Tom Stephenson

Ludum Dare 46

I Can't Thank You All Enough !

When I first realised Ludum Dare had started, I had already missed the first 10 hours. With so much time missed I was initially hesitant, but decided to go for it anyway as a change of pace from my usual projects and as an excuse to mess around with procedural animation.

I honestly surprised myself with what I achieved in the time given, but what was more surprising was the feedback! This is my first Ludum Dare and my first Solo Game Jam, so I wasn't entirely sure what to expect. I would have been more than happy if I hit that initial goal of 20 ratings and maybe had a couple of comments.

I am so proud and honestly a little overwhelmed with the number of ratings and the amount of feedback received. It was completely unexpected and is so inspiring.

The Ludum Dare Community Is Amazing

It's so nice to be surrounded be such a large group of kind and supportive people who make amazing games!

Thank you for your kind words and feedback !

I'm trying to get through as many of your games as possible - they're all amazing and so much fun!

Let's Bring The Community To Twitter - We should all follow each other!

  • Comment your Twitter Handle / Link
  • Link your Ludum Dare Game
  • Follow everyone else and play their games!

I'm Tom, and you can find me on Twitter here:
https://twitter.com/DeveloperTom1

The Dark Cave - A Small Atmospheric Platformer

Check it out on Browser and Windows Desktop here:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

SpiderCaveemFinal/em01_Optimised.gif

The Dark Cave - Let Me Know What You Think !

A Small Atmospheric Platformer

Use sound to attract light sources and make dangerous creatures think you’re somewhere else.

Check it out on Browser and Windows Desktop here:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

SpiderCaveemFinal/em01_Optimised.gif

WateremFinal/em01_Optimised.gif

The Dark Cave - 2D Procedural Animation In Unity Tutorial

Hi everyone!

I've had a few people ask about how I approached the procedural animation for the spider creature in my game so I decided to write a blog post about it!

It's quite lengthy and a few of the gifs were too big to post on here, so I've hosted it on my website instead.

https://www.tomstephensondeveloper.co.uk/post/2d-procedural-animation-in-unity

It covers:

  • Rigging The Legs And Inverse Kinematics
  • Keeping the feet on the ground
  • Animation curves
  • Some code for movement

SpiderIK_Optimised.gif

Let me know if you find it useful or if you have any questions!

The Dark Cave

A Small Atmospheric Platformer

If you haven't seen the game and would like some context, here's a link to the Desktop and Browser versions of my game:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

SpiderChaseemFinal/em01_Optimised.gif

The Dark Cave - 2D Procedural Animation In Unity Tutorial

Hi everyone!

I've had a few people ask about how I approached the procedural animation for the spider creature in my game so I decided to write a blog post about it!

It's quite lengthy and a few of the gifs were too big to post on here, so I've hosted it on my website instead.

https://www.tomstephensondeveloper.co.uk/post/2d-procedural-animation-in-unity

It covers:

  • Rigging The Legs And Inverse Kinematics
  • Keeping the feet on the ground
  • Animation curves
  • Some code for movement

SpiderIK_Optimised.gif

Let me know if you find it useful or if you have any questions!

The Dark Cave

A Small Atmospheric Platformer

If you haven't seen the game and would like some context, here's a link to the Desktop and Browser versions of my game:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

SpiderChaseemFinal/em01_Optimised.gif

The Dark Cave - 2D Procedural Animation Tutorial

Hi everyone!

I've had a few people ask about how I approached the procedural animation for the spider creature in my game so I decided to write a blog post about it!

It's quite lengthy and a few of the gifs were too big to post on here, so I've hosted it on my website instead.

https://www.tomstephensondeveloper.co.uk/post/2d-procedural-animation-in-unity

It covers:

  • Rigging The Legs And Inverse Kinematics
  • Keeping the feet on the ground
  • Animation curves
  • Some code for movement

SpiderIK_Optimised.gif

Let me know if you find it useful or if you have any questions!

The Dark Cave

A Small Atmospheric Platformer

If you haven't seen the game and would like some context, here's a link to the Desktop and Browser versions of my game:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

SpiderChaseemFinal/em01_Optimised.gif

The Dark Cave - 2D Procedural Animation

Hi everyone!

I've had a few people ask about how I approached the procedural animation for the spider creature in my game so I decided to write a blog post about it!

