Now:
October Challenge 2014
Ends in:
? DAYS, ??:??:??

Coming Soon:
Ludum Dare 31
December 5th-8th, 2014
? DAYS, ??:??:??

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.


Ludum Dare 31:

Ludum Deals

???

 

Recent:

MiniLD #XX

ANNOUNCEMENT BAR! I tell you event things here, but only sometimes.


About Christina Antoinette Neofotistou

Illustrator and gamedev. Hardcore gamer since 1984

http://castpixel.tumblr.com/

reach me @ [email protected]

Entries

 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 27
 
Ludum Dare 25
 
Ludum Dare 24
 
Ludum Dare 23

Christina Antoinette Neofotistou's Trophies

All hail the queen!
Awarded by bitserum
on August 29, 2013
The Construct 2 User Award
Awarded by 7Soul
on December 19, 2012

Christina Antoinette Neofotistou's Archive

World Tree – postmortem

Posted by
Monday, August 25th, 2014 12:21 pm

Didn’t make it this time.
As I keep reminding everyone, I’m no coder. So even simple pathfinding leaves me scratching my head. This time it beat me completely. Maybe next time!

My game was going to be about greek goblins (kalikanjari, a common eastern european monster/malevolent spirit). They are supposed to live in the underworld and work all December to bring down the world tree. But invariably, their trickster nature gets the better of them, and they come to the surface for one night, which of course makes the World Tree heal itself, and their work is never done.

I’d like to see them succeed. Naturally influenced by the great Dungeon Keeper and some Amiga nostalgia, some time and resource management are needed, and a little fighting to keep things interesting. I worked hard for 2.5 days and disappointingly only have a design doc and a piece of music to show for it. I want to finish it, but I can’t make any promises. Pathfinding for the goblins in a maze of sidescrolling tunnels has left me stumped for now.

Not much more I can say. I will enjoy playing everyone’s games as always, even though I won’t be able to vote this time.

I love LD, thank you all for taking part.
Christina

mockup2

I’m in!

Posted by
Friday, August 22nd, 2014 10:52 am

I’m in for the 8th time!

First a serious note: as a feminist female gamedev, I can’t help but feel a lot of concern for Zoe Quinn’s abuse and harassment. None of us female game devs deserve rape threats and nude photos of us being posted against our will.

Here’s a good article for those of you who want to know more.

And now onto the fun!
Here’s some stuff I’ve worked on in the past :D

Shop Music – gameboy chiptune

Heaving of the Depths - jrpg for LD 29

Heaving of the Depths – jrpg for LD 29

Kumiho

Kumiho, a bullet hell by me and awesome gamedev Fedor Jutte, and one of the best games I’ve been involved in so far

Xenoball

Screenshots from Xenoball, a 32×32 game for #lowrezjam (WIP)

Legend of Troll

Legend of troll, a puzzle platformer. I want to make it a full game someday

The Follower

Friendly advice, from an LD veteran (actually from all LD veterans :P) : make your game small and manageable. Otherwise, like me, you’ll end up with a super-ambitious project that isn’t finished or fun :D I’m hoping to take my own advice this year <3

Good luck to everyone, I love our community!

Heaving of the Depths – postmortem, timelapse and stuff

Posted by
Thursday, May 15th, 2014 12:31 pm

13139-shot0

This LD I had the strange idea of making a j-RPG.
Thus Heaving of the Depths was born. You can play it here

13139-shot2

WHAT WENT RIGHT

1. It’s pretty! I wanted a very beautiful game and I think that went well. There’s a ton of art in this thing. As usual, I create new assets as needed. I ended up with two large photoshop files: an overworld sea where you navigate the ocean in your pirate ship, and a battle screen, where I made all battle sprites and animations. What this lets me do is keep a consistent color palette and style across the whole project, and essentially replaces the concept art stage that a normal game goes through. I used amazing references like Legend of Zelda Windwaker and Breath of Fire IV.

big map

Overworld assets

2. I learnt tons of stuff! I used cinema4D and my nonexistent 3D skills to make a fast and loose 8-direction ship with minimal effort. I tried my hand at procedural generation: all islands are generated randomly within certain limitations, to keep the level solvable and the sea traversable. I had a stroke of genius at the last moment and created a “miner” entity that swims through the level and places gold coins wherever it goes, at runtime. This was to ensure an interesting curving path through the level, so players would want to explore it.

