MORE ARTFIGHT!!!
by order, these characters belong to:
sashapetukh , Serpentine67 (aka shirotora-2912 here), Twuqz and Serpentine67 again!
seen from Japan
seen from China

seen from Australia
seen from United States
seen from United States
seen from United States
seen from United States

seen from Brunei
seen from Brazil
seen from United States

seen from Malaysia
seen from Egypt

seen from United Kingdom
seen from Bangladesh
seen from Germany
seen from United States
seen from Malaysia
seen from Sweden
seen from China
seen from Germany
MORE ARTFIGHT!!!
by order, these characters belong to:
sashapetukh , Serpentine67 (aka shirotora-2912 here), Twuqz and Serpentine67 again!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
the first season of The Show was so good I’m actually pissed how tf did they manage to make it so awful!!!!! what the heck!!!
puts in air fryer and eats it like a prawn chip
Well, that didn’t take long at all, did it? :3
S-LAYER-1.21.love Crunch-1.11.love Kudzu-1.01.love
The above downloads are all cross-platform; you will need Love2D 0.10.0 for your platform in order to run them.
And for completion’s sake, here are the Windows versions:
S-LAYER-1.21-Windows.zip Crunch-1.11-Windows.zip Kudzu-1.01-Windows.zip
There should be no differences between these and the previous versions gameplay-wise or graphics-wise. If you encounter any bugs or issues, be sure to let me know!
Enjoy!
CRUNCH!!! 1.1 Released
Just a heads up: I just unleashed CRUNCH!!! 1.1 upon an unsuspecting public. You can get it here.
Note that this is a Post-Jam version, so if you’re a Ludum Dare participant, be sure to base your votes on the original 1.0 release. Not a whole lot has been changed, but:
- Overall performance has been improved - Pesky physics glitches have been (should be?) squashed - Gamepad controls have been tweaked for better usability: use the analog stick/D-pad to steer and RB to move forward
Enjoy!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
"I'll take this planet to go, please!" - A CRUNCH!!! Post-Mortem
(Crossposting this from the official Ludum Dare blog)
My seventh successful (and fourth consecutive) Ludum Dare entry, CRUNCH!!! An Interplanetary Meal Trip, has been out in the wild for a little over a day now and all the feedback I've gotten so far has been highly positive. For whatever it's worth, CRUNCH!!! is the first time since Five Floors, Two Worlds back in LD30 I feel like I've gotten a complete game out the door - in fact, it might be the most complete-feeling game I've ever done.
It didn't take me long after the theme announcement to decide on "ravenous space monster on the rampage." At this early stage in development I called the game "Space Cruncher" (my work folder even used this name all the way up until I was ready to release it); the tadpole-like "space citizens" (or just "critters" as I ended up calling them) were firmly a part of my design at this point, but the project didn't really take off until I started implementing the procedurally generated planets. At first I wanted to use trapezoid-shaped segments which I could put together into solid planet shapes, but when I couldn't get the mesh-deformed sprites and the collision boxes to line up, I settled for square ones instead. The exact geometric arrangement of the planets was something of a lucky accident: originally they used multiples of four blocks per layer, but I wasn't happy with the end result, so I bumped it up to six, as seen in the finished version. When I saw how the planets looked after that, I realized using multiples of six to approximate a circular shape should have been obvious in retrospect. ^_^;
Before this point, I'd already considered the fact that CRUNCH!!! was basically Squeeps, my LD26 entry, with its "helpless critter fleeing from implacable monsters" dynamic flipped on its head. The planets brought to mind something older than that, though: my early prototype idea for Corebound, my first-ever LD entry, which involved digging your way out of planets made of bricks arranged in hexagon patterns (hence the title, originally meant to suggest stuck in a planet's core rather than headed there). Also like Squeeps, most of the game's sound effects were made using Audacity and my own voice: Bfxr was brought in for the zaps, chomps, and explosions (with a bit more post-processing in Audacity than I've previously bothered with), but the critters' yelps, the monster's snarls and roars, and yes, the Space Police's ineffectual calls for you to stand down are all my own voicework. (The Space Police is probably the closest to my regular voice I've ever put in a project so far - all I did was speed it up and add an echo.)
CRUNCH!!! was also, purely by accident, an experiment in graphical style: it's my first Ludum Dare entry to render at 640x480, but not a single one of the game's sprites was actually drawn with that resolution in mind: the end result is blocky sprites with smooth scaling and rotation (an effect I'll admit I've deliberately avoided in previous entries for the sake of "authenticity"). And while the monster, the critters, and the Space Police all render at the same 2x display scale, the planets don't: this was a holdover from the original plan to have planets in multiple scales, but I ended up using a 4x scale for all of them (tinier planets were harder to maneuver through). I think the blockier, chunkier style nicely conveys a sense of hugeness, though I'll admit the planet cores do clash a bit with the rest of the game's aesthetics. The rounded square particles, by contrast, were a deliberate choice; I really like the way explosions ended up looking with them. XD
The font was also the product of happenstance: when I was done with my title screen logo, I had a six-pixel-tall space at the bottom of my 32-pixel-tall graphic to wedge in a subtitle, and rather than expand the logo to accommodate a bigger font, I just drew the subtitle in a tiny little 5x4 font. When I realized I still needed an actual font for text, I quickly made one in the same style - legibility suffers a bit on some of the lowercase letters, but I kinda like the retro low-def look of the text. And speaking of title-induced idiosyncrasies, I couldn't resist going with the three exclamation points on the "GAME OVER!!!" or (my personal favorite) "SYSTEM DEVOURED!!!" messages.
I'll freely admit to using the entity framework I wrote for S-LAYER, my previous LD Game Jam entry, plus an off-the-shelf camera implementation. I learned my lesson back in One-Floor Dungeon with my disastrous day-eating attempt to roll my own collision detection system: don't write any code you don't absolutely have to. I also used the excellent Tactile library to handle controls: I backported it into both One-Floor Dungeon and S-LAYER as a practice exercise, and it nicely fixed an odd controller glitch in both of them.
As for the subtitle...I'll confess I wasn't sure "meal trip" was a real turn of phrase until I bothered to Google it after release. It just sounded like a funny, understated way to express the game's concept. XD