It's quite lengthy and a few of the gifs were too big to post on here, so I've hosted it on my website instead.

https://www.tomstephensondeveloper.co.uk/post/2d-procedural-animation-in-unity

It covers:

  • Rigging The Legs And Inverse Kinematics
  • Keeping the feet on the ground
  • Animation curves
  • Some code for movement

SpiderIK_Optimised.gif

Let me know if you find it useful or if you have any questions!

The Dark Cave

A Small Atmospheric Platformer

If you haven't seen the game and would like some context, here's a link to the Desktop and Browser versions of my game:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

SpiderChaseemFinal/em01_Optimised.gif

The Dark Cave - 2D Procedural Animation

Hi everyone!

I've had a few people ask about how I approached the procedural animation for the spider creature in my game so I decided to write a blog post about it!

It's quite lengthy and a few of the gifs were too big to post on here, so I've hosted it on my website instead.

https://www.tomstephensondeveloper.co.uk/post/2d-procedural-animation-in-unity

It covers:

  • Rigging The Legs And Inverse Kinematics
  • Keeping the feet on the ground
  • Animation curves
  • Some code for movement

SpiderIK_Optimised.gif

Let me know if you find it useful or if you have any questions!

The Dark Cave

A Small Atmospheric Platformer

If you haven't seen the game and would like some context, here's a link to the Desktop and Browser versions of my game:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

SpiderChaseemFinal/em01_Optimised.gif

The Dark Cave - 2D Procedural Animation

Hi everyone!

I've had a few people ask about how I approached the procedural animation for the spider creature in my game so I decided to write a blog post about it!

It's quite lengthy and a few of the gifs were too big to post on here, so I've hosted it on my website instead.

https://www.tomstephensondeveloper.co.uk/post/2d-procedural-animation-in-unity

It covers:

  • Rigging The Legs And Inverse Kinematics
  • Keeping the feet on the ground
  • Animation curves
  • Some code for movement

SpiderIK_Optimised.gif

I currently have a few more tutorials underway which I can't wait to share with you all! A few things on 2D lighting and some other bits I learnt during the jam. Is there anything in particular you'd like to see?

Let me know if you find it useful or if you have any questions!

Dungeon Gen

I didn't use this system in my game, but the other month I made a post about procedural dungeon gen for those interested. Is this something you tackled during the jam or previously? I'd love to know how you approach dungeon gen.

https://www.tomstephensondeveloper.co.uk/post/creating-simple-procedural-dungeon-generation

FullDungeon.gif

The Dark Cave

A Small Atmospheric Platformer

If you haven't seen the game and would like some context, here's a link to the Desktop and Browser versions of my game:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

The Dark Cave - Post Jam Analysis and Future Development

Analysis

When I started this game jam I was already 10 hours late, so my expectations for what I'd achieve weren't that high. I mainly used it as excuse to take a break from my other personal projects and experiment with procedural animation. Being my first Ludum Dare and my first solo game jam I was very surprised with what I had achieved within the time given.

The game felt somewhat 'finished', with a functional title menu, ending, and even an Icon for the playable build. Apart from a few minor issues that I'll explore in more depth below, the game felt functional and is my best GameJam to date. I'll certainly be taking part in the next Ludum Dare.

2D Game Development in Unity
The Unity game engine has advanced a lot over the last few years. There are some fantastic new tools and workflows available for which I am very grateful - without these new tools I would never have been able to make this game. Although the final game is very short, I had managed to develop a workflow for creating environments that was efficient and looked somewhat polished. This workflow influenced the art direction of the game and relied heavily on the new 2D Rigging, IK and Lighting systems available.

Procedural Animation
I've attempted procedural animation a few times in the past but this by far the best progress I've made on it to date. The procedural legs snap to the floor and can walk on pretty much any type of terrain. Although the code is quite messy, it won't be too difficult to replicate and produce a foundation for future attempts at procedural animation.

There are still a few minor issues which will need correcting, such as a slight amount of leg stutter and the creature occasionally climbing to places it's not supposed to. The later issue resulted in the creature standing over a re-spawn point and creating an infinite death loop for some players... Not ideal.

