Coro_yy

Ludum Dare 53

It's a challenge, but worth a try!

Time for some retrospective. For me personally, this was my second LD jam and I really enjoyed it. Three days time, a clear goal, a nice theme and a great partner to work with. For some reason, it didn't feel stressful at all and actually never was at any point, compared to the first one I did.

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Our game, Outer Space Snacks is the outcome of these three very peaceful days and I'm certainly proud of it. Although, as the artist, I feel kinda ashamed that I could never be any help in terms of coding, but this might be a topic for the next Jam.

We've already gotten some feedback on our "product" and I can assure you that the game gets very hard in the fourth and final level, but it is doable! It was just my sadistic attempt of making it uneccessarily hard. So if you manage to beat it, feel free to send us your highscores with a screenshot or so.

Ludum Dare 54

Need for Space is done!

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Our second LD that we did together is officially over and our game Need for Space is done and uploaded. You can grab it over here:

LD Page

Itch.io

First off, all levels are doable! Yes, it gets more and more difficult. Yes, the car physics are not realistic and yes, you get stuck pretty often. BUT, as I said, every single one can be completed. As reference, here's a screenshot of my personal times. 05cbbb7cfb392e984c26382fca7c06a7.png

Making a car in UE5 was much more difficult than we expected. The first 1 1/2 days got wasted to simply make it drivable. Everything else regarding the car was just a bonus. Some things worked, some things didnt (changing car engine sounds while driving. Yes we know how monotone it sounds). For whatever reason the car seems to have all wheel steering, even though steering is only activated for the front tires. A lot of things we could've changed or fix if there was "only one more day". But we're still happy with what we've done. It's wonky, but it totally works and can be completed!

See you in April

Ludum Dare 55

Demon's Call is here!

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It's not finished or polished but it's playable and we're happy with the result (which is what counts the most). There were a few more tasks on our to-do list (animation, more levels, a final boss) but it's late already, we're exhausted and there were some unlucky internet issues that made things worse.

BUT we learned a few new things/skills along the way which will hopefully be of good use in future Jams. Sooo yeah, feel free to play Demon's Call and tell us what you think. All assets, features, sounds and voices are selfmade.

And now go find that magical frog, I dare you!

Link

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Ludum Dare 59

I'm in

Peak concept art done. Let's get started!

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We speedran this LD

This was my 6th time participating and we usually use all 3 days to "finish" our game. Due to unforeseen time limitations this year, we created this little and simple game called Landslide within roughly 12 raw working hours.

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It's a bit rough around the edges and really simple in its gameplay loop but that's the whole process of a gamejam - make it playable, not perfect. And we had a super chill time while doing so. No stress involved, no big issues, just some coding and arting.

The only thing that still haunts me is, that I had a much better idea halfway into the jam :cry: