Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

About Aurel Bílý (twitter: @AurelDev)

I am a self-taught developer based in Slovakia – I make games, websites, drawings, and generally enjoy a good challenge.
I make games in haxe (formely AS3.0), and am always on the lookout for expanding my knowledge and experience – if you need a programmer, or a graphic designer, let me know :)


Ludum Dare 34
Ludum Dare 33
Ludum Dare 31
Ludum Dare 30
Ludum Dare 27
Ludum Dare 19
MiniLD #22

Aurel Bílý's Trophies

Camera Man
Awarded by N0_Named_Guy
on August 26, 2013

Aurel Bílý's Archive

hARBOuR Timelapse

Posted by (twitter: @AurelDev)
Wednesday, December 30th, 2015 6:23 pm

I always liked the timelapses. Even though I like this game less. 😀


hARBOuR – Post-mortem

Posted by (twitter: @AurelDev)
Monday, December 14th, 2015 1:03 pm

(mirror of my blog)

harbour ss1


Another Ludum Dare over! Not very satisfied with my product, but I’m still glad I submitted something.

This LD was the first one I didn’t do from home. Spent the weekend with my girlfriend, which meant:

img-1449933763 img-1450114160 img-1450114186

Yum. But, even though I didn’t have to cook, I was still running out of time way too soon. First night I went past 2 am, then on the second day till deadline.

The plan

Very early I knew what I -wanted- to do: a platformer, where you are trying to save the last tree in the world by exploring caves and collecting stuff. I thought it would have been nice for it to be rogue-lite (different levels), and I wanted a special slow-motion power (that I might use in a different game now). Luckily, I scrapped the rogue-liteness immediately, cause that never really works out during LD.

So my goal was to have a simple enough platformer with the hub (where your tree is), and three+ levels. Each would be beatable in three ways – an offensive route, a defensive route, an exploratory route. All of these would then result in the player collecting different amounts of different tokens, which would then make the tree grow.

harbour plans

The reality

Quite quickly I was able to write a pixel-perfect 2D physics engine. But then came my new nemesis: slopes. It’s surprisingly difficult to make the player go up and down some stairs without clipping or glitching around. I barely fixed it for the finished game, I think.

Then I started spending more and more time on the first level, the ‘crystal grotto’. Pretty or not, I spent countless hours on drawing that level. A neat tileset with some decorations might have done the trick. I finished the background to it at 1 AM of the first night, which is when I realised I got into time trouble.

But, I didn’t want to give up. I made the hub and tree growth work, then started the second level. Once again, spending way too much time just drawing mushrooms. And before I knew it, it was over.

No time for music, (good) sounds, additional levels, polishing. With luck, I will get ratings on par with Elemental.

But still happy for the experience, and that I didn’t give up like LD 32. Hopefully my next entries will be more successful!


1st day progress report

Posted by (twitter: @AurelDev)
Sunday, December 13th, 2015 4:25 am

This is what I finished yesterday, another hand-drawn level. Now just have to add water physics, enemies, pick-ups, doors, timer, attacks, sounds, music . . . So, almost done :)

Screen Shot 2015-12-13 at 10.22.39

Progress report

Posted by (twitter: @AurelDev)
Saturday, December 12th, 2015 10:24 am

Powered by these: (courtesy of girlfriend, inc.)


I made this:

harbour ss1


Posted by (twitter: @AurelDev)
Saturday, December 5th, 2015 12:57 pm

Here we go again.

16th time entering (21st including mini LDs), 7th time submitting (hopefully!) and it’s time for some changes once again. As much as I disliked the trend of Flash dying, I guess I’ll get over it – might try to go for HTML / JS this time, if I get my libraries running for JS. So:

  • language and compiler: haxe
  • IDE: a terminal and TextMate
  • graphics: Photoshop, a Wacom cintiq tablet
  • audio: custom libraries?
  • fuel: pistachios, sushi

And a wallpaper teaser:


So, good luck everyone!

Primary Objective – Timelapse

Posted by (twitter: @AurelDev)
Saturday, August 29th, 2015 9:08 am

Timelapse time~

Play Primary Objective

Let’s play your games! Video reviews, rating + comments

Posted by (twitter: @AurelDev)
Tuesday, August 25th, 2015 2:57 pm

letsplay bg colour


I thought I would try to record a couple of videos / let’s plays of your games, played and rated by me and my girlfriend. I enjoy seeing my games played, so if you do too, add your game to my list. I will release videos on my YouTube channel as soon as we record enough footage. Also, we will try our best to be objective with each game, giving it our best try, weighing its pros and cons before putting them in a comment for you. :)

(It’s our first time too, so hopefully we manage this :D)

Primary objective, a summary

Posted by (twitter: @AurelDev)
Monday, August 24th, 2015 9:19 am

fixed typo


Timelapse coming soon!

