About brgarnet17

Like games. Make games. Enough said.


Ludum Dare 35
Ludum Dare 33
Ludum Dare 27

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I must have put up the wrong link before. Please help me get votes before the end!! I only need 6 more….

Play Cheese Factory Simulator now before it gone for gouda!!




Vote here!!!

Play and Rate Cheese Factory Simulator!!

Posted by
Monday, May 9th, 2016 5:18 pm

Hello all! In an attempt to gain the minimum amount of votes to be rated, I am posting my game link here for Cheese Factory Simulator, a cheesy way to pass the time. Remember, it’s dangerous to provolone!

Cheese Factory Simulator Cheese Creation


Finished the Game!! Presenting “Acute Kraken”

Posted by
Monday, August 24th, 2015 8:14 pm

After a lot of detective work in Java, I finished my game! It still needs sound, but I finished a version for the jam at least. Enjoy!



I am in (late response)

Posted by
Friday, August 21st, 2015 8:49 pm

Making this post in a hurry, but I am in for this compo. Here are the details.

Programming Language: Java

Graphics: Pyxel Edit, Microsoft Paint

Sound: BFXR

Back in the Saddle – I am in for #31

Posted by
Thursday, December 4th, 2014 9:42 pm

I am in for Jam #31. Here are some of the tools my friend and I are able to use:

Graphics – Photoshop/Illustrator/Microsoft Paint

Audio – bfxr, Audacity

Coding/Framework – Javascript/HTML/CSS

Tentatively In…

Posted by
Friday, April 25th, 2014 9:31 pm

I will attempt to participate and see if the schedule allows for this as I go…



Game Engine:    Unity

Languages:      HTML, Javascript

Sound Effects:   bfxr

Graphics:          Microsoft Paint


Surprisingly, I am in!

Posted by
Friday, December 13th, 2013 2:32 pm

The weekend looks like it is going to be busy, but I think I am in! Haven’t done much game designing in a while, but it will be good to get back into it.

I will probably be coding in HTML, JavaScript, and CSS. I also have Microsoft Paint and my imagination. Hope its enough.

Either way, this will be fun. Look forward to starting!

First Ludum Dare — Pros and Cons

Posted by
Tuesday, September 24th, 2013 11:17 pm

Well, it’s been long overdue, but I am finally posting my reaction and conclusions from my first Ludum Dare competition in the Ludum Dare #27. I did recently also complete a submission for the 7DRTS, but it was nothing like this in terms of time restraints, so I consider it child’s play (pun intended; laugh at your leisure) compared to this competition.

Hot Dawg Dash screenshot

To remind everyone, I created a game known as “Hot Dawg Dash” for the competition. The goal of the game is to eat as many hot dogs as you can in 10 seconds time (hence the theme). The game would record your 10 second record during the course of gameplay, which would allow you to know what score to beat in the next 10 seconds. Some strategy was involved in the course of gameplay, which involved not choking as much by drinking water (eating hot dogs is impossible if you can’t even breathe, which seems logical enough).

(If you want to chance to play it, go to http://www.kongregate.com/games/brgarnet17/hot-dawg-dash)



ratings for Hot Dawg Dash


To the left are my ratings for the competition. I was pleasantly surprised by the humor and theme rating (especially since I did not even expect that high of a ranking in any area), but there is definitely room for improvement in the future.

The only thing that puzzled me about the ratings is my fun score. I thought it might be higher, but it may be a result of my mechanic being so short in duration (since 10 seconds is not a long time for the completion of a game).

Overall, I did some things in my design and process that I was really proud of, and other things that definitely need work. Without further adieu, the pros and cons .





  • Completed the game. This by far was the top goal of the competition. I had done other design projects before, but most of them I did not finish. I am glad to say that this was one of the exceptions to the rule.
  • Fun game mechanic. The mechanic of the game, though simple, was driven by the fun I found in the idea of having a game centered around a hot dog eating contest. Not only that, but I did manage to add a little strategy in the gameplay as well, mainly through the use of the water.
  • Small scope. The projects I did not finish in the past in other competitions or assignments was due to the problem of big scope in the design. For the sake of this competition, I decided early to have a small scope in relation to the actual experience I have had in accelerated game programming, while is small but growing at this point. This decision, in the end, made it possible for me to finish the project on time and entertain a few people along the way.


  • Little digital art experience. Though the gameplay was decently fun to be involved in, the art and animation of the game could have been more engaging and entertaining. This flaw in the design was due to my failure to find artistic direction and experience from either myself or anyone else. For the next jam, I probably need to find someone else to do the artistic side of the design process.
  • Needed longer sprints. To pace myself, I would take programming and design sprints in order to remain fresh in those periods of time. Though this was good, the sprints during the design of this game were not long enough and the periods of time between these sprints became too long. Hopefully, this mistake will be avoided next time due to this experience.
  • Short duration of mechanic. During the design process, I decided to do a 10 second sprint of eating hot dogs. This mode of play, though fun, is very short and proves to bore the player after a long period of time with only 10 seconds to create a record. I hope to create another mode of play that will prove to engage the player for longer periods of time.

Future Plans for the Game:

This game, though not the best in the competition, does have potential with a little bit of polish and added game elements. I will continue to develop on this game for two reasons: the game’s potential and my learning process (second reason is the main one). For the time being, I will polish up the Kongregate version of this game. In the future, I may use this game to create an Arduino arcade cabinet for the sake of learning more computer systems and gaming technology.


Thanks for all of your support, and congratulations to all who finished!

Hot Dawg Dash Completed!

