About Cake&Code (twitter: @cakencode)

We're a design and development duo from Berkeley, CA.

Zeik is a front-end engineer in the bay area. He can program in a few different languages and loves to give new ones a try. He's a big indie game enthusiast and likes fiddling with anything that can be tweaked and changed. (And honestly even things that can't.)

Cake is a multi-discipline designer (visual, ui, graphic, web, etc). She's a bit of a design nazi and likes to obsess over white space, typography, and colors. Check out her portfolio at http://www.microcake.org


Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 23 Warmup

Cake&Code's Trophies

F'in Coolest Names And Portraits
Awarded by nine baobabs
on December 9, 2014
You were there *Award* #LD30
Awarded by alvivar
on September 2, 2014

Cake&Code's Archive

“Thief of Insulo” – Steall *ALL* the Treasure!

Posted by (twitter: @cakencode)
Monday, December 8th, 2014 9:22 pm


We finished our game, yay! Despite being massively busy and having work all day today, we managed to squeeze something out.

Hope you enjoy!



Some mockup screens to tease our game

Posted by (twitter: @cakencode)
Monday, December 8th, 2014 1:19 am

We got some screens set up to mock up what kind of game Thief of Insulo will be. The game itself is mostly done, we just have to build levels and get some music in there. We might just finish with enough time to get our real day-jobs work done…. :’)





We made a thing!

Posted by (twitter: @cakencode)
Sunday, December 7th, 2014 2:16 pm

We got a little gif example of our game, as well as a title! “Thief of Insulo”. :3



SO MUCH MORE WORK TO DO! Good luck, everyone!

Some progress!

Posted by (twitter: @cakencode)
Saturday, December 6th, 2014 5:14 pm

We’re getting some good progress in, despite an extremely (~18 hour late) start. Hopefully this won’t bite us in the butt later on. :)

Currently we only have the character and the general game space designed. There are still a lot of UI components to build out, as well as art for the actual game itself. Once again, half of us will be busy tonight (lame -_-) but let’s hope this all works out in the end.



Our main character seems to resemble a familiar face from 6 LD’s ago… (MEMEX, LD25)


We swear, this is semi intentional! 😛

Better Late than Ever: WE’RE IN!

Posted by (twitter: @cakencode)
Friday, December 5th, 2014 5:21 pm
Tools: Photoshop, Illustrator
Tools: Flash AS3, Sublime

“Hypnagogia” Artist’s Timelapse!

Posted by (twitter: @cakencode)
Sunday, September 14th, 2014 2:46 pm

Hey everyone! Cake the artist here! Hope everyone has been having a good time rating and playing games so far. 😀 Better late than ever, but I really wanted to share the timelapse for our game, “Hypnagogia”. The game is about decisions, life, and death mixed with a little bit of dungeon-crawling elements in there. I hope this timelapse gives you a good idea of my thought process behind the game. :)

Be sure to check out our game! We’d love any last-minute comments or ratings! www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10976

Hypnagogia – LD30

Posted by (twitter: @cakencode)
Monday, August 25th, 2014 6:40 pm


It’s finally over. It was a grueling weekend and not everything got done, but it’s still a playable thing!
We put together a game with dungeon crawling and menus.

Do you like old-school RPG style fights? We have them.
Do you think less is more? We have less.
Do you want to kill enemies? Come kill them.

Play Hypnagogia

Hypnogogia Dungeon!

Posted by (twitter: @cakencode)
Saturday, August 23rd, 2014 10:21 pm

Some progress on the other half of our game, Hypnagogia! This is the dungeon-crawly part. Gameplay leans more on simple RPG than action, and how well you play through the dungeon affects the part of the game in the hospital. If you know what hypnagogia is, you might guess what the connection between the two different scenes are. :)



Once again, different art style than some of my other recent games. But I’m having a lot of fun and I’ve been telling myself to do something different. 😀

Doing it a little differently with Morgan

Posted by (twitter: @cakencode)
Saturday, August 23rd, 2014 2:59 am

Hi LD-ers! Our protagonist this time is Morgan. Nothing flashy or crazy…yet. 😉 The idea is that Morgan is dying and is struggling to stay positive and fight their disease. This hospital scene is the stage for the majority of *one* part of the game. The other part still needs to be designed and arted out, so that should be the more elaborate and interesting part of the game. Really trying to make the hospital scene look sterile and cold.


Kind of self conscious about this since it’s currently A LOT less impressive than previous games, and I’m counting on a lot of people not being impressed. But I’ve been waiting forever to find an opportunity to do this line-heavy illustration style, so I’ll have to say “screw it” and do what I like.

We’re in!

Posted by (twitter: @cakencode)
Wednesday, August 20th, 2014 9:56 pm
Tools: Photoshop, Illustrator
Tools: Flash AS3, FlashDevelop

“Digging up Daisy” Post Mortem

Posted by (twitter: @cakencode)
Monday, May 5th, 2014 1:28 am


Play+Rate “Digging up Daisy” Here: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=10976

Concept and Brainstorming

Code here. When we started LD29 it was chaos, I was busy trying to finish setting up a good development environment for the Flex SDK on OSX. I don’t know why but apparently it is a huge pain to get all the settings just right! There were a couple of game ideas bouncing around that I wasn’t really that passionate about but after a few hours I finally finished setting Flex up and we settled on an idea we both liked. The game mechanics and presentation were simple enough that we were both confident we could not only get it done but have some time for polish and extra features.

