About Elpizo


Ludum Dare 20

Elpizo's Trophies

The SIMPLY Awesome Award
Awarded by SonnyBone
on May 2, 2011

Elpizo's Archive

SINGLEHANDEDLY – the remake.

Posted by
Wednesday, June 19th, 2013 10:52 pm

I hate it when this happens. You create this universe. You come up with these characters. You twist this game mechanic and run with it. You end up falling in love.
And you swear up and down that it’s time to move on, you’ll do something new, something exciting and “innovative.” Something that’s different for the sake of being different in some futile attempt to break some hypothetical mold.
And it never happens. Because you’re in love.

Yep, I’m remaking an old contest entry.
All melodrama aside, this is going to be awesome. So awesome, you may want to take a knee.

Oh, wait, it looks like our little blue protagonist already has. Because he can duck now.

Also, I figured out how purple works.

This time around, you’ll be immersed in the universe in the way I had it visualized from the start. You’ll follow a storyline and get to know the characters just as well as I did. You will be tested and you will be challenged and you will like it and you will fall in love.
Oh, and you get a cookie if you remember this guy:

You won’t remember this guy, though:

These vids are old! It’s coming along like crazy. I hope I impress at least one of you guys, because this is going to be the biggest, most elaborate game I’ve ever made.

SINGLEHANDEDLY: Post-competition update!

Posted by
Friday, May 6th, 2011 2:09 pm


What’s new in this update?

Well, there’s an AWFUL LOT. Thanks to all the people who played, this update is for YOU!

  • The entire escape sequence has been fixed to be tons better. Sound isn’t as awful and the enemies still spawn.
  • The in-game timer works now, so you can actually do competitive runs through.
  • Added a whole hidden new area and fixed one of the hidden guns.
  • Tweaked the final boss fight. More fun.
  • Fixed a minor thing with the whole map.
  • There’s a hidden boss in the hidden area. You can only get to this boss if you haven’t got the spreadshot yet.
  • Tweaked difficulty levels to be a more steady challenge and made easy mode not as easy.
  • Even a bit more than I’ve listed here. Have fun!

SINGLEHANDEDLY – Post-mortem-ish sorta kinda maybe almost

Posted by
Tuesday, May 3rd, 2011 12:42 am


A lot of things went very, very right in this competition.

  • The theme. I loved the theme, tbh. It was wide enough to give flexibility, but still had some coherence. I really enjoyed the theme, a lot more than anything else like “girl games” or “absorb.”
  • Graphics. By choosing to stick to the NES palette and limit myself to 4 colors – including transparency – for everything, I really was able to keep a consistent graphical style and I pulled it off so well, that I found it more visually appealing than games with literally 256 million colors.
  • Sound. I was actually able to mix my own sound for the first time, thanks to a program I recently came across (sfxr bro, sup) and this did nothing but further complement the graphical style and general play of the game.
  • Gameplay, definitely. This went so well I could cry with joy. I’ve never had a game turn out this solid in a while- and it’s got everything – no, MORE than what I had intended initially. It was just going to be one final boss then bam, that’s it. Instead it’s got two mini-bosses and a final boss with an epic escape bit (if you play the game on hard like you should). I never thought I could do a fully playable Metroidvania in 48 hours. The first game I ever made (full length, that is. shitty pong clones don’t count) was a lot like this, years ago, and it took me at least a year to complete. I just topped it in 2 days.
  • Time. I didn’t treat it as 2 days of dev time, I treated it as 48 hours of dev time. That really helped me pack in everything I needed to. I didn’t have to keep ideas small-scale, I firmly said “I’m making a badass Metroidvania,” and had enough time to do it.


Sadly, not everything was as planned.

  • The length. I wanted the minimum play time for my game to be at least half an hour. I can run through and beat it in five minutes or less. Of course, it’s hard to get that out of 48 hours, but hell. I tried. XD
  • The music. There was none. And there should’ve been.
  • The theme. Well, mostly my fault. I loved the theme, but I suck at story telling in-game, especially when I wind up shoehorning it in. Now it’s hard to tell what the theme was for the game, and I could’ve pulled that off a lot better.  That’s my one thing.

