About Colapsydo (twitter: @Colapsydo)


Ludum Dare 30
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24

Colapsydo's Trophies

you know about SILX #LD27
Awarded by alvivar
on September 3, 2013
The Dark Propaganda Award
Awarded by nSun
on December 18, 2012

Colapsydo's Archive

100 games milestone

Posted by (twitter: @Colapsydo)
Thursday, September 4th, 2014 10:22 am

What I should never do again – My LD30 post mortem

Posted by (twitter: @Colapsydo)
Friday, August 29th, 2014 10:01 am

Ludum dare is always a great time, although I reach a certain point where I feel some frustration about submitting an unfinished product. But the main responsible for this, is obviously me.


Fuga: a game about space, chemical elements, and music.

For this edition, it was like someone had asked me to make a selection of the biggest mistakes a jammer can do.



End of the first day

Posted by (twitter: @Colapsydo)
Saturday, August 23rd, 2014 2:36 pm

As usual, I’ve spent too much time solving stupid issues I could avoid with a bit more of prior thinking. As a result, I’m quite late on my schedule, balance will surely suffer from it.
Even if tomorrow sounds like a rough day, I’m pretty happy with the actual result. I really hope I would be able to achieve some little interesting game.

Good luck everyone for your respective project :)


Signs of civilization.

Messy start

Posted by (twitter: @Colapsydo)
Saturday, August 23rd, 2014 4:54 am

Space travel seems so easy when planets are connected

I shouldn’t have skipped the last LD, I lack practice in writing fast code and I’m making a lot of stupid mistakes which results into a significant loss of time.
Anyway, basic interactions are working, I’ve started the data structure, but the main game mechanic is still far from being ready.


I’m In

Posted by (twitter: @Colapsydo)
Saturday, August 23rd, 2014 12:14 am

I’m in!

I woke up at 05:30 (GMT+2) and saw the theme, I immediately got an idea and wrote the whole project on paper, then I went back to sleep.
Now I’m about to start and I’m browsing other jammers posts while taking breakfast, it seems that space and planets isn’t such an original idea 😀

Language: Haxe
Framework: OpenFL
IDE: FlashDevelop
Graphics: Code (GIMP/Inkscape if needed)
Audio: Reason, Soundforge
Timelapse: Chronolapse
basecode: here

100 games milestone

Posted by (twitter: @Colapsydo)
Saturday, December 28th, 2013 6:52 am

Space Postal Service, a post mortem

Posted by (twitter: @Colapsydo)
Saturday, December 21st, 2013 1:46 pm

More fun than “firefighter simulator“, with more adventure than “farming simulator“, you can now live the daily routine of a space postal service agent in :


Space Postal Service

What went right :

A one button game :
Creating an easy usable interface is surely something really complicated, therefore a one button game was quite a challenge for me. I wasn’t really inspired by the theme and when I though about a one button game, the conveyor belt came automatically in my mind.
I think the result is correct since I succeed in not trying to put too many actions on that unique button, but instead I’ve created various situation changing the purpose of the few actions.

A meaningful decor :
During the first brainstorming, I had planned to put all the info needed by the player in a sort of big display in the background. And to put in the foreground a dummy control board with fake lights and displays. When I start to really designing the scene, I realized that it would give some stupid result to concentrate all the data in one angle and to drive away the attention of the player with a lot of useless items.
It was way more natural to use the control board for what it should be, and I reckon it works pretty well.

What went wrong :

Coding graphics :
My weakest point will ever be the graphic part. One of the unique way I can create graphics is by code (drawing is not for me). On one side, vector coded graphics are quite easy to modify when they are done, but on the other side they are really long to write and they are not really nice.
As a result, I really lost a lot of time writing every assets, I wasn’t able then to add all the graphics I wanted (I’ve planned some explosions and particles effects), and the overall graphics are pretty bad.

Difficulty curve :
Since my second LD, I’m struggling with difficulty curves, I’m always doing it wrong. That time wasn’t an exception. I’m always divided between making something challenging, but not too difficult since LD audience doesn’t have much time to play a unique entry. The game results really easy at the beginning and the last level is too hard. The player misses the feeling of progression, of improvement of its skills.

Not in the mood:
I know it will sound impossible, but I wasn’t really motivated for this LD, and it had an impact on the game. The direct consequence was that I was less efficient, it took me more time to do things. Thanks to my past LD I know a bit how to deal with time management (I found LD is an incredible way to learn about time management), therefore I succeeded in finishing my game, but it’s lacking a lot of stuff (animation, descent graphics, descent sfx, descent intro/outro).


Timelapse of Space Postal Service :

Music break

Posted by (twitter: @Colapsydo)
Sunday, December 15th, 2013 10:51 am

Some space vector station.

I’m entering the last phase of LD, the one when I’m just a sleeping zombie trying to press a button after another.
It still remains so much to do (what ? you don’t like my fantastic unicolor vector art ?), but for now, it will be the music theme writing. It’s usually a bit relaxing.

I hope everyone is doing great and keep going.

Half time

Posted by (twitter: @Colapsydo)
Saturday, December 14th, 2013 3:25 pm

This package was suspicious.

If I don’t find a way to increase the fun of the actual gameplay, it’s gonna be the most boring game I’ve ever made (and this is quite an achievement).
Anyway, everything is working as intended. Tomorrow I should  do art and sound and try to create some challenge.

I almost get one

Posted by (twitter: @Colapsydo)
Saturday, December 14th, 2013 6:46 am

I’m a lot sleepy, and this is not helping to get motivation or inspiration.


Lifting packages as a drone.

I got an interpretation for the theme, and I’m working on a prototype.
The biggest part of the work remains to be done, so let’s see how it evolves.

I’m in!

Posted by (twitter: @Colapsydo)
Friday, December 13th, 2013 7:10 am

I’m in!

Language: Haxe
Framework: OpenFL
IDE: FlashDevelop
Graphics: Code (GIMP/Inkscape if needed)
Audio: Reason, Soundforge
Timelapse: Chronolapse
basecode: here


Have a tour in my tool gallery ;D

Happy LD everyone !

Atomic Time Raiders – a post mortem

Posted by (twitter: @Colapsydo)
Thursday, September 5th, 2013 11:01 am

My 4th LD and it was again an exciting and fun weekend. It is also a great pleasure to meet some new fellow game devs and playing their games. These are the best rewards of the Ludum Dare.


Click Neo if you want to play with him.

Time to think back to what was done, and I want to try using the LD rating categories:

  • Overall : I’m really happy with the result.

I was planning for this LD to produce a finished game on all points, to have time to make something a little polished. Therefore I decided to keep things simple since they were not done. And it worked. It was the first time I got a playable prototype ready at the end of the first day. I felt quiet relieved and I worked even better on the second day.

  • Innovation : Since I was aiming simple, I didn’t try to be super innovative.

The game remains simple and it’s efficient I guess. Maybe a bit of originality was to make the player interact with a character who solves the puzzle, instead of  giving directly the puzzle to the player.

  • Fun : Here is a very subjective point, not everyone likes puzzle games.

The most important part for puzzles is the level design, and I’ve quite improvised on that part. I tried to obtain a difficulty curve which was reasonable but not too hard (people always complain about my games being too hard). However, I wasn’t able to design challenging levels, some players complained about not always knowing what they were doing.

  • Theme : Here comes the dark side of the game.

When I knew the theme, I looked at the definition of a second and I started to create a story about atoms which were in fact little creatures; it sounded great. Scientists were the bad guys and they were robbing electrons from the atoms. The player would have to help an atom recover its electrons, and here the link was done with the gameplay I had in mind. The problem is that I was planning more time to present the story and even some final level, where Neo, the character, would have used its ten electrons/seconds to solve the puzzle. But I ran out of time for the story and I never found an interesting concept for the 10 seconds level.

  • Graphics : I’m everything but a graphical artist. That’s why all my graphics are coded.

I’m kind of used to it now, but it’s still a limitation in time and in realization. But I’m pretty happy with the result. It’s all vectorial but it’s not too awful. I also succeed to integrate a fancy movement for the electrons.

  • Audio : The secret is having a good arpeggiator.

I’m happy and also sick about this part. Everything went right for voice recording and sfx creation. But the music was something really hard. I spent two hours trying to write a good piece which would not disturb the player. It was a complete failure. When I was about to give up, I decided to try an arpeggiator, and in one shot on the keyboard, I wrote the game theme. Done in 15 minutes. I like the result, but I struggled a lot.

  • Humor and Mood : I guess I’m not a funny game developer.

I never really succeeded in putting some humor in my games. Also I try to create some mood, to tell stories. Helped by the intro I conceived the first morning, I think I’ve created a specific atmosphere right at the beginning of the game. Then it changes quite radically during the gameplay part, but I didn’t feel like it was incompatible, and so think the people who played it.

  • tl;dr : Or like we used to say, Conclusion.

I went for a simple game in order to have time to polish every part. I’m happy with the global result. I only wish I had more time to better integrate the theme, and more experience in creating good levels.

If you want to give a try to Atomic Time Raiders, here is the link: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=3984

PS: I apologize to the English language for torturing it.

Games you should try

Posted by (twitter: @Colapsydo)
Sunday, September 1st, 2013 4:29 am

Posted by (twitter: @Colapsydo)
Tuesday, August 27th, 2013 10:46 am

Working on the Timelapse of my entry “Atomic Time Raiders”, I realized that I had a whole set of data about how I organised my time during this week end.

Therefore I made a little statistics:


It is quiet normal for me to sleep for one quarter of the whole LD (I’m quiet a marmot).
But what was my surprise to discover that I spent so much time in eating, breaks and other duties. Almost a half of my week end wasn’t dedicated to game development. That’s definitively something to work on for the next edition.

Regarding game development, no big surprise. I’m just thinking it could be a good thing to have some GUI components already prepared before the LD, it will save a non negligible time.

One more

Posted by (twitter: @Colapsydo)
Sunday, August 25th, 2013 4:08 pm

Finally, Atomic Time Raiders is alive.

I wanted to make a simple puzzle game to have time to polish it, but it seems that planning to have extra time is something ridiculous in a LD 😀

Even if the result is far from what I had in mind, I think it’s pretty complete (compared to my past entries).

Ok, I go to sleep, tomorrow will start a nice day of testing (maybe your game).


the name remains the same…

Here is the game: Atomic Time Raiders

1st day over

Posted by (twitter: @Colapsydo)
Saturday, August 24th, 2013 2:43 pm

Time for a night break.

So far, the game is working, levels are done. Nothing really fun or challenging, but I kind of felt it since the beginning.

Tomorrow will be time for more graphics, GUI, sounds, and polishing.


I have no idea of what floor tile I will use…

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