Starting base is coming together...
The gif quality is so bad. :cry:

The gif quality is so bad. :cry:

I've been in some other game jams before but never Ludum Dare... so I thought I would give it a shot!
The game is open source at https://github.com/gamma-delta/ludum-dare-48 so if you want to git clone it and play it be my guest. You need nightly Rust. (I'm going to compile it for the web to release it though, later...)
Really the only thing stopping me from entering the compo is that I'm not using entirely my own textures. Looks like I'm going to finish everything else on time though ... so maybe I will slap together something and enter the compo?
Asking for a friend ;)
What resolution do you use for your game ?
I won't have time to make a responsive UI and I'm thinking about setting a resolution for everybody.
What do you think is the best ?
Things coming together!
Today is a busy day for me, so as yesterday I can only work a bit in the morning a bit in the evening. The prototype is functional you can read about it and try it here
Whatever you do , DO NOT TRY TO SCAN IT with a QR code scanner!
Today : - 6:00-9:00 Add title screen, Menu, config ( music off for starter ), Pause button - Day off with friends - 21:00-3:00: Final Rush Make it beautiful
Today is a busy day for me, so as yesterday I can only work a bit in the morning a bit in the evening. The prototype is functional you can read about it and try it here
Whatever you do , DO NOT TRY TO SCAN IT with a QR code scanner!
Day 2 Today : 6:00-9:00 Add title screen, Menu, config ( music off for starter ), Pause button Day off with friend and familly 21:00-3:00: Final rush!
:airplane:


Apparently my game is that you have no arms and need to jump on top of a hyperactive jackhammer to smash blocks and avoid them getting too high.

This is the kind of thing that happens when you brainstorm for 2 hours, get no idea you're happy with, and just start building something.
This was horribly unfun when it was 9 tiles wide and the jackhammer jumped around randomly. Now that it follows you like a puppy and the space is much narrower, I'm starting to find some fun. One interesting tradeoff that I've noticed is it's easy to quickly eliminate blocks if you dig straight down, but if you go too deep it becomes difficult to get the jackhammer out and reposition it quickly to deal with the tall piles that risk hitting the game over line.
It's a very cool part of these jams that you can throw any pile of mechanics together and there is something hiding in there. You don't get to decide, you just have to roll with it.
My balls

In my game you'll be going deep in them
:neutral_face:
Here's a video of how the game is right now:
https://www.youtube.com/watch?v=LU2bqDI79Q8
Now that all the boring stuff is taken care of, all that's left is to make the game feel g o o d, lots of juice, also a story.
I definitely gotta get codding. May have spent too much time on assets whoops!
I'm hoping to have more tomorrow, but can only do so much with tendonitis. At least our game will have a vibe. I've still got a fair amount done today. Here's my progress:


I've been working on this intermittently throughout the weekend, but I'm happy with the simple progress I've made. I've started implementation of procedural cave generation as well as implemented a very basic 2D platformer physics and collision system. I've been using ebiten and golang, and have my own custom boilerplate on top of that to provide game utilities such as collisions, viewports, and entity management. Now it's time to actually turn this into a playable game of some sort!

Super happy about how this game has turned out! It's very simple, but very fun!!
Deep Blue is a narrative game about regret and guilt.
3 possible endings 2 languages available (english and portuguese)


Low Pipe is a game where you absorb the blood of your enemies to avoid a falling rock!
Today was productive, added lighting, flares, bombs, and some cool rope/bridge physics. :smile: Hopefully finish enemies soon.
(Rope physics look a bit odd in a compressed GIF)

My... interesting take on the theme.

What a nice hole to go deeper!

I'm starting to feel the heat a bit!
As of now, Resurface is 90% complete. I have a 6DOF player controller, a system for buying upgrades, a system for interacting with objects and gaining money, and a set of collectible items that will give a bigger payout. I also have payout broken down so that you have to actually get out alive to earn your pay, otherwise it doesn't count towards your score at the end.
https://www.youtube.com/watch?v=R2fW7IkyhQ0
Side note, no HTML tags allowed... :(
--
So, what's the big deal then if everything's going so smoothly? Well... now I need to make the game.
I like where the game is headed, but as of right now I only have the rooms and objects I made in the first hours of the compo. It's a short experience with no endgame.
Now, it's a race to add content using the systems I've built over the last 27 hours, and I hope to have Resurface as feature complete as possible by the time the compo ends!
Good luck folks!