The new 2D Rigging and IK tools available served as the foundation for the procedural animation system. Previous attempts at coding my own IK system proved time consuming and difficult, so this out-of-the-box system made my life a lot easier. I wrote an article on how I created my procedural animation using the these tools here: https://www.tomstephensondeveloper.co.uk/post/2d-procedural-animation-in-unity

2D Lighting and Visual Style
With the recent release of the Universal Render Pipeline (URP) in Unity it is now possible to light up your 2D scenes. I'm fairly new to the URP and this was my first time using the new 2D lighting systems.

I didn't really have a plan for the visual style of the game as I mainly wanted to focus on game mechanics and procedural animation. The initial environment was built out of a single grey square sprite that was duplicated and resized a bunch of times. Whilst taking a break from coding I experimented with different tones and layers for the environment, starting with a dark black for the foreground. This gave a nice element of depth, with the harsh angles and layers somewhat resembling a cave - this became the setting for the game.

My knowledge of colour theory is fairly limited so I knew I wouldn't have time to experiment with different colour palettes. I certainly didn't have enough time to create my own sprites either (apart from the leg sprite I made for the creature), so I settled for the black and grey aesthetic created out of duplicated squares.

I soon realised that my scene felt too bright and that it was time to learn how to use the new lighting systems. I converted the project to the URP and initially panicked when I realised my entire scene was pitch black. Using a series of 2D point-lights the game had a completely different feel to the previous unlit scene. There was a stronger sense of depth and confinement which gave the game a gloomy atmosphere.

Considering I never set out to make a game with good visuals I am more than happy with the end result. The use of square sprites allowed for rapid prototyping and it didn't take much work to add the additional layers. Each layer was grouped in a parent object and the ground / ceiling layers were given 2DCompositeColliders which made the game more efficient.

I had accidentally created an evocative and atmospheric art style out of squares and some lighting, which became one of the most liked aspects of the game and a leading factor in further design decisions.

Gameplay
The cave setting worked well with the sound mechanic I had created for the game. Every time the player lands on the ground it creates a sound, shown to the player as a growing ring that overlays the screen. This mechanic is further explored by the player throwing collectable stones which make a sound upon landing on the ground, and by popping eggs that appear later in the game.

The other creatures found within the game are blind and are attracted to sound, using it as a way to navigate the environment and hunt prey.

To help teach the use of this mechanic I created a glowing light creature that follows the player at the start of the game. The player needs to encourage the creature to follow them through the first section, using it to see obstacles ahead of them. There was no definitive exit transition for the creature so many players got confused when it stopped following them, even though it was no longer required. This segment of the game also contained no actual hazards which made the experience feel somewhat flat and is something that will need addressing.

SpiderCaveemFinal/em01_Optimised.gif

Feedback for the sound mechanic has been very positive with many people wanting more. One of the main complaints (and an issue I have with the game myself) is that the mechanic did not get explored to its full potential, with only one puzzle being created.

Post Jam Development

As previously mentioned, this was my first Ludum Dare. The other game jams I have participated in did not put as much of an emphasis on playing and reviewing each others games, so this has been a very different experience for me. I am so proud and honestly a little overwhelmed with the number of ratings and the amount of feedback received. It was completely unexpected and is so inspiring. I have also enjoyed playing and reviewing your games and will continue to try out as many as possible.

Thank you for your kind words and feedback, it means a lot.

This game has proven to be a great proof of concept and as a result of the overwhelmingly positive feedback received I have made the decision to continue developing the game for the foreseeable future, putting aside my other personal projects for the time being.

During the development I will be exploring the sound mechanic in much more depth by creating a series of puzzles and varied enemy types that interact with sound differently.

I can't wait to share what comes next, thank you.

If you haven't seen the game and would like some context, here's a link to the Desktop and Browser versions of my game:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

The Dark Cave - Post Jam Update

Over the last couple of weeks I've been hard at work reviewing and redesigning my Ludum Dare entry, The Dark Cave. Based on all the positive feedback and attention the game has received, I have decided to continue development into a full game. Your feedback has been an invaluable part of this process and is deeply appreciated, thank you.

If you would like some context, you can check it out on Browser and Windows Desktop here: https://ldjam.com/events/ludum-dare/46/the-quiet-caves

One of the best features to have come out of the game was the 'sound mechanic'. As many of you have pointed out, this mechanic was underused within my Jam entry. As part of the post-jam development I have been heavily experimenting with the sound mechanic, creating a bunch of really fun game-play elements and systems that I am currently still exploring and developing. I believe there is a lot that can be done with this mechanic and I'm really enjoying playing around with it - the game is practically designing itself at this point.

