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Posted by (twitter: @Cappa_Games)
Monday, April 29th, 2013 10:06 am

Your plane has crashed in the middle of the winter. In order to survive the wild you will only need to bring what you NEED. However, what you need will be your decision to make.

Survivorman screenshot (1)

I want to balance out the important parts of surviving in the wild. For example, it will take time to set up your tent, if you don’t set it up before daylight goes out, you will have to sleep outside in the cold. But your also going to need to reach safety, so how long do you wait till you set up camp? And what about gathering food and starting a fire? I think this will create some interesting choices.

There so much work to be done, hopefully I can get the basic mechanics working for the deadline.

You’re a Bastard!

Posted by (twitter: @Cappa_Games)
Monday, December 17th, 2012 8:07 pm

You’re a Bastard. You get pleasure from those words. It’s your job to do whatever it takes to hear those beautiful words.

Play the game HERE.

October Challenge: Knight Souls

Posted by (twitter: @Cappa_Games)
Monday, October 1st, 2012 10:55 pm

October Challenge: Knight Souls

We’ve been working on our game Knight Souls for some time now and we should be able to release it this week or so. This is going to be our biggest launch ever. Were going to release for iPhone, Android, XBLIG, Windows Phone, PC, Mac and Linux. Previously we have only released to Windows Phone, so it’s going to be exciting to see what happens when we release to these other platforms.

Post Production Checklist

Posted by (twitter: @Cappa_Games)
Monday, October 1st, 2012 10:55 pm

Post Production Checklist

If you haven’t launched a game before, here are a couple of things to keep in mind:


Making a Trailer

  1. Gather Footage (screen capture program is likely needed)
  2. Learn the basics of a video editing program (if you don’t know how already)
  3. Edit the footage
  4. Make a Youtube account and post it

Here’s our Trailer.

Marketplace Requirements

Here are some of the things you are usually required to have:

  • Buying an account: Most marketplaces require you to purchase an annual membership. iPhone for example costs 99$ a year.
  • Tiles and/or Boxart: These are easy to forget despite how important they are. Each marketplace has there own specific dimensions that you MUST meet. Here is our XBLIG Box Art for Knight Souls.

  • Description: Provide a good description of your game so a potential player will know what your game is and why they should buy it. If your not providing a free trial this is even more important, as the player only has this information to go off of.
  • Keywords: Think of some great keywords so people can find your game easily.
  • Screenshot: Most marketplaces require at least one screenshot. These usually have specific dimensions that you must follow.
  • Category: Pick an appropriate category to place your game in. Here are some potential choices: action + adventure, platformer, puzzle, role playing, shooter, etc.
  • Bank Account and/or PayPal: That 1$ needs to go somewhere after all.
  • Platform Requirements: Each platform will have there own set of requirements you must follow. For example, Windows Phone requires a support button.

Releasing the game

Here are some things to expect when releasing the game:

  • Submission period: It can take anywhere from 1 day to 2 weeks from the the day you submit, till the time it hits the marketplace. In my experience it has taken about 5 business days.
  • Rejected: Your game can end up being rejected if it has bugs or if you do not meet some of the platforms requirements.


Well it’s 2:00 in the morning, I think this list will do for now. Feel free to add more to the list in the comments if I’m missing anything here.

I Want A Favorites Button!

Posted by (twitter: @Cappa_Games)
Tuesday, September 11th, 2012 11:55 pm

Ld 23 was my first Ludum Dare and one of the things that I’ve come to love about it is trying out other peoples games. Not only is it fun, but it’s also inspirational. However, there’s a problem. There’s no way to save your favorites (that I know of, aside from bookmarking the page). I can’t remember half of the great games I played in LD 23 and when there’s 1400 entries, I’ll probably never find them again.

Having a favorites button, I think will accomplish 2 things. First it will allow Ludum Dare participants to organize and accumulate a list of awesome LD games and second it could serve as an additional category in the ranking process. Not only will it give the developer a nice boost of confidence, but it will also be another way to measure a games success. It would be cool to see how many people favorited your game and compare it to the top 5.

Just a suggestion, but I think it would be a pretty cool addition.

Ancient Ruin – Post Compo

Posted by (twitter: @Cappa_Games)
Wednesday, September 5th, 2012 8:26 pm

Play HERE!

Were taking this game all the way so stay tuned for the a fully fleshed out game sometime in the future!But for now here’s a quick update to the game to add some of the new features below.

