Day 1 is over for me

Made some progress. The hard part of making the actual theme related features still loom....

Made some progress. The hard part of making the actual theme related features still loom....

how's yours?
Thinking globally, acting locally. Is the space of thought a limitation or a path to freedom? Using a simple example, let's show how your fears, desires, or lack thereof, add press. Restricted space! Only with music of course).
Idea: 4 parts in a looped story of overthinking. 1 part face, eat, sex 2 part thinkba-dum tsss 3 part life abs 4 part smack back to life
Sharing the concept in b&w. It turns out delicious!
No idea how to make a better gif quality but here s my progress so far


First small steps toward something!

What are they pumpin?! 
I lose motivation pretty quickly, so I'm adding some non-critical but pretty stuff early on :)
First try at making a menu for this one

EDIT: I'm going to need a content warning for flashing lights for this jam probably...


cool brainstorming ending with a name, scenes and all

hopeful this goes somewhere nice
Running in to a lot of problems with stuff like hand-handling (pun intended) and atlas textures / sprites. A lot of simple stuff that is most probably really simple but when you use new engine (Godot 4.1) for your self... well you get to do a lot of refactoring. Because refactoring is exactly the thing you want to do in this time frame :rofl:
But here is a simple almost MVP of having most systems in:

One of the biggest missing thing is just the simulation logic... I have a really faint idea how to make the simulation a game. :shrug:
Also it would be nice to track the score, and different types of tiles.
Made some houses still need to draw the ground but ground is boring, 


Also did a kobold again.
not sure if it will be on theme but eh we make more kobold.
Inspired by a game from a physical game from my child hood, some cool art by teams artist and the base map and movement mechanics, in on track and happy with how things are coming together


This is so far the best Ludum Dare I've done yet!



The idea is to collect resources during the day and defend the lighthouse (from eldritch monsters emerging from the sea) during the night.
I also want to make the gameplay-space shrink as the time goes. Currently I have 2 ideas for this: - 1) Upon collecting a resource on a tile (e.g. destroying a tree), you anger the Kraken who then destroys that tile - 2) Each morning you are warned which tiles will be destroyed by the Kraken at the end of the day, so you have to plan your gathering for that day
Which option do you think is better?
I forgot this was happening so I've missed half a day already, but I have an idea for it:
You're an adventurer who goes into dungeons, sifts through the junk you find there, then comes back and sells it to traders. But you only have limited space in your backpack and the traders want different stuff each day, so you have to try and maximise your profit over several days.
(Final result may or may not look better than this)
Last time I entered LD I spent basically the whole weekend crunching to make the best game I could. This time I'm going to limit myself to 15 hours in total (plus a couple extra for packaging and uploading) to make sure I still have time to sleep/leave the house/speak to my family/etc. But the way I split my days last time worked well, so I'm going to follow the same plan:
Day 1: make all the mechanics
Day 2: build the level(s) and balance everything
Day 3: art/audio/polish
Let's see how far I get!

Decided to go with the walls closing in on you, a la Star Wars. You'll have to grab as much treasure as possible and reach the exit which will be at the top (for now).
Betcha can't guess which game engine I'm using :wink:
Feel free to 'play' this awful version -- I'll be updating periodically so who knows, maybe it'll be better by the time you try it :shrug:
https://youtu.be/nME8Yh7Od0c
The idea is clear, the tone is sorted out. The next step is to turn to color schemes.
Which color scheme is better? What do you think?

!
While I still don't know who voted for the theme, nor understand why, at least I came up with some ideas and settled for the one I think works best for the compo. You are tasked with programming a robot to automatically navigate a facility and operate terminals. The problem is: the robot model available has very limited memory capacity to store your movement pattern and will always move forward until an obstacle is met. Be creative and find a way to operate all terminals in each level without running out of memory space.
I chose a pseudo-early-90ies-handheld aesthetic (you know which device I am talking about :wink:), although I cheated by using the home console counterpart's resolution to properly display the levels without frustrating the player. Originally, the player was going to switch between the map layout and a "programming screen" in which to choose the movement commands. This was scapped at an early point though as I found it user unfriendly and simply not fun. Instead, you directly control the robot with keyboard inputs in "simulation mode", which is then applied to the "actual" robot when finished to win the level.
Movement and winning conditions are all set now. Next stop is going to be a simple level editor so I can create content more easily.

