Everyone loves graphs
Here is a shiny graph of votes and coolness
It generates itself from the current data so it will be up to date.
It will actually work for some previous competitions too.
Comments
. nice work.
Here is a shiny graph of votes and coolness
It generates itself from the current data so it will be up to date.
It will actually work for some previous competitions too.
. nice work.
Well, my game didn’t turn out too bad! I’ve received some encouraging comments on it, and hopefully some generous ratings. If you haven’t played it yet, here’s the link and a screenshot to catch your attention:
Take this! (and everything else)
I have to say, making this game in 48 hours was really fun. Hadn’t I been busy after the weekend, I would have pounced on my other project(s), and started working on them like I was on a 48 hour deadline, from all the adrenaline pumped in my veins. I probably had more fun making it than I had playing it! So after hearing the feedback on my game, here’s my own judging of it:
When I was thinking about what my game would be like, I tried to design something that would be easy to implement, easy to learn, but challenging. It worked more or less. It was simple, but because of the time limit, I wasn’t able to make difficulty settings or levels or game modes. This, like I was afraid it would, made the game hard to balance in terms of different player skill. It works if you only play it one or two times, as it becomes “hard” pretty fast. However, once you get the hang of it, when you reach the maximum difficulty (which you will, very fast) all the challenge disappears. I myself got to over 800 points and then stopped because I was so terribly bored. Players who played it once or twice reported between 102 and 60-something, but I’m sure they would have gotten the same score as I did if they kept on playing. I was only able to face this issue by the very end, since I had been making the engine up till then, and I was pretty tired.
So that was the main issue: The game advanced too quickly in the beginning and didn’t advance enough at the end. I think it would have helped to have more than 6 characters (I found that having a lot of items really spiced it up, especially after there were more items that fingers on your hand. Besides that, about the graphics, in terms of prettiness, they are simplistic and overall look like they were made by a child, but in terms of being practical, they’re very informative and really helped the players learn and play the game without becoming confused about what’s happening (one could expect this to become an issue in a timed reflex game about a crowd barging into your home). The sounds and music are non-existent due to the deadline, but like someone noted, it’s “Better than bad sounds”. Like the same person said, “the lack of polish is obvious”. So I’d like to apologize once again for the default Game Maker message box and highscore table. It was added right at the end. It was late, I was tired and realized that I needed something like that. Sorry! But I was very happy with the initial splash screen, which was also added at the very end.
After this very long reflection on an insane weekend of game developing, I’d like to end by saying that I’ll probably be polishing and expanding this game a fair bit after the competition. Hopefully I’ll fix the difficulty issue by adding more characters/levels, add some more gameplay mechanics (restoring health), giving it audio content and polishing it a bit (at least remove the default Game Maker stuff). Maybe I’ll include it as a mini-game in the main game I’m making.
Thanks for reading, thanks for playing and thanks for the feedback!
I’m not that great at post-mortems or recaps or whatever, but I did polish up my game a little bit after the competition ended. It handles different resolutions better now and delivers in-game messages in a less annoying way. It also includes music and a voice-over for the intro, not included in the compo version because I couldn’t/didn’t make them myself.
So, without further ado, Leaving the Vault v0.3.0:
I’m really not likely to make any further additions or improvements to this specific game. I’ve started collecting all the best parts of the code and some other things I made into a framework to use at the next (mini) LD. I suppose I’ll see you all then!

????
What do these mean?
Hups, i planned on uploading the timelapse of making the game the day after the compo but forgot to since i intended to add some gameplay video into a dead period of the timelapse. Never got around to it and instead of just letting it rot on my drive i decided to upload it now as is instead. Better late than never eh? 
Tags: timelapse
I’m in for Mini-LD #26.
Here’s what I plan to use for this:
I’m not sure what I’ll make just yet. But, I’ve realized that I really do like Flash and I really do like AS3. I shouldn’t fight that love.
Peace, love, and clean code,
— Mr. Dude
Tags: declaration of intent, mini ld
Hey guys!
I wanted to see what you guys think of a little game I have been working on: Solar Quest!

It’s a little 3D space monopoly game based on the board game of the same name. Get it here!
Let me know what you think! ![]()
Yo peeps
It’s not dead, so I can’t really perform a postmortem examination, but let’s take a critical look at my second Ludum Dare entry.
