Archive for the ‘Ludum Dare’ Category.

Neltris & stuff

I didn’t end up finishing anything on time for either Ludum Dare nor NGJ (not that I tried, either, for the latter) but I did start a little side project that feels promising, so I guess I’ll be tinkering with that a bunch for a bit. I’ll post more about it when it gets to a slightly more complete state.

However, unrelated to either jam, I made a tiny silly browser game called Neltris and put it on Itch on the Thursday-Friday night! It’s… silly but I quite like it.

You can play it here!

I’ve been failing to get the weekly streams going this year, first due to being sick, then due to Fondue arriving, then due to laziness, then due to moving and then due to Nordic Game Jam. I have some more stuff in the horizon that’ll affect my ability to stream, but outside of specific events preventing me from streaming I need to step up the game a bit, especially ESA2 really needs that.

Monthly update: Marchpril 2024

I haven’t updated the blog in a bit, but this time there’s actually a reason for this! I’ve been intending to eventually migrate my blog away from WordPress, and have been setting up a homemade thing for viewing posts & then migrating old posts into the new system. I vaguely thought that after starting this process, the next blogpost would already be in the new system and as such didn’t log in here for a bit. But it’s been long enough (partially because I don’t entirely trust how good my PHP/PDO code is) without the new blog coming online, so let’s make a normal update here instead.

First of all, A Solitaire Mystery is now fully out! It boasts 23 solitaires at the moment, but we do have plans to add more at a later date. You can get it for USD $3 on Itch.io:

That’s my first proper Löve2D release, too! There are a lot of little odd spots in the codebase, but overall I think I’ve built a relatively nice basic system for future lua games. Thanks to Hazelstorm and knexator for the guest solitaires & to Hazelstorm for the excellent music!

In other news, the number of Covemountlikes has reached a whopping 16! All of them (plus RUDE CHESS and IT’S A BLOCK-PUSHING GAME) can be found in this collection!

Also, I’ll be moving to a new apartment soon! It’s exciting although I worry about the cats a bit, both in terms of logistics and especially Fondue getting used to the new place. We’ll see.

Ludum Dare 55 will be at the end of the week, and Nordic Game Jam a week after that. We’ll see what happens with those…

Cylinders of the Wise

Don’t mind the silly name: it’s what I ended up with with the boardgame I posted about earlier. I got to playtest the game a bit and it seemed solid enough as it was, so I decided to call it done and put it on Itch.io. I also submitted it to Ludum Dare #53, which feels a bit silly in hindsight.

Check it out on Itch.io!

2022 in review(?)

Ok! I’ve been promising a general “what’s going on” post for a while now, and I guess it’s time to write exactly that. When this year started, I had a couple specific plans for how I’d handle my game development throughout the year (and in some cases onwards from there):

  • I intended to start a more structured weekly schedule, sleeping times included, in an effort to both differentiate my free and work time better and to get my terribly unstable daily rhythm under control.
  • I planned to make a small game every month for a total of 12 small games, both as a way to try out this system I had first seen used by Petri Purho in… 2007, was it? and in order to take a mental break from Baba Is You and other large, multi-year projects that had been on my mind over the past years.

So how did all this turn out? Not very well. The structured schedule and the monthly game system both fell apart already in January. I couldn’t get myself to stay awake long enough if I woke up early, and preferred going to sleep when I felt tired, sleeping through the day and then being awake overnight. The first monthly game I had planned, a refined version of my earlier Ludum Dare #47 entry Keke’s Underwater Adventure, turned out to be way too large in scope (and most of the other ideas I had picked for monthly projects had the same issue, I suspect) and while I did get some stuff implemented, by the end of the month things were way too unfinished to call the result a success.

So yeah, not great. I don’t remember the exact order of events at this point, but I think I decided pretty quickly to try to make 12 small games over the year in total instead of trying to make one game every month. As for the weekly schedule, it seemed that since the issue was mostly feeling tired (and a decade of getting used to being a night owl), I was better off trying to live with it for the time being, especially because on top of tiredness I was noticing a slightly concerning lack of energy to make things. I did eat more than a half of a Carolina Reaper chili, though!