New Content - Sneak Peak

Here is a sneak peak at one of the new enemy types you'll encounter. The currently unnamed 'Spiky Ball' creature telegraphs its attack direction to the player. Once it hears a sound it moves over to that location and sets a new target path, killing whatever creature is in its way. One or two of these can be quite easy to avoid, but things get a lot more complicated and fun when lots are on screen at once.

SpikeyBallsOptimised.gif

Artistic Direction

Although it wasn't my intention, I had accidentally created an atmospheric art style out of squares and some lighting. This became one of the most liked aspects of the game and a leading factor in further design decisions during the jam.

Post-Jam I have been experimenting with different ideas and tools to both improve and speed up the artistic development of the game. However, I still want to keep the same black and grey aesthetic as I feel it lends itself well to a game about blind creatures living in a dark cave.

One aspect I've been experimenting with is the use of parallax effects. I originally took a scripted approach to this, but eventually ended up using a perspective camera instead. It still needs work, but I currently like the results so far and believe it could add a lot to the atmosphere when properly used.

The gif compression made it difficult to properly distinguish the layers, but here is an example of how this looks at the moment:

ParallaxOptimised.gif

Next Steps

I've already designed some of the areas and a bunch of fun creatures and challenges. The controls have been improved and I'm currently experimenting with climbing ropes and rock formations. I've been experimenting with different character designs and story elements, but I don't want to say much more at this stage.

I'm excited to share more in the future!

Thank You!

The feedback and support for my game entry has been so inspiring. This really is an amazing community and I can't thank you all enough!

If you would like to follow the post-jam development of The Dark Cave, I'll be posting updates on my Twitter from time to time.

I'm Tom, and you can find me on Twitter here:
https://twitter.com/DeveloperTom1

The Dark Cave - A Small Atmospheric Platformer

Check it out on Browser and Windows Desktop here:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

The Dark Cave - Nearly 300 Ratings !!!

The Dark Cave has nearly reached 300 Ratings!

I am honestly lost for words, this is absolutely amazing!

I'd like to thank everyone who has played and rated the game so far. Your feedback has been invaluable and I can't wait to share more post-jam progress with you all!

300RatingsOptimised.gif

If you would like to follow the post-jam development of The Dark Cave, I'll be posting updates on my Twitter from time to time.

I'm Tom, and you can find me on Twitter here:
https://twitter.com/DeveloperTom1

The Dark Cave - A Small Atmospheric Platformer

Check it out on Browser and Windows Desktop here:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

Have You Got Twitter? - Less Than 24 Hours To Go !

I can't believe we only have 24 hours left!

It's so nice to be surrounded be such a large group of kind and supportive people who make amazing games. I want to stay involved and see what you all make after this is all over!

Let's Bring The Community To Twitter - We should all follow each other!

  • Comment your Twitter Handle / Link
  • Link your Ludum Dare Game
  • Follow everyone else and play their games!

I'm Tom, and you can find me on Twitter here:
https://twitter.com/DeveloperTom1

Post Jam Development

Here is a sneak peak at one of the new enemy types you'll encounter in the post-jam version of my game. The currently unnamed 'Spiky Ball' creature telegraphs its attack direction to the player. Once it hears a sound it moves over to that location and sets a new target path, killing whatever creature is in its way. One or two of these can be quite easy to avoid, but things get a lot more complicated and fun when lots are on screen at once.

SpikeyBallsOptimised.gif

I'm excited to share more in the future and I can't wait to see what you all make, whether it be a post-jam version of your game or something entirely new!

The Dark Cave

A Small Atmospheric Platformer

If you haven't seen the game and would like some context, here's a link to the Desktop and Browser versions of my game:

https://ldjam.com/events/ludum-dare/46/the-quiet-caves

SpiderChaseemFinal/em01_Optimised.gif

Some Of My Favourite Games So Far

With Ludum Dare coming to an end I thought I'd share some of my favourite games so far. If you haven't already, check them out. They're all fantastic entries and deserve your support!

Save Your Wife!

