About deathray (twitter: @deathraygames)

Web developer by day, gamer by night


Ludum Dare 37
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
MiniLD 50
MiniLD 49
MiniLD 48
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
MiniLD #39
Ludum Dare 25

deathray's Trophies

deathray's Archive

I’m in for LD37

Posted by (twitter: @deathraygames)
Tuesday, December 6th, 2016 12:59 am

I’m in for this LDJAM! I will be my 12th jam (only skipped the last one).

As per usual I’ll be making the game in JavaScript, using my rocket-boots kit.

Likely other tools:

  • Chrome
  •  Pickle 2
  • Bxfr
  • Photoshop
  • Sublime 3
  • GitHub

Reptilians are among you

Posted by (twitter: @deathraygames)
Wednesday, April 27th, 2016 9:44 pm

I find it’s nice to see other games that have successfully worked with the same general concept as me. My concept was Reptilians, and I’ve found there are a variety of other LD35 games featuring reptilians — some where you stay hidden, others trying to discover us.


Against Us

My Game

What is the best way that you know of to search for web games?

Posted by (twitter: @deathraygames)
Tuesday, April 26th, 2016 10:01 pm

Like many players, I like the ability to play Ludum Dare games that are made for the web. They’re quick and easy to get started, don’t require a certain OS, and are less prone to having viruses.

The problem is… How do I find a list of only LD games that are made for the web? What I’ve been doing is searching for “web”, but there seems like there must be a better way. Does anyone have better ideas?

Ludum Dare 35 Idea Sketch

Tea and Coffee Ready


Artwork Proof-of-Concept (64×64 px)


Pickle 2, a new purchase of mine, has been very buggy and made me lose my original PoC graphic. Not sure what I’m going to do for artwork now…

Thoughts on Each Final Theme …and I’m in!

Posted by (twitter: @deathraygames)
Wednesday, April 13th, 2016 11:22 pm

I went through each theme and wrote up a game idea or a reason why I don’t like the theme: http://deathraygames.tumblr.com/post/142775660982/final-theme-voting-for-ldjam-ld35-and-my

7 green, 5 yellow, 8 red. I’m excited that there are quite a few good themes on the list!

In case it wasn’t obvious: I’m in. It will be my 11th consecutive Ludum Dare. I guess that makes me a veteran?

I’ll be working with my usual toolset:

  • JavaScript, HTML, CSS, all written in a Sublime editor and tested in Chrome.
  • For artwork I’ll be trying to do it all in Pickle (I loved Pickle 1, so I recently bought Pickle 2; I’ve seen a lot of bugs in it so far, but it’s too late to switch editors now).
  • Libraries: probably just my open source RocketBoots set of game-building tools, with jQuery, and possibly another OSS js library if I get experimental.
  • Sound/Music: Maybe bfxr for a few sounds, but it’s probably better off if I don’t attempt music and leave it quiet.

I’m also going to try to take on the additional challenge of limiting myself to 64 pixels x 64 pixels for the low rez game jam. I’m also excited to try out this color palette that I’ve admired for a while. We’ll see how it goes…

Good luck to everyone!

I’m (halfway) in again!

Posted by (twitter: @deathraygames)
Wednesday, December 9th, 2015 11:44 pm

I’m in for my 10th Ludum Dare! (Does that make me a veteran yet?)

Unfortunately, like last time, I don’t have a full 48 hours free this weekend, so I’m going to keep it fairly simple. My plan is to work within my existing core of skills: JavaScript, HTML, CSS. I’ll probably make use of my RocketBoots framework to handle some simple things, like random numbers, game loops, and menu UI; and I could borrow snippets from my other open-source games.




Software I’m going to use:

  • Pickle 1 for artwork (might finally purchase Pickle 2 for a xmas gift for myself)
  • Bfxr for sounds (maybe Bosca Ceoil for music, but I doubt I’ll have time for music)
  • Sublime Text 3 + Chrome for my basic development environment

More details on my Tumblr and Twitter.


I’m (half-way) in for LD33

Posted by (twitter: @deathraygames)
Friday, August 21st, 2015 11:26 am

I’m in for Ludum Dare 33. …but will likely be busy for a good deal of the weekend, so I’ll be doing the insane, self-imposed limited 24-hour compo!

Same deal as last time (“I’m in” post from LD32): I’ll be using the open web stack — HTML5 & JavaScript — and will use some of…

  • Software:
    Chrome, Notepad++ or maybe Sublime3, Pickle, Photoshop, Bfxr, Bosca Ceoil
  • js Libraries:
    jQuery, Underscore, RocketBoots JS game framework, Minor bits of code copied from previous games (all open source)

html5, css3, javascript, rocketboots.js

Because I don’t have time to do anything too daring I’m going to stick with my plan from last time, and will likely make some kind of incremental/idle/clicker-type game since they are fairly easy to program, and get good scores for fun.

Follow me on Tumblr or Twitter — almost all my posts are about Ludum Dare!

UI Problems… Need a link that takes users to their own author page

Posted by (twitter: @deathraygames)
Friday, August 21st, 2015 10:26 am

I’d like to view my previous games and posts, but there doesn’t seem to be anything in the menu that leads there. Bizarrely clicking on my name in “welcome deathray” takes me to some wordpress options — which is almost completely useless.

The only way to easily find this link — http://ludumdare.com/compo/author/deathray/ — is to make a post, like this, and then click on my name.

Please click the heart below if you agree that the navigation needs this (hopefully minor) fix!

I’m in

Posted by (twitter: @deathraygames)
Thursday, April 16th, 2015 10:37 pm

I’m in for this weekend! I will be doing a game in the open web stack — HTML5 & JavaScript — like all my previous games.

I will make use of the following…

  • Software:
    Chrome, Notepad++, Pickle, Photoshop, Bfxr, Bosca Ceoil
  • js Libraries:
    jQuery, RocketBoots, possibly minor code copy/pasted from my previous games (all open source)

Using my previous scores as inspiration, here’s my plan: http://deathraygames.tumblr.com/post/116465730727/ludum-dare-32-plan

  • Fun: “Clicker”/idle gameplay
  • Graphics: Pixel/retro
  • Mood: Cheery and clean
  • Audio: repetitive music and silly sounds
  • Humor: Silly sounds and cute animations

…entirely subject to change based on the theme.


Tavern King

Posted by (twitter: @deathraygames)
Sunday, December 7th, 2014 9:17 pm

Completed my eighth Ludum Dare! Behold: A game where you get to cook food for hungry – and very grumpy – dwarves …plus you get to wear a crown — despite not having earned it.


Dwarven Walking Simulator

I definitely need to write a post-mortem about this game eventually… you would think that after so many jams I would know enough to limit my scope. “Complex crafting + A.I. + business simulation with a half-baked framework? Sure, I can do that.

I’m still proud of the graphics though, despite not having enough time for animations. It’s also fun to just watch dwarves shove each other around.


I’m still in! Now wearing rocketboots!

Posted by (twitter: @deathraygames)
Thursday, December 4th, 2014 9:52 pm

In my last “I’m in” post I mentioned putting together a collection of some common functions that I’ve used in previous LD games…

Well I’ve done it and named it “RocketBoots”. If you’d like to check out the Github repo, feel free to use the code or contribute. It’s all open-source, freely licensed — and a complete mess at this point.

I figure this will either help out my LD-31 game by giving me some useful generic functions for menus, sound, canvas, and 2d coords… OR will completely distract me, causing me to write efficient, reusable RocketBoots components rather than concentrate on the game itself. But at least this time I have some base-code to work with and I’m not start with a completely empty page.

Onward, upward! Good luck everyone! I hope you voted smartly. 😉

Want Ludum Dare customized for you?

Posted by (twitter: @deathraygames)
Monday, December 1st, 2014 9:08 pm



Cutis logo <– Cutis homepage on GitHub

Interested in customizing the look and feel of the Ludum Dare website? Check out this open-source re-skinning tool I built recently that I’m calling “Cutis” (latin for “skin”).

If you try it out and are interested in new features, or if you know some CSS and want to add a style, please let me know (either via GitHub issues or twitter @deathraygames), or just do a pull request in GitHub.

The animated gif below shows how the current version works. Thoughts?



I’m in!

Posted by (twitter: @deathraygames)
Saturday, November 29th, 2014 1:27 pm

I’m in! This will be my seventh Ludum Dare (not counting many miniLD’s). I will be working solo in the 48-hr category, and here are my tools:

Ideas: a physical notepad and a few different-colored pens

Libraries: jQuery and maybe Phaser if my game concept ends up being not too complex; I haven’t used it before, so it could slow me down

Base Code: I’ll borrow bits and pieces from my open-sourced games — like how to accept input, play sound, do a loop, do some 2d math, etc. Maybe if I have time I’ll put them all together in a nice package.

Graphics: Pickle and/or Photoshop — I haven’t decided whether to go with a pixel style this time around, or go with a flat cartoony style like LD29, or something else entirely. Opinions?

Sounds: Bfxr — it’s just so easy to experiment with!

Music: Bosca Ceoil — I’ve been having a lot of fun with this program, but music is always the first thing I cut when time is running out

Timelapse: Chronolapse

Editor: Notepad++

Testing: Chrome

(cross-posted on tumblr)



Beta Test for Ludum Dare Skins

Posted by (twitter: @deathraygames)
Monday, November 24th, 2014 10:22 pm

I’ve noticed a number of posts and comments lately regarding the new style of the site — many of them negative and/or asking for something to be changed. Mike (PoV) cannot certainly please everyone — and he has bigger things to tackle like fixing the approval process and preventing spammers. Well, luckily there’s a technological solution that may be able to help satisfy all the varied tastes among the Ludum Dare community.

Enter what I’m calling Cutis (latin for “skin”). Basically it’s a little JavaScript widget that allows users to change to another skin.

Screenshot of the Cutis menu

Screenshot of the Cutis menu

Furthermore, it’s an entirely open-sourced project that anyone can contribute to on GitHub. My hope is that some of you with strong opinions and strong CSS/JS skills can help to create some skins for everyone else to enjoy. But please note that this project is still very much in a “Beta” stage. It’s not terribly simple to install, the current skins might be ugly, and it could cause things to break on the site. But whatever issues you have, you can always add to GitHub issues. Hopefully with some community involvement, this could be a useful addition to the site.

If you want to try out Cutis or learn more, check out the one-page site. Please let me know what you think of this idea in the comments below or @deathraygames on twitter.

Cutis logo

(cross-posted on tumblr)



What should I use?

Posted by (twitter: @deathraygames)
Thursday, November 20th, 2014 11:48 pm



JavaScript programmer here… I’ve usually started from scratch for the JavaScript/HTML/CSS games I’ve made for Ludum Dare in the past. But I’m thinking of starting with some kind of framework this time around. Community — What do you recommend?

Phaser or Unity?


PS- I’m in! Regardless of framework/tools…

CosmicCom Post Mortem

Posted by (twitter: @deathraygames)
Thursday, August 28th, 2014 8:08 am

My game can be summed up perfectly by gnx’s review: “Click things and numbers get bigger“. 

I have been very pleasantly surprised by the reviews. I thought the game wasn’t going to be much fun, but people tend to be enjoying it.

Some good quotes:

  • “Very fun and addictive game”
  • “a nice fun game”
  • “Well done balance and execution”
  • “Having a fun time with this one. :)”
  • “Played it for a long time, not sure why, but I had fun.”
  • “the different buttons have nice thought out synergies”
  • “I enjoyed it even though there is not much of a challenge :)
  • “…but I like idle games and this one is cool!”

Some criticism:

  • “Aaaah, my poor fingahs. I played that for a lot longer than I meant! “
  • “I felt like a rat on a wheel after a while”
  • “I would’ve liked to see some visual representation…”
  • “I was missing was some sense of reward”
  • “Fingers hurt”
  • ” idle games aren’t really fun and full of creativity…”

What Went Wrong

  • No Time — I had very little time over the weekend, so I only had ~6 hours on Sunday and a few hours on Monday after work. Although I usually submit to the 48-hour competition, I had to submit as a Jam. More time would’ve meant there would have been a lot more features and maybe some nice-looking icons.
  • How it all fits together — I also didn’t have a clear vision of how the UI would look or how the synergies would work between the different currencies (money, customers, satellites, etc.). A lot of it was developed on the fly.
  • Full Testing — I didn’t test the game all the way through until the very end. It made me realize that the game got a bit boring after a while; even I never played all the way through to unlocking all the planets.


What Went Right

  • Work with a known Gameplay style — I knew I wouldn’t have that much time, so I decided ahead of time to create an idle Cookie-Clicker-esque game. I had done this kind of game before for a mini-LD (Conspiracy Clicker), so I knew I could borrow the general concepts and maybe a few lines of code (it’s open source on GitHub). Picking a small scope and a gameplay I was familiar with was the only way I would’ve had a chance at completing anything playable in such a short amount of time.
  • New Last-minute Feature — After the bulk of the development was done on Sunday, I knew it wasn’t much fun. My girlfriend played the game and commented that it was missing “things to buy” like I had in Conspiracy Clicker. At the last minute I added in the Engineers and the Marketing, which help to add another element to the gameplay. Without them, the game would be even more tedious.
  • Exponents — If you’re going to make an idle game like this, make sure you don’t have a linear progression, but instead have some kind of exponential difficulty and growth. I added Math.pow() in pretty late, but it definitely helped.

Enjoy! http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=17861


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