The main thing I wanted to achieve this LD was to make a multiplayer game that was fun to play with my family and mates. After my first LD, I was proud of what I had made but was aware that it wasn’t a whole lot of fun to play, and lacked polish. It’s cool, but I wanted to do better this time. My main focus was to make it fun. I think I have done that.
What went right
Focus on fun – I wanted to make something that I would actually play after the competition was over, and that other people would have fun with. I kept it as simple as I could, and focused on making it fun. I think I succeeded here.
Getting feedback early – I made sure that I got other people to play it before it was done. I think this ended up making a huge difference to the multi player. When my brother played it with me, he wanted a way to kill me himself, and the trailing asteroid turned out to be the most fun way to do this. Getting people to play test it during the competition definitely helps.
What went wrong
I must be looking at this with rose-coloured glasses, because I’m having trouble coming up with something. I guess this means that keeping it simple means a lot less goes wrong. That being said, I’m sure you all will have plenty of constructive criticism to share. Check it out, and let me know what you think I did right and wrong with this game.
Well, it was my first LD and it was some ride!
I already decided before the competition that I would use FlashPunk & FlashDevelop for development, Box2D for physics, MinimalComps for UI and Paint .Net for drawing.
Other than MinimalComps I had already worked with all of the tools to some degree, and felt confident with them, and while I didn’t know MinimalComps I figured it would save me the trouble of drawing my own buttons and such, so it would be worth it…
I woke up at Saturday morning, and went straight away to see the theme.
I then realized how dangerous it is to work alone, so I took this!, and then spent the next ~2 hours coming up with ideas. I tried to think of something simple, that I would be able to make something playable fast with, but which can also be extended after the competition will be over.
Eventually I came up with a bit weird and vague idea, that seemed simple enough to accomplish, and looked fun in my head. What I first imagined (I think) was basically you building your army to stand against your enemies, and then slipping to the next room while everybody is fighting and shooting at each other… Something like a mash-up between Plants vs Zombies and Heroes of Might & Magic (the battlefield part), only with puzzles that combine both tactical thinking and real time co-ordination.
Did I say weird and vague already?
Well, at this part, I obviously concluded that I won’t be needing physics so I ditched Box2D, and decided to go on a tilemap based game. Also, since this idea can still go in plenty of directions, I decided to first try to do some level design before even starting to code, to see if this idea is even feasible.
So I spent the next ~2 hours designing 10 simple levels. I did that with an awesome tool called notepad, it lets you write different characters on screen! I simply wrote all my maps with ASCII characters where each symbol meant a different unit, enemy or obstacle. During the level design I also designed the player’s units, the enemies, the obstacles and the player behavior. I also had to design how each of these interact with each other, which I did, but did not think it through (as will be seen later). For each level I wrote down the layout of the room, and my proposed solution to see that all levels are passable.
When the level designs were done, I actually had to go and visit my father, and then meetup with some friends (earlier engagements). That wasted several important hours, and as soon as I came back I sat down, pulled an all nighter and drew all of the tiles.
These look less than pretty, but that was what I was able to come up with at such short time and with limited skills. In the official version, I hope to partner with an artist and make some super awesome graphics! In fact, if there’s an artist who wishes to join me, feel free to contact me.
I also started scripting the UI, it was then when I realized, that MinimalComps is simple only if you don’t touch it! I just wanted to make the font larger, and discovered that it was not really supported, so I had to hack the code, another waste of time…
Next morning, unfortunately, I had to go to work. Yes, there are countries in which Sunday is a work day, mine is one of them! Another waste of time…
As soon as I got back, I started frantically coding. The first thing I did was coding a level map reader, so that I could simply put my earlier notepad designs in, and it would layout the level for me. That worked pretty well and saved me some time, and so I started to crank up the first levels. I coded the behaviors of the units and enemies, play-tested it, fixed some issues and continued.
As I reached the more advanced levels, the time was starting to run out, and then I realized that the advanced levels assumed some abilities that I had not coded, and were now pretty complicated to make. For instance, the enemy archers should shoot my player as he runs out if they are not occupied, even if they are not on the same row with it. However, I coded the archers to only shoot at stuff coming on their row, which made them pretty pointless as enemies if they are not in the player’s row, which they weren’t, because I had already put some other stuff in that row…
Since it was already too late, I decided to scratch the last 4 levels, and I quickly designed a single new advanced level which would fit with what I already coded. After that was done, I play-tested the game from start to finish and saw that it’s playable. However, I only play-tested the right solutions, I didn’t try to play-test wrong player behavior due to lack of time.