By: @majagames @shubhamrathi @sparsha-dhar

Description
You and your wife are professional hunters. Your wife shoots a wolf and now is being attacked by a pack of wolves! You, as her husband have to save her!

My Thoughts
It’s a fun game with nice graphics. The throw your wife mechanic is both amusing and fun! Definitely up there for humour!

Play It Here
https://ldjam.com/events/ludum-dare/46/save-your-wife

Mount Ookie

By: @stavu @jakier @brusi

Description
Once in a thousand years, the ancient Mount Ookie wakes from its slumber, and makes its journey to the safety of the world tree. But alas! A deadly swarm of mountain wasps tries to drain the Ookie from its life force. Protect the Ookie!

My Thoughts
A well polished game with amazing pixel art. Some solid controls and a concept that felt fresh. This was overall really fun!

Play It Here
https://ldjam.com/events/ludum-dare/46/mount-ookie?fbclid=IwAR2mzEsblVQPzkblBPa9U16dV8FoOYTetwKj5Lb9ILI-Wmmq3dpT6nd0U5Y

THE SECRET FLAME

By: @drjedd @thomas-lean

Description
Most have given up. Will you go all the way?

My Thoughts
A well polished game with a gorgeous pixel art environment and nice illustrations for each character. The story felt complete and the puzzles were a nice addition. It deserves more attention than it's had, so check it out!

Play It Here
https://ldjam.com/events/ludum-dare/46/sgfgdfgfdgfdgfd

Ubergine

By: @curleyrach @olliemotion @curleysam

Description
You must water the Ubergine until it is fully grown whilst keeping the hipsters that are trying to eat it at bay!

My Thoughts
Such a fun and silly concept that works as such a great game! Controlling two characters at once is challenging to begin with, but that’s all part of the experience and fun. The graphics for this are great but my favourite part has to be the faces on the ubergine!

Play It Here
https://ldjam.com/events/ludum-dare/46/ubergine

Mr. Cheesy

By: @savvu

Description
Slide down that Cheese Grater and since the theme of Ludum Dare 46 is "Keep it alive"...try not to end up on that Spaghett! 🍝

My Thoughts
A very well polished game that fit the theme well. The animations for Mr. Cheesy are funny and it's a great concept overall. What's even more impressive is the game now has a post-jam android version. Can't wait to see what comes next!

Play It Here
https://ldjam.com/events/ludum-dare/46/mr-cheesy

Hope

By: @darylsteak

Description
A puzzle game / walking simulator set in the apocalypse.

When the world goes to hell and the zombie apocalypse rages on, there are rumors that there’s a band of survivors deep within Russia, with food, water, and supplies.

Your only hope of getting there is in the form of a train;

and you must keep that train working.

You must keep that train alive.

My Thoughts
I have a soft spot for zombie games, but this one is fantastic. The visuals are consistent and nice and the overall concept is achieved to a very high standard. The puzzles are really fun and well thought out, they hit that perfect level of difficulty where you have to think but aren't stuck forever. It deserves all the ratings it's had.

Play It Here
https://ldjam.com/events/ludum-dare/46/hope-1

Me

I made The Dark Cave, which you can check out here: https://ldjam.com/events/ludum-dare/46/the-quiet-caves

If you would like to follow the post-jam development of The Dark Cave, I’ll be posting updates on my Twitter from time to time.

I’m Tom, and you can find me on Twitter here: https://twitter.com/DeveloperTom1

Results, Twitter and Thank You!

I would like to thank everyone who played, commented and rated The Dark Cave. This was my first Ludum Dare and it's been quite the ride!

Here are my results:

Ludum Dare Results.png

Here are the results broken down into percentages:

Overall: 24.93%
Fun: 32%
Innovation: 33.4%
Theme: 63.4%
Graphics: 24.2%
Mood: 2.3%

For my first Ludum Dare, I am very happy to have made the top 30% for most categories, and be within the top 3% for mood. It's a nice feeling!

To my surprise, the game received over 300 ratings making it the 10th most rated game this jam! That's incredible and I can't thank you all enough. I've taken your feedback onboard and I've started a post-jam version of the game.