Posted by
Monday, August 26th, 2013 6:00 pm

I have completed my game, “Hot Dawg Dash”! For my first Ludum Dare Jam, I know that I definitely learned a lot about creating a game in this amount of time. Also, I think that people will enjoy the basic premise and gameplay that this game can bring. I do hope to update it later for the sake of improving the game logic and smoothness of the controls.

I would also like to issue a challenge. My best score on the game so far is 15 hot dogs in 10 seconds. Can you best that? If so, tell me your score!

Regardless, congrats to all of the participants that made it to the end, and I hope you enjoy my game.


Hot Dawg Dash screenshot

Update, then Crunch Time

Posted by
Monday, August 26th, 2013 10:41 am

After a long night, I finally got my timer to work as I want it to. Now I have to deal with the static variables in my program that refuse to reset (sigh). Anyway, I hope that I can get that completed. If I do, I might finally have a decent executable with basic functionality.

Here is the tentative schedule for the day:

Now: Lunch

1PM to 2PM: fix and polish functionality of the executable

3PM to 5PM: finish game graphics

5PM to 6:30PMish: create and add sound effects

6:30PM to 7PM: Dinner

7PM to 8PM: polish and submit


This is only a tentative schedule, but it gives some hope to me for finishing. I guess I’ll find out if I can either way. Time to work!

End of Day Update — Hot Dawg Dash

Posted by
Saturday, August 24th, 2013 4:25 pm

Time to reveal my game concept, right? It is… a hot dog eating competition game!! I decided this would be a funny theme to do, since the sport has apparently taken off in the last several years. That and the fact that I was hungry when I chose the theme probably are the main reasons for the theme choice. The goal: eat as many hot dogs as you can before 10 seconds is up.


It's a dawg eat dawg world out there.

It’s a dawg eat dawg world out there.


After the first day of programming, I have completed the following tasks:

  • basic eating and drinking animation completed
  • choking enabled (if the player eats too fast or too much at once)
  • basic countdown clock (10 second limit)
  • basic graphics for animation created
  • basic GUI meter for hot dogs eaten during course of game

This may not seem like much, but that is exactly what I wanted. Since I am close to beginner to these types of competitions, I decided early (especially with the theme that Ludum Dare ended up being this year) that I would have a small game for the sake of quality over quantity. Though this approach sounds simpler, it is just about the same amount of work either way (maybe more)

I also decided to do the jam so that I could take tomorrow off. I do better in these things with caught up sleep and rest on all levels. Tomorrow night, I resume with my to-do list:

  • enable the clock to start on button push
  • store best score of player locally for high score
  • animate body of character
  • crowd background?
  • format GUI letters and numbers
  • format boxes and background around GUI output

Well, that is it for me. Signing off for today, but I will be back Sunday night. Until then, good luck and Ludum Dare!


Update and Bedtime

Posted by
Friday, August 23rd, 2013 11:52 pm

Got the countdown mechanic and the counter to work. Animations and further game logic will be completed tomorrow. Also, I’ll reveal the game idea tomorrow as well. Here is a screenshot, and see you all in the later morning!


HotDawgDash screenshot

Progress Report at 11:11

Posted by
Friday, August 23rd, 2013 9:18 pm

Sorry about the lack of details earlier. I am in the jam. Here is what I have to work with:

  • Compiler: Unity3D
  • Visual: Microsoft Paint
  • Audio: bfxr, voice-over?

Anyway, I have been messing with ideas. I have a main one for the jam, but I will keep that a secret for now (will reveal in a later post). I can show you one or two images for hints.

Any guesses?

Any guesses?


hot dog whole

This is the better hint. Any other guesses?


Anywho, I am already getting tired, but I may press on until the main functionality is up and running. Hope to update you guys soon!

In the jam!! (sending from phone; more details to come)

Posted by
Friday, August 23rd, 2013 4:57 pm

Finally, I Am Done! Quebec!!

Posted by
Monday, July 29th, 2013 11:04 pm

12:40 A.M. and I have finally finished a simple build of the game. I didn’t have enough time to give the game all of the bells and whistles due to work and schedule conflicts, but the build is functional and entertaining. In the end, that is good enough for completion, and “Quebec” is ready to roll.

Above all, this project has shown me that I have the ability to finish a project. This is my first real game jam that I have done, and it was awesome. It really taught me that one of the most important things to consider is the scope. There is only so much that developers can do within a week, especially a beginner like me. In the end, it comes down to timing, the code and a prayer.

Here is to taming the game dev wilderness. Good luck to everyone in the judging!

Quebec Screenshot #2

“Frontier: Quebec” Update — Day 4

Posted by
Thursday, July 25th, 2013 9:42 pm

To clarify the concept of my game, “Frontier: Quebec” is a strategy game that takes place in continental North America during the pre-colonial era. You play the part of a trapper, who must avoid other animals by trapping them at all costs. The goal of the game is to beat previous high scores, which will be in the amount of gold or traps that you are carrying.

Screenshot Day 4 7drts

Player will be the little guy with the coon-skin hat on. The circular objects below are traps he has laid for his quarry…

After days of delays and some hard work, I have come to the point of taking this screenshot. The following list of objectives has been completed:

  •  made a moveable character, who is the trapper
  • traps made and functional
  • animals can detect trapper in a certain distance from them
  • basic obstacles made (in the screenshot, they are rocks; will improve later)

Other varieties of animals need to be added. I also need to limit the amount of traps that the player can hold, since holding infinite traps eliminates the challenge of general gameplay. Sorry for the short update, but I have to go for now. Hopefully, this will not be a late night leading into Day 5.


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