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I’m In

Posted by (twitter: @bossmojoman)
Tuesday, December 8th, 2015 12:28 pm

Third time playing, Can’t wait!

Thursday the 12th Post mortem.

Posted by (twitter: @bossmojoman)
Sunday, September 6th, 2015 6:26 pm

My game was Thursday the 12th, Lake Polygon. http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=41214

This is my second Ludum Dare, and my first Ludum Dare where I went Solo.  I tried to fit as much work in as I could between work and family during the weekend, overall though I think I did ok.

What went wrong.

This time around I had the theme ok, but 3/4ths the way through I realized I didn’t really have a win or lose scenario.  Basically I built a murder simulator with no way for the player to lose.   Though the first few kills were disturbingly satisfying, after a while it got boring as the game was missing “tension.”

To counter-act this I added the ability for the campers to pick up clubs and hit you back.  I also gave the player health.  This added tension back but now it went to far the other way.  You almost always ended up dying to the club wielding campers.

To counter-at that, I added a player power-up, a machete that you can throw.  I initially made it to where you could pick up you machete after you threw it. This swung the pendulum back again and made it way to easy to kill everyone quickly.  Finally, I modified the Machete one more time so it would randomly appear somewhere else on the map after the player used it.  This got me closer to where I wanted but currently the system still needs to be tweaked.

To recap, my biggest issue was I fell in love with my theme before thinking about what the game play should be like.

What went right.


Early on I decided to make everything out of layered basic shapes.  This let me generate most of the graphics in a couple of hours.  I really like how the graphics turned out, (with the exception of the player, I would like to go back and tweak those)

Some trickery withe some prebuilt shader effects let me add a gloomy viginette to the game, and to animate the water, fire etc.


Though I didn’t create the sound effects, I think I got really lucky with some open source sounds/music I was able to find.  That more than anything completed the feel I was going for with the game.


Overall I think it’s pretty fun!  It gets more frustrating as the kill count goes up, since you have to look harder for the remaining campers.  If I had had more time I would have added some sort of indicator to help you find the campers and maybe a couple more powerups to help you chase them down.  But overall I think the gameplay has a pretty decent base.


Anywho, I had a blast making it, and I hope you can all get a chance to try it out.

Thanks again fellow ludders.

Done… Sleepy… Postmortem

Posted by (twitter: @bossmojoman)
Monday, August 24th, 2015 9:39 am

My entry is done!


Capture2 Capture1

Working alone this time, though still doing a Jam

Posted by (twitter: @bossmojoman)
Sunday, August 23rd, 2015 11:52 am

Damn Coeds and their parties.  They should have never come to…. Lake Polygon.

Capture1 Capture2


It’s coming along nicely so far, All graphics made out of basic shapes to compensate for my lack of art skills.  Almost has a nice “Southpark” look too it.


I’m In

Posted by (twitter: @bossmojoman)
Friday, August 21st, 2015 2:05 pm

And I’m in it to win it….. or something……I got nuthin.


Construct2 again,

Fireworks for graphics,

bfxr for sounds maybe?  Going solo this time as I have to work also.

Results soon!!!!

Posted by (twitter: @bossmojoman)
Monday, May 11th, 2015 8:01 pm

Good job everyone!

Childs Night Terror Post-Mortem

Posted by (twitter: @bossmojoman)
Monday, May 4th, 2015 7:50 pm

So it’s been a couple of weeks and I think I’m finally ready to put up a post-mortem for the game. (the game can be found here http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=41214 )


This was my first ever Ludum Dare and I was lucky enough to team up with David Tredeau at the Boise Game Developers Group Game Jam.

What went wrong?

There were a couple of things that could have gone better.  Work obligations cut the amount of development time from 72 to 48 hours.  That extra 24 could have been handy for adding some missing pieces into the game and tweaking the difficulty abit.

We have an issue with the jump not registering sometimes when you are on a moving or jump-through platform.  We weren’t able to fix this issue in out allotted time, and it is still partially an issue.  The game also has a pretty steep difficulty.  We were able to tweak it a bit before our time ran out to make it fun, but there are a few spots in the level that need smoothing.

A couple more levels or a much longer level would have also been good.  Once you get past the couple of hard parts the level becomes easy to beat.  The final issue was the looping sound, we didnt have time to properly loop the background music, and I forgot to kill off the sound when you restart.  So you would get the music finishing after retrying a level when you die.

What went right.

It’s fun.  It is actually funner than I was expecting.  The physics and lighting turned out better than we had hoped, and the graphics and sound were great.  (The only thing we didn’t create were the music and ghost sounds.)  David did an awesome job on the concept and the graphics.  The man is a machine.

The ghost sounds were a happy accident.  We were playing with positional audio and had it set to randomly pick a ghost and play the peekaboo sound every 5 to 10 seconds from the ghosts position. We messed up so it would pick a ghost as soon as the other ghost stopped playing its sound.  The end effect was a lot creepier than we expected so we left it in.

What’s left?

Response has been really good, so we are going to go for it and try to make it into a commercially viable game!  We are moving from the HTML5/javascript engine we used to Unity so we will have to rebuild a good portion of the base functionality, but in the end I think it will look and perform better as well.

I guess thats it for my post-mortem.  This will definitely not be my last Ludum Dare.

-Glen Colby /David Tredeau


Posted by (twitter: @bossmojoman)
Sunday, April 19th, 2015 4:30 pm

First Ludum Dare entry is done!


Be gentle, it’s my first time :)


2nd day and going strong!

Posted by (twitter: @bossmojoman)
Saturday, April 18th, 2015 9:53 pm

When your only weapon is your pillow and your blankie.


I’m in! Long time listener, first time Jammer.

Posted by (twitter: @bossmojoman)
Thursday, April 16th, 2015 7:47 pm

I cant wait –

Going to use either Unity or Construct 2 and hopefully team up with someone at the Boise meetup!

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