I had maybe 2 hours left at that point, and I wanted some spare time in case of uploading trouble. The one feature which was obviously missing was a “Restart Level” button for when you die. I really hadn’t planned it in advance, it was an afterthought, and as a result, it only works half the time…
Well, that’s it.
What worked-
What didn’t work-
In the end, despite all the faults, I am pretty satisfied with the fact I have an idea which has potential to become an interesting game, and from the feedback I’ve been given, I’m not the only one to see this (which is a first).
Brass Monkey – Post Mortem
A Treatise on Simian Semantics
What happened…
When I first heard the theme “It’s too dangerous to go alone. Take this!” I sort of shrivelled up and died. I had placed this right at the bottom of my list of preferred themes. It seemed too generic, too clichéd; it simply didn’t grab me.
The irony here being that a tight rigid theme allows more creativity than a vague theme.
I judge a theme by how quickly they evoke images, characters and game play. Many themes like “absorption” and “evolution” gave me instant visions into doors of wondrous possibility, but the final chosen theme gave me nothing – just a mental blank page.
So, being confused by this theme, I desperately wanted to steer clear of anything predictable, and of any concepts already done. (Perhaps I get a point for this… ).
I spent the entire first day thinking, scribbling, walking, and generally procrastinating. I spun yarns in my head about a far future monkey race of beings (a la Planet of the Apes). In this context, the player could then be given an ancient artefact of any design – this idea amused me greatly, and struck me as the crux of “escaping the usual”.
For some reason, a trumpet came to mind.
And of course, what would a monkey know of trumpets? Perhaps it is a hat (which was the original idea, and it is implemented in the game; but it bounces up and down so it’s not really very evident that it’s a hat).
Some idea I had involved Pied-Piper-esque scenarios… a silhouetted monkey dancing across a barren landscape, playing a trumpet, leading a multitude of rat-like post-apocalyptic mutants to their death.
Another idea was a kind of “simple simon” musical challenge, you would have to essentially “jam” with the enemies to defeat them.
After the end of the first 24 hours I was building a civilization in my head. This was fine if I wanted to write a novel, but I was supposed to be making a game.
But I am stickler for cohesion – the back-story of a game is important to me (he says, while typing a blog entry about a monkey playing a psychedelic trumpet).
At the end of the first day I had not written a single line of code.
THIS was a mistake.
Any code, any dirty code, any spaghettified mess of code is required at the end of day 1. Something. Something to get your project moving.
Instead I had done some “asset fishing”; this helps me think, and reflect upon ideas. So I grabbed certain CC/royalty free images that inspired me in some form or another, without really knowing what the final game was going to be.
This sort of random haphazard multi-sensory work flow is fine… unless you’ve only got 48 hours.
I slept on it.
I struggled the next day too, and played with assets – graphics and sound – still without any concrete ideas.
5.00pm on day two, I write my first line of code.
Something came together over those hours. Nothing amazing, but a nice little game that can be expanded upon. The submitted version lacks pace, and “powerups” – easy enough to address.
I’ve always been a great fan of Jeff Minter (a Commodore 64 guru of psychedelic gaming), and I wanted to add some of this flavour to “Brass Monkey”.
A couple of quick words regarding royalty free images… I wasn’t sure of the “legality” of this, it seems the consensus is I am not supposed to use them. I can understand how it’s not really “in the spirit” of the competition.
I remember reading some post where someone offered the general advice: “if it feels like you’re cheating, don’t do it”. I didn’t feel like I was cheating. And the silly thing is, if I were to use a publicly available AS3 library (like “flixel” I think it is) I WOULD feel like I was cheating.
But that’s just me, and it’s a bit silly, and it’s something I shall get over… I need to explore some of these libraries.
I’m from the “olden days” (not TOO old, but technology changes so fast doesn’t it?). Cut my teeth on programming machine language, by “hand” of course, for the 6502 chip on my Vic-20 (no assembler – manual opcode lookup, split addresses into low-byte/high-byte format, poke them into memory, and hope the machine doesn’t crash!). This is in about 1981, I was aged 12. My father is a programmer, so he helped and encouraged.
