About DragonXVI (twitter: @DragonXVI)


Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 30
Ludum Dare 29

DragonXVI's Trophies

XOPSX Top Ten Award
Awarded by DesignerNap
on May 3, 2015
FRESH BEATS AWARD for outstanding music
Awarded by DesignerNap
on April 20, 2015
Made Jeviny's Favorite LD32 Entry Award
Awarded by kaype
on April 20, 2015
Fun - 1st Place - LD29
Awarded by r2d2upgrade
on May 20, 2014
Overall - 3rd Place - LD29
Awarded by r2d2upgrade
on May 20, 2014

DragonXVI's Archive

Paperchase: End of Day 1

Posted by (twitter: @DragonXVI)
Saturday, April 16th, 2016 4:47 pm




I’m not sure why this takes place in some kind of cave either but hey ho…

I’m currently on holiday with only a lil laptop, but figure I’d still enter LD! This time round it’s going to be a little more basic and derivative due to time restrictions, but hopefully will have something pleasant enough!



I’ll try not to make this one completely impossible. Maybe.

Current idea is you’re a little paper dude wondering around a cave, and can turn into 4 different forms – Bipedal, Parachute, Plane and Boat – in order to reach the end of each level.  I’m sure it’s been done before, but it’s been a good bit of Aseprite experience if nothing else!



Dead Man’s Volley: Post Jam version

Posted by (twitter: @DragonXVI)
Tuesday, December 15th, 2015 3:10 pm

DMV’s had a little bit of post-compo polish, namely it now has some additional keyboard controls for attacking, a brief stab at input lag calibration + mouse sensitivity options, and a Web GL version that sort of works when Chrome lets capture the mouse cursor properly.

If you have problems with sync issues or mouse sensitivity in the original windows version, the Post Jam version might help!

Play it here!


Alright, back to playin’ stuff!


Dead Man’s Volley : Released

Posted by (twitter: @DragonXVI)
Sunday, December 13th, 2015 6:16 pm

This ain't your father's Tennis

My game’s totes finished! Go play it here!

Can you defeat 3 Funky Bosses in a deadly game of sort’ve bullet-hell-rhythm-tennis? Sure you can! Get to it!

Might have a web version later on if I can get it to work, but it’s available for Windows PC!  OSX also coming soon!

Happy Volleying!



Dead Man’s Volley: Final Stretch

Posted by (twitter: @DragonXVI)
Sunday, December 13th, 2015 3:06 pm

Just be glad I didn't have Sans as a hidden boss

A sneak peek at the last boss of Dead Man’s Volley, the Rhythm-Pong-Bullet-Hell-Combat-em-up.  Mouse to move, Left button slashes the sword to deflect the projectile, right button absorbs the blue undeflectable bullet.  Get a high enough volley to damage the boss!

All 3 bosses are more or less tweaked.  Gonna whip up a quick Selection menu and then get this thing uploaded!

Dead Man’s Volley : End of Day 1

Posted by (twitter: @DragonXVI)
Saturday, December 12th, 2015 7:18 pm

It's a little on the easy side just now.... Don't worry... ;)

Basic gameplay’s mostly done.  Next up is some more interesting bullet patterns to dodge, the second button actually doing something, some proper art for the bosses (and their unique abilities), finish off the music for Boss #3 and a whole lot of polishing.

Sleep time!


Dead Man’s Volley : Day 1 progress

Posted by (twitter: @DragonXVI)
Saturday, December 12th, 2015 10:47 am

Something a bit different this time…


In the grim darkness of space there is only Wizard Tennis.

“Dead Man’s Volley” is shaping up as a Rhythm game based upon the ol’ Legend of Zelda mechanic where you deflect a fireball back and forth & some kind of weird variation of Tennis.  In DMV, you move your character in 4 directions at your end of the field & deflections must be done in time with the music. Your two inputs are Sword (for deflecting the fireball) and Shield (for deflecting the magic missile which the ‘boss’ will sometimes fire at you instead).

Veering away from 2D stuff this time around (which I may regret…), art’s not finished and I’m hoping to not just have Atari 2600-esque sprites for the player & Boss.  If things go well today, hope to have around 3 different matches/boss battles/tracks to enjoy + a few other tricks and surprises!

Here’s some shots from earlier today.


Early field, and some background decoration


Stadium details & enough lens flares to blind everyone in 2 mile radius

You can see regular(ish) updates on m’Twitter feed too.  Hopefully This’ll be a simple yet fun little thing.


How “Writhe” was made/Post-Mortem

Posted by (twitter: @DragonXVI)
Friday, August 28th, 2015 1:12 pm

Squidward Tentacles

So, 48hrs from scratch… How? And what went wrong? Answers inside!


“Writhe” Soundtrack

Posted by (twitter: @DragonXVI)
Tuesday, August 25th, 2015 1:57 pm

Everyday I’m Slitherin’

Hey all! The “Writhe: The Thing from the Omega Sector” soundtrack is now available on soundcloud!

Enjoy it here!

“Writhe: The Thing from the Omega Sector” complete!

Posted by (twitter: @DragonXVI)
Sunday, August 23rd, 2015 4:54 pm

Why not Zoidberg?

Writhe is complete! Available download for Windows PC, Mac ‘n Linux!.  Go play it!