Post Compo Version:
-2 player mode
-Xbox 360 controller support
-Enemy Flashing
-Harder Difficulty

360 Controls:
-Stick 1 Move
-Stick 2 Aim
-RT Shoot
-LT Melee


How we turned a LD 23 failure, into a LD 24 success.

Posted by (twitter: @Cappa_Games)
Friday, August 31st, 2012 3:30 pm

Our first Ludum Dare was LD 23 and from a first timer perspective it was success. But it was mostly a success because of the lessons it taught, not the final product. Thankfully, LD 24 was a huge success! Ancient Ruin has received mostly positive feedback and to me it was success, not just for the final product, but also for implementing the lessons we learned from LD 23 and using them for LD 24.

Here are the lessons we learned from our first LD, Honey heist, and how we implemented them into our LD 24 game Ancient Ruin.

Put in the hours

LD 23 Lesson Learned : We worked hard on LD 23, but we could have worked much harder. We wasted most of the second day and probably worked a maximum of 6 hours on any given day. This left a lot of work undone, most notably the controls.

LD 24 Lesson Implemented: This time around we probably put in 12+ a day. We got a lot more done and there was a bit less stress when it came down to crunch time because most of the assets were done and ready to go.

Start balancing the gameplay halfway through the last day

LD 23 Lesson Learned : The major complaint we had with Honey Heist was the controls. We knew this before hand, but we just left it to do later. Later never came. We were so busy and under so much stress under crunch time that there was no time to do this.

LD 24 Lesson Implemented: This time we had a discussion mid way through the last day to go over the gameplay and start tweaking it. Luckily we did this, because we ended up tweaking the gameplay right to the very end. Had we not done this we probably would have wasted time on features that weren’t as important.

Sacrifice perfectionism in favor of good enough 

LD 23 Lesson Learned : I wasted countless hours trying to make the art in Honey Heist perfect. This led to a lot of frustration and probably made the overall look of the game suffer.

LD 24 Lesson Implemented: This time around I decided to get the art to “good enough” and move on to the next thing. This kept frustration to a minimum, kept the work pace going and allowed me to get a lot more done. Once I have all the assets finished, I can always go back and improve upon it after.

Take breaks

LD 23 Lesson Learned : Working non-stop drove my frustration level through the roof. I remember being so frustrated working on the art the whole time. Then I realized I wasn’t taking breaks, which I normally do.

LD 24 Lesson Implemented: For Ancient Ruin, whenever frustration would set in, I would remember that its time to take a small break. Sometimes this even meant taking a break from one piece of work and working on another. This seemed to work out well as my frustration was pretty low and only came back towards the end when there was no time for breaks.

Now for the lessons learned from Ancient Ruin LD 24

Start working on the gameplay at the beginning of the last day

LD 24 Lesson Learned : Starting the gameplay halfway through the last day helped out a lot, but we still ended up working on it till the last second. Gameplay after all, in my opinion, is king.

Have all assets done before the last day

LD 24 Lesson Learned : Having this done will allow you to work on the gameplay on the last day. If you have time after, you can always add more.

You can get a lot more done in 3 days than you think!

LD 24 Lesson Learned : It’s amazing what you can accomplish when your motivated and have a deadline. This LD opened up my eyes to the fact that I could be working much harder and getting a lot more done. Even playing other peoples games amazes me of how much content can be created in 3 days.

I’m sure there are more lessons to be learned as I analyze the situation more, but for now these will do. I got to say, I’m happy that something like Ludum Dare exists. Not only is it a fun experience with a great comunity, but it can teach you some life lessons as well. I can’t wait for LD 25!

My Top 7 Games LD 24 (so far)

Posted by (twitter: @Cappa_Games)
Wednesday, August 29th, 2012 4:54 pm

I’ve played over 80 games so far and have seen some really good stuff. If you haven’t played these 7 games yet, go play them now!


1. Parental Guidance – Maple – 48 Hour Compo Entry- This game is gonna win the award for mood, I don’t want to spoil anything.

2. Evoland – ncannasse – 48 Hour Compo Entry-This one is highly polished. Again I don’t want to spoil anything here.

3. Octogeddon – flyingbear – 48 Hour Compo Entry– In octogeddon you use your tentacles to attack incoming subs. When you die, you can choose to upgrade your tentacles to shoot fire balls, add another leg and more. I’m going to be playing this one again, a lot of fun.

4. Super Clew Land – Team Clew – Jam Entry-If you told me this was a long lost NES game, I would believe it. I felt like I was a kid again playing my NES. It actually looks and plays a lot like a Kirby game in my opinion.

