About Aaranos


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 35 Warmup
MiniLD #66
Ludum Dare 34
Ludum Dare 33
Ludum Dare 33 Warmup
Ludum Dare 32

Aaranos's Trophies

Aaranos's Archive

LD38 – Time to Get Ready

Posted by
Wednesday, April 19th, 2017 9:38 pm

Wasn’t sure if I was going to participate again but here’s to a frantic weekend.


  • Unity 5
  • SFXR
  • GIMP
  • Blender (maybe)
  • GitKraken

I have put together a basic main menu that has changeable controls and adjustable volume. I’ve made a public git project with the contents of my base template. Anyone can take and use it if they wish to. It just makes it so you don’t waste hours fiddling with UI.

Base Unity Template

Ultimate Showdown Post-Mortem

Posted by
Friday, December 23rd, 2016 9:02 pm

Ultimate Showdown


Overall, I feel I did rather good for this compo. I came up with my game idea and expanded on it by using some of the themes that didn’t get chosen to improve it. I had very few bugs this time around that I actually had trouble solving so little stress there.

I even found myself planning features to add in updates once I was finished to make it more fun.



Unfortunately, I think there was more bad than good this time around. I spent a lot of time adding that fine polish to try and cover most of the things people would normally complain about. By doing this I neglected to actually make the game fun in an engaging way. It’s basically just a simple arcade game.

I also didn’t have the time or the desire to make time to rate 200 games like I have been in the past. As such I am basically trading 1 vote for 1 vote. I managed to hit 20 but I doubt I’ll get any real review or love for my game.

I can see why people want to take away the rating system. It makes it so you have motivation to put in your best effort, but it also makes it sad when you don’t get any love. This also seems to make comments and rating very quick and cookie cutter.

Ultimate Showdown V1.1

Posted by
Tuesday, December 20th, 2016 11:18 pm

2016-12-11 22_02_03-Ultimate Showdown by aaranos

Version 1.1 Post Compo is done!

Added in the option to select sword or bow. I plan to make these “classes” or at least an upgrade path down the line but for now you just pick one up and go! Let me know what you think.

Still coding away

Posted by
Monday, December 19th, 2016 11:46 pm

I’m still working on the first post-ludum update to my game. The problem with not writing things down is you end up with a lot of things to fix haha. In this gif, there is a tag on the bow dealing damage on contact, yet, the arrow just pushes them back no damage at all haha. Also, forgot to reverse the arrow when firing left. But I’m really happy with the animation.

Update should be coming some time tomorrow I hope

View post on imgur.com

Ludum Dare – Multiplayer, VR, and niche release platforms

Posted by
Wednesday, December 14th, 2016 3:41 pm

I’ve done several ludum dare compos now. I see that there are a large number of people that choose niche platforms or add some component to limit those that can play or rate.


Multiplayer – The majority of players that I can see are solo entry and are just going to be playing solo. I know personally if I come across a multiplayer entry I tend to skip them since I don’t plan to find someone else to play with, especially local multiplayer. I feel that making a multiplayer only game limits the number of people legitimately rating your game.


VR – The barrier to VR is a minimum of $600 at this time not counting the cost of PC upgrades. I have a VR kit and I am still skipping over these because of the setup.


The same goes for needing to install software other than the game in order to play the game as well as being unable to play because you lack said platform or software.


I just think that for a compo where there is an obligation to play other’s games it should be done in a medium that is best for the average participant.

Ultimate Showdown Fixes

Posted by
Monday, December 12th, 2016 6:19 pm

2016-12-12 18_10_39-Ludum Dare 37

I had several annoying bugs, one of which made this big guy invisible. That’s all fixed now. Please have a look!

Ultimate Showdown

Posted by
Monday, December 12th, 2016 7:12 am

2016-12-11 22_02_03-Ultimate Showdown by aaranos

Compo Entry – Ultimate Showdown

You play as the victim of an evil wizard that has decided to send you to his battle room. The evil wizard continues to throw new things into the room on a schedule as he cackles maniacally as you struggle to survive. How entertaining will your visit be for the wizard? Muahahahahaha!

An Early Post Mortem

Posted by
Saturday, September 3rd, 2016 7:43 pm

The Flight of Daedalus

When the theme was chosen, I was fairly disappointed with the theme. I think a lot of other people were too which makes me wonder who voted for it. I noticed after viewing a lot of posts and entries that many seemed to cling to their preferred theme instead of the theme chosen. Regardless, I stuck with the theme and kind of just went with the first thing to pop in to my head. I had watched a Greek mythology series in the past few months so Daedalus was in my mind. I decided I would do a bit of research on him and come up with some story for it.

I easily found the story of Daedalus and Icarus’ escape from King Minos which ends with the well known flying too high for Icarus and the ego of Daedalus costing him his son. I had an idea to make an action platformer that tells this tale.

The Good

I learned a few techniques during this LD that taught me more about pixel art in Unity and how to arrange them to prevent bleeding edges. I used a lot of the same code logic as I did for my past game controllers and that helped me avoid some easy time wasting bugs or research. I actually felt fairly confident through out the whole 48 hours that I would finish with at least something. I was definitely taxing myself trying to do everything I planned and also doing it well, but with so many great entries next to mine in the past I knew I had to try even harder.

The biggest win for me this LD is that I learned more about Tiled and Tiled2Unity. Being able to build a level and import it into Unity was something I struggled with in the past and having that tool open to me now I was able to make multiple levels instead of just 1. I also branched off from doing a repetitive arcade game, which honestly might be a worse choice for a short compo, but it is my own way of challenging myself in these compos. I don’t think I’ve done the same thing twice yet.


The Meh

I spent a super long time making sprites, then reworking the spritesheet, then reworking it again, and again, and again. I lost so much time fixing some of my prior mistakes that I had to cut out a lot of the features I had planned and many of them kind of important. I added in a health system that works similar to some old games where an item, like a heart, represents your health. But of course the enemy in my game wasn’t done being coded so it just stands there. I also managed to get a weapon coded but it’s just used for comedy or getting rid of bees, which do hurt you if you walk in to them. So, I mean if you die in my game it might come as a shock.


The Bad

I lost a lot of spirit towards the final hours of the compo. Instead of wanting to make a fun game, I just wanted to be done with it. I don’t plan on making any updates or fixes to the issues in my current submission. While I feel this ludum dare helped me grasp a few useful concepts and tools, I lost a bit of my motivation.


There are a couple bugs that I am aware of that involve the sound, and that is if you never go in to the sound menu the sound default never gets set. Meaning that I get comments telling me it would be better with sound, when in fact I made a track for each level. The game is technically “finished” but so much had to be cut that it’s kind of a shell. I had planned to add dialogue when you interact with something or reach key points in the game. I also planned on you killing birds to get the feathers you need to make your wings, robbing hives for their honey and wax, and sneaking into the storehouse using a guard’s key to get the rope you needed. Then once you made your wings you were to escape from the tower using the wings and avoid arrows and catapult boulders. I know I am capable of making that game a reality but I needed either more time or more hands.


If I decide to compete in the next ludum dare I think I will try to keep it simple again. One core mechanic, replayability, with a splash of humor. I did not have the active knowledge to build what I wanted in 48 hours, and so I was disheartened with the result.

Want feedback?

Posted by
Wednesday, August 31st, 2016 12:58 pm

I went through and played some games today on my lunch break. My favorite part of ludum dare is after all the work is done to see what others have made. And usually wish my entry was as good.


Comment with your game and I’ll check it out tonight if my internet cooperates.

