About ekun (twitter: @ekunenuke)

addicted to game jams and caffeine


Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 22
Ludum Dare 21
Ludum Dare 20

ekun's Trophies

MAGFest 13 Panelist
Awarded by KilledByAPixel
on March 20, 2015

ekun's Archive

I’m Out.

Posted by (twitter: @ekunenuke)
Friday, December 11th, 2015 8:40 pm

And by out, I mean in.

Bullet Beat Playthrough

Posted by (twitter: @ekunenuke)
Sunday, December 21st, 2014 4:07 pm

I seem to have made my Ludum Dare game too hard, enough so that most people can’t finish it. Shit. I feel like I do this every time… Oh well.

For those of you who aren’t masochistic enough to beat it (or who can’t play it as it’s Windows only), here’s a full playthrough of my game, Bullet Beat. It’s a rhythm game mashed up with a single-screen bullet hell game.

I’m in

Posted by (twitter: @ekunenuke)
Friday, December 5th, 2014 5:44 pm

This is my 11th Ludum Dare.

My tools will be C++ and SFML this time I think.

I’ll be streaming too if you’d like to stop by and say hi: http://www.twitch.tv/ekunuke

RAW postmortem

Posted by (twitter: @ekunenuke)
Wednesday, April 30th, 2014 3:51 pm



Beneath the Surface, our original idea was to do something based on the adventure time episode revolving around having the best armor. It involved a David figure going up against Goliaths’ with a sling, Goliaths’ would be this ridiculously armor clad beings and David was this stripped down figure. Some cornball moral about it’s what’s underneath that counts.

Due to time constraints and judging by how I was feeling I didn’t think I’d be able to make all those graphics. We made the call to reuse the player graphics while fitting them inside a story about clones inspired by b scifi and bad japanese horror movies. Which is what the game is now.

I’m very familiar with drawing and painting nude figures so that was fun animating them and putting them in game. I liked how raw and bodily the animations were, so I wanted to do more with making things feel realistic and good or even exaggerate the realism but I think that’d be another game.

I’m usually not a fan of topdown perspective games, or never thought of making one, they just never strike me as visually interesting but this one was fun.  All in all really enjoyed this jam and the game we made, and hope to continue polishing it here and there.




If there’s one thing I’ve learnt by doing numerous game jams over the years, it’s that simplicity is the game jammer’s best friend. I feel like our game was successful in this regard. We decided on a simple game mechanic, and refined/polished it until the game felt good. Having that extra time to polish your game makes all the difference between whether a game is fun or clunky.

We had one programmer, one artist, and one musician, so our development had a neat division of labor. Because our game idea was simple enough, this gave me full control over the codebase, letting me prototype extremely quickly. I could hack away without worrying about someone else having to use my code.

I’m glad we explored a new genre to make a polished title. I’d call this Ludum Dare a success. Here’s to the next one!


You can play RAW here


I’m in! And streaming my progress!

Posted by (twitter: @ekunenuke)
Friday, April 25th, 2014 5:41 pm

This will be my 8th or 9th LD, can’t quite remember.

Swing on by my twitch channel if you want to check out my progress.

I’ll be using C++, SFML, and my own custom engine for this Jam. I’ll be working with Keo again. Hype!

The Hallowed Orb – Finished!

Posted by (twitter: @ekunenuke)
Sunday, December 15th, 2013 8:59 pm


Thanks to everyone that watched me stream!
This was definitely the most fun I’ve had during a Ludum Dare.

Posted by (twitter: @ekunenuke)
Thursday, December 12th, 2013 2:32 am

this is like my 8th or 9th time

uhhh i’ll probably be using c++ and sfml

might have time for some music in fl studio

and i’m going solo this time

good luck to everyone

Technical Retrospective: The Level Editor

Posted by (twitter: @ekunenuke)
Wednesday, August 28th, 2013 9:14 pm

Hey guys, I made a short video talking about how we made levels in Chronodrive. Check it out!

Play Chronodrive

finally done with our game!1

Posted by (twitter: @ekunenuke)
Monday, August 26th, 2013 8:04 pm

If you like SHMUPs and challenges, you should check out our Ludum Dare game: Chronodrive.


it looks liek a stamp

I’m in.

