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WHEW!
Well, I added everything I needed to the game and looked at the clock. Just under half an hour left.
I spent the next thirty minutes doing the fastest game development I have ever done, because I figured I might as well throw in more enemies. Anyway, now that everything is done, go take a look at my entry!

This was lots of fun. Hopefully I’ll have time to enter the next Ludum Dare. But in the meantime, this one still isn’t over. Good luck everyone, and to those entering the Jam, hope the next day is free of bugs!
Sounds and music, huzzah
After working for a bit longer, I’ve got most of the content covered for my game:

There’s also some music. I’m not really much of a musician, but I think it turned out pretty well. Listen to it here!
If you’ve got time, give the test build a play and let me know what you think.
First prototype!
Well, this is my first time doing a Ludum Dare, so hopefully I’ll be able to finish in time.
That said, here’s a bit of progress I’ve made so far (controls are WASD, aim with mouse):
http://dl.dropbox.com/u/2149322/Ludum%20Dare%2018/LD18.exe
The idea is a top-down rotational shoot-’em-up. When an enemy is killed, it becomes deactivated, leaving it motionless and unable to fire. However, it attaches to your ship when you touch it and then fires whatever it was firing before. Essentially, you’re “converting” enemy units to your team. I think I could get some cool things going on here, but if anybody has any feedback or suggestions, that would be great.