So, I was around for the excitement of the microcomputer revolution. Progressing from the Vic-20, to the Commodore-64 and then the Amiga (…oh, the Amiga, how I miss thee). So, I’ve always written my own libraries for everything, because computer were much simpler back then.
BUT all that being said…
I highly recommend the LD experience to anyone and everyone!
It IS challenging, but also great fun!
As difficult as I found this one, I still enjoyed the experience!
The one big thing out of the Ludum experience is the COMMUNITY.
It is so inspiring to see the work of others, and read about their experiences and ideas. It’s also amazing to see all the different technologies – for example, I wonder what it would be like to write a game in Python? I’ve no idea… but many out there do.
There is a real sense of comradery and community here!
Cheers,
Yo LD’ers, coders and freakers,
Just sharing the news with a shameless plug…
There will be a juicy two-page-spread editorial about the game “Track King” in June’s edition of “Racing Victoria – Inside Racing” (Australian horse racing magazine).
Stoked! 
“Track King” is a game that my friend and business partner created, with additional design and content from me, including flash based applications (RaceVision, Silks, DNA lab etc.). He covers the PHP/HTML bases. We’ve put in countless hours of work since TK was launched late 2007.
It’s a multiplayer online stable management game. We won BBG’s “Best Simulation 2009” award against some pretty tough competition.
In the Beginning
Going into the competition I didn’t really have any direction. After hearing the theme and looking at the kitten meme and the Zelda text I figured I would start off with an elf kid going into a cave and receiving a kitten rather than a weapon, but other that that I had no idea for gameplay or anything. I knew for tools I would use CoffeeScript and the PixieEngine (I have been creating PixieEngine for exactly these kinds of competitions and wanted to put it to the test). If you’re looking to try out a new development environment for easy publication to the web I recommend checking it out. It’s free! It’s still a bit rough around the edges but with your feedback we can make it better.
It was quick to get the initial level and cave in but I wasn’t sure what direction to take the game. I spent several hours on animating the sprites, drawing the kitten from reference of the meme. Art isn’t my strongest suit but spending time on it gave me time to think and I definitely could feel myself improving. After sleeping on the theme the first night I knew that I didn’t want to just have the cat act as a weapon, because that would be pretty plain and boring. I decided that it would be cool if you had to take the cat around to different dungeons and work together to solve puzzles. I had the idea to make the water impassible for the kitten around this time so that the player and kitten would need to work together to access different areas. I also spent some time getting the mew to sound right in SFXR.
I really wanted to focus on the emotional attachment to the kitten and to make it feel like you were helping each other. It is for this reason that the initial cave the kitten goes into narrows symbolizing a feeling of cramped/claustrophobic danger. This culminates when the kitten becomes trapped in a waterfall and the player is required to submit to entering the water and becoming helpless. Then when the kitten floats back out down the stream the player is given control of the elf character and must rescue the helpless kitten. The relevant psychology is that we develop good feelings towards those who we do favors for (similar to Portal’s Weighted Companion Cube). These locations, actions, and even the sound of the mew, were all designed towards the goal of creating an emotional bond.
The bombs were an ok addition, but didn’t have very much depth. It seemed like near the end of the game (especially at the ending) there was plenty of room to create a wide variety of levels and puzzles, but I had just solidified the core mechanic and core emotional experiences and the clock was still ticking down.
My brother was in town and late Saturday or early Sunday, in the course of viewing the game he came up with the idea for the ending. I spent several hours Sunday grossly copy/pasting and hacking the functionality in. This cost me a bit in terms of level design. An additional cost of adding screens was due to some excessive manual steps (like hand coding doors). In the end there were maybe 1.5 dungeons and 1.5 puzzles, but people really enjoyed the ending so I think it was a decent trade-off. As the level editor and game object tools improve it should become easier to add more levels with fewer manual steps.
All in all it went pretty well. I didn’t stay up too late or stress out much, but the time limitations were significant. Next time I should make a stronger effort to discover a fun core mechanic sooner to leave more time for level design. The risk of this is that I may lock down the mechanic too soon, before it is actually fun, but I think that’s the main conflict throughout game design.
The Good
The pixel editor, level editor, and sound editor integration in PixieEngine really helped me get a playable prototype up quickly. I was able to get a guy on the screen and moving around in minutes.
The API for many of the core components was simple to use. If I wanted to play a sound I would create it in the embedded SFXR, then call it by adding Sound.play("mew") at the appropriate place in the code. Similarly for loading sprites.