I had a plan for an April’s Fools game (two, in fact!) but the aforementioned lack of energy posed a fairly serious obstacle because I couldn’t muster the will to make either game happen on time. Luckily later in April I participated in Nordic Game Jam, which allowed me to actually finish a project, RUDE CHESS. I guess this triggered further productivity, because over the weeks following RUDE CHESS I managed to also finish It’s A Me, Baba Is You XTREME (one of the two April’s Fools games), Baba Friend and Keke in the Caves of Peril. Yay!

Before NGJ I started having constant restless leg syndrome, which further caused trouble with sleeping and keeping my daily rhythm straight. I often had to tire myself to get any sleep at all, and after the above burst of productivity, over the Summer I fell into a serious lull in motivation, resulting in me stopping bi-weekly gamedev streams and not really feeling like working on games at all for ~3 months. Ugh!!! I did manage to do some paper puzzle design and comics drawing in the meantime, but something was seriously not right.

October drawing close, I was contacted about a plan to make a small bundle of Halloween-themed games. This seemed like a potentially good way to get back on track gamedev-wise and I agreed, deciding on a whim on my game idea (or maybe it was more than a whim, I can’t remember. I think I had come up with the idea slightly before and decided to use it because it seemed funny?) Around this time I also had some blood tests taken and it turned out that I had a serious iron deficiency both in terms of hemoglobin and body iron reserves. And would you believe it, this turned out to have been the issue all along: getting some extra iron gave me motivation & energy back, and the restless leg syndrome went away, too! What’s funnier, a friend had recommended having my iron levels checked just before this (advice which I didn’t heed). Lesson of this story is: don’t get iron deficiency.

With the iron issue sorted out, I managed to finish The Plumber Thing, and this then led into a bunch of unrelated small games: Mamono Mower, Cavern Sweeper, Babataire, Babataire EX, a rerelease of Cavern of Flight, a rerelease & update of Once in Space, a holiday update to The Plumber Thing, some paper puzzles and finally It’s A Block-Pushing Game, fulfilling the goal of the year (or not, depending if the rereleases count). Overall I’m really happy with this year’s productivity, which is a bit surprising considering the iron deficiency. I also recorded a playthrough of a game I liked as a child, Lost Valley.

There are a couple things that were left somewhat or entirely unfulfilled over the year:

  • Most of the games I did end up making weren’t part of the original list of monthly games. As stated, most of those were too scope-creepy for this project, but nonetheless.
  • My sleep schedule is still mostly terrible, and I didn’t get enough exercise this year, spending most of the time sitting at my computer.
  • I didn’t paint almost at all! And I mostly drew just the usual 4 comics I make annually for the student magazine. I mean, that’s definitely something, but I’d want to do some watercolours again.

And now, what’s planned for the next year?

  • I’ll keep making some smaller games, although this time without an explicit count I’d aim for. There are a couple ideas I think I should be able to get done with semi-limited trouble, so hopefully at least some of those can become reality.
  • It has started to feel that working on ESA2 might actually be fun again. Maybe? We’ll see! I’ll try to make ESA2 my main project next year, and actually get that thing somewhere instead of it staying forever in a limbo of sorts.
  • The weekly streams will return; hopefully this time I won’t lose steam halfway through.
  • I think it’s time to move on from Baba Is You, at least for the time being. Next April I’d have spent about 6 years of my life around Baba, and while it’s been largely an enjoyable ride (and I do have Baba-related ideas for the future, about which I’ll post when they’re ready to be revealed), it’d be nice to feel that the game as it is now is more or less a “finished” product. Note that this doesn’t mean that I won’t do anything more with/to BIY, but rather that I’d wish to mentally move on from the game and get the feeling that it’s where I want it to be.
  • My internal deadline for getting my master’s degree in Psychology has been set to the beginning of April. There’s so little left!
  • I’ll try to exercise more.

