Ludum Dare 36
The Theme is:
Ancient Technology

The Compo ends in
Solo, from scratch, with source, in 48 hours.

The Jam ends in
Solo and Teams, relaxed, 72 hours.

About chipcaramel (twitter: @chipcaramel)


Ludum Dare 35
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 26
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22

chipcaramel's Trophies

chipcaramel's Archive

Nukki the Shapeshifter

Posted by (twitter: @chipcaramel)
Tuesday, April 19th, 2016 6:44 am

At long last our game is finished!

Nukki the Shapeshifter

William the Wopol – Post Mortem

Posted by (twitter: @chipcaramel)
Wednesday, April 30th, 2014 5:35 pm

A let’s play video of William the Wopol

This is version 1.1 – Post Dare (some bugs fixed, enemies added)

William the Wopol – After the Dare

Posted by (twitter: @chipcaramel)
Tuesday, April 29th, 2014 5:47 am

Play Here

…just after the stroke of 10:30pm, on a chilly spring Monday (local), we closed up the game files, packaged a few files, and linked to them on Ludum Dare’s website. Sitting back in my chair, I’m thinking… I’ve learned that willpower and motivation are everything when it comes to Game Competitions. There’s not really much to say on the subject other than that…  I’m tired! This game was drawn and programmed by Jimun Batty, drawn by Luthrid and myself, with a music track feature by Gero.

William the Wopol

Our game is about a mammalian water dweller called a wopol. As he wakes up, he’s greeted by a page over a speaker, calling him. After doing some experimental tests, he’s sent back to his room, but piecing together that he’s not supposed to be here. He remembers being a human! Wanting to break out, he has to put the skills he learned in the lab to use and escape, but there are obstacles in the way, obstructing his path.

Take on the journey, encounter enemies, figure out navigation puzzles. Get home where you belong…

Modes of Transportation

Modes of Transportation

Initial Lab Layout

Initial Lab Layout

Breaking into Grate Sketch

Breaking into Grate Sketch

Breaking Grating

Breaking Grating

Getting Lost Sketch

Getting Lost Sketch

Getting Lost in Game

Getting Lost in Game

One-Way Pipe Sketch

One-Way Pipe Sketch

Dodging Harpoons Sketch

Dodging Harpoons Sketch

The Bedroom Layout

The Bedroom Layout

Encountering Mobs

Encountering Mobs

Wide Ocean Sketch

Wide Ocean Sketch

The Illusion of Freedom

The Illusion of Freedom

Initial Lab Sketch

Initial Lab Sketch

Initial Lab Design

Initial Lab Design

The Sorrow

Sadly, our only regret is timing. There were a few things that we couldn’t get done in time but may release postmortem so the game feels more cohesive and complete. Enemy variety is a big thing. Between drawing enemies and coding them, there was simply not enough hours to do them all, so we stuck with three. The facility had guards that would capture you for trying to escape (and return you to your room). As well as other sea-life that would slow your journey down, drawing and coding got bumped down the pipe.

As well, as a tool of exposition, there were plans to have other Wopols in game who would talk to you and hint you along as to what the story’s about and where you need to go to finish the game. Again, timing.

Custom music was a big thing during LD-28 (You Only Get One). This time around we managed to do one (Thanks, Gero!), but used Incompetech for the rest. Sound engineering felt tight overall and there wasn’t much to improve on!

Edge case collision errors were a thorn in our proverbial side, but for the most part, if stuck, you can wiggle out of it. Something that may be fixed postmortem.

The Joy

This is sort of our biggest, most polished adventure game to date. Thanks to an engine developed completely by Jimun Batty, our head programmer, making the environments, the animations and marrying them together was exceptionally breezy!

Developing a game around a story that started only as an opening line until the midway point of the dare is rewarding in its own way. You see how the game plays before you know where the character is going to end up. This gives you an idea of where to go with things from there.

The Future?

From here, I’m confident that game development will be more rewarding. This was a really fun dare; it was a heck of a weekend for me personally. Between the hard work, the fun times, the sleep deprivation and the camaraderie, something fulfilling and special really hit home. That makes me all the more proud to be part of this team, and has me looking to the future with a positive outlook.

…baggy eyes, sure, but positive outlook!

Play Here

Day 2!

Posted by (twitter: @chipcaramel)
Sunday, April 27th, 2014 5:58 pm

Hello Folks! Readying for bed, myself since I work a 9-to-5.
We burned the midnight oil yesterday, and today was a long but productive day.

Status Update time!

The Good:

Lots of content updated on day two. To be honest, I’m rather impressed that we’ve gotten so much done so quickly.
AI implementations are going on, there’s a tutorial nearing completion
Enemies are animated, and will be done in time
Environment settings are in, some cutscene setups done
No compromises so far with story or gameplay due to time constraints (what.)

