Ludum Dare 32
April 17th, 2015 @ 6:00 PM PDT/9:00 PM EDT (01:00 UTC)

Theme Suggestions!
Now open!

About demonpants

I was born in '86 and have been a professional engineer in the game industry for a few years now. I've worked on an unpublished XBLA/WiiWare title and 3 published iPhone games (GodFinger, Valet Hustle, dizm SKATE). I currently work at ngmoco and am working on an upcoming game.


Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
October Challenge 2010
Ludum Dare 17

demonpants's Trophies

Coolest Exproasions
Awarded by Zac
on December 8, 2008
Most Ridiculous Stereotype
Awarded by Ondure
on December 7, 2008

demonpants's Archive

In for the Jam

Posted by
Thursday, April 19th, 2012 12:43 pm

I’ve always done the solo competition, but this time I have an artist friend who I’d like to work with. As such, I’ll be making a jam entry instead. I really like most of the themes that have been voted to the top, so this could be really fun.

Time to set up a new Unity project, get source control working, etc. etc.

Woot cookies

Posted by
Tuesday, December 20th, 2011 9:28 am

Yay, Dread Maze is fun. Happy days. Mostly writing this so I have at least one journal entry. :-P

Isn’t it sad that the amazing winner of the BEST COMMUNITY award last time wouldn’t have any entries at all? :’-( At least I made a game. It was my dad’s birthday and I am home for the holidays, so that I found any time at all is pretty surprising.

LOL #1 Community

Posted by
Monday, September 12th, 2011 7:21 pm





I am laughing so hard. This is so great. #1 at not actually making a game! I knew you all would like my crepes. Next time I will make something even more awesome.

But more seriously, I think I could have rocked it (in overall too, of which I got approx #200) had I had the time to balance the game, so next time I’ll bring it.

Also, I’ve got 5 levels to the post-compo game now and a nice difficulty curve. I will post here when ready.

Death Boulder Jones timelapse

Posted by
Monday, August 22nd, 2011 3:10 pm

Here you are. Just over a minute of goodness. I spent about 14 hours working on it.

The music is from Conker’s Bad Fur Day.

Death Boulder Jones Post Partem

Posted by
Monday, August 22nd, 2011 2:35 pm

I’ve got two comments so far, both mentioning the complete lack of a difficulty curve (it just gets difficult too quickly).

I’ll agree with them. I’ve only beaten it once. :-) Unfortunately, I ran out of time before completing any levels other than the first one, which wasn’t anything but a tutorial. As such, I copy/pasted a bunch of obstacles and placed them at semi-regular intervals throughout the level and called it a day. Too bad. The game supports loading multiple levels and I was planning on having a nice difficulty ramp across them. The first level was originally supposed to be the tutorial and like one more trap.

One commenter (Notch) said it feels like trial and error, which is actually partially what I was going for. I remember the game n+ where you just try each level over and over until you’ve mastered all the traps and the like, and I kind of wanted that feel. Part of what I was missing, I think, is the everything-on-the-screen you get from sideways 2D. The perspective the camera has and the amount of playing field you can see makes it very difficult to see far enough ahead of you to make any sort of difference. Basically the only option is to die and restart several times so that you know where everything is beforehand. And get a bit lucky.

Last minute I added in a bullet-time ability that really helps a lot, but having made it a limited timer (1 second of bullet time, takes 2 seconds to charge) means you don’t really get it enough. In retrospect, I think it would have been cool to subtract money from your character as you use it, thereby giving you as much as you want bit still adding in the pressure of not using it too much.

The biggest problem though I think is just the curve. Level 1 should be a piece of cake, and there should be around 10 very short levels. That way when you restart you’re not forced to redo the whole thing. That or checkpoints, maybe.

I still think the game is a great idea and I’d love to see it on iPhone some time in the future. Just needs a bit of tweaking.

Almost done!