If you missed my last post, here is a sneak peak at one of the new enemy types you’ll encounter in the post-jam version of my game. The currently unnamed ‘Spiky Ball’ creature telegraphs its attack direction to the player. Once it hears a sound it moves over to that location and sets a new target path, killing whatever creature is in its way. One or two of these can be quite easy to avoid, but things get a lot more complicated and fun when lots are on screen at once.

SpikeyBallsOptimised.gif

Have You Got Twitter?

It’s so nice to be surrounded be such a large group of kind and supportive people who make amazing games! If you would like to follow the post-jam development of my game, or want to share what you're working on post-jam, we should follow each other on Twitter! I can't wait to see what you all make.

I’m Tom, and you can find me on Twitter here: https://twitter.com/DeveloperTom1

Until then, I hope to see you all at the next Ludum Dare!

Ludum Dare 47

Joining The Hype - I'm In!

Excited to be taking part in my second Ludum Dare - The last one was a blast!

The list of potential themes this year looks quite promising and I can't wait to find out the final one tomorrow!

* Have You Got Twitter? *

One aspect of Ludum Dare I really enjoyed was seeing everyone's games progress throughout the jam, then getting to check them out at the end; It was a lot of fun! It’s so nice to be surrounded by such a large group of like-minded and supportive people who make amazing games. Link your Twitter handle below and we should all follow each other; it's a great community :)

I’m Tom, and you can find me on Twitter here: https://twitter.com/DeveloperTom1

Initial Progress On 'Lunar Loop'!

The theme was announced at 11pm for me, so after settling on an idea and designing the game I decided to get some sleep before I made a proper start.

Making good progress so far! He's simple, but I've just finished animating the player character!

Run_Optimised.gif

Main Systems In!

Most of the main gameplay systems are in, along with sound and graphics!

Here's a gif from earlier today of the ship's food watering system - hopefully I should have it all wrapped up in time tomorrow!

WateringOptimised.gif

Do you post your progress on Twitter?

Link your Twitter handle below and we should all follow each other; it’s a great community :)

I’m Tom, and you can find me on Twitter here: https://twitter.com/DeveloperTom1

Lunar Loop - I can't believe I finished on time!

Banner.png

Browser Playable Here: https://tomstephensondeveloper.itch.io/lunar-loop

Overview

A lone astronaut stuck on a space station needs to maintain various systems and survive 15 Lunar Loops until a rescue mission arrives to take them home.

WaterPlants.png

BurstPipe.png

Good Luck Everyone!

I somewhat panicked midway through the jam thinking I over scoped, but I've made it with an hour to go! I can't wait to hear what you think and I'm excited to get started playing your games!

Good luck in the final push to the finish line!

Let’s Bring The Community To Twitter - We should all follow each other!

I’m Tom, and you can find me on Twitter here:
https://twitter.com/DeveloperTom1

Lunar Loop

Banner.png

Play In Browser Here: https://tomstephensondeveloper.itch.io/lunar-loop

Overview

A small survival management game.

A lone astronaut stuck on a space station needs to maintain various systems and survive 15 Lunar Loops until a rescue mission arrives to take them home.

WaterPlants.png

BurstPipe.png

Browser Playable Here: https://tomstephensondeveloper.itch.io/lunar-loop

Let’s Bring The Community To Twitter - We should all follow each other!

Are you developing your game further post-jam, or maybe working on something entirely different? Let's keep the conversation going even after Ludum Dare has ended!

Comment your handle and we should all follow each other on Twitter! I can’t wait to see what you make.

I’m Tom, and you can find me on Twitter here:
https://twitter.com/DeveloperTom1

Lunar Loop - Nearly Hit Target Ratings! (! Comment Your Games !)

Banner.png

Play In Browser Here: https://tomstephensondeveloper.itch.io/lunar-loop

Overview

A small survival management game.

A lone astronaut stuck on a space station needs to maintain various systems and survive 15 Lunar Loops until a rescue mission arrives to take them home.

WaterPlants.png

BurstPipe.png

Browser Playable Here: https://tomstephensondeveloper.itch.io/lunar-loop

Let’s Bring The Community To Twitter - We should all follow each other!

Are you developing your game further post-jam, or maybe working on something entirely different? Let's keep the conversation going even after Ludum Dare has ended!

Comment your handle and we should all follow each other on Twitter! I can’t wait to see what you make.

I’m Tom, and you can find me on Twitter here:
https://twitter.com/DeveloperTom1