About crazyrems

I'm a happy gamedev/artist/musician that loves making games, drawing and all computer related activities.


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 33
Ludum Dare 32
MiniLD #58
Ludum Dare 31
Ludum Dare 30
Ludum Dare 28
Ludum Dare 27

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Timelapse time!

Posted by
Monday, December 12th, 2016 5:05 pm

It’s 3 years I’m jaming, and no timelapse until now. That’s my very first one, it shows how slow I am for coding, and how I made all the graphics in the last 4 hours… but I’m pretty proud of how my game looks.

You can play “Go find a job!here


Posted by
Sunday, December 11th, 2016 5:14 am

Now it’s time to make it actually a game (with score and endings).

View post on imgur.com

previous WIP:





Double check

Posted by
Saturday, December 10th, 2016 5:49 pm

I made some progression in the gameplay. Now it’s tactile friendly.

View post on imgur.com


Posted by
Saturday, December 10th, 2016 11:10 am

Some work in progress.

Everything’s okay.

View post on imgur.com

So far so good…

Posted by
Saturday, December 10th, 2016 5:52 am

I’ll make a kind of “Papers please”. That wasn’t the initial idea but it turns out that it’s almost the same gameplay.

Basically you would open left door when someone comes at, and decide if you let it through the right door. I don’t know how to put more challenge or fun in the gameplay, but at least I’ll try to make it look nice.

I’m making it with LÖVE, because everybody needs a bit of love :)


Have fun

Didn’t finished it.

Posted by
Sunday, August 28th, 2016 8:26 pm

I think I was really close to having a game and not just a simulator. I lost my time the first day when I switched from 2D to 3D. It looks absurd but, yeah, 3D was easier. Dealing with a 3D engine for a 2D game can become a headache.

But the overall look is way better than I expected (thanks to 3D?).

Anyway even if there’s no point to my game, it’s still pleasant to play it (at least for a few minutes).

Sky Road


That was great

Posted by
Monday, April 18th, 2016 4:32 pm
It’s a while I’m doing game jams, 3 years of Compo solo and Jam in team, and I really enjoy doing them and each time getting out with plenty of fulfillment.
This time I was solo, I haven’t more that two days so I did the Compo. I wasn’t inspired that much by the theme and did a platformer. I saw later that 2 person (at least) has the same idea as mine.
So here is what I learned from that session, most of the things are very personal and subjective:
  • Having a solid gameplay is important.
    • The cube is 100% controlled by the player and reacts to the environment (fall squeezes your shape).
    • Movements are strongly physics based, this makes jumps a bit hazardous but handles pretty much every movement.
    • Gif ingame bounce
  • Diversity and sense of progression in levels.
    • I feel the need to put checkpoints in the second level where you tend to die sometimes.
  • Sounds are important, I started to make them too late.
    • I code with music loud in my ears, this helps focus when you code but I completely forgot to make music and sounds.
    • Changing music you listen while coding/art. Having dubstep all along can be stressful, alterning with calmer sounds (like the Wii Mii Channel Music , or Window Gazing by Ivor Slaney <3) can makes you serene.
  • Finish one hour earlier before the submission hour is way more convenient.
    • You can test your own game after publishing it.
    • You can still fix gameplay issues before users report them.
    • You can fix a few compatibility issues given by some early testers.
    • You can sleep so you’re not tired for work the next day.
  • Attach importance into details.
    • Subtle animations makes your game feel real.
    • Particles and trails can accentuate your animations.
    • Gif ingame particles
  • Use gimmicks in gameplay that holds attention, things that aren’t expected to happen (the second delayed button broke the door), objects ingame you pushed away that comes indispensable.
  • Having physics to play with adds more engagement.
  • Gif ingame gimmicks
  • Take care of self to be more productive.
    • Get up, eat and go to sleep at reasonable hours.
    • Prepare great meals, des bons plats français!
    • Take big breaths of fresh air, I’m lucky to have a wide window next to my desk, but you can just go outside for just 1 or two minutes (just the time for a smoke :) ).

That’s also the first time I made a Post Compo version. I looked at how my friends played the game and fixed some little gameplay elements.

That’s also the first time I put a licence on my game: CC0, which means this game is in public domain. This makes my game totally free and prevents other people from making profit on it. You can find the Unity project on Github.

Now you’ve read so far, thank you. You should check my game with the link bellow and enjoy playing it.


THIS is shape shifting

Posted by
Saturday, April 16th, 2016 7:24 am

Look at this bounce! I just want to squeeze that cube!

LD35 preview


…or is it a cube?

We are in

Posted by
Friday, August 21st, 2015 8:31 am

I come for another Ludum Dare, but this time I don’t come on my own, I’m planning to make it with some coworkers, at work.

It’s a great opportunity to make more game content, and have more polished gameplay, since I will mainly focus on code.

There’s two graphic/video/3D designers on my side, so we’ll try to make that game even more beautiful than the previous I made.

May Ludum Dare 33 be the funniest for everyone.

LArse – behind the scenes

Posted by
Saturday, December 20th, 2014 3:51 pm



Here is some concept art of my game.

I know you guys like this kind of stuff behind the scenes, so I post it here for you.

Basically, you are a three-legged eyeball that tries to escape from growing swarms of liquid spikes. The idea came… as is, I cannot explain.  I liked the idea of a man with an eye as a head, like if he was always alert.

The spyx (say spikes) are just enemies that can spout up from the ground and that looks harmful just by looking at them.

There is some elements that I had not enouth time to incorporate, like snowmen that spawn randomly just to block passively your path, others kind of spyx and a sticky ground that slows you down.

The first drawing is the brainstorm. the second is some character research.

All graphics, animations and sound effects are made by me during the compo48.




Drawings are made with Black Ink, an amazing software that is still in development, and with my Cintiq 13HD.

I made all sound effects with Sunvox. I consider it like the ultimate tracker software, like you can create your instruments with deep customization, combine everything and create great and unique sound effects (it’s good for this, but not the main point).

Have fun,

Play LArse

Entering the #1GAM

Posted by
Saturday, July 5th, 2014 4:22 am

I’m thirsty of making games.

I decided that 3 games per year wasn’t enough, so I seriously thought of making my own games alone.

But with my new job, my free time considerably dropped, and every game I started never stand more than two months, mainly because of a lack of motivation.

So, when I saw the #1GAM jam, I first just thought that I can’t do 12 games a year, I’m not even able to make one a year !

After several weeks, it came to me that this jam was not about forcing you to make games quickly, but more about how can you make games quickly. And when I say how, I talk about organization.

That was the key of all my failures, and that’s why #1GAM was made for.

So if you want to make your own games alone, and you’re a totally mess about making games done, it’s a really good place to start.

The #1GAM uses the gamification to encourage you to focus on time constraint, and with less time, you must make smaller games, and smaller games means less gameplay. And that’s here where it become interesting. You choose what’s important, what’s essential, what’s impossible to make within time and what’s not worth to make.

You work alone, but there’s thousands of people making the jam for the same reasons. If you’re bad at writing or designing, some people may look for coders like you, and if you’re a good writer but have bad dev skills, there’s even more people looking for you.

It’s a unique experience I strongly recommend, you can only get out with even more experience in game development, and all organization aspects that comes with.

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