Flight of Daedalus

Posted by
Tuesday, August 30th, 2016 9:50 pm



Be the great inventor Daedalus in this short, and overly ambitious, entry that covers the escape of Daedalus from King Minos. The same scene famously depicting Icarus for his folly. Enjoy!

Flight of Daedalus

Posted by
Sunday, August 28th, 2016 8:43 pm


LD36 entry submitted. Check it out!

Shh, totally not taking another break

Posted by
Saturday, August 27th, 2016 10:40 pm

View post on imgur.com

Peek at my game. See those bleeding edges? I’d love to know how to fix those in Unity.

Also, I love dumb physics.

Gearing Up

Posted by
Thursday, August 25th, 2016 7:27 pm

I feel like the intro video for this LD covered a lot of good points, but I would like to point out a few more.

Preparing Pre-LD:

  • Get your chores and any tasks that are on your mind done and out of the way.
  • Test out your tools and do any updates that are needed to avoid extra down time
  • Brain storm on what your limits are and use those as a guide once the theme is released
  • Clean up your work space, get a pen and paper.

During LD:

  • Plan out your time even if it’s just super general
  • Unless you feel super confident do not make huge changes to your game on the last stretch of the compo or jam. As is the custom, KISS(keep it simple stupid).
  • Take breaks, whether it be an hour walk or 5 minutes of petting your dog or cat. Often times your mind will still be thinking of your game and you may come up with something new and amazing.
  • (Opinion!) Make time for at least adding a background sound track or some sound effects AND a menu. It doesn’t matter if your game menu is just a play and exit button, if the player has to ctrl+alt+delete or alt+F4 your game it feels unfinished. Additionally, sound even a little can add a lot.
  • Have fun.
  • Make a reminder or alarm for key time points during the compo or jam. It is good to know how much time you have left and when to stop adding more and more features.

Post LD:

  • Share! A common thing to do once you wrap up is to write your after thoughts, what you did well, what you sucked at, and your thoughts on it.
  • Unwind and play some games, preferably ones your fellow ludum dare enthusiasts have made. Remember to leave comments, because you know that thrill you get when you see a new comment? Other people can experience that too!
  • If you enjoyed your game, keep working on it. Many games have become full releases that started out as compo or jam entries.
  • Learn from the community that keeps coming back. One of the biggest gems of ludum dare is that it is a smorgasbord of talent and creative new ideas.

Also, don’t forget to mark your calendar for the next one. And totally be prepared for it this time.. right? RIGHT!

Got a useful tip that I left out? Some new awesome tool? or maybe just overloaded with excitement?

Ready to Jam

Posted by
Tuesday, August 23rd, 2016 9:45 pm

I’ve done the last several ludum dares solo and typically went for the compo since it was impossible to compete with people in the jam as a solo amateur. I plan to make use of the extra 24 hours this time and compete in the jam, assuming those two haven’t changed.


That said. I use Unity, Gimp, and when forced to SFXR or BFXR.


I’d be interested in partnering up with one or two other people depending on roles. Mainly interested in finding an artist, modeler, or musician.

Last LD 35 Post

Posted by
Sunday, May 8th, 2016 2:17 pm

I plan to finish up rating when I hit 200 games. I’ve also spent some time planning out the future of my entry. I do not plan to continue the game as it is now, but I am taking the idea of it and turning it into my first real project. I plan to keep the idea the same but am going along the Castlevania genre of 2D action. I’m working on a large world to explore filled with Norse mythology and thrilling boss fights.

I know many liked the animation style and art work in my current entry. If you played it let me know what you think of my planned UI and new player sprite.



Even without seeing the results I feel I did not do as I had hoped. So, hopefully I can continue to improve and be better prepared for the next compo. My current weakness is audio and experience. I can’t say my audio will improve much, but I plan to be better equipped experience wise for LD36.

Thanks for playing if you did, and if you haven’t and have 5 minutes here is a link.


Vote 4 Vote

Posted by
Wednesday, May 4th, 2016 4:47 pm


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