Posted by
Sunday, August 21st, 2011 1:11 pm

I’ve got just a couple more hours before I need to stop due to a dinner I’m going to tonight, but things are coming along well! The game now has a tutorial, storyline, ┬áthe ability to restart and load different levels… the whole nine yards.

All that’s left is actually designing and creating the levels, and a bit of tweaking!

The plot:

You are benevolent temple spirit who is tired of seeing adventurers fall to their doom in the ancient Mayan temple to are bound to. Another adventurer (name Jones) has just arrived, and he’s already got himself in trouble – a giant boulder is chasing him, and he’s got to make it through a giant gauntlet of dangerous traps. Like all adventurers, this one is very stupid and just runs blindly forwards! It’s your job to alter his path by placing walls in his way, and also protecting him from arrows, lava pits, and more. And don’t forget to pick up treasure!

Death Boulder Jones update

Posted by
Sunday, August 21st, 2011 7:53 am

Okay, so maybe the name is now Death Boulder Jones. I have decided to call the main character Jones, as a little “hats off” to the character who inspired him.

I have the following done:

– Jones runs! He steers!
– Jones takes damage and dies when he hits traps!
– Traps are made:
– Arrows that shoot from faces in the wall!
– A massive boulder that follows you unceasingly!
– Bubbling lava pits that kill you instantly if you touch them!
– Click-and-drag to create walls in order to protect Jones and show him where to go!
– Moar exclamation points!!!!!

Still to do:
– Game tweakage
– More traps
– Level design
– Powerups
– Money pickups

I have a few hours I can work today, then that’s it. Hoping to get this done to a level that makes it fun. Still, I’m really very proud of this already and I think it’ll be great for only having 10 hours or so to work on it.

Outrunnin' Boulders and Arrows

OMG Close Call

Magic Walls!



Posted by
Sunday, August 21st, 2011 7:35 am


I had some delicious nutella crepes for one of my meals yesterday, and they were amazing? Crepes are the greatest contribution French culture has ever had on the world.

Cookin' a Crepe

I made a giant stack of them.

Nice stack, baby

The nutella formed into some very strange letters, too!

Mysterious "LD" in my Crepe

“You See Boulder” design document

Posted by
Saturday, August 20th, 2011 11:42 am

I dunno if the name is going to stick, but here’s the game’s design:

OMG! A boulder!

In the world in front of you is a little man who is very fast but unfortunately very stupid. He has found himself in an ancient crypt and wants treasure! Naturally, this crypt has a giant boulder, lava, shooting arrows, walls closing in, and more hazards. You are a benevolent wall-building-spirit who is tired of seeing adventurers die. As a result, you will be building walls to protect the adventurer from traps, help him collect treasure, and get him out of the crypt before he is crushed by the boulder!

Click-and-drag to draw a wall. Character runs and does very simple pathfinding around obstacles. Collect treasure. Don’t die.

I’m starting late but I’m really looking forward to this one!

I wanna do it!

Posted by
Thursday, August 18th, 2011 1:01 pm

I really want to. As usual I can’t spare the whole 48 hours, but maybe I can make an 8 hour game instead! We’ll see.

The themes are almost all excellent.

Javascript write once run on any mobile library

Posted by
Thursday, March 31st, 2011 1:54 pm

Hey all,

If you’ll forgive a bit of advertising here, I thought this might be useful for you all. My company (ngmoco / DeNA) has just publicly release their mobage (moh bah gay) game SDK publicly, which allows you to write games in Javascript on top of a library similar to Cocos2D or Slick and then run it on iPhone, Android, and Flash. It also is backed by a giant social network so you get access to lots of users, achievements, badges, etc., and you can deploy both in the US and Japan very easily.

I’ve used it personally and find it easy to work with and fast. I figured it might be useful to a lot of you guys who want to try out the mobile market. Let me know if you have any questions.

A Lasting Impression submitted!

Posted by
Monday, November 1st, 2010 2:58 pm

I submitted my game to Apple. Have a look at the submission post here:

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