The engine Object Query Language was great for hacking together quick functionality engine.find "Player", engine.find "Item", engine.find "Cat" all came in handy.
Experience with CoffeeScript and the PixieEngine system was also a big plus. I knew what the strengths and weaknesses of the system were and was familiar with the workarounds (like using git integration to copy files to get around the missing “Save As” feature).
Publishing to the web was immediate and 100% hassle free because the entire engine is online to begin with. I didn’t have to spend anytime thinking about packaging or distribution.
I actually got to make a serious attempt at sprite animation, and some of the two-frame walk cycles actually look decent. Also the things I was drawing basically looked like the things they were supposed to. Still room to improve immensely but so far a personal best.
The Bad
As a home grown engine there were many parts that were still rough around the edges. The tilemaps and game engine had no built in concept of rooms, persistent entities, and transferring state from one room to another, so I had to just hack it in.
The file management was similarly rough: there was no “Save As” (though there is now because it was my #1 issue)
Our animation/model system isn’t as integrated as the sounds/images/tilemaps so I had to hack together my two-frame walk animations by hand.
Still don’t have an integrated music editor. I was able to do all the art and (most) sound effects from within the editor suite, but had no option for music. I really want to make some sort of online Mario Paint Composer style editor, but realize that it would be a pretty big project in its own right.
The lack of a shared “object toolbox” of all the classes of objects was a pretty big negative. This meant that for each screen I had to recreate the tiles by dragging them in, and manually setting their class and data properties. This especially sucked for doors where I needed to hand type the destinationPosition. The good news is that this is the next feature on our list and once it is fixed things are looking great!
The Best
Because I coded in PixieEngine, everyone is free to view the source, fork the game, make alternate levels, and more. (Though the engine is not quite “easy to use”. Your feedback is greatly appreciated!).
Though I wasn’t able to get in all the levels and puzzles I had hoped for this was still a personal best LD for me. I have had a great experience this LD and am looking forward to the ones to come. Additionally, all the feedback was helpful and it was nice to see that people enjoyed the game. If you haven’t yet, please play through and let me know what you think!
Hi All,
It’s been almost two weeks since the competition, and I figured I’ll write a bit about my experience in creating Dragon Island.
What went right:
What went wrong:


I think that’s about it – thanks every one for a great competition and be sure to play and vote as much as you can (I am very busy these days, I just hope to rate the assigned games at least…). Go play!
Thanks,
Daniel
Hello everyone, I’ve been meaning to write this, but with reports and project deadlines bearing down on me I kept putting it off.
This was my first time participating in Ludum Dare, the primary goal I had was to finish, and have a game that was at least partial fun. I finished on time, and I’m overall happy with my entry.
What went right:
– The Teleporter concept, worked overall I would have liked to have more complexity to it, and some sort of combination
– Construct, I was able to get the player movement and Teleporters function working within an hour. As well as having a platform to create level layout on visually.
– The tutorial level, it was the first level I created, and I think it did a good job explaining the concepts.
– Sound Effects, I think they worked good, but with the music in the game you could hardly hear them.
What went wrong:
-The art, (kinda sad seeing as I’m a Fine Art major) When I started with the tutorial level, I was thinking of a high contrast game (mostly Black and White) Then the next level I added more textures and it didn’t look right. It also went wrong with a photographed main character, then a drawn enemy (though in my defense I did add the photographed player at the last minute)
-The music, haha shouldn’t have even attempted it. I haven’t had much experience with LMMS (or music of any kind). The volume was way to loud, and the music looped wrong, in addition to just being a bad song.
-Construct, (yea it was both good and bad) I had troubles with the Minimap (although they are solved now and I should have been able to figure it out before). There is also a crash that stems from the minimap (I believe).
I’m working on an updated version of the game. I’ve already increased the starting speed of the devices, fixed the minimap. I’d like to add some player animations, powerups, more levels, and I’m going to change the overall look of the game back to a high contrast look. I’d also like to see about adding a scoring system.
You can play the compo version here

Hi, I’m proud to introduce you gLapse v0.1, a GUI GNU/Linux tool to make time lapse videos of your Ludum Dare work progress. gLapse allows you to take desktop screenshots at fixed intervals and glue them together in a time lapse video. I developed it because there only were command line tools to make time lapse videos on Linux… until now!