Here’s a list of the games released this year, alongside the source of inspiration for them (if I can remember it):

  1. RUDE CHESS (A combination of pondering about randomness as a puzzle mechanic and my earlier No More Sweden 2018 entry, Chnakess)
  2. It’s A Me! (A joke I made in AuthorBlues‘ Twitch stream chat and then realized sounded actually funny)
  3. Keke in the Caves of Peril (My entry for Ludum Dare #48 finished and polished)
  4. Baba Is You XTREME (Idea for an Aprils’ Fools version of Baba Is You)
  5. Baba Friend (Based on that old desktop sheep toy, I’ve wanted to make one of these since forever)
  6. The Plumber Thing (Can’t remember the exact thought process leading to it)
  7. Mamono Mower (Exuno, Goost & Maurice from the Mystery Tournament community joked about odd combos of genres + the community has an inside joke about Lawn Mower, a NES game. Heavy inspiration from Mamono Sweeper)
  8. Cavern of Flight rerelease (A 2016 Ludum Dare entry, which I edited slightly to remove some game-breaking bugs and rough edges)
  9. Once in Space 2022 (Updated version of Once in Space from 2011, which in turn was a remake of Once in Space from 2007)
  10. Babataire (An idea borne out of Cluj solitaire, which I saw in the Zachtronics Solitaire Collection)
  11. Cavern Sweeper (A separate concept for Mamono Mower that I wanted to explore but removed from the lawn-mowing theme)
  12. Babataire EX (A serious attempt to combine Baba Is You and solitaire)
  13. It’s A Block-Pushing Game (Possibly started as a chess-themed sokoban idea? Can’t quite recall)

Maybe that’s enough of that?

Once in Space 2022 & Cavern of Flight v1.3

Once in Space! That’s the game that originally prompted me to set up the hempuli.com website! I remember Nifflas helpfully making me a simple HTML example for how I could format the page for the game, and I’ve been using that as a template ever since (with some adjustments over the years). That was a hugely helpful HTML file!

Anyway, Once in Space was one of my original “platformers-with-a-twist”, alongside games like Timerocketxby, Flickerstrings & GENERIC Platformer. I was quite fond of it, although the initial 2007 version received some harsh-but-valid criticism from a JayIsGames.com reviewer due to how rough the game was to play.

Eventually, in 2011 (I thought it was earlier), I decided to remake the game. For various reasons that version was ultimately kind of lost in time and space, despite being much much more refined game design -wise than the 2007 original. I’ve been thinking of updating it for a new release for years, but now that has actually happened!

In other news, I put Cavern of Flight, one of my highest-quality Ludum Dare entries on Itch.io earlier this year; the game had had a very unfortunate visual bug ever since release where respawning after dying would commonly require you to hard-restart the program. I fixed that for the Itch.io release, but there were a couple additional issues with its design that I didn’t bother fixing at the time. However, while I was still excited about putting OiS 2022 out, I went and actully fixed those issues, making the game a much less rough experience to finish. So that’s two old games now available, better than ever!

Download Once In Space 2022 on Itch.io here!

Download Cavern of Flight v1.3 on Itch.io here!

Keke in the Caves of Peril!

Hey! Another new game only a week after the last! Now to be fair, this one I made originally a year ago for Ludum Dare 48. However, I’ve since added polish, undo, new levels, music and so on, so this new release is quite a bit neater than the original. Unfortunately only Windows is supported, though.

CHECK IT OUT

Weekly-12 progress post #111: Rules

Huh, WordPress looks very different now. I kinda miss the old system. Anyway! After a month+ of no game development streams, I managed to implement some Baba rule changes on-stream today. Progress was very smooth, although at the very end I realized a rather unfortunate implication of the system I was implementing that I’ll have to mull over. Still, very nice! I also played a couple Ludum Dare entries to close the stream off.

The end of the year is closing in on us, and that means I’ll have to get Baba to its finalized state sometime soon! Especially the audio is something I’ve been overlooking for too long now – gotta have to concentrate my efforts on that.

Ludum Dare #43: Sacrifices must be made

Ludum Dare #43 was last weekend! I have some exams coming but really wanted to participate; the theme didn’t initially give any inspiration and I was ready to call it a studying weekend, but then an idea struck and I ended up creating something.

My entry is Ludum Dare Simulator, a game where the sacrifices come in form of allocating time and resources to finish a game under the 48-hour time limit. This is done by placing blocks on a grid where every cell represents a single hour of Ludum Dare. The game is heavily inspired by the boardgame Patchwork that was recently shown to me.

