About CptDustmite

I'm a 3D Software Developer from Australia. I enjoy taking on a variety of roles in game development so solo comps are something I've always been meaning to try out. Immersion, mood, aesthetics and storyline are very important to me when playing games and those are things which I'd like to focus on when making my own games.


Ludum Dare 35
Ludum Dare 32
Ludum Dare 30

CptDustmite's Trophies

I loved: RELIC A space adventure
Awarded by JenniNexus
on May 10, 2015

CptDustmite's Archive

Shiny results!

Posted by
Tuesday, May 10th, 2016 11:04 pm

The results are in, and I’m super happy! The overall ranking was a lot better than I had hoped for:

#38 Overall 3.98
#54 Graphics 4.13
#74 Innovation 3.90
#113 Fun 3.69
#184 Humor 3.02
#303 Mood 3.16
#355 Audio 2.94
#681 Theme 3.02

All the other categories were roughly in the order that I expected. In my last couple of entries I scored a bit better in things like Humor, Mood and Graphics, but I think the Overall score for this one meant it was a more well-rounded game.

Very appreciative of all the people who played and rated Panzerantix, thanks again!

Looking forward to checking out the top placing games now – they look great.


You can check out Panzerantix here!

Panzerantix Post-Mortem and Continuation

Posted by
Monday, April 25th, 2016 7:25 am


I consider this Ludum Dare a success even before seeing my ratings, as I finally managed to create a reasonably finished little game, without great difficulty. Plus I had fun! All whilst sick.

Interestingly, this is the first LD I’ve done that has decent gameplay, yet it was actually a theme I voted no to and which I didn’t have any ideas for. When the theme was announced, I quickly brainstormed ideas, picked one and that was that. All within 5 minutes. It turned out a lot better than games where I’d previously had an idea of what I wanted to make. I suspect that my perfectionism can get in the way when I have more time to focus, especially since I don’t usually focus enough on gameplay.


Lessons Learnt:

If possible, having someone to playtest your game can be very useful. The majority of constructive feedback I got was exactly the same from everyone (the speed), and that was also something that’s relatively easy to change – so some player feedback could have greatly improved my ratings. As the “Let’s Play” videos remind me – watching someone play your game can be extremely cringeworthy and embarrassing for the developer but is necessary to find out how people play the game and the problems they have.

On a similar note, be aware of things that players could find annoying, as little things can sometimes have a big impact on what was otherwise an enjoyable game (e.g. don’t force them to redo the tutorial).



I would love to continue working on this. I kind of have a track record for saying that and never doing anything, but I feel like this game has more of a chance than my other ones because it has more direction.

A huge number of relevant gameplay mechanics can be imagined in just a few minutes, such as:
– Different game modes (they pick the turns, or alter the map, or a combination)
– Different weapons and enemies (e.g. Weapon that takes two turns to reload)
– Different levels – moving platforms vertically and horizontally, rotating, etc.
– Portals (oooh)
– and so on

And obviously better level design – I was running out of time and energy so the levels weren’t that great.

If I do continue it, I do want it to still have personality though. Sometimes games can be great and fun but they lack the “character” and stuff that I feel makes it more memorable.

So, yeah. I just need to actually do it, when I can. That’s more the difficult part for me, but I guess if it’s truly something I want then I’ll make it a priority.



You can try Panzerantix here!

Panzerantix – Timelapse Video

Posted by
Sunday, April 17th, 2016 10:55 pm

Here’s a timelapse video of Panzerantix’s creation, ~20hrs compressed into 2 mins:

It’s missing a few periods here and there where I forgot to resume recording, but it’s mostly there :)

Click here to play it!

Panzerantix is done!

Posted by
Sunday, April 17th, 2016 6:22 am

I really enjoyed making this one!


You can play Panzerantix here :)

Day 1 Progress

Posted by
Saturday, April 16th, 2016 7:50 am


I’m slowly getting there – this is about 8.5 hours’ worth of work, mostly setting up everything.

Still to do:

  • Changing the gameplay into a somewhat more turn-based system
  • Proper level design
  • Finalising the components
  • Finalising the enemies
  • All the finishing touches

Gosh, that sounds like a lot now haha!

Three’s my lucky number

Posted by
Tuesday, August 11th, 2015 12:00 am

… and this will be my third Ludum Dare, AND it’s LD#33.


So yeah, I’m in! I have some things happening that weekend unfortunately but I will try and make an effort to get something done regardless.

It will probably be 2D again, and story-focussed. I haven’t decided on the tools but they’ll likely be Unity + Pyxel Edit/Photoshop + Audacity + SFXR.

Here’s some art I’ve been practising recently; I’ll likely use this kind of style depending on the theme, as I quite like its minimalism.



A reminder to everyone disappointed in their results…

Posted by
Wednesday, May 13th, 2015 1:16 am


“The master has failed more times than the beginner has even tried.”

– Stephen McCranie


Every “fail” is a level up.

I see you’ve brought a guest.

Posted by
Sunday, May 10th, 2015 10:55 am

Am I being replaced?

The Observer Deck

You can follow the progress of the post-LD version of RELIC on Facebook or Twitter.

“You know what the chain of command line is?

Posted by
Wednesday, May 6th, 2015 9:15 am

It’s the chain I go get and beat ya with ’til ya understand who’s in ruttin’ command here.”