gLapse is very easy to install if you use a Debian related Linux distribution like Ubuntu or Linux Mint:
If you don’t use a Debian related distribution, these are the needed steps:
gLapse is licensed under the GPL v3 conditions, its free software and I will happily receive code contributions or new translations :-).
I’ve intensively tested gLapse but if you ever find any problems, please report them to the issues sections at the Google Code site. It’s quite easy and it would be a great way to contribute.
I would like gLapse to appear in the time lapse tools section, that would be really awesome. I think gLapse could help many Ludum Darers who are not experts using command line tools or simply prefer GUI applications.
Tags: Debian, gLapse, GNU/Linux, Google Code, GPL v3, time lapse, tools
I’m in for the upcoming mini-LD provided I don’t have to roadtrip that week. I’m waiting to hear back about a possible job opportunity in my area. If I don’t get the job I’m going to have to drive halfway across the U.S. to stay with relatives. So as long as I’m in one place, I’d love to participate. This will be my first Mini-LD and second LD overall.
My tools will (probably) be:
IDE: FlashDevelop
Codebase: AS3 + flixel + flixel power tools
Graphics: Photoshop
Music: FLStudio
Tools: Handheld whiteboard and 8 colored markers; Programming hat of +5 code skill
I have a couple ideas that I hope can fit with the theme. One is an atmospheric platformer (pretty generic) and the other is an orthagonal (3/4) view puzzle game with a unique means of interaction. I really hope I get to do the latter.
Excited as always!
Edit: Looks like the 26th is a Thurs. Since I’ll hopefully be getting a new job I may opt for fri-sat instead. Nvm. Misread the date.
With only a week left of voting time, I figured it’s high time I get around to writing a post mortem for my game, Elidia. Elidia is a game of survival, where your goal is to avoid the enemies for as long as possible. The theme came into play by certain weapons which help you to destroy the enemies.

Click to rate Elidia
What went right:
What went wrong:
In the end, this is my most successful Ludum Dare yet. I managed to complete the game I set out to in the alotted time, and it seems to be getting good feedback. Obviously I don’t know how it’s doing vote-wise, but it’s still a big success to me. If you haven’t played it or rated it yet, what’re you waiting for?! Good luck to everyone in the competition! 
how to be a girl, my LD20 jam entry, has been updated. I suppose I could call it ‘how to be a better girl’ now, or something. I dunno.
The game’s jam page is here. Or you can go straight to the updated version here.
After recovering from LD20 I decided to spend this past week adding to how to be a girl in an attempt to make it feel more complete. So what did I do?
I added endings. Plural. Not that I expect anyone to put up with the game long enough to see them all (there’s three). I think the main thing I took away from the feedback I got, was the game lacked a sense of closure (it really did). I’m not sure if the endings I’ve added quite do the trick. I could probably do better. One of the endings in the game works pretty well for me, the others possibly less so. Who knows, I may come back to the game in a while and fix them up. Maybe not; they’ll quite possibly stay as they are.
I also added a couple more interruptions for a tiny bit more variety. This is a very minor addition since the interruptions are all functionally the same.
Perhaps the biggest addition, at least in terms of the amount of time it took me, is music. I spent most of the past week recording and editing. I’m quite happy with how the soundtrack turned out, so you download it here, or from the game’s website, if you want (you probably won’t like it). The download includes a couple tracks which did not find a place in the game. I would maybe have used them for a couple of the endings, except their length would have caused a fairly large increase to the game’s (file)size.
If anyone’s wondering, the only program I used in creating the music was Audacity, with a few plug-ins. The music is all thumb piano (played by me) and noise. For the most part all of the noises are recorded sounds that I applied various effects to (the only non-recorded noise is the buzzing crescendo shared by the two tracks that are not in the game).
Give it a play, if you wish, and leave some feedback, if you so desire.
I finally got around to making a little walkthrough of my LD20 entry. So if you had trouble running it or didn’t want to download it, or are just stumped by the staggeringly complexity of the puzzles, then check it out:
Also includes a quick looks at the “Sproxel” voxel editor I used to make the characters and tiles.
Will there be a post-compo version? We’ll see…
7This entry was posted on Wednesday, May 18th, 2011 at 4:12 pm and is filed under LD #20 - It's Dangerous to go Alone! Take This!. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.