Here's a link to my game page on the LD site.
Here's the links to the game:
I guess there's issues with the runtime exports sometimes?
I started the 48 hours sort of upset that the topic wasn't "Alchemy", but got to thinking about the theme "Connected Worlds".
I eventually came up with a world of floating islands. I tried using Play Canvas (I had read a bunch of documentation and made a dumb little thing before the competition with PlayCanvas and some old assets I had from previous experiments) but after 24 hours I realized that I didn't have the velocity with the framework to produce something worthwhile in the remaining time... so I decided to take a break for a few hours, got some sleep...
... then thought about what assets I had made... nothing much really, I modeled the creepy red dude while spun out before I got any sleep and some floating islands right at the beginning:
but stopped once I realized only one animation imported at a time for the player character... I spent a lot of time trying to figure out how to program a 3rd person camera after having trouble with a FPS camera (the mouse kept hitting the edge of the screen and everything stopped...)
So... what could I do with this in the remaining time...
And I saw a bowling like game where the little creepy red guys would walk down and the player would just lob cannon balls down. I could make it fit the theme by claiming the hall was connecting our world to hell... and the creepy red guys were DEMON BABIES... hence:
DEMON BABY HALL DEFENSE.
Blender game engine was great, relatively straight forward system of sensors, controllers and actuators... and you get to use python! Trying to edit in blender was a bit of a pain though, as where your mouse is hovering determines the active panel (grr.)
But I was happy to have produced an entry after almost giving up.