The Bad:

Bugs bugs bugs (fixed though!)
Enemy variety  –  will be doing this tomorrow, sure thing.
Needing more content and mapping / environment, but still hopeful for it on day 3
Music (Thank God for Kevin Macleod <3) – Gero nailed a really nice track for one the game’s key scenes. Like a boss!


Enjoy some screenshots of “Exiting the Facility,” the ideal ‘Act 2’ of our game.

screen1 screen2 screen3 screen4 screen5 screen6


~< :3 )~

We’re In! / Progress

Posted by (twitter: @chipcaramel)
Saturday, April 26th, 2014 8:53 pm

The Team:

Jimun – Code, Sprite Art, Sound
Dalon – Sprite Art, Enemy Design
Chip – Sprite Art, Environmental Art
Gero – Music

The Concept:

Under the Surface: You wake up not yourself… what happened, where are you? Where’s home, the family? Why are you living underwater?
Through exploration, escape your confines and make your way back to where you belong, piece together what all has happened and where you need to go.

The Tools:

Photoshop CS2
LOVE 2D 0.9.1
and more…

The Progress:

gameplay0 gameplay1 gameplay2 gameplay3 gameplay4 gameplay5 gameplay6 gameplay7 gameplay8 gameplay9

Day One down… 2 more to go!

~Chip <:3)~

I’m (kinda?) In!

Posted by (twitter: @chipcaramel)
Tuesday, April 16th, 2013 8:18 pm

Jimun …and possibly myself will be doing LD again this April.
I will be helping run a table at a sci-fi convention and mostly away, so it looks like he’ll be kind of on his own except where I can help!



Jam Finished!

Posted by (twitter: @chipcaramel)
Monday, December 17th, 2012 7:45 pm

A game Jimun and I made for LD25 Jam :: You are the villain! Go play! Test it! Have fun! Tell us how broken it is! (eep.)


Posted by (twitter: @chipcaramel)
Monday, August 27th, 2012 7:02 pm


Jimun and I did it! It’s up!

EVO – a Love2D based game. (now in Windows!)


Posted by (twitter: @chipcaramel)
Saturday, August 25th, 2012 3:10 pm



So far:

-some tiles
-a few sprites ready to code
-procedure map generation

Going okay so far!

We’re in!

Posted by (twitter: @chipcaramel)
Friday, August 24th, 2012 1:48 am

Looks like Jimun and I are in this year! Not entirely sure what to expect just yet, but we will be doing the Jam of course.

In all likelihood we will be employing the LOVE2D Graphics-and-Sound engine which is based in LUA.


I’ll be picking up junk foo– er, groceries tonight after work. Looking forward to the announcement!

Ludum Dare 23 – Tiny’s World Gameplay

Posted by (twitter: @chipcaramel)
Monday, April 23rd, 2012 7:50 pm

Kind of a guide / playthru.


Running Across the Finish Line

Posted by (twitter: @chipcaramel)
Monday, April 23rd, 2012 7:00 pm

Tiny the Dust Bunny – Tiny’s World

All I can say is… whoooo…. boy…

We did it! We did it! Yay!!
Serious pat on the back for Jimun for keeping the project together and making things work!

This is our first completion as a team in the LD Jam.

Day 3.9

Posted by (twitter: @chipcaramel)
Monday, April 23rd, 2012 5:30 pm

Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there! Nearly there!

Million Things At Once!

Million Things At Once!


And yet… Here I am, eating toast…

Day 2 – Speeding Up

Posted by (twitter: @chipcaramel)
Sunday, April 22nd, 2012 3:02 pm

Day 2 is coming to an end…

Not much to say, just pictures to show. 😉

I’ll do my dishes later. :3

Night 2 Results so Far

Posted by (twitter: @chipcaramel)
Saturday, April 21st, 2012 8:13 pm

Looks Like We’re Getting Somewhere!

NIGHT 2 : Huzzah.

Posted by (twitter: @chipcaramel)
Saturday, April 21st, 2012 6:40 pm

Night 2!

Go! Team Jimun and Chip!

The party is still going strong, despite some maladies with regards to hot temperatures, earlier. We’re working on character forms, sprite animation, items/pickups, and we have the map to Level One made, including a LOT of tiles that will be reused in the future. As far as production goes, we’re both on schedule. Things are looking great so far, though soon I’ll need to head to bed. Tried to take a nap mid-day today, but it wasn’t all too successful.

Here’s a list of useful things in my new workspace (moved from Living Room since the sun was way too hot)…

Guitar: Comes in handy if you’ve a clue in music making. Gets your ideas out faster, and you can record it.
Towel: Showers! Hygiene is very important, and getting away from the computer is a good way to stoke ideas
USB Hub (mouse): I have a mouse, skype headphones, camera port and space if I need, say, my tablet, or controller.
Ice Cream: After a grossly fulling meal, what’s better than chocolate ice-cream?

Not Pictured, but present…

NES: Come on. Mario 1 + Duck Hunt!
TV: Because static is more interesting than staring at Photoshop for long spells


[cache: storing page]