Time for sleep
A lot of turmoil with this one, after pivoting from my original idea, it ended up a completely different genre. I can't really complain though, i thought i was gonna have to abandon the jam.

A lot of turmoil with this one, after pivoting from my original idea, it ended up a completely different genre. I can't really complain though, i thought i was gonna have to abandon the jam.

The game might not be fully functional, but we definitely have some satisfying physics going on.


It's time to really get crackin' on some level design

We're all a little woozy, but we're glad to be finished on a good note, there's probably some bugs left here and there, but we're glad to be able to release the game in this state
Check out our game here

This was a great compo, i can feel a big improvement from the last one i did. This time i had a comfortable finish, and kept my motivation up through the entire thing.
My game ended up leaning more towards being an art-piece. Didn't really plan on that; but all's well that ends well
https://youtu.be/yAJMB0LfYAk Hi there! While wrapping up the first day i wanted to record a little video for my friends to see, but i thought it was worth sharing here too. In this game, your goal is to survive the completely normal weather conditions, which change every 10 seconds.
Inspiration for this is likely the large amount of disaster survival games i played on Roblox a decade ago. If you were a fan of those too make sure to stick around until tomorrow :smiley:
So the Ludum Dare compo has come and gone again, and i walk away from it with mixed emotions. Don’t get me wrong, i had a lot of fun putting my soul into something in the timespan of a weekend. I keep doing game jams because i enjoy them. And above all else, i find my game fun to play, so why the fuss?
It was pretty clear as the first review came in that i’d missed the mark yet again. That’s no big deal; i’ve done it many times and will continue to do so until the day i die. I messed up the movement in a platformer. Embarassing. By itself this would be completely fine, but i realized immediately that i had made the same mistake i’d made in my last game jam. One that i thought i'd corrected
So as a recap, for my last game jam i made an adaptation/spinoff of the game Yahtzee. But after the jam was done, i realized i missed the mark. Cause of failure: not actually playing Yahtzee before i started coding. I ended up with a game not at all like the game i was basing it off of
While the game i made this time isn’t an adaptation, i basically made the same mistake as back then. I neglected polishing the core mechanics and gameplay loop in favor of adding more stuff to the game. Back then it was cool perks, this time it was funny cow physics.
You could make the argument that funny cow physics are always worth it, but i really did just end up focusing too much on the little details. Thankfully some people have noticed the care i took to make all those little details, but my time would’ve been better spent making sure they could jump on 1-wide platforms without getting annoyed. (which i ended up having to fix a day after the compo)
So right now, i’m looking at all the games on my itch.io page, and find myself annoyed. I have made this mistake again and again, i struggle to find a thing i’ve made that doesn’t fall for this same trap. Maybe next time i’ll end this madness

...one that i choose to ignore


It's been a while since I participated in LD, but I'm glad to be back! In this episode of well-thought out decisions: I spent so much time making and planning my wandcrafting mechanics that I didn't have time to actually add any proper enemies.
Maybe I should've just made that game about laying the first trans-atlantic telegraph cable after all.... nahhhhhhhhhh