3. It’s a complete adventure, my storytelling skills were also, I thought, nonexistent, but the story of Sunny and Cod just flowed through me like I was on fire. It’s got a beginning, middle and end, it’s got obstacles and emotions. I usually end up making a very unfulfilling game. This time I feel I made a difference.

4. it has a branching storyline. Well, ok, a few tiny branches. Such as when you are defeated by the 3 blacktopuses you get a different message to the one you get if you clear them. Or when Sunny tells you you need the fast sail if you don’t have it, but acknowledges if you’ve already bought it. But that’s still a lot of work. I have a much better grasp of how to implement a dialogue system.

5. it has a turn-based battle system: implemented from scratch. Boring and barebones, yes. But it gets the job done.

6. I get to develop it further. I’m dedicating the next 6 months to this game. I started a new devlog here

13139-shot1
WHAT WENT WRONG

1. No sound  I didn’t have the time

2. Button-mashing battles the battle system is uninteresting. That’s ok, and it’s all I had time for, but if I’m going to make this a full-fledged RPG, I need a good battle system. Feel free to send me ideas. Grandia and Child of Light are obviously lovely choices, where the result of a battle can be spectacularly overturned. Also Persona 3 and Fallout 2 have good battle systems. Since you’re spending half the game in battle, I owe it to myself to fix the button-mashing boringness.

3. Time management. Well I don’t know, I did a lot for three days. But it’s not as fun as a more complete experience such as the amazing SCUBA BEAR (go check it out NOW). On the other hand, I like to follow through with my ideas for Ludum Dare, instead of making a smaller game just because of time constraints.
Here’s my Timelapse video:

And thanks to everyone who commented, everyone who played my game, everyone who made a game for us to play. I love Ludum Dare, I want to never stop making games.

Until next time,

love,

Christina

Here’s my game about scary dark shapes in the water.

Posted by
Wednesday, April 30th, 2014 10:30 pm

screenshot5 SCREENSHOT6 screenshot2

It’s called “The Heaving Depths” and it’s mainly about my fear of dark spots in the water when I go swimming. But cleverly disguised as an RPG and a love story between two girls.

You’ll see!
I barely got any sleep, my code started breaking apart at the seams after a while, but I kept at it.

If you play it, and feel the urge to tell me what you liked or disliked about it, please do, I’m all ears. I’m probably going to finish this if there’s enough interest, so it’d be cool if I made something you guys like to play.

PLAY IT HERE

Let me grab the opportunity to tell everyone how much I love, love LOVE LD, I never want to stop!!!!!!!!!!!!!!!!!!!
Thank you everyone for making this, my 6th Ludum Dare a joy to participate. Thank you for making games, thank you for commenting on other peoples’ games, thank you thank you thank you!

Expect a postmortem and a timelapse soon.

I’m in! LD29

Posted by
Friday, April 25th, 2014 2:27 pm

I’m in!

Construct 2, Photoshop and FLstudio are my weapons. This time I’ll be trying to concentrate on FUN and replayability. Good luck to everyone! I love LD, let’s make games forever! Lovely to see female gamedevs on the keynote.

Here’s a pixel I prepared earlier.

sherlock

You only get one Follower

Posted by
Tuesday, December 17th, 2013 8:45 pm

screenshot title

OK, this is my game for this LD!

A sandbox mix of Terraria, Populous, that old game “Diggers 2: Extractors”, Dungeon Keeper and From Dust. I tried to be 100% bound by the theme, and decided on “you’re a Goddess, and you only get one Follower”.

Since there’s not a lot of gameplay, it’s still too early to say if this has potential. If it does, please let me know. If it sucks, ditto.
If you have any requests/ideas or know how to make an A* Pathfinding algorithm that works for platformers and doesn’t make my AI look dumb, please PLEASE chip in ;)

dug

It’s my 5th LD and I loved every minute of it. I had two panic attacks during my 3 days of making it, but anti-anxiety medicine are my friends these days anyway.
The most rewarding part was, even though I’m an illustrator I actually spent more time coding than doing graphics! Like, a lot more.

Timelapse and Post-mortem coming soon.

Game Created in 72 hours

FLstudio for the music
Adobe Photoshop for the art
Construct 2 for the code.