5. Strike of Rage ! – deepnight – 48 Hour Compo Entry– Deepnight made this, that’s enough of a reason to play it. If you like beat’em ups, you’ll love this.

6. The Legend of Elzad – arkeus – 48 Hour Compo Entry– I JUST realized that elzad is Zelda mixed up, which is exactly what this game is, Zelda. It’s going to be interesting to see how far Arkeus takes this idea, either way it’s really good.

7. LD24 X0ut – X-0ut – Jam Entry-This game is just pure fun.


P.S And if you haven’t tried our game out, please give it a try!

Ancient Ruins – CappaGames – Jam Entry


Ancient Ruin: Can you beat the boss?

Posted by (twitter: @Cappa_Games)
Tuesday, August 28th, 2012 8:18 am

I’m planning on writing a post-mortem of the game soon. In addition, I will discuss how the previous ludum dare (our 1st), taught us the important lessons to turn LD 23’s failure into a LD 24 success. In the mean time, play our game.


1 More day…

Posted by (twitter: @Cappa_Games)
Sunday, August 26th, 2012 9:36 pm

After 2 days of hard w0rk, our game seems to be coming together. There’s still a lot of work to be done, but I think were gonna be able to finish our game off.


Concept: Your trapped in a room with an ancient plant which keeps evolving each time you kill it. The gameplay is a mix of a boss battle in Zelda and Geometry Wars. We would like to get a 2-4 player multiplayer mode, but it probably won’t make the Ludum Dare cut.


Oh, what a lovely flower!


Top 3 Ludum Dare 23

Posted by (twitter: @Cappa_Games)
Saturday, May 12th, 2012 6:22 pm

I’ve played over 100 games from Ludum Dare 23 and have decided to give my top 3 games:


  1. World in Cards: This game has HUGE potential. It’s a puzzle game divided into small screens (cards) and you must move these cards around the screen to guide your man to the goal without getting hit by enemies. Simple, but addicting gameplay. Summaky please continue evolving this idea and make some new levels!
  2. Memento XII: I don’t understand how you can put so much polish on something, in such a short amount of time. The mood in this game is better than in many AAA games! I hope to see this game continue on.                                                                                               
  3. Kumiho: This is a classic 2D shooter with a twist. You have the ability to teleport around the screen in 4 directions. This really helps with dodging all of the bullets on screen. Another game I would like to see taken a step further.                                                                                                                  

Honey Heist – 1st Ludum Dare

Posted by (twitter: @Cappa_Games)
Wednesday, April 25th, 2012 12:36 pm

Our first Ludum Dare was a big success. While we made a lot of mistakes and didn’t get everything we wanted into the game, we sure did learn a lot. I’m planning on writing a postmortem soon to go into the details. For now, check out our game here.


Concept: This game is a mix of Metal Gear Solid and arcade style gameplay. You must avoid enemies, gather pollen and return it before your energy runs out. Pollen is your score and you must meet a minimum amount before the wave timer runs out. You can return to the honeycomb at any time to drop off pollen and recharge your energy, but you may run out of time if you waste it carelessly and return too often.


Metal Bee Solid (Working Title)

Posted by (twitter: @Cappa_Games)
Sunday, April 22nd, 2012 10:07 pm

Things have been coming along nicely, but there’s still so much to do! We have the basic game going, but it’s missing art and the gameplay still needs to be tweaked.

Concept: This game is a mix of Metal Gear Solid and arcade style gameplay. You must avoid enemies, gather pollen and return it before your energy runs out. Pollen is your score and you must meet a minimum amount before the wave timer runs out. You can return to the honeycomb at any time to drop off pollen and recharge your energy, but you may run out of time if you waste it carelessly and return too often.


Hopefully, things will continue to go well and we can get everything we want in the game. If not, we are definitely going to finish this game properly after Ludum Dare 23 and release it on all the phone platforms. Things to be added are:

  • Radar
  • Scrolling
  • Motion Control (For phones)
  • More art, enemies, plants, gameplay, etc.

Time to go to bed…it’s going to be a busy day tomorrow!

WHY!?!! 1st Ludum Dare + Diablo 3 Beta = Trouble

Posted by (twitter: @Cappa_Games)
Friday, April 20th, 2012 10:35 am

I was so excited to compete in my first Ludum Dare as a team of two and then Blizzard dropped the bomb…the Diablo 3 beta is on for the exact same time! Life isn’t fair.

We’re still going to compete, but were going to need to need an extra dose of discipline to keep away.

Good luck to everyone!


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