I've added some art as well the some saving/loading of the cargo layout. Next step to make the ship fly!

Recording some sound effects for the game!!
That's my 19th time participating on a Ludum Dare...
And for the first time:
Not that I don't have an idea, I have 3ish ones: - A sokoban like game that you need to push and pull boxes around to make room and take certain objects from a to b - A survival game that you're on a small hole and need to gather and manage resources during the day to survive the night - A puzzle game that you need to place the limited ground pieces yourself in order to be able to walk
But I really don't like them... because I'm not a huge fan of Making Puzzle or Resource Management games...
So if I do, I would spend my entire weekend, which was supposed to be a lot of fun due to the jam, making something I dislike...
So you know what?
I'm giving up on the theme...
I'll make whatever game I feel like doing this time (and it will probably be yet another Caveman Survival game, because I love making this). Well see how it goes!
I started this morning for my first ever Ludum Dare game jam. I decided on a game where you are an undead landscaper maintaining your graveyard grounds - definitely not because I need to mow my own lawn...
This is my first time using Godot to make a game so I'm learning a lot even in the few hours I started working on this game. I was probably more excited than I needed to be when I figured out how to move and drop the mower. Let me know what y'all think and I'm open to ideas to make gameplay more interesting!






Decided to make a game in Twine, learning the engine along the way! It will be a story-based game with choices and pictures and a few different endings ~ so far background for the story and the very beginning is done, working out a visual style for pictures :3

how does it feel to be a couple of artists without any programmer on a game-dev project (it was voluntary)

I went to bed demotivated because I did not have any good ideas. I deleted my work on the engine because I figured I was throwing in the towel. I woke up and had an idea that might work! Figured I should start on the graphics first so I don't lose my vision.

I've spent quite a bit of time trying to figure out exactly what I want to do for this Jam, and I feel like I got something really strong but tough to accomplish in the the time left. Right now I have the beginnings of the map design, which will become a lot more limited soon due to the hording habits of my character here. With the goal being to clean their incredibly cluttered apartment, the life of a shut in is tough.
Still needs some work but I'm getting there.

ready to go!

So I am making a puzzle game and feel like its suited for mobile. Which means that it should feel better in the mobile resolution. So it should look better in mobile potrait mode resolutions like 9:16. But i don't know if it is allowed. So is it?
We have worked hard to achieve this point. We are almost finished! :stuckouttongue:

Seriously, RichTextLabels and RichTextEffects are overpowered, and awesome.
And oh yeah, I'm making a game too :P

So everytime you kill an enemy, a block spawns, therefore limiting the space :smirk:

Now I gotta implement path finding and some gfx and sfx for the feedback and hopefully we can actually have some fun playing this
Got my mechanics done today, as well as most of the graphics. Tomorrow will be mostly about level design, plus finalizing music and sound effects.

I'm in (perhaps)! Cocos Creator + TypeScript + I-don't-know-what-else, let's go :-)
The concept is drawn in Photoshop, but there will be 3D in Blender. We are building the game in Unity. Ableton Live for music.
Process. Giving more link to the track for this block. https://youtu.be/ZLEtKaxwYOc?si=Lr_OUubcrZjR-8sa

A place you call home. Travel across it and plan for your future.
Our work has been reset a bit, quickly recovered though!
May the force be with you
I feel like I am getting the code for the physics working better, it took me way more time than I hoped.
(Placeholder boxes ftw)
Ok so my idea is actually pretty basic, you're a data compressor, you have to make a string text be no bigger than the allowed space.
However you must also be able to extract the same text from the compressed data at the end. HOPEFULLY that'll be challenging and fun! :P
You'll play as a barbarian lady captured by aliens!

this counts as animating right?

Now I just need to start reducing the space you can move in!
Our first day went really well actually, and we made a ton of progress on the different assets and pieces that we need to make this puzzle really pop. I'm super excited to get going today for my longest stream of the Jam, which will probably be about 14 hours :skull:. I hope to see you all there! :heart:

First time taking part. Had a slow start but now starting to put things together!