Now, for non-competition purposes, I do plan on releasing a few updates to this game. Mostly fixes and a little new content, so those of you who really enjoyed it can squeeze a little more out of it. The engine was so solid I’d hate to let it die with the competition.



Posted by
Sunday, May 1st, 2011 10:17 pm


Old news, but a few hours ago I submitted my entry to the competition.

I’m impressed with myself. I single-handedly made a fully playable game about some kid who single-handedly takes down a robot empire with a little pea shooter. And then I named it SINGLEHANDEDLY.

After looking at the other entries I doubt if it will win anything in any category, and that’s not saying anything bad about my game. It’s an honor to be competing with the kind of talent I’ve seen here. What means the most to me right now is that I made a game from start to finish, a bit rough, but I made it and it’s fully playable and packed with decent features. And on top of all that, it’s a FUN game. No doubt, it’s a little uninspired, a generic “Metroidvania,” but you know what? It’s been too long since I’ve played a game this spiritedly simple.

I hope you all have fun playing this game and I look forward to the feedback I hope to get.


Oh, and I might whip something up for the jam. I dunno.

SINGLEHANDEDLY — DEMO OUT! — Previously Unnamed

Posted by
Sunday, May 1st, 2011 3:05 am

What can you expect if you play this game?

Well, for one, there’s a lot of explosions. There’s also a lot of enemies and a lot of ways to get torn to shreds. This game may be damaging to your ego if you think you are good at platforming games. It’s influenced very heavily by only the very best adventure platformers, things like Metroid, Megaman and Castlevania.

What shouldn’t you expect?

No stupid tutorials. In the final version I’ll tell you the controls. Other than that it should be common sense. Also, no stupid icy physics for the player. That’s the one thing I’ve hated about games like Mario and Super Meat Boy. How can Mario be a good platformer when he sucks at responding to the player? For this game you’re going to need some very precise footwork, so there’s no room to slip up here.

Essentially, this game is tough as balls. And if it isn’t tough yet, it’s only going to get worse when it’s done.

Download it here, from Mediafire. – http://www.mediafire.com/?6hbui998iz8efyi

Controls are simple. Z jumps, X shoots, Arrow keys move. You can aim up and down.

I’m going to rant about what needs done now, and how likely I am to finish:

  • More rooms. Needs a lot more rooms. It might be about halfway done at most? Either way this feels way too short. Definitely doing this.
  • Bosses. It needs two. Maybe one if I’m in too big a crunch.
  • Plot. Obviously it’s some dude who gets a laser gun, but why? Where is he? Probably gonna cop out on this one and do a one or two frame cutscene.
  • A much, MUCH prettier title screen. Definitely needs this.
  • Higher difficulty. It’s a little steep as it is but I’m going to make the final rooms even more intense.

So far I really like how this could fit the theme after I establish a plot and setting. The dude gets a laser gun, and pretty much everything in the game, sometimes even jumping, revolves around firing the gun. It’d be very dangerous and literally impossible without his weapon.

Sooooo let me know what you guys think and how far you’ve made it in the demo. If you can reach the end (It’s the coolest item in the game, hard to miss) of the demo, then I might throw in a cookie for you in the full version.
Oh, and speaking of the full and finished version, there’ll be cake at the end. I promise.

LOTS of progress on unnamed entry!

Posted by
Saturday, April 30th, 2011 11:18 am

The engine is practically finished. Loads of spiffy stuff. The sounds are sweet. The graphics are sweet. The gameplay is ferocious and won’t hesitate to castrate you.


Posted by
Friday, April 29th, 2011 4:28 pm

Sup guis, like many other posters here, I am entering my first Ludum Dare 48 Hour Competition.

What are my tools?

Well, the majority of my dev time will be spent using Game Maker 8.0.

Sounds and music will be done in as3sfxr- an online sfxr clone with a font that’s easier (smaller and sharper) on my eyes, and then mixed with Audacity. Graphics will be drawn in old fashioned MSPaint. Sup.
I plan on using starting from scratch… and uh yeah.

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