As usual I’ll do a writeup/post-mortem thing later on.  For now amma take a rest ‘n play a few games. Hopefully this one’s a little easier to complete (if all else fails I put in a ‘skip level’ button :p ).  Enjoyed making it, hope y’like playin’ it!

“Writhe” last stretch

Posted by (twitter: @DragonXVI)
Sunday, August 23rd, 2015 12:09 pm

Not sure why Gifcam melted during the recording of this and made everything green but whatevs TOO BUSY

Alright! Last stretch now, and it’s mostly polish now, audio’s in and the last of the annoying bugs’re squashed (maybe).  Sneaky peak above shows off a bit of the Final Boss and some other fun mechanics.  Still to go:

  • Level 6 (levels 1-5 are done, level 7 is the boss. Level 6 is mostly going to be a “Everything you’ve learned” level)
  • Custom mouse cursor for aiming the tentacle
  • Main menu / Title screen
  • Some kind of end screen
  • Level splash screens
  • Additional music
  • Submission prep

Gotta go fast!

“Writhe”: End of Day 1

Posted by (twitter: @DragonXVI)
Saturday, August 22nd, 2015 4:43 pm

Our old friend Mr. Rotating Laser Turret returns for revenge


Well, what started off as a bit of a physics battle is turning into a fairly simple but potentially funky little game.  Like my usual LD Compo entries, this is a fairly basic 2D affair with some kind of physics gimmick.  Your tentacles can be lashed out for striking things or grabbing dinner, and the objective is to eat every scientist in the level and reach the exit.

At the point now where I can start whipping levels together and get some ‘Gimmicks’ in in terms of obstacles.  Still to come are laser beams, missile turrets, explosive containers, breakable walls, force field zones…  Anything else anyone can think of? Might find time to bung it in 😀

I’d also like to get a Boss Level in to finish it off, so that’ll likely take up a chunk of tomorrow.

Last thing tonight is to pop open FL Studio and get started on the music! (I’ve been listening to a lot of Splatoon’s OST though so it might end up as kind “Alien Ska” at this rate…)  Hope everyone’s games’re comin’ along! 😀


Oh yeah I should probably make the scientists flee when you’re near… They seem a bit blind at the moment…

“Writhe” Initial progress

Posted by (twitter: @DragonXVI)
Saturday, August 22nd, 2015 7:07 am

Hey all! Another LD Compo entry.  The theme wasn’t my hopeful winning choice but after rattling through a few ideas I’ve hit a solid pace now.

You’ll be taking the part of a lovely writhing mass of tentacles attached to a big hungry alien that’s escaped from its habitat on a Xenobiology Research Station and is ready to wreak havok.  Avoid security systems, devour scientists and escape!

The original plan was to have it entirely one-button physics based with the only movement allowed a kind of ‘latching’ tentacle you used as a sort of grappling hook, but that got annoying pretty fast so instead of spending 2 days balancing playable physics, I’m goin’ with something a bit more simpler!



Slam Jam Bakery: Post Mortem + Devlog

Posted by (twitter: @DragonXVI)
Tuesday, April 21st, 2015 4:17 pm

Another weekend burnt at the altar of Ludum Dare, another 48hrs of furious arting, coding and swearing at physics engines. Interested to know how development of SJB went? Read on!

I think it needs more particle effects…


Slam Jam Bakery: Webplayer version added

Posted by (twitter: @DragonXVI)
Tuesday, April 21st, 2015 1:10 pm

*makes raspberry noises and explosion sounds*



Y’all ready to stop?


Y’all wanna know why?


IT’S TIME TO check out the new webplayer build of Slam Jam Bakery.  This one includes a little bug fix to make the mouse control work a bit better at other resolutions.

(Chrome users’ll need to enable NPAPI & restart Chrome!)

I’ll be posting up a post mortem/blog thing later explaining how the game was made, how the jam effect was done and other tasty secret development secret secrets later on.  For now? Back to playin’ folks stuff!

Jam on!

– DragonXVI



Slam Jam Bakery COMPLETE!

Posted by (twitter: @DragonXVI)
Sunday, April 19th, 2015 5:49 pm

And you can play it HERE





…Thank you jam!


Happy Jamming! 😀

Now I’m off to bed! Post Mortem ‘n such later on… Lookin’ forward to ya’lls games!

Slam Jam Bakery : Explosions!

Posted by (twitter: @DragonXVI)
Sunday, April 19th, 2015 10:43 am

Well you can now complete the level…

Go out with a bang

Each ‘level’ (There’s only one but I’m hoping for a second once everything’s in place) charges you with destroying the ‘Core’ of the enemy airship with your Jam Cannon.  This Core boss is effectively just a big laser turret with a weakspot you have to jam up, upon which everything start’s exploding and you’ve to make an exciting and daring escape before everything blows up.


The DragonXVI Approved Additive Blended Laser Of Death™


Currently the game’s using a shoddy bit of mouse control to aim the cannon and WASD to move about.  I want to properly get some varied controls in so folk can use gamepads too, so that’s on the list next, along with sound effects & menus/other screens, and other polish.

I also had a fake CRT-ish screen effect but I’m pondering leaving that out as my eyes hurt too much. :p


I think it’s the fisheye lens…


Jam on!


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