My 80's handheld device is getting there. I think I am mostly happy with the mechanics, balance and scoring. Going to tweak a little more, decide on final placement and then I can do an art pass on the whole lot. I think I might also make the credits a large sticker on the back of the game that you can flip over and read like instructions. WIP gif here -

Still lots of debug info on the screen, but you can shoot cars now to disable their engines and your own engines fire up on movement
Next up is a little task called "Car AI"

During ludum Dare after long days of coding, it's very healthy to get some water. Have a nice day/Ludum Dare!
Slow going but progress is being made...always the wave of emotion during this with the I'm so far behind...no I'm good...I'm so far behind...etc...

First day is slowly closing in even though I have a couple of hours left before bedtime. It's always about this time I start to feel like I don't get anywhere. I need to really focus on nailing the main stuff down now.
Mhhhmmm, what should Alice take first, the cookie or the mysterious flask?
I wonder what they do in such a limited space... 
The game will be called "Time it right", where you will have to assemble a payload of carefully timed explosives which propel the object in different directions with the goal of it reaching the end of a vertical labyrinth. The number of explosives and fuses you can put in the payload will be limited. In this prototype the payload is hard-coded.


Seeing how far I can get in an OpenGL first person shooter. Spent the first 6ish hours of day 1 making an AK 47, another hour or so arms. Then 5 idk hours in the engine. I started the camera movement and renderer a few weeks ago and today added collision, weapon stuff and idk the day is a blur. Search TokyoSpliff on youtube for the stream. Tomorrow I guess i gotta implement skeletal animation, ragdolls with PhysX, and hack together enemy AI of some kind.
Making progress, making progress! Designed a few 3d models, fixed some texture bugs, made some art, implemented a "clue" system, finished the map-definition system. Next I guess I'll add a few puzzles. I'm going for a Myst-like horror adventure game where the walls close in the further through the catacombs you explore.
Might not have time for the actual "walls closing in part" which is the entire theme bit lol. But we'll see!

We have a shoddy engine, shoddy electricals.. and movement! Now just the rest of the mechanics at sea and then we can begin work for the docks.

Just a few more hours until the end of day 1! I've been working on a lot of "nuts and bolts" stuff, but now onto fun things like level design and then implementing a few obstacles and a few creatures... I'm hoping to have most of the core stuff done by the end of day 1, as well as some much-needed art and sound work.

Team: @robbzenone
The guy can now chop down trees and drag wooden logs with him.
When close to the Lighthouse, the resources are deposited.
I'm pretty excited on how the gameplay starts taking shape!


Took me much longer than I wanted it to, but I finally have an almost working mower mechanic! I've successfully figured out how to add and remove children in Godot, and now all that's left is the grass mowing mechanic and adding enemies!

My idea kind of diverged from the theme, but it's an idea about camouflage and that there are certain 'spaces' where your ability to pass through is 'limited'.... idk, we'll see how it turns out. Pretty proud of these graphics, though.
Let's make a dinosaur escaping meteors on a little island and maybe bring friends :D

Basic (very basic) level editor is complete. Levels are stored in integer strings, goal is to refine the editor for use with ingame controls so levels can be created and easily shared by players. I don't know if i will be able to do that within the 48 hours of the compo, but this can just as well be added as a post jam patch afterwards.

I think I need to work on the coloring. The color palette is limited to 4 scales of grey due to the handheld aesthetics I am aiming for, but walls and floor should be easier to differentiate....

