Water Duck

Ludum Dare 48

First jam completed!

rip.png

uh-oh

Well that was fun! And exhausting. We went for something quite ambitious, with auto-generated maps that were supposed to have mini-boss fights, a final boss fight, narrative strings and a lot more assets furnishing the levels. What we ended up with was a lack of sleep and more of a core foundation for the full game to be built upon.

But everyone on the team got to try something new, like I got to try making some music which I've recently started picking up.

We got some practice making 3D-models, one of us did some rigging and animation as well (theheheo).

And we had one of us dive into random generation for the first time (kirren).

The game could really be fleshed out, but our intentions with progression, health-based cost for abitities and such are still on show and we had lots of fun working on it. :smiley:

Next time, more planning would be good. We barely even knew how to submit and was doing it last second (although it turned out there was a 1 hour long submission period we ALSO missed so, uuuh).

Most importantly of all is making sure to sleep more though! :sweat_smile: We have gamedev school to worry about after all, where we are making gasp a game as well!

This is our little love labour, Devil Diver:

https://ldjam.com/events/ludum-dare/48/devil-diver

And yes, the aiming quacking sucks sometimes, but that's just a cool feature where your player character hasn't practiced his magic in a while, it's all within reason, dontworryaboutititallmakessenseandshouldbejustlikethatcanweagreegoodthankyou