About dem0

I make games, I think. Mostly only for LD and such compos as my motivation for coding is very low


Ludum Dare 36
Ludum Dare 30
Ludum Dare 29
Ludum Dare 26
Ludum Dare 25
MiniLD #38
MiniLD #37
Ludum Dare 24
MiniLD #35
Ludum Dare 23
Ludum Dare 22

dem0's Trophies

dem0's Archive

Posted by
Sunday, April 28th, 2013 4:34 pm

As usual, I made a time lapse of the game being developed and I got it uploaded already. 😀



It’s done!

Posted by
Sunday, April 28th, 2013 12:25 pm



…Aand it’s pretty much done. Not completely, but I uploaded the first version. There’s a lot of time still, so I’ll maybe upload another later but this does well, too.

The game is called MiniMario, and it’s a Mario-like platformer with very simplistic gfx and gameplay. You can only change the speed or jump. There are 10 levels with pretty much variety and several kind of enemies, special blocks and items. Also, there’s a soundtrack by acoustic guitar.

Gotta say, this time I’m really satisfied, with the game and pretty much everything else. :) I have tomorrow free so that’s reserved for playing compo games. 😛

Might even upload the timelapse today.

Try it here!


Posted by
Sunday, April 28th, 2013 6:16 am


My project MiniMario is going smoothly and I’m happy about that. :)

The engine is pretty much ready. The platforming works well and there are different kind of Marioish items and enemies. Collision detection isn’t the best around and there’s all kind of little nasty things but for a game made so far in 12 hours I’m very happy about it. There are 4 tracks and the sfx is pretty much done, so I could say that only thing left is making levels and polishing the final product. I doubled the resolution because it was pretty much too minimal for anyone. 😛

This time it seems that I’ve used the time well and there will be no hazzle in the end. 😀

Posted by
Saturday, April 27th, 2013 7:00 am






First glance into… MiniMario! A one-button platformer minimalistic of it’s gameplay and it’s graphics!

I have been working for about an hour and a half now and had a long battle with myself to continue his or take one of the thousand better ideas I usually come up whilst making the game. That’s a familiar thing from previous compos, but this time I decided not to listen to the voices in my head and continued with my first idea. 😛 I have experience of starting 10 projects during the compo and finally coming up with nothing, I hope this time I have learned something. 😀

Posted by
Sunday, August 26th, 2012 2:35 pm

Well, it’s done. More or less.

The game itself works, but is messy and/or complicated as hell. Takes still a lot of time to polish, but is fully playable in it’s current form. Shortly: You control a group/groups of bacteria, which by mutations, conjugations and chosen gene additions evolve to survive as long as possible while the defense mechanism try to eliminate you.

I’m happy tho that I tried to create something different this time. :)


Post Mortem #2

Posted by
Wednesday, April 25th, 2012 5:40 am

As it stands in the title, this is my second post mortem, and LD23 was my second Ludum Dare.

My first LD was #22. I learned a lot about rapid game development from it and could utilise that information/experience in #23.  The most significant success to me was the time using. This time I had the idea of the game ready in my head and didn’t have to spend time planning what to do whilst coding. Also, I picked an easy game to create. I was done with the basic game engine after 4 hours, and at the end of the first day I was almost done with the coding. I left level desing and a little graphics tweaking to the last day, so I didn’t have to hurry at any point. I even had time to watch The Good, the Bad and the Ugly for the gazillionth time.

What went right:

  • Time using!
  • I didn’t try to create anything too big, instead I created a working little game which I had time to polish
  •  Planning(?)

What went wrong:

  • I used an old game idea, so I didn’t come up with anything new
  • The theme was left in an bit questionable role 

Overall, I’m really happy what I came up with. Also, the whole community was awesome.


My entry


Posted by
Saturday, April 21st, 2012 1:21 pm

The first day is coming to an end and what have I done? Well, pretty much everything but levels. Music, gfx, engine, everything is done and works great. Sunday is reserved for level desing.

The game is a Sokoban-like game called “Itty Bitty Sokoban Thingy” (at least at this point). It introduces some new features to original gameplay, like diamonds, evil robots, doors, magic potions etc etc. The game itself is very tiny, but so are the graphics. Tilesize is 10*10 pixels so if you really want to see something, you’ve got to stretch it (don’t worry, the game does it).

Overall, it has been a great day.

Screenshot: http://img707.imageshack.us/img707/672/ld23shot.png

Some early thoughts

Posted by
Saturday, April 21st, 2012 2:55 am

The starting time of LD is kinda hard to me, because I live in GMT+2 so it begins at 4.00 am on Saturday morning.

I decided to wake up at 6.00, and I did. I read the theme w/ my iPod and fell asleep again and woke at 10. Now, what I have done is some temporary gfx, and >200 lines o’ code, including a ready map system and some kind of a level select. Now, I have to make a early game engine.

The game is a Sokoban-clone, a tiny one. “Tiny World”, though being a very nice theme, was a very hard topic to come up with anything simple (at least to me). So I compensated with making a very tiny game, the tiles are only 10*10. The game will be very simple and fast, but at least I hope I’m finishing it.

And: Good luck to everyone taking part in LD#23!

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