PLAY IT HERE

Will be entering as well

Posted by
Friday, December 13th, 2013 5:15 pm

I don’t trust myself too much, because of panic attacks, so I’m joining solo. Worst that can happen is I don’t make a game.

But I’m in!
As usual:
Photoshop, Illustrator, Flash for the art
Construct 2 for the code
FLstudio for the music

This is my last game, Legend of Troll

ingame intro screen

 

Please support my game PAWS on Kickstarter! The cutest tactical game this side of XCOM! Update

Posted by
Friday, November 22nd, 2013 12:45 pm

poster large9-01

 

Hi fellow LD gamedevs! My game PAWS has launched a Kickstarter campaign to fund its completion. We’ve been working on it for 19 months and it’s really starting to shine, we think.

Take a look at our screenshots and please try the playable  alpha demo. If we get funded, the game will be available to the world in 6 months. If we don’t, it’s 19 months of work down the drain, because we’re poor gamedevs like everyone, and will not be able to develop it further. So please support our Kickstarter. Thank you for your time,

love, Christina

bling

alphademo

Shameless game promo!

Posted by
Tuesday, November 5th, 2013 3:55 pm

poster large9-01
Hi lovely LD game-makers! You may remember me from my last 4 LDs, I’m the gal who worked on Kumiho, Trina and Legend of Troll.
Well, in my day job I’m an illustrator/animator, and this is a game I’ve been working on for a year and a half.

https://www.facebook.com/PrimeAlienWatchSquad

https://twitter.com/pawsgame

It’s going to be a kick-ass casual strategy game for iOS, Android and PC.

We are launching a kickstarter campaign this week, to fund its completion, since it’s about 60% done.
I’d greatly appreciate it if you could like our facebook page or follow us on twitter, and/or donate to our kickstarter. You’ll find the link on facebook and twitter as soon as we launch the campaign (within the week)
Show us some love! Oh, and get ready for a video of myself wielding a lightsaber… The shame!

Shameless promotion over

I’ve said it again: I love LD and want to keep doing it till I die.
Christina

Timelapse and Postmortem for Legend of Troll

Posted by
Monday, September 16th, 2013 9:00 am

mockup2

Timelapse

Postmortem

This is for my game “Legend of Troll” http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139

So! I saw the theme at 4 am in the morning. I thought “this is an awful theme” like pretty much everyone, and then I was struck with what seemed a brilliant idea: what if I made a vertical space shooter where you and your enemies are superpowered for 10 seconds and then useless for another 10.

I got some sleep and prototyped it in the morning. It was boring and uninteresting. Then, for some reason, I thought about characters that have 10 seconds to live. But they are meaningful seconds, because they can do stuff before they die. This got combined in my mind with norwegian trolls and sunlight (which would be the trigger of their death sentence) and of course a healthy dose of Lemmings.

I spent a little too much time refining the mechanic, and a huge amount of time on music and graphics, but it turned out to be one of my more fun games. Plus, a fantastic start for a complete puzzle game.
I designed 10 stages, and only built one in the end.  I have no regrets, LD is the best, I want to participate for the rest of my life!!!!

Congrats to ALL who participated, and thank you for the all the games. Most of them were food for thought, and some of them were also very very fun. You should all be proud!

My plans for Legend of Troll is to finish 10 levels and hopefully a level editor, and do a kickstarter on it, to help me develop the rest of it.
Meanwhile, in my day job, I’m working on three games as an illustrator. So, wish me luck.

till next LD,
Christina

the cave riddle

artrage scribbles

hatch-falling

troll turning0002troll turning0004troll turning0005troll turning0006troll turning0007troll turning0008troll turning0009troll turning0011troll turning0012
troll-turning

 

Legend of Troll (spoilery) Gameplay video

Posted by
Thursday, August 29th, 2013 2:36 am

Play it here
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139

Legend of Troll

Posted by
Wednesday, August 28th, 2013 2:39 pm

intro screen

(Spoiler gameplay video)

 

I present to you, Legend of Troll

This game took me 3 whole days, only managed to implement one of the 10 levels I planned, and injured my index finger.

But it was SO worth it! I’m so proud

Stay tuned for more levels, and a post-mortem /making of. I promise you it’s worth your while.

If you haven’t voted for my game yet:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139

 

mockup2

 


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