The beginning was definitely hard. We had a lot of trouble sort of figuring out what kind of game we wanted to make. Some initial ideas were promising in mechanic, but didn’t tie into the theme super well. Normally something like this wouldn’t phase us, but because our Theme score was typically really really low, we decided to at least *try* to fit our game mechanic into the theme. It took us about 3-4 hours before we finally decided on an idea we really felt strongly about.

I was a bit bummed we didn’t go with any of the ideas that came up first, but I figure we can possibly work on something like what I had in mind for another LD or another jam. 😛 Ultimately I’m really glad we went for something like Digging with Daisy, which really lent to a cute storyline and I was able to visualize the art direction quickly.


The initial setup went pretty well, I managed to get a bitmap up and being erased pretty quickly which would eventually become the drilling. Drill control via keyboard came next as did the world boundaries. Adding obstacles had to come next and I knew that if we were going to make it easy to add more things later I had to make the method as versatile as possible. In the end all the obstacles are is images, the drill does pixel perfect collision detection against whatever pixels haven’t yet been dug away. Much later when treasures were added they were merely extensions of obstacles so it was trivial to add them. Eventually the bomb got added and the radar came later, along with the fuel levels and the extra probes.

It was a lot of features that we managed to tackle including the tutorial levels, and at the last minute we even adding little bobbling head talking animations. On the last day, during the final hours, we put the music and sound effects in the game.

I’m glad to say that the art was DISGUSTINGLY easy to deal with this time around. It was fast and I was done a lot earlier than I normally would be for art. I have spent some time studying art aesthetics for Dios de lose Muertos sugar skulls, and thought I would pick up some of my workflow from working with those to Digging up Daisy. I wanted to keep it culturally separate from it, so I kept some of the distinguishing sugar skull aesthetics out. The style is a lot more AvRvE in nature, with dark colors and bold accents with a small emphasis on realism. (Versus Stargazers, where things were a lot more stylized).

What Went Well
– Animation was a simple two-frame animation to keep it whimsical and silly. Simple and ezpz!
– Quick ideas came up, all of which were simple to execute.
– The vines, although it took some time, looked really complex considering how little work I actually put in to create each vine and design it.

What Went Poorly
– While it was a great fit for the game, I’m kind of tired of going with this usual style and will probably change it up to something different for the next game.

Screen Shot 2014-05-05 at 12.57.54 AM

Screen Shot 2014-05-05 at 12.58.12 AM



Final Thoughts

All in all, it went really well after the first hiccup. I had a lot of fun the first day and a half when programming all the cool new features, and then after that it was just busy work but it was really rewarding to see all the extra flourishes and juiciness go into the game and make it feel really alive. I’m pretty proud of what we managed to get done and I can’t wait to see what we can do next time! See you all for LD30 :)

Ultimately, I had a lot of fun making this! We were healthy, had lots of sleep, and I really enjoyed being able to talk to everyone on IRC and not feeling guilty for not doing work. :) I don’t think it’s our strongest game, but we had a lot more fun working on this game than we had for the past two LD’s, so that’s always a plus.

Also, this is Cake&Code’s 2nd year working together! It’s been an amazing journey, and I couldn’t have asked for a better partner in life and in game dev!


“Digging up Daisy” Artist Timelapse

Posted by (twitter: @cakencode)
Tuesday, April 29th, 2014 10:47 am

I got my timelapse edited and pieced together! :3 It’s really funny to go through and see my battery power dipping up and down. XD But I hope you guys enjoy it! There are big chunks where I cut off the timelapse, mostly because I forgot to record it. 😛 But there were significantly less art assets than usual.

We had a ton of fun this time around, and I hope it shows!

Be sure to rate our game here!

We’re Finished! Let’s go Dig for Daisy!

Posted by (twitter: @cakencode)
Monday, April 28th, 2014 5:32 pm


Our game Digging up Daisy is DONE!!!

It was a great LD run, and we’re super excited to play everyone’s game!
We hope you like ours, and that you’re successful in finding Daisy!

Our Game: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=10976

In-Game Screenshots!

Posted by (twitter: @cakencode)
Sunday, April 27th, 2014 7:21 pm

We have an in-game screenshot! ^^ We’re trying to finish sometime tonight so that we don’t have to worry about it tomorrow, and it’s going pretty well. 😀 Adding some polish and trying to get music together right now. Excited to play some of the games for compo!



Some art update + Vine!

Posted by (twitter: @cakencode)
Sunday, April 27th, 2014 8:09 am

Our game doesn’t have much art assets involved, so we never really have many screenshots happening. ^^ But we do have two shots, one of another level and one of different characters that will appear in our game. Not sure which program to use to make gifs yet on mac, but we also have a vine of our game so far at least. 😛

Screen Shot 2014-04-27 at 7.47.55 AM

Screen Shot 2014-04-26 at 6.03.43 PM


Our Vine Link!: https://vine.co/v/MviuIxpaDXi

Good luck everyone! :3

Digging up Daisy splash screen

Posted by (twitter: @cakencode)
Saturday, April 26th, 2014 9:13 am

We finished the splash screen for our game, “Digging up Daisy”. Still working through a lot of the core game programming, so hopefully we’ll have something more concrete to show later.


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