Hi, I have been working hard on a full game release but I am interested in continuing this game jam. It is a bit short notice to do one in January but Feb or Mar would work well for me
the_syncr0
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With Love2D you can easily set up something that hotreloads the level when you make changes. I had it set up so that it just restarted the game with the new changes and it started right at the level I wanted to test. So it makes the feedback loop pretty fast. However the exact way I implemented the enemy movement patterns is fairly tedious as it is the screen position 0-1 for x and y that it spawns and moves to. In the future I will probably set up some sort of simplified lane system where enemies to spawn and some preplanned arcs to take along the screen. That idea comes from a short series on shmups development by boghog on YouTube.
Also thanks for the audio suggestions. I think sound effects are one of my weakest points as a game dev right now.
It's always fun to talk about the process
Thanks for playing! I didn't have time to implement a proper continue system as my current restart system came together a few hours before submission. Same with the sound effects, I made them all in PICO-8 which is why they sound like that. It was the fastest way I could make the handful of sound effects I needed. But I wasn't super happy about how they sounded either. Time to learn some better audio processing tools haha.
My entire game is coded in lua so there is a file which has a list of enemies to spawn, also the text to display. And each enemy has a starting spawn location, a location to stop at on screen, and a location to fly to off screen, and the time until the next enemy spawn. With that I just tweaked the numbers until it became fun to play
Great job especially with joining the jam late. I like the mechanic of swinging the moon around to hit the obstacles but I think there are too many enemies. With less enemies you could focus more on accuracy with the interesting control of the moon. Currently you can just swing around and hit most of the enemies fairly easily haha.
Also very cool using and developing Lyte2D. From reading more about it I am very impressed. I hope the project continues as it can be a nice simpler and more web friendly version of Love.
Hello, thanks for checking out my game jam
Coming from Godot I would probably recommend Defold. It is the closest thing to a full game engine like Unity or Godot. All the other suggestions I listed in the jam description are more code focused. So if you are looking for UI development I would recommend this Defold tutorial. And for something similar to Godot's signals system there is a message passing system, see this tutorial.
Outside of Defold there is also Love2D which is a great framework, which is entirely code based. However. without using helpful extra libraries it can lead to some boilerplate. But you can find a lot of useful tutorials and libraries to get up and running faster:
Congratulations to ...
Scuba Squad on winning first place!
Under Water Tactics for second place and first in the music category!
Hammerhead Squad for third place and first place in the controls category!
Thanks again for everyone who entered! I hope to see you all at our next Turn Based Tactics Jam!
I look forward to seeing future developments on your games and best of luck in your next game jams!