About eelfroth (twitter: @eelfroth)


Ludum Dare 32
Ludum Dare 27
Ludum Dare 25
Jam o'Clock #01
MiniLD #34
Ludum Dare 23
MiniLD 33
Ludum Dare 22

eelfroth's Trophies

The Smallest Game Technologically Possible, Too... Award
Awarded by Tim Bumpus, aka Puzzlem00n
on May 30, 2012

eelfroth's Archive

Small Update

Posted by (twitter: @eelfroth)
Sunday, December 11th, 2016 3:43 pm

Enemies now chase you through the physics-enabled environment.

The grey gradient visualizes the shortest path to the player from any given point.

View post on imgur.com

It seems unlikely that I will make the compo deadline, due to a late start and difficulty finding an idea to go with.


Major Milestone Achieved

Posted by (twitter: @eelfroth)
Sunday, December 11th, 2016 2:09 pm

Behold my glorious Dijkstra pathfinding through a dynamic physics environment. Rainbow-colored slopes represent the shortest path from anywhere on the map to the player. There are no enemies yet to follow that path, that would be my next step. The mass of physics objects is added to the cost of the node, so sometimes the shortest path is through the object, so AIs will try to push it aside.

View post on imgur.com

4 hours progress

Posted by (twitter: @eelfroth)
Sunday, August 28th, 2016 9:02 pm

I started, like, way too late for compo. This is what I got after 4 hours.

View post on imgur.com


First Screenshot

Posted by (twitter: @eelfroth)
Saturday, December 12th, 2015 10:03 pm

Ok, so I got started a little late this time.

I am four hours in and this is what I got so far:


colony drop 00002

Posted by (twitter: @eelfroth)
Monday, April 20th, 2015 1:02 pm

Camera movement, particle explosions, space station and spread-shot weapon…

still jamming!
Screenshot from 2015-04-20 19:54:51e

colony drop 00001

Posted by (twitter: @eelfroth)
Saturday, April 18th, 2015 1:57 pm

Here’s a triangle moving like a space fighter.

Screenshot from 2015-04-18 20:50:49


Posted by (twitter: @eelfroth)
Sunday, December 7th, 2014 7:27 pm



Sadly, I couldn’t finish my game in time. So no entry from me… But oh well, it was fun nonetheless. Best luck to all of you! :)

Some day I wish upon A*

Posted by (twitter: @eelfroth)
Sunday, December 7th, 2014 2:45 am


This is the first time I implemented a proper pathfinding algorithm. I’m very pleased with the fact that it actually works! Finishing this game is still a long way to go, but I’ll know the shortest path to it. 😉

Korrod – gameplay video

Posted by (twitter: @eelfroth)
Tuesday, August 27th, 2013 3:47 pm

I made a little gameplay video of my entry. Video quality is poor, so better play the game yourself!

Day 1 Screenshot

Posted by (twitter: @eelfroth)
Saturday, August 24th, 2013 7:25 pm

Need sleep now.

eelfroth screen01

Crazy Bug

Posted by (twitter: @eelfroth)
Sunday, December 16th, 2012 6:58 am


Walking on corpses

Posted by (twitter: @eelfroth)
Saturday, December 15th, 2012 6:33 pm



Posted by (twitter: @eelfroth)
Wednesday, December 12th, 2012 6:10 pm

PS: Applying the first exemption of the second Compo rule, I will use some personal classes that handle tilesets, animations and resolution.

As I was working all alane…

Posted by (twitter: @eelfroth)
Saturday, August 25th, 2012 6:58 am

I heard twa thousand corbies making a game.

I began this compo with several hours of sleeping and thinking. But now I’ve reached my first milestone! There is not much to see here – I’m using placeholder graphics for today – but I pretty much got the player-character’s movement working.
In this game, mankind has screwed up their own evolution. The player controls a raven, feasting on the dying humans.

Oh, and by the way: I’m in too.

flap flap flap

Belated Timelapse and Post Mortem

Posted by (twitter: @eelfroth)
Monday, May 7th, 2012 6:38 am

Originally, I intended to write a post-mortem and include this timelapse recording for illustration. But apparently in these days I can find neither the time nor the energy to write such a thing. Scroll down to read it! So here is my timelapse. There are a lot of screen messages in there – enjoy!
And don’t forget to play and rate my game 😉

Post Mortem

Ok, I should at least give you a list of tools I used and how they worked out for me.
I made this game in Processing, and I just used the standard code editor that comes with this API. It’s probably more basic and tedious than full blown IDEs, but – at least for a small project like this – it worked pretty well.

My sprites and fonts were drawn in in GIMP. I didn’t make a lot of them (there’s just one 2×2 tileset for objects and one 3×3 for the walls), but still there are quite a few comments saying how good my game looks. I think, I kind of got a hang of how to set a good mood through interesting colors and effects programming (do your eyes bleed yet?)

For level editing I used the game itself. I implemented a tiny little editing-mode where I could just click on any point of the game window and a wall would appear there. Later I added a save_level() function where I could just press ‘s’ and save the current layout to a file. When wrapping up the game I just disabled the editing functions. I liked this method and intend to keep using it for future projects.

Sadly, there was no time to add sound to the game, but I would have used Audacity and MilkyTracker. Music would probably be unfitting, but some ambience would be nice.

The texts that appear in between levels were supposed to add someting poetic or philosophic to my game, but I wrote them ten minutes before the deadline so the formulations are still a bit rough. The basic thoughts are already there, though.

So there was the deadline, the game submitted, but it still had no title. I came up with the word “extensionism” and googled it. I’ve never before heard about this metaphysical theory, but it sounded interesting, so I went with it. Had I found this earlier, I would have incorporated it into my game somehow.

My notebook.

What about the game mechanics? Are they fun? Are they interesting? I’m still not shure. Initially, I was quite convinced my concept would work out, but it was only bare bones and I racked my brain to come up with good additions to it. This is my main “what went wrong” this time: too much time was spent (read wasted) on doubtfully overthinking my mechanics. If there’s one thing that had to be perfect, it was the concept! And the bad thing is, it isn’t. All that crate-pushing Sokoban-likeness is just plainly tedious. Because of this, I almost abandoned the project alltogether, but luckily, my pride protected me from this fate. In retrospective I guess, I was on the right path from the beginning, and I just have to accept that 48h-games are never big, sublime masterpieces (although, some of you have come pretty close :)). Well, I’m always pretty harsh on myself, so I’m even more thankful for all the positive comments on my submission page. Apparently, I made something interesting after all.

Oops, I just recognized this text has accidentally become a real post-mortem. Forget about the very first paragraph (exept the part where I tell you to play my game. )!

Thank you for reading!

However small your world might be…

Posted by (twitter: @eelfroth)
Saturday, April 21st, 2012 5:58 pm

…there are ways to extend it.

I worked mostly on the appearence of my game for the last couple hours. Have a look:

Because my core mechanic doesn’t do very well on it’s own, there is not much game-play yet. But there are ways to extend it…

After I have gotten some sleep, of course.

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