Yay, making progress!
I’m doing a pretty standard plattformer and I’ve got most of the game mechanics done now so I guess all that’s left to do is maknig the game fun to play ;).
I didn’t get much sleep last night so here’s a rather incoherent mini post-mortem of my game Super Neo Tektropolis.
I knew beforehand that I wanted to do some kind of platform or action game mainly becouse I wanted to play with Box2D and I wanted something a bit more fast paced than my previous LD entries.
I had planned on using clanlib (the game is written in c++) but when doing some preliminary testing I could not get cross compiling for windows (with minGW) to work. Being able to cross compile is great so I looked around for another graphics library. I finally settled on SFML 2 and looking back it feels like a great choice.
In the end I have mixed feelings about the game. It feels like the it’s missing some sense of progression. I went for infinitely sized procedural levels but they turned out quite boring and monotonous I’m afraid. However, the enemies and the controls feel pretty good and I’m overall happy with the graphics. There are some parts that I really like and there are some parts that look pretty bad, but you can’t be too picky with a 48 hour game I guess.
The theme was a surprise to me. I hadn’t really noticed it when voting and wasn’t prepared for it at all (but to be honest, when are you ever ready for the ludum dare themes?) so I went with the lame aproach of “I’ll make the graphics simplistic and consider that the minimalistic part of my game”. Coming up with an unique take of the theme can be challenging but I had a hard enough time finishing the game anyway so I didn’t even try.
All in all I had a great time. A friend of mine also participated in the compo (check out his game, Super Monster Attack) and I spent the weekend at their place. Having someone to talk to, even if they are too absorbed in their own game to really listen, is great and I don’t think making the game would have been nearly as fun if I had been alone at home.
Anyway, enough rambling. I’ve got some Ludum Dare games to play. 
Things are taking shape. I’ve got some assets done and the basic player movement works. Time for the fun stuff, like monsters and loot 
Feel free to drop by my live stream at http://www.twitch.tv/vidarnel
I love seeing all the screenshots you guys post! I get so much inspiration just by scrolling through the blog. :) Here's what my game looks like currently. I'm aiming to make some kind of game where you colonize asteroids.

Building interfaces takes a lot of time, but I think I'm soon at a place where the main loop of the game is playable.

It’s been a productive and fun first day. I’m spending the weekend with my old friend @daandruff and we have both made good progress on our entries. Looking forward to tomorrow!
Here’s a view of the main mechanic of my game, a power surge that occurs every 10 seconds and provides your colony with power. Just beware to not put to much stress on the generators.

Good job everyone who finished the compo! I had a blast and I'm happy with how my game turned out. I'm looking forward to the next weeks of playing and rating games. But first, I need some sleep... :laughing:
To all of you in the Jam (and Extra), keep it up!
Since the game I made uses only mouse input, I realized the web build was almost playable on my phone, so I spent some time last night adjusting the interface so that it worked on smaller screens in portrait mode. Here's what it looks like on desktop:
and on now mobile:
Since this makes the game more accessible, I've added it as a post compo tweak to the game on itch.io. The interface will switch depending on the aspect of your device.

I’m so exited for the weekend, good luck everybody!
I've been doing some mockups to try some ideas and getting some colors up on the screen. I'm kind of exited about making a card game, but I'm afraid of aiming too big. I'll see if I can come up with any other ideas with smaller scope. Otherwise I might just go for it :sweat_smile:

I've kind of got the core gameplay working now. It's not a game yet, but it's getting there :smile:
I'm off to bed now. The game is fairly playable now, but there's a lot of content left to do tomorrow.
I've had a blast today, se you all in a few hours!
I've submitted my game, "The Grand Harvest Championship (I must win)" for the compo. It's a card game with magical crops.
I'm in dire need of sleep now, but before I go to bed here's a lineup of the characters from the game.
Congratulations to all of you who finished the compo and best of luck to everyone who is still jamming!
I made a compilation of all the cards in my compo game, The grand harvest championship (I must win), which is playable in the browser on both phones and desktop.

I've got some graphics done, plus basic movement and conversations. Plenty of stuff left for tomorrow :smile:

I wasn't happy with the cover art of Mail Owl that I threw together for itch.io during the game jam. At the same time, I wanted to get some time away from the computer, so I got my gouache paint ready and spent the night painting a cover image.
For the fun of it, I wanted to try making it into a fake retro box art, like old adventure games. I made this 3D rendering in blender. It's overselling my little compo game quite a bit, but I feel that's in the tradition of game box art, the games never lived up to the paintings on the covers. :laughing:

It's starting to look like a game. I've got pathfinding and the basic UI elements in place now.

I've made progress! The core game is functional and I've found a style I can live with. I would have liked being further along but that's the way it always goes. Looking forward to finishing this game tomorrow.
