We did it!!
Tao is officially published - have fun playing (link to page) :two_hearts:

Tao is officially published - have fun playing (link to page) :two_hearts:

... fire, bone and wind, of course :fire: :skullcrossbones: :windblowingface:

You can check out our game here :video_game: - feedback is always welcome :heart:
(Play here :arrowright: https://ldjam.com/events/ludum-dare/55/tao :arrowleft: )
Some friends just decided to make a speedrun marathon with our game :runner: That was hilarious - just wanted to share this with you!



...

:arrowright: play here: https://ldjam.com/events/ludum-dare/55/tao :arrowleft:
I feel like we should post more updates to get more visibility since our smart balance is -57 at the moment :scream:
Oh, and also, we're happy to play & rate your games of course - and would be glad if you return the favor :grin:
:arrowright: Play TAO here: https://ldjam.com/events/ludum-dare/55/tao :arrowleft:

As the voting period is almost over, we'd like to thank everyone who voted and played our game TAO! :trophy: :hugging: Your feedback really means a lot to us!

I'm excited to join this LD again :grinning: Last time, we worked in a team of two on TAO, which was made in pico-8. This time, I'm back as solo dev, going to cook something up in Game Maker!

Here's a first look of what I'm working on :grin:

(I integrated the GIF recorder in GameMaker as well, yay)
Drastic bugs require drastic measures :seenoevil:

Finally... What do you think of the basic concept?

I think I'm making good progress with my game. Player can already save, die & respawn :pray:

What do you think of the white outline effect? I was thinking to make everything more dark (since you are in the depths the level should be mostly dark) :thinking:

Growth mechanics
Magnet mechanics

Let's see if I can finish the content in time :scream_cat: Leveldesign is really hard due to the design of my game :map:

This is what I got so far:

I always wanted to make a retro water shader (like in Zelda: OoA) - I think it fits the game, WDYT?

I'm about 70% done with the level design. My head is smoking. :grimacing: Less than 7 hours to go for the compo, and I still have to finish the level, add sounds, come up with a title, polish, .. -> worst case, I'll submit to the normal jam :shrug:


My game DYAMID is finally submitted for the Jam! Check it out HERE! :grin: I'm so happy I made it in time!

:gem: Check out my submission HERE :gem:

Please play & rate my game - I'd really appreciate it! Also let me know which game you made, so I'll also play & rate it :handshake:
If you're lazy or stuck in the game, you can also check out the gameplay video!
:pointdown: WARNING: SPOILER AHEAD :pointdown:
Don't watch this video if you haven't played yet!
https://youtu.be/a7DYacm0fKQ
I am a long-time GameMaker hobbyist, therefore I decided to keep developing in GameMaker studio for development speed reasons, while trying to keep somewhat close to the pico-8 look & feel, because I admire the pico-8 games. So I thought "Hey, what can one do on a 128x128 canvas? And how do I include it with the theme 'Depths'?"

So I thought, "depths" can mean two things: the literal depth of the map/world (hence, the underground pyramid), but also "depth" as in: there is more dimension to what you see & interact with.
This led to an idea (word-for-word in my design document):
"You carry a crystal, and the camera follows that crystal. If you fall, you come out of the top of the screen again"
This way, the level itself would gain a whole dimension of depth, because just changing the camera position, the possibilities would change completely.
And by quickly hacking things together (as I usually do), I went from this...
...to this...
...to this!

That's my thought process. How did you come up with your ideas & designs?
(If you like, have a look at DYAMID)