About daandruff


Ludum Dare 34
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daandruff's Trophies

Should have listened the Fiancée Award
Awarded by Benjamin
on December 24, 2011

daandruff's Archive

Post compo bugs :'(

Posted by
Monday, December 14th, 2015 3:35 am

When I tried out the game on my mac today I realised that the system had some gamebreaking bugs. The game did not load levels correctly and you couldn’t press the two controlling buttons at the same time (That’s a nice bug on a two-button game). The bugs are now fixed and the game should run correctly on Chrome / Firefox / Safari. If you have tried the game before, you might want to clear your browser-cache to get the updated code.


I think it’s done…

Posted by
Sunday, December 13th, 2015 3:50 pm

Tutorial levels and hiscore is there. An OK amount of levels and I feel it’s fun to play. Time for the turn in!



In an acceptable state

Posted by
Sunday, December 13th, 2015 5:27 am

Finally got everything in it’s propper game-states. That means we have menus and deathscreens now! I really need to start worrying about the sound soon too.


We got growin’ goin’

Posted by
Saturday, December 12th, 2015 3:15 pm

Watering flowers is now fully functional! That means I’ve got something to base the score on for every level. Awesome stuff! Repainted Ludwig (The robot) again. I think I’m satisfied with the result. Now on to some menus and levelprogression!



Posted by
Saturday, December 12th, 2015 11:01 am

Getting somewhere… Now the waterbeam renders correctly with the splash where it hits the ground. You don’t got unlimited fuel anymore and you actually bump in to stuff. Time for som item pickups and plants too furtilizer!


Loading som scrolling levels!

Posted by
Saturday, December 12th, 2015 7:44 am

The big parts of the level load is in place and works realy good. This is also the first time I use scrolling levels, and that works too! Now it’s on to collision testing (I’m faking it in the preview by not touching anything ;). The waterbeam needs some splash and particles to. Feels like I’m on track for now.


Yea… Now I remember…

Posted by
Saturday, December 12th, 2015 4:15 am

I always fail to remember all that boring stuff you need to get out of the way to get to the fun bits. My spriteloader now works as intended and I need to start working on level import. I like the over all style of the game as it is right now, but the sprites need some work.


I’ll try to hide from my family!

Posted by
Friday, December 11th, 2015 6:17 am

I’m in! I just need to hide from my family so that they don’t interrupt me. I will probably use Playground.js as “engine”. Though I haven’t decided on 2D/3D yet. In any case I’ll use Photoshop for the 2D stuff and Blender if it’s needed. Sound design will be made in Renoise.

Good luck to you all!

Sewer-Quest is live and kicking

Posted by
Tuesday, April 29th, 2014 12:47 am

So after two (and a half) days of bashing our heads against our keyboards we finally have something to present to you. Our creation is named Sewer-Quest. We are planing on releasing a Game Over screen as a $15 DLC in the feature. Test it, rate it and comment. We might actually keep working on this a bit after the compo :)


Oh.. and Mac version is comming…




Thank you all! We had a wonderful time!

A simple screenshot

Posted by
Sunday, April 27th, 2014 8:01 am

Slimes and loot and laser guns. And you know… cool stuff. Time is running short though :)

Shooting barrels and crocs

Posted by
Sunday, April 27th, 2014 3:12 am

After a good nights sleep it’s time to add some damage calculations and new mobs and items. We got the basic projectile system working and sound is starting to come out of the speakers. We even got a titlescreen!

Smooth movements

Posted by
Saturday, April 26th, 2014 1:28 pm

We finally got some nice moves from our hero June. Monsters on their way too. This feel awesome!

Good thing she remembered her laser gun

Posted by
Saturday, April 26th, 2014 9:42 am

The game is coming along nicely. I’m working on the animation and weapon systems, Vidarn is coding away on the level rendering and dialog systems while Eiil is painting her ass of. We are really happy with the over all look for the moment. Feels good :)


Team WC-Flush signing in!

Posted by
Saturday, April 26th, 2014 1:04 am

Team WC-Flush is hereby signing in.

We are a group of people who have been lone developers in earlier LD’s. This LD it’s time to join forces. The team consists of:


All mighty Eiil, Thunder havoc Vidarn and Crazy finger Daandruff

Tools used:

coding: VIM / Sublime Text / Brackets
graphics: Photoshop
engine: Löve 0.9.1
libs: Hump and Simple Tiled Implementation
level-editor: Tiled
sound: sfxr and Renoise

OS/X and 32-Bit versions now available!

Posted by
Monday, May 6th, 2013 4:00 am

I’m sorry that it took some time to get out, but finally there’s a version for 32-bit windows user as well as os/x users. I hope you enjoy the game! Let us play SUPER MONSTER ATTACK!



SMA – In your stores today!

Posted by
Monday, April 29th, 2013 12:28 am


Good morning everyone! I just woke up and realized that the links to my game wasn’t working. So, now that they’re updated and ready to be clicked. Feel free to play and enjoy! Thanks for a great time with you guys!


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