The game itself is fairly simple (although the underlying scoring rules are way complicated, oh well), but for me the most interesting bits come after the player submits their game and goes to the scoring phase. I wanted to add some funny stuff to liven up the experience, so there are some surprised to be seen after finishing. It felt really good to finish an LD entry, considering at least two of my previous entries (Sublunar Vessel and Super Metabolism Bros) were left in a somewhat unfinished state. I even had time to compose music!

Ludum Dare page

Download the game


News! And stuff! Part 1

UGhghg, even when disregarding the sloppy weekly progress updates, I’ve been extremely bad at keeping this blog up to date with things I’ve been doing! Let’s try to fix that! Here’re some things I’ve made during the past several months:

I made a game for Ludum Dare 41! It’s called Super Metabolism Bros, and it’s a kind of a mix of Dwarf Fortress -like real-time strategy with autonomous agents and platforming. The idea ended up being very rough and buggy, but it was a fun little thing and part of my long-enduring fascination with autonomous agents in games and pathfinding. FrankieSmileShow played the game on-stream and it was a fun time. I had a lot more plans (bacteria, at least) but didn’t have time for those.

– I had my 2-week Summer holiday a week ago, and during it I toyed around with shaders to create this fake 3D effect. It’s very satisfying to create this kind of stuff, although whether it’ll become anything or not will have to be seen. It’d be neat to make a cardgame or a boardgame with this style! (Alexis Kennedy’s Cultist Simulator definitely inspired me a lot)

Stumblehill is done! It was featured as a part of Humble Bundle’s Monthly Bundle for July. There were some bugs at launch but they should be gone now, although I do plan to update the game a bit more before I call it fully finished. All in all, the project was fun and while I left things very much too late, the result turned out to be fairly neat. This also helped me a lot to get a feel for digital painting, although digital animation is something that feels way beyond me. Massive thanks to Anna Magdalino for the audio and Lucy Green for the writing!

– After a lengthy break, I’ve returned to work on ESA 2! However, because of various reasons I’ve decided to re-do the game from nearly scratch. I’m going to reuse assets where I can, but it’s still a bunch of work. Sorry about that! But I think the game will benefit from rethought. I’m currently setting up the editor and basics of the engine, but it shouldn’t be too long until I’ll be able to get to work on the actual map again.

– Also, I’ve finally updated ESA 1! Some bugs have been fixed, you can now skip the end credits if you’ve seen them already, and there have been some optimizations to the level loading times that should help especially older computers to handle the game. Many of these little changes have been made with speedrunners in mind.

Baba Is You progresses onwards, somewhat slower now but nevertheless. I think I’ll do a separate post of interesting Baba gifs and whatnot in the future, but not mentioning it in this general update would be odd. On the video you can heard some tracks I’ve composed for the game.

I’ll also be participating in the No More Sweden game jam again this year. It’ll be held in the beginning of August in Malmö, Sweden. It’ll be good to meet some friends and maybe make some jam games. :)

Weekly progress post #75: A bit of everything

I actually managed to work on both Baba and ESA2 on today’s stream. In Baba, I implemented some map-related things to make it more polished. I also started working on a fairly cool special effect but ended up giving up on that because it would’ve required me to rework some very base-level code and would also have caused some entirely new graphical issues to solve.

In ESA 2, I implemented the intro for a new (old) boss. Said boss still needs a bunch of graphical work but I have the general idea of the fight in my head so getting to implementing the actual fight should be fairly smooth.

I also dabbled a bit with my chess pathfinder and fixed a bug in how bishops behave if they’re looking for a path to a square that they can’t actually land on.

I’m currently in a state of mind where I have a whole bunch of projects I’d like to dabble with but kinda know that I wouldn’t have the motivation to actually work on them. I think I’ll do a little classic roguelike project at some point but maybe it’d be for the best not to do even that.

EDIT: Oh yeah, I think I skipped a stream & a weekly update due to Ludum Dare last week! I’ll keep that in mind. I’ll make a post about the Dare when I remember and have the energy.