Gonna have to opt out this time. I tried to learn UE5 this time but I'm just running into so many roadblocks when it comes to the programming. I keep getting stuck on programming seemingly simple features and now I really don't have enough time to implement my idea. Good luck to everyone else on their games!
Hello everyone! I finally decided to participate. It's about time.
I'm still pondering the idea of something related to spacetime that got me excited before the previous Ludum Dare, which I skipped. There was one mechanic on my mind, but I'm not sure how it will play out. I wanted to test it in this Ludum Dare. But when I saw the theme "Limited Space," my mind started spinning, and now a whole mini-story is occupying my thoughts. Maybe I won't even have time to incorporate that mechanic into it, but I'll give making the game a try.
Engine: Defold
Art: Inkscape
Sound: Hopefully, I'll find something suitable and have enough time to add it.
Wishing you all a productive weekend!
The base mechanics are beginning to work, the wrapping of objects, some kind of dumb AI (just semi-random jumps, moves and shoots)
Some graphics are already there, but I want to make it playable, and after that I will add more graphics...
https://youtu.be/G25oocND9_s
My plan going in was some kind of retro point and click adventure game as that is generally what I make. However the theme really threw me off and I spent a bunch of hours noodling on stories and puzzles to make that work and I came up short. Nothing was really clicking, I considered just starting to build assets and hoping the game would come together later but everytime I've done that in the past I've failed the jam.
So I pivoted to something completely different. Instead I'm now making a "Coffee-break grand strategy space conquest game". Here's some placeholder art from my current WIP for the battle screen:

Goal of the game is to give you a chance to build up and command fleets to conquer the galaxy, and get it all done in under an hour.
Game has three main components: - Battle Screen - Been working on this all day today and it's about 70% done, but I'm starting to flag and I'm not sure I'll get the enemy AI finished before I wrap for the day. - Map Screen - Main focus for tomorrow will be the meta game of building the fleets and deploying them to planet, tracking changes as you and the AI conquer the galaxy. - Card System - For Monday I want to build on the rest of the game with some simple card game mechanics to add more interesting choices during the battle screen.
It's very losely based on a japanese fan board game of the book/anime series Legend of Galactic Heroes.
How does this all tie into the theme? I'm trying to build all the mechanics around tight limitations rather than the typically overwhelming size of grand strategy games... and it's set in space. Sure it's lose but it's enough for me.

The circle is definitely too limited for two giants...

delete me


Hey everyone
https://youtu.be/QxX_QlbyNbw
We set out to make a reverse volfied game :)
Now comes the flood fill algorithm...
Despite having done game-dev both as a hobby and professionally, this will be my first time participating in a game jam!
From some open source wordlists (split into nouns, adjectives, verbs etc) I have created a Procedural Book Title Generator for my game.
I wonder if anyone can figure out what my game will be from this...

My personal favourite is "The Supreme Flashlight of the Dawdler"
The basic idea is to save survivors from sinking objects using a motorboat and transport them to islands.
The motorboat has limited space, and there is also a limited space available for survivors on the islands.
The more passengers there are on the boat, the slower it moves, and the harder it is to turn.
Time is of the essence, as if an object sinks, the passengers on it can only swim for so long before they submerge.
The basic mechanics for Nautical Saviour are complete. It’s time to polish it up.

PRO TIP:
If you remove a survivor from a sinking object, it remains on the surface longer, thus also increasing the chances for the other survivors on it.
https://ldj.am/$374166
Unable to start until mid-day today and unable to continue working after mid-day tomorrow, this jam is proving to be very much a test of my time-management skills. Still, it's a fun challenge to see what I can get done in, essentially, just a day's worth of hours.

My idea is a game that takes place on a desktop that is so terribly fragmented there is hardly any space left to install new programs. You're tasked with running a defragmentation program, all the while protecting what little disk space you have left. It's a classic tower defence game, basically.
Originally, I had planned a neat little unique mechanic where the boundaries of windows you dragged around would act as the "track" for each wave, but after an hour messing with pathfinding to little avail I ultimately scrapped that in favour of a linear, pre-placed course. I think I would rather have a functional game at the end of this that isn't particularly boundary breaking instead of a couple of cool ideas that aren't properly implemented.
Though, I do hope for the next jam I'm able to use the full 72 hours instead of having to cobble something together in just a fraction of the time!
I did a lot of today - concepts, sprites, even a tidbit of coding, however...neither me, nor my partner, enjoyed what we were working on. So, we quit. It was a difficult decision - at least for me, since I've been waiting for it so long. I was hoping to have fun and learn something new, and in some way - I did! I was having a blast looking through forums and looking what y'all have been working on, and I probably will look here from time to time! And learned that there's nothing fun doing something that you don't genuinely enjoy and at the end of the day it's not going to be pleasant either for the developer and the player. And that it might be okay to quit, if you feel like doing so...
Wishing good luck to everyone else and see y'all next time! With love and a lot of other mixed feelings, Ule.
Sharing the second important line of the process of creating this rhythm-game. https://youtu.be/vIeA0jZpXM0?si=UrBSPm_pMObqt5Sb
This is our 3rd game jam, this time with one new team member and some have opted out. A little taste of the art.... title is tentative, so I removed it from this image for now.

