions I've received are important to me.
But enough about that! Ludum Dare 42 is coming, and I'm in! I've been sifting through some themes in the slaughter round and I've seen some really good ones! I'll try to post my progress throughout the event this time; reading others' posts was one of my favorite parts of the last Ludum Dare! For anyone wondering what I use... - Code: C++ (using SFML) - Art: Paint.net - Music and sound: FL Studio
Good luck to everyone else! I'm excited to see some more awesome games!
If you manage to develop a fully functional factory, you'll now be rewarded with a never-ending view of your boxes moving to where they need to be! Getting that fully functional factory is a little harder now though; you'll have to survive a while longer after all the box entrances and exits open up.

Also in this update is a change to splitters that makes them more useful. They now alternate directions rather than randomly distributing, and they also display the direction they'll send the next box. They are still very niche, but I think they're a little more helpful now.

I also made it a little more clear what backed up if you lose, but it's really just a temporary change until I get the chance to revamp a few visual effects.
If you haven't played, here is a link. I would love your feedback!

I definitely bit off more than I could chew with this project. There were a lot of ideas I wanted to explore, but I didn't have the time too. Regardless, give it a try and let me know what you think!
I'm currently working on a post-jam version of Grove Guardian. It will include weather, spirit variants, a map feature (as well as new map generation code), and a bunch of new plants to grow! I'm also adding the ability to fast-forward at night. I should be done by next weekend! Please let me know if you have any other suggestions!
If you haven't played the current version, you can grab it at https://ldjam.com/events/ludum-dare/46/grove-guardian

The post-jam version of Grove Guardian is done! There are tons of new things in this update, including new spirit types, occasional rainy weather, a map feature, and over 25 new plants to grow! There are a ton of other changes as well (like being able to speed up nighttime). I'm looking forward to hearing your feedback!
If you haven't tried the compo version yet, pick it up and let me know what you think! https://ldjam.com/events/ludum-dare/46/grove-guardian

I made a game for another jam recently and wanted to share it here!
Fated is a small game about struggling against and overcoming your own fate. It's a hectic bullet-hell-style game and has deeper strategy than first meets the eye.
Get the game for Windows and try to change your fate!

It's been a long while since Ludum Dare 41, when I originally created Crescendo. Combining two incompatible genres, rhythm and stealth, resulted in the puzzling objective of navigating a facility with a sound-based security system. I've been improving it since, and finally have a cool trailer to show! If you haven't played since LD41 I implore you to try out the current demo!
Grab the demo at https://natelargo.itch.io/crescendo
Crescendo is still in development, and will be released on Steam and Itch.io!
Sign up to be notified of its release at https://forms.gle/tkdrwyodYzSEPrYCA
https://www.youtube.com/watch?v=GPV2_guFTBg



You've got your gun, an endless supply of bombs, and your impenetrable armor. Now, the Tower stands before you...

I'm building a little minesweeper + picross mashup game!
We'll see if it works out well, but for now I'm pretty happy with how the art has turned out!

Dig for shells, avoid the jellies! My little picross + minesweeper mashup is coming together!
I still have a lot of UI work to do, but the gameplay is mostly working!

Minesweeper and Picross meet in this chill strategy puzzle game!
Catch some jellies and dig up some shells before the tide rolls in!
Play and rate here! -> https://ldjam.com/events/ludum-dare/50/rising-tide

A post-jam update for Rising Tide has rolled in!
This update features slightly new mechanics that will change how the game works in dense areas of the board. There are also some quality-of-life additions!
Please let me know what you think! I'd love to hear what you think of the starfish and balance changes!
If you haven't played yet, I would love your feedback!
https://ldjam.com/events/ludum-dare/50/rising-tide