Posted by (twitter: @ekunenuke)
Sunday, August 18th, 2013 3:33 am

This will be the 8th time doing Ludum Dare! I suppose that makes me a veteran.

Unfortunately, this time Keo won’t be able to participate with me, so I won’t have crazy awesome art:

This means I’ll probably be participating in the Compo instead of the Jam. It’s been a while since I’ve run solo (LD22), maybe my programmer art has improved since then? I guess we’ll see :).

Post-jam version underway!

Posted by (twitter: @ekunenuke)
Saturday, May 18th, 2013 3:18 pm

Min Postmortem

Posted by (twitter: @ekunenuke)
Tuesday, May 7th, 2013 8:18 pm



Min was a collaboration between me and Keo. We’ve collaborated on several Ludum Dares together now, so we have a pretty good working relationship. I’m especially proud of how our latest jam game turned out.


As usual, we started off by brainstorming ideas in a google-doc. We had all kinds of ideas, from a turn-based puzzle game to a procedurally generated roguelike. In the end though, our thoughts came back to our first Ludum Dare game together, The Two Of Us

The Two Of Us

Our first game together

Despite making several games after The Two of Us, we both felt like we never made a game as fun as our first. After realizing this, it was easy to decide to make a successor to our first game, a boss-fight-centric platformer.

There were several aspects with The Two of Us that we wanted to improve on in our new game. First and foremost, the difficulty ramped up too quickly. In TToU, the entire game was boss fight after boss fight. There was no time to breath or learn how to play. We tried to fix this in Min by having non-boss levels in between each fight. The idea was that these levels would introduce new mechanics before the boss fight, as well as allow the player to prepare and take a break before each battle.

Another issue with the TToU was that the player wasn’t very mobile. This was all right in TToU because the hero had a sword for a weapon, and the small rooms he fought in aided his ability to hit the enemy with a melee attack. But personally, I really like playing platformers where you’re mobile and your positioning varies a lot. So, we made a game where the hero is small, agile, and very very mobile. The mechanics were inspired greatly by Megaman, Kirby, and Cave Story.


Before solidifying the art style, Keo came up with several mockups to determine not only the stylistic direction, but also the scale in which the game took place. We settled on a small, one screen game, with no fancy scrolling or camera panning to complicate the view of the game. Having the entire game take place on one screen was a fun restriction to work around, and it was also in the spirit of minimalism.

hero_idlethe hero

Keo ended up with a very minimalistic art style for the game, using a restricted palette (Keo must have used less than 10 colors, easily). Keo focused on outlines of the characters, rather than their textures. The end result was a style that, despite being minimalistic, was gorgeous.

brainpusan initial mockup


 we decided to scale up the graphics 2x, to enable the player to see the game more easily

Technical Development

Because I’d written several games in HTML5 now, I didn’t run into many technical issues this game jam. I was basing the engine on a pre-existing engine that I had written for a previous gamejam, and as such, I was able to quickly begin programming specific content for Min. What worked really well for Keo and I was the workflow we established. Keo would drop his latest sprites into a folder on dropbox, and I would copy them over to my development folder. I would then integrate his newest sprites into the game, and commit/push using git to my personal server. My server had a post-receive git hook set up that would automatically minify the javascript and deploy the game to a staging site. Because of this, Keo and I were both able to test the game consistently and iterate on the gfx/code together, despite being in different physical locations. Git is awesome.

gitgit+vim is all you need!

Closing thoughts

Overall, I gotta say I’m happy with the game we ended up with. Sure, there are areas we could improve our game (there’s always room for improvement!). But given the 72 hours we were given, I think we did as well as we could’ve done. I even had time to create some BGM tunes.


If you’ve got a moment, try out our game! We read all of our feedback, and really appreciate any comments you have.

im in

Posted by (twitter: @ekunenuke)
Friday, December 14th, 2012 6:55 pm

i will make a game with

gl hf

im in

Posted by (twitter: @ekunenuke)
Friday, April 20th, 2012 12:53 pm

i make game

My first roguelike: Complete!

Posted by (twitter: @ekunenuke)
Sunday, December 18th, 2011 7:51 pm

I decided to try something new