About AlanZucconi (twitter: @AlanZucconi)


Ludum Dare 28
Ludum Dare 26

AlanZucconi's Trophies

ENDESGA Design Award
Awarded by ENDESGA
on December 23, 2013
SonnyBone's Official 'RAD GAME' Award
Awarded by SonnyBone
on December 19, 2013

AlanZucconi's Archive

0RBITALIS: From LD48 to Steam in 100 days

Posted by (twitter: @AlanZucconi)
Thursday, April 17th, 2014 7:57 am

Last December I took part in the 28th Ludum Dare. I tried to get the most out of its theme (the incredibly vague “You Only Get One“) and the result was 0RBITALIS. A minimalistic gravity simulator with a puzzle flavour. The game was both the most voted and commented entry in the contest and in the end… … …it didn’t win! I do not deny that I have been quite disappointed, initially. But after reading all the positive comments from the Ludum Dare community, I decided to keep working on the game. One hundred days after, 0RBITALIS has been released on Steam. How did I do that? Weeell…

comp_01 comp_02


  • 15th-16th: 0RBITALIS is born!
  • 16th: available on Newgrounds


  • 7th: available on itch.io
  • 13rd: available on IndieGameStand
  • 27th: first contact with Mastertronic
  • 30th: nominated for the Newgrounds Award 2013


  • 12th: showcased at BAFTA Inside Games Arcade
  • 17th-21st: showcased at GDC 2014 in the ALT.CTRL.GDC section
  • 28th-30th: showcased at EGX Rezzed in the Leaft Field Collection
  • 27th March: Doseone joins the project


I want to see this not as an happy ending, but rather as an happy beginning for 0RBITALIS. I am looking forward to see how feedback from its community will shape it for the final release. And if there is a message behind my story, is surely not to give up. There are thousands of people out there who love your game: they just don’t know it yet… :-)

lotus2 s_05_big

When games are Science

Posted by (twitter: @AlanZucconi)
Thursday, January 2nd, 2014 9:09 am


No, no, this is not going to be the same boring, old discussion about games and art. Games are Science, full stop. Douglas Heaven has published today a very interesting article on New Scientist about Michael Cook entry.  Or, to be more precise, the entry of ANGELINA, the game-developing AI he’s currently designing at Imperial College London / Goldsmith University. The article features the following games: show them your love for Science!


To That Sect by Michael Cook / ANGELINA



0RBITALIS by Alan Zucconi



Cat Gentlemans Play: Insult Spinner 10 Cents by RobotLovesKitty


0RBITALIS – Post Mortem

Posted by (twitter: @AlanZucconi)
Monday, December 30th, 2013 1:08 pm

Here it is my post mortem about 0RBITALIS. For this game I got inspiration looking at other themes in the final round. It’s hard to make a game that is as vague as “You Only Get One”, but when you couple it with “Gravity” and “Chaos” it’s much clearer what you can actually do. I have always been interested in games which explore how simple rules (such as Netwon’s laws) can generate beautifully complex behaviours.


Most of the “features” of the game are actually consequences of the strong time constraints Ludum Dare imposed me. For instance, mi initial idea was to have a moving camera that could zoom in and out, but I didn’t have time to code it properly. And this automatically lead to a “stay in the system” mechanic. The vector fields that you can see in the background was a debug tool I used to test and calibrate planets’ masses, but when I realised that it was fitting nicely with the style, I decided to leave it there. 

SW4bPqM zcQdNS2

Since the very beginning of the voting period, 0RBITALIS got a lot of attention: so far, it’s both the most voted and commented entry in the 48 hours competition. I think part of its success is due to its aesthetic: it’s simple, yet effective. I spent lot of time polishing the game rather then designing more levels. This can really do the difference, especially when games are picked almost exclusively by how appealing their screenshots look like. 0RBITALIS has doing unexpectedly well. For this reason I am already working on a full-game version that will include both more levels and new mechanics. There will be probing missions, for instance, which require to scan a celestial body for a certain time. I am already working on landing missions as well, but I’d rather keep them mysterious for now!

2WgVD17 q4SnfOn 

Since I *hate* menus, 0RBITALIS won’t have one. I am working on a different system, however, that looks like a star chart. Player will be able to select levels and to change settings just touching and connecting stars. I also collected lot of statistics about levels but… I’ll keep them for another post!