Instead of using Godot like I normally do, I've opted to make a PICO-8 game this time around. I'm only a few hours in, but here's my progress so far:

My interpretation of the theme is a game where the amount of safe space for the player becomes increasingly limited, because the cave becomes more flooded with every three steps taken.
I assure you, the code behind all this is exactly as janky as you think it is.
This is my first ever game jam! With my teammate, composer Johanum, we're going to make CLAUSTRO!
CLAUSTRO is referred to "Claustrophobia". We decided to make a game about the fear of tight places or, let's put it this way; "Limited Space"!
Making this game in Godot is relatively easier, as I already am using it for my other game HOPE, the mechanics are more familiar to me so it wasn't such a hassle. Though, the difference is this is a platformer and the other one is top down!
This is an opportunity for me to present something interesting and learn a lot from it, instead of being stuck in working on the same thing everyday haha.
Here are some pictures of the progress so far! 😁!



The game is mostly playable, I need to add the round win condition, and increasing difficulty. And finally fix up the background :) Then sound effects (I'm too untalented to create music) and maybe some polish if time is left.
You're stranded on the space station and try to survive the onslaught with just your cheapo repellent gun (not pictured). It can push off any meteors in its path, but it's slow to recharge.

I decided to switch from my usual engine (Unity) to Godot for this game jam. I'm enjoying the challenge of relearning the basics!

I am creating something in Unreal Engine 5.

The floor is lava part of the game!
And I feel like I have achieved nothing at all.
Even simple stuff like dashing takes me almost one hour, according to my measurement on Toggl.
Just because a man lacks the use of his eyes doesn't mean he lacks vision (Stevie Wonder).



What do you think some dueling wizards!
So I've decided to ditch Unity and try out the Stride engine. So far: it's horrible and I love it. I had to do so many different hacks to get the most basic features working which is really cool. Next jam I'll probably write libraries that will do the work for me, but for now I have to figure out things like the fullscreen toggle.

I've also decided to use my own "remote inspector" for viewing logs. It crashes often (especially when closing the game), but I hope it will be useful for me and others in the future. Right now it's a console app, but I'm planning to make a proper one in godot.

Got a late start, due to timezone and sleeping in, but it's coming along nicely. The bare game-loop is almost done (it's only missing a lose-state). Still lots of mechanics missing, that'll make it an actual game, but I'm quite pleased.
The last few jams have all been failures for me due to poor mental health, so it feels really good to be able to do some coding again! :)
Collision is kinda done, but requires all enemies to have the same hitbox at the moment due to performance (might not actually be an issue, will test this tomorrow)
Knock-back was a lot of fun to implement, as was giving bullets some of your own momentum when firing.

There is so much more to do tomorrow, but it should all be fun stuff, like upgrades to your character and other cool things. (Oh, and the things that make the name actually make sense...)
Have not thought about music or sfx yet. Hopefully I can whip up something chip-tuney... I've never made music for a game before and have very little experience with music making in general - thinking of using BeepBox and bfxr.
I hope everyone else is having a blast and not overdoing it. Take it easy :)
~Laura

That's the post

This has probably been done before but I'm having lots of fun designing levels with this mechanic!
Now just to make a million levels, make it actually work, and fix all the bugs. https://youtu.be/YmsGSLTwWM4
With the first day almost over, please keep in mind that not everyone in this jam is running Windows. Many participants though use established platforms like Unity, Godot or even Pico8 which are capable of building for multiple platforms.
Web builds are the most accessible, but can be buggy or low performant. If a web build does not work for your game, please try and publish builds for linux and mac, too.
We want to rate your game, and you want us to rate your game. But that is only possible if we can play it.
Obviously, if that doesnt work due to a more exotic engine or some fancy schmancy selfmade toolkit :wink: we understand that this is not possible.

I'm a bit late, but it's time to start writting the main gameplay!