Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!
Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created. You NEED ratings to get a score at the end. Play and Rate games to help others find your game. We’ll be announcing Ludum Dare 36’s August date alongside the results.
New Server: Welcome to the New (less expensive) Server! Find any problems? Report them here.
Please add your games to my play list, I have missed the 48 hour deadline but once my game is complete will start checking out everyone who posts to my list.
I am working on a simple platform game, you collect chests to make a vine grow. Small enemies will make collecting the chests difficult as you race against time to the top. Once you reach the top you will fight a boss.
The game is written in LibGDX, all the physics and entities are hand written but I am using Box2D lights for the lighting. Still have to add at least one more enemy type, HP and a boss and then as much pixelart and sounds as I have time for.
I have a concept I would like to try out which is a little tough in the time but might as well give it a go, wont give anything away just yet.
Knocked up a very basic level editor which loads/saves tiles as compressed JSON, implemented lights, ladder blocks so far. I really think once the first scene is done the editor will help speed things up.
Having enjoyed the last LD so much I am willing to go through it all again. LD32 was my first attempt and through the ups, mini breakdowns and lack of sleep had something that resembled a working demo.
I may have someone to work with this time around; my brother wants to break into the gamedev scene and learn pixel art, it will be tough to hand off work to someone else but will be a good experience.
I will be using LibGDX as always and producing a desktop game, I use PyxelEdit and Photoshop for graphics and any free tool to help me make some awful music.
My first post and Jam with LD, I thought about entering the compo but the pressure of 48 hours was too much. With just 15 minutes left I would be posting a concept / prototype not worth playing.
So anyway I will have a game to submit come end of play tomorrow, that in itself is a huge achievement personally. I often get caught up in the fun of a new project then grow bored all too soon leaving it unfinished.
I had a mini melt down today and walked away from the PC for around 3/4 hours, which is crazy during a jam, thanks to some Twitter users I stopped moaning and got on with some code. Am confident with where I am and feel another 24 hours is plenty to finish!