It's coming along!
Feeling pretty good about my progress today, on track to get this done by the compo deadline. Tomorrow's gonna be all about audio and effects.
https://www.youtube.com/watch?v=pV-9EWkk7d4
Yes, finally finished the rough outline! Now moving onto fix some small issues add music then i think im done :>
It took me some time to define the colors, but i think i like it

Time to stretch your neck
Main mechanic is almost ready. I need to make another 8 levels and one enemy. I hope this time I will be in time to finish my game LoL. 4th try

I need more cofee. atlas exportation & BMG /SFX was succefull 


Now that the level can actually be completed, time to move on to... actually designing the levels, haha.
We have basics working. Like drilling etc. You can upgrade your drill, but there is still a lot of stuff that we have to do.

Definitely not the prettiest I'm getting somewhere though. It has been a fairly productive day. Unity as usual is giving me a massive headache constantly and I may have bit off more than I could chew trying to make a decent amount of animations. Still not bad overall. I hope everyone is feeling inspired and chugging see you all at the finish line.

This has been so far, a tower defence game is really hard to make with this theme as the deeper and deeper aspect could referring to anything, so well sanity defence.
This place isn't good- it's but pure evil. I know one thing about this place- it looks like a battlefield of WW1 but instead of mud and dirt, it has a green field, bright brown trees and crystal clear water- however, this place has a dark secret.
The souls of a man trapped live here, still replaying the events of war they lost hoping to regain the honour they had once lost. It's sad- as they never got chance to move on, but due to them living in here they also have to deal with... this eternal torment, as punishment for their crimes as men who wage war, and so must suffer as the man loses his humility during the war.
This place may look amazing, with greed fields but you will lose your sanity, the idea here is the more enemies that get past your defence, the more sanity you lose.

see here by image, but there is more to this than the eye and other secrets, will this place let you leave or will it trap in eternal torment just like the souls the trapped here already, or will the place show mercy and let you leave, the are two ending to this game.

The base of the game is done. Next is to develop it and complete it by tomorrow.
We're making a narrative game about family, loss, and noodles! Think 2D sidescroller meets Cooking Mama. A story about having hope in the darkest times + wholesome vibes. As for our interpretation of the theme, we're thinking deeper and deeper into the past.
Here's one of our sprites + a WIP of our settings.


Yesterday I finished most of the graphics, the game logic and (placeholder) menus. Today I'll be focussing on SFX, Levels, Polishing and the ld and itch pages. I'll try to make a trailer, so I guess it's time to make a YouTube account.
Yeah they have lasers 😎

All base (of the game) are belong to me! The central mechanics are functional. Had to make 2 version so it could be playable (badly but playable) on mobile phones for all the lazy ones.
This time thought ahead with the level progression so tomorrow's work SHOULD be almost just pixeling. So exited about this jam's theme. Don't remember the last one but it didn't tickled my schmipeling.
This time the form of the game jumped almost instantly so that saved me lot's of time I usually use to get a general idea of the game.
I see a lot of original intakes to the theme and that's very inspiring.
Good luck with your proyects!
My game is going to be about a dad that saves eggs by carrying them deeper into a cave

Working on animating the lighting and got funky with colors. Probably going to end up submitting only 1% of our plans but loving the process!

Keep going guys we are almost there!!! This is my game so far its almost done just making things work cleaner

Im the first who making a racing game? Fall faster be the first!
Most of the code and art for the game is done! Maybe a few more tweaks will be made, but those parts are pretty much done. All that's left is to make the levels and create some music!

Woo! Things are coming together! Been playing around with positional audio.
https://www.youtube.com/watch?v=NQPY9eAbSJk
That said... I really love LabChirp but it's constantly crashing on me. For those familiar with it, I'm wondering if there are similarly flexible alternatives that run well on Linux. (Or if I need a specific mono package to avoid GDI+ crashes.)
Small progress here

I'm not able to get a particularly good GIF of what I want to show, as it's just too long, but here is what I got:

The concept here is a sort of intertwined narrative with the same place being explored at two separate times. I have essentially an entire set of levels done, although they are almost certainly not all going to be beaten by anybody -- I might try to make a couple more easier ones.
Now what is left is sound, polish, title screens... most importantly, I have a concept for the end of the game that I'm hoping I can implement.
Hehehe I think the shark animation ended up looking good!

Hi, this is my first ludum dare & my 5th jam, i am trying to make something like a story based/platformer game, where you, Jon,(this is a placeholder name) have entered a cave, & you need to go deeper in this cave/world to reveal stuff that you didn't even imagine, currently made the music, juiced app the game a bit, added a main menu, & i am rn working on the story telling part, but anyway, Have a great day everyone, & gl with ludum dare 48!
Here is some old image's of how it used to look like :D 
It was definitely a long day, but I managed to put together an early working prototype of the game. It's a turn-based strategy broughlike set in a dystopian futuristic world inhabited by weird biotech beings. I'm calling it "Dahla's Journey" for now. Here's the backstory:
After a lifetime of working on a meaningless dead-end job for The Corporation, a small sentient being named Dahla embarks on a journey to discover the meaning of life. After exhausting her resources and spending all her savings, she travels far and reaches the peak of The Tower, where all living things go to be granted their Final Wish by The Power and then be released to transcend this life. The growling voice of The Power sounds astonished by her straightforward, unusual request, and throws her in the depths of The Pit, the infamous underground levels of The Tower. She must now face grave dangers unknown to her kind, with the promise of the greatest reward of all — pure, unfiltered knowledge.
Here's a screenshot (because I'm too lazy and tired to capture motion) of what I have:

For now the game is very bare-bones and a bit buggy, but it's functional, so I'm somewhat confident that I'll be able to finish on time. I'd love to be able to add some more features, but tomorrow my main focus will be on art, music, and mood/story. Hopefully I'll be able to add a few items to spice things up a bit, otherwise the gameplay might be a tad bland. Either way, I'll be happy if I finish it on time for the Compo deadline — and if I don't, hey, there's always the "regular" Jam :wink: (I'm assuming this is allowed, is it?).
I'm having a blast, and wondering why I took so long to participate in a jam.
I wrestled Godot for hours trying to make 2d objects float up through the map, but it seems that objects with their movement vector's angles close to 90º tend to get stuck or not behave properly when you do a movewithslide, or try doing movewithcollide and do the slide manually.
First disappointment of the jam... having to change something in the design of your game because of technical issues.
Third time's the charm, I guess. Got something I'm vaguely happy with, and now all I've gotta do is add all of the gameplay (plus figure out what I want the gameplay to be). That doesn't sound like a lot of progress, but it actually is, hehe. (Also, I've gotta sprite most of the gameplay elements once I figure out what they are.)
Working a lot on the Moooooood
Added "Keys" to find along the way to give you a bit more direction and get you away from your original page before you can come back.
Feels more like a game now.
Might add a way to draw more keys to find to push your luck or something to keep with the "deeper and deeper" theme.

After running into a bit of a hitch for a couple hours regarding how dwarfs interact with each other, I've managed to get a good chuck of features in. Tomorrow is probably gonna be animation day, and if I have enough time left I may add iron and a harder stone.

Here is a short clip of our progress so far. We are making a game about going deeper and deeper into layers of a puzzle. When moving the character on a level all the deeper layers will move with it. The puzzle mechanics sounds good in theory and tomorrow we will put them into practice.

But at least I can build my level in peace.



Ours is coming along fairly well! We had a late start and not a lot of prep, but a text-based Twine game doesn't require a whole lot. We've gotten about half the story down thus far, our music is set up and we have a solid idea of where we're going. I'm VERY nervous about getting it done in time, considering our work schedules, but we'll find a way... Right?
working on this simple thing for a whole day :< not satisfied but at least some progress... 18 hours to go!

I wasn't able to start immediately so I hope I'll have enough time to finish in time haha! Have a lot of experience with Blender so luckily I can model things quickly but this is my first time making a 3d game with Blender models, so I am really proud of my progress so far :)
Jetpak's just about ready to rock 'n roll! It's actually quite fun just messing around with it :P I just need to give that man a gun and I'm ready to add enemies! - Needless to say, going smooth! If you want to see it in action, you can check it on my Twitter here - https://twitter.com/FG_Software/status/1386210164978569217

Behind on schedule, but not giving up.
A Jammer Poem :')

It's midnight, and I'm tired, but I've gotten so much done in one day. I hope all of you are having as much fun with your games as I am, too!


If someone knows how to fix falling objects jitter on unity, please help me out <3
Haha! We were behind because I was only able to make some graphis yesterday and @gagapete had to help some friends moving. But he worked a lot during the night. He also streams his progress from time to time!

We are available on twitch below kuraimiyamoto and smokytofu!
I think I have enough in there now to start on the actual story. This is just fun placeholder text, but I've got the text drawing okay and highlighting the Dream Words.

Also have a start on the Dream Journal. Your aim will be collecting words in the language of dreams. I don't have the mechanisms for this built yet but I have a start.

Going to get some rest and try to finish this up tomorrow.
I finally implemented my exploding shells idea and you can now see the snake going deeper and deeper into the planet in this clip:

This still needs a lot of tuning and graphics love, but it's actually starting to feel fun to play.

Hopefully I'll be able make up for my programmer art with some wit and charm!
Hopefully...
Looking at this gif, what do you think the name of our game is? :thinking: 
https://www.youtube.com/watch?v=BmhRaOa8NrA
send help
It took a little longer than I would have liked, but I think it was worth it...

I've never done a dialogue system or quest tracking before, so this was a huge learning experience!
It sucks to leave all this to become lost media Lol.
Good luck fellow compos!
Just finished the audio side of things, now we're ready! I'll do a simple relaxing mining platformer based on Noita, but without all the simulating pixels and dying constantly 😅
The coffee is ready, let's go!


I made great progress today. I have a game I could submit (if I thought of a title), although it would be extremely short and not much fun. I am doing an agile like method to help me organize and stay focused and I got through the two sprints I was hoping to and started on the third.
I made some waterfalls that put out your flames.

Then I added some enemies. They are ghosts that randomly float around and are hard to see in the dark (and even in the light, actually).

I have some flashy win and loss screens. I'm tracking the best time through each level, so the whole game will offer a time attack mode.

I also plumbed up the main menu, although I don't have the graphics or even a title yet.

Sound and music are my nemesis. Normally I team up with someone to do those, but this time I wanted to do the compo, so I guess here goes nothing.
Good night and good luck everyone!
Using Elf Magic, Amelia the Healthy Elf will shrink down, and enter a sick patient's body, exploring deeper and deeper until she discovers what is wrong in Physician, Heal Thy Elf

Good morning!
Starting to work on graphics.
Yesterday before going to sleep I got basic collectibles working, HP done, mechanism for loading deeper level is done. Enemies now don't anymore walk off the edge of map.
Lots to do today, back to jamming! :)

What's up everyone, hope LD48 is treating you well 🙏 this is my 5th Ludum Dare w/ @ghost-in-the-toast working on audio and sound design. I'd love to get in touch with my fellow producers and sound designers, drop a comment if you're doing original audio! I'd love to hear what all the homies got cookin! 😈

Hello, fellow jammers
I have finally done all the coding I needed to do, now it is time to do the sprites. But there is one problem -> I can't draw pixel art(yet) so I am sticking with my cube standards. Maybe next Ludum Dare?
I can't believe I organized everything just to completely butcher it in just a little more than a day
My ocd is killing me right now
Perhaps

I may have gotten started a tiny bit late (jam started 6pm Friday my time but I really only started working on the game Saturday morning), but I've made some great progress today. Tomorrow is about designing a bunch more levels for the game, writing help text/tutorial/instructions/whatever, and doing music/sound design. Here's hoping it all goes well!

This is my first time doing the Compo, my first time doing a narrative/visual novel style game, my first time putting 3D graphics in a game other than the one 3D platformer demo I made, my first time having to remember to take some screensnips of my progress to reflect upon, my first time ever testing my custom-made art and music apps, and my first time seeing if Construct 3's Linux and MacOS builds actually work. This is a lot of firsts for me, and just to top it all off I may have overscoped. 😖 Not going to lie, the fact that the Compo clock switched to counting down seconds is pretty intimidating.
Despite all of the things I still have to do (namely: adding music, making the main part of the game, and a little bit of polishing) I think I might actually finish within 48 hours. I'm sure it'll be even closer than my last game! (Last time I ended up not eliminating the "last" bug until 9 seconds left in the Jam) Since the play time might be a little short, but still longer than last LD's game, I've also made it so that there are three different endings for you to find! You can also just extend the play time by sitting around doing nothing but staring at the graphics. So far the graphics aren't half bad.
And since I think I might finish, I'll reveal a few details about my project I've been rather secretive about up to now!
You wake up injured and surrounded by everything you love burning to ashes. As you drown deeper and deeper in dark feelings and emotions, you will have three ways to end the story, some good, some bad.
Can't wait to get to work rating some games in a little under 18 hours! Good luck finishing your projects, fellow developers!
It's slowly taking shape.. I think it will come to life with some animations..

Sorry double post, I can't seem to delete this.
Prop 17 of 17 for my game. And I now can't stop playing around with this cutie.

This is what happens when you let the sole programmer find his own temporary assets to use during development:

Now to finish up the other stuff
Yesterday my team made first concept arts & lvl-design of first level. Check this out: 


Things feel like they're really taking shape now!

This is my first Game Jam! I enjoy so much the journey!
This game may be somewhat playable by tomorrow evening...

Very productive day. Audio is about 80%. A few different mechanics. A bunch of levels.
I still wanna wrap a small story around this. Gonna sleep on it.
I could probably put this into the compo but I'd rather jam on the extra day.

Day 2 is in full swing, and I have only now pushed the game primary mechanic to somewhat satisfactory state.
The Marching cubes once again turned out to be pretty performance heavy. Half of yesterday and the whole of today were spent on trying to get performance off the ground.
Now I have the decent volume tracking around character, while maintainig 30fps. The lag between the action and the hole actually appearing as also noticable but not terrible, and probably can be somewhat masked with particle effects if I get to add some.
Anyway - now to add secondary mechanics, and to actually design a level. Going to be a cmall one for sure. :(