I mentioned that I’m working on a post-compo version of RELIC. As some levels will take place on different planets, I wanted some brief information about the current planet to appear to the player at the start of the level, so that they have a bit more context, and I guess in real life you’d never go onto a planet without knowing a little somethin’-somethin’ about it.

So I started playing around with that, and ended up with this, which is sort of an overall “space adventurer’s guide” but with – command line! :O Thoughts?


Play nice you two.

Continuing RELIC

Posted by
Tuesday, May 5th, 2015 9:55 am

For LD32 I made an entry which I am quite fond of even though it’s very short, and I’d like to extend into a bit more of an actual game. Finding time to work on it has been challenging thus far, as I do similar stuff at my full-time job, so coming home after a long day I really don’t feel like doing anything similar. It’s tough, but I’ll try my best to not give up this time.

Here is a bit of a graphics update I’m playing around with, trying to give the textures a bit more detail whilst still being fairly minimalistic and maintaining the empty feeling of space. The lander is a quick mockup, ideally I want everything to look a bit more realistic and functional – I’m still working on it…


For gameplay I would love for RELIC to have aspects of realistic space travel/survival, so I am doing a bit of “research” (haha I do this in my free time regardless, I love space *_*):

I want it to have something a bit different to your standard “shoot alien” type gameplay, like maybe hydroponics farming, resolving gravity and relativity issues, or JUT-PUCKS! Must edu-ma-cate myself on these matters. One challenge is coming up with restrictions to [one of the character’s] powers *endspoiler* whilst still keeping them useful and not making the character completely redundant functionality-wise.

Story and design-wise I’ve got some more levels planned out – this is actually the thing that I get most excited about. I know a lot of people focus on gameplay first, but for me personally the story is what gets me. The levels are going to be varied: on board the spaceship, and on planets with very different environments and challenges. The dialog is… fun to write :) The “cinematography” and mood. must. be. epic.

If you would like to stay updated on the progress you can follow this Facebook page – it’s currently empty, but I will try and update it when I have something reasonable to show; having it there kind of motivates me to keep working on it or else I’d feel silly having an empty page for years.

You can play RELIC here.

– Camille

Ever get that feeling?

Posted by
Thursday, April 23rd, 2015 8:49 pm

I’m having it right now.


RELIC is available to play HERE


RELIC – Postmortem (Graphics)

Posted by
Thursday, April 23rd, 2015 1:54 am

RELIC is available to play HERE

Having done 3D for my last entry as well as it being what I do for a living, I decided I wanted to give a 2D game a try. I’ve dabbled in 2D game sprites in the past since I was quite young, but not for a very long time. I had also never done proper sprite animations before, so this was new to me.

I wanted to try out a program that allowed me to do pixel graphics easier than Photoshop would allow, so I tried out Piskel which is a free pixel graphics and animation program. It seemed quite buggy and left a lot to be desired, however it got the job done. I’d be okay using it again however I’d prefer trying out other programs as well. Photoshop was used for the environment graphics.

My general art style is usually minimalistic and clean, and “moody” aesthetics are very important to me. So the environment in RELIC reflected this, with a fairly minimalistic background environment with a bit of depth (unfortunately couldn’t get parallax implemented which would’ve been a nice touch). I really LOVE space, so I enjoyed making these environments.

After the basic environment was done I added the floating rocks and lava as a small gameplay challenge. So much more could’ve been done here:


My inspiration for my anti-hero’s suit was none other than the space suits from my favourite show, Firefly (<3):


The monolith was inspired by 2001:


My robotic hero was not really inspired by anything in particular, though I suppose the smart-ass AIs from games like Portal probably had a subconscious influence on his personality. I knew I wanted him to have a very floaty, “orbital” appearance. It was mostly trial and error to make him:


The menu and general graphics also had a very minimalistic style. I quite like the colour scheme that came out:


Overall, I’m very happy with how the game came out visually although my goal for next time is having a bit more detail in the sprites, and (way) better animations.

Stay tuned for more postmortems!

– Camille

RELIC is available to play HERE

And that’s a wrap! (It’s a tarp!)

Posted by
Sunday, April 19th, 2015 10:15 am

RELIC is now available to play HERE.





RELIC is now available to play HERE.


Accept defeat

Posted by
Saturday, April 18th, 2015 12:36 am


CptDustmite reporting for booty

Posted by
Friday, April 17th, 2015 6:07 am

(Hopefully) entering for a second time, although I’m having trouble thinking of games to make with the current themes. I’ve got a few ideas for a few however thinking of the gameplay is proving tricky as usual. Story and mood is more my forte.

I could go 3D as usual, or perhaps try 2D this time. I guess it will depend on the theme and what I’m doing. But my toolset will likely be:

3D: 3ds Max
2D: Photoshop
Engine: Unity
Language: C# in Visual Studio
Audio: Audacity

We still have no internet in our new apartment, eek, so going to have to go to work to upload the entry.

Here’s me battlestation:
Food not included. Adorable puppy included.

Let’s be bad guys!

Ludum Dare site redesign – game page

Posted by
Sunday, August 31st, 2014 4:02 am

As a continuation of my quick redesign of the home page, here’s the page for viewing games.

Not too sure about the layout of the comments and ratings, it’s a bit clunky. I added a “next game” button near the top, so that users could quickly navigate to the next random (or ordered magically) game.

(Yay for shameless self promotion)

Ludum Dare Redesign - My Game 02

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