If you liked the game, you’re more then welcomed to vote it or leave a comment on its LD48 entry page. If you want to follow 0RBITALIS news and further development, you can find me on Twitter as @AlanZucconi.


Posted by (twitter: @AlanZucconi)
Sunday, December 15th, 2013 2:15 pm

Ta-dan! This prototype is coming to an end! I am very pleased with the aesthetic look. After all, three colours are more than enough! :-) The game will probably be called “0RBITALIS”; no, not “O-RBITALIS”, “0-RBITALIS” with a zero. Don’t ask me why. What else is missing? Music and sound. Can somebody suggest me a good online tool I can use for that?

Orbital5 Orbital4

Orbital6 Orbital7


Posted by (twitter: @AlanZucconi)
Sunday, December 15th, 2013 9:03 am

My entry is coming together very well! As it happened before, I put together several themes. I think both Gravity and Chaos are playing a huge role! In the game you have to lunch an artificial satellite into space to collect information about the solar system. The aim is to stay in the system long enough. You only get one shot, of course: after that, it’s all about the gravity! There’s still a lot to do, though! And I’d like to have multiple satellites orbiting around. Let’s see what I can do in the few hours left! :-)

Orbital3 Orbital2


Plus, an animated GIF for the other LD48-ers!


A Gravity-inspired game

Posted by (twitter: @AlanZucconi)
Saturday, December 14th, 2013 4:13 pm

Hey! Up to the last minute I wasn’t sure if I could join this Ludum Dare or not. However, even with 12 hours late, I managed to put together a nice prototype. The game is slightly inspired by the recent movie Gravity, and is based on the concept that you only get one shot to adjust your orbit and survive. If you want to know more, feel free to follow me on Twitter (@AlanZucconi).


Tower of Pixel – Alan Zucconi

Posted by (twitter: @AlanZucconi)
Saturday, April 27th, 2013 12:34 pm

Hey! My first Ludum Dare has been very productive! Knowing that you can’t really procrastinate is …effective! :-)

Since the first time I read “Ancient ruins” and “Dig deeper“, I had this idea for a game in which you have to… build a tower! The game I am developing is called “Tower of Pixel” and, if you didn’t noticed it, the name is a witty reference to the [un]famous tower of Babel. As the player, you’ll have to use the bricks available to go as higher as you can. The objective? Reach for the heavens, of course! :-)

My initial attempts has been with Box2D. But as soon as I realised that it would have been impossible to stack hundreds of boxes with a reasonable framerate, I switched to a more conventional platform. As announced before, I am using Flixel plus some plugins and few utility classes from R (a framework that I previously developed). Except from this, all the code and graphics has been developed today. (I am currently using a placeholder sprite for the character. Of course it will be replaced with something original and much more… MINIMALISTIC!).

And now… some screenshots of the development!

LudumDare_00.png - Copy LudumDare_01

LudumDare_02 LudumDare_03

If you want to follow the development of the game, you can find me on Twitter: @AlanZucconi or on my personal website.


First Ludum Dare – Alan Zucconi

Posted by (twitter: @AlanZucconi)
Thursday, April 25th, 2013 5:05 pm

Hey! This weekend will be my first Ludum Dare. So …be kind! :-)

GenreI like games with dark atmospheres and it is not unusual for me to overcompensate the minimalistic style with …tons of effects! :-) Like the majority of people here, I will probably surely do something 2D.


  • Action Script 3


  • Flash Develop


  • Flixel (probably using an online tutorial from the official website as the base for the development of tiles map)
  • Box2D (if there will be the chance!)
  • R (the very bizarre framework I developed for Still Time)


  • Tiled
  • Mappy
  • Sublime Text 2


  • GIMP 2
  • Paint (yes… THAT Paint!)

Sound & Music: It am totally new to this, since usually someone else takes care of this aspects in my games. I’ll try to invent something. But it is very likely that there will be no audio at all. Exception made for few sounds that I might get from FreeSound.org.

Unfortunately lot of other stuff is happening this weekend, so I’ll do my best even though I might have only a day or so of full development. For the same reason, there will not be a recording of my work. However, I’ll take screenshots and tweet them during the entire development.

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