So, this was fun. Even though I missed 5+ hours because of family business, I pushed till 3+ in the morning on both nights. Yup, European timezone. I did spend quite a lot of time on the backgrounds / art, so I hope the ratings reflect that. But it cost me some polish – I had to rush the endings in the last minutes, test them, fix them, etc. The last minutes were very hectic. I did play around with the radio track for quite a bit, but I don’t regret it. It’s simple, but it sounds quite nice. And it’s officially my first game soundtrack ever! (That is actual music, not … deep sinewaves playing random patterns)



The story might be confusing, here’s how it was supposed to go:

  • You, the player,
    wake up in the jungle with cliché amnesia
  • You find a facility in the jungle, containing an ominous-looking and -sounding machine that makes you its ‘secondary agent’ by making you wear a VR headset
  • It tells you its objectives
    • Collect data
    • Archive
    • (corrupted)
  • You go ahead an explore the nearby hunting town, which is almost empty, except for 3 people (it’s off-season)
  • You find parts of the machine in the town, but the townsfolk won’t give them for free
  • As you talk to them, they grow more and more suspicious of you; they ‘disappear’ one by one – to you it looks like they just leave town or lock themselves up, etc. – it is actually the machine creating an illusion
    • In reality, it controls you through the headset, making you kill all the people and forget about it
  • You gather all the parts, it then reveals the final objective – Exterminate – and that you have already completed it
    • Cue footage of you killing everyone one by one / the VR illusion is turned off

I know, it’s somewhat ominous and doomy-feeling, I like that kinda story. Maybe it’s for the better that I couldn’t finish it 😀 Oh well.


Hope you enjoyed this game, looking forward to playing / rating yours!

Primary objective!

Posted by (twitter: @AurelDev)
Sunday, August 23rd, 2015 8:51 pm

Screen Shot 2015-08-24 at 03.44.29



Last-minute bugs are no fun.

LD33 wallpaper

Posted by (twitter: @AurelDev)
Wednesday, August 19th, 2015 9:52 am

Throwing in my own wallpaper :)


DOWNLOAD 1920×1080 | DOWNLOAD 1280×800

6-hour warmup game (+ I’m in)

Posted by (twitter: @AurelDev)
Monday, August 17th, 2015 3:37 pm



Yup, I’m in. Pizhul wasn’t really supposed to be a game, but I hope you enjoy it nonetheless :)

For my LD33:

  • IDE: TextMate
  • language: haxe / swf
  • timer / timelapse: shtime / shlapse
  • audio effects: sfxr? sox? code-generated?
  • music: code-generated (with my music library)
  • + tea, Opeth, Pink Floyd, walks with the dog

Have a blast, everyone.

In, I am. Also wallpaper.

Posted by (twitter: @AurelDev)
Sunday, April 12th, 2015 11:14 am

It’s time again :)

  • Language / platform: haXe to .swf
  • Engine: none, save custom boiler-plates
  • IDE: TextMate, TotalTerminal, …
  • Audio: sfxr? code-gen?
  • Graphics: sketches, Photoshop
  • + Pistachios and Opeth

Aiming to get even better results than last time! (#11 mood, #31 gfx, #50 overall) Though that was already quite a success. As always, will try my best to add -real- music into my game … Maybe try a tracker of some sort? Other than that, hoping to research some AI-related stuff before the actual LD. :)

Good luck, everyone!

Arunyan wallpaper

Also made a wallpaper, available in many different sizes here.

Cell #327 – results

Posted by (twitter: @AurelDev)
Wednesday, December 31st, 2014 4:41 am

Cell #327 Results

Well this LD was pretty cool. Thank you, everyone who voted and / or provided valuable feedback :)

My results, compared to my LD30 entry, are better in every single category, except for innovation. I kind of expected this game to be considered at least somewhat innovative, as far as LD games go – I haven’t seen too many point ‘n clicks. (Resizing your browser window, on the other hand, … eh.)

Anyway, bitter feelings aside, just like with every single LD entry ever, I want to finish it one day! And I probably never will. But here’s to hoping. :) I am, however, working on someone else’s Post-LD game. Wish us luck!

Looking forward to the next LD!

(mirror of this blog post)

Cell #327

Posted by (twitter: @AurelDev)
Monday, December 29th, 2014 11:41 am


Play now! (or never)

Less than eight hours to go!

I want to thank everybody who played and rated my game, the streamers and the blog posters :) Good luck to everyone!

Personal favourite:

The second thought

1Hour1Game #01

Posted by (twitter: @AurelDev)
Thursday, December 25th, 2014 4:20 pm

Screen Shot 2014-12-26 at 00.16.55


Super sneak peek

Play here

(One hour for making a game is definitely not enough at all for a polished result. However, I believe this is good practice for rapid prototyping / any kind of gamedev jams with very limited time. It helps identify problems with your framework, workflow, the tools you’re using, your time estimation, et cetera. So I gave it a go, hopefully this could turn into a fairly regular exercise.)

Anyone here up for a challenge? :)

Cell #327 – Timelapse and Post-mortem

Posted by (twitter: @AurelDev)
Thursday, December 11th, 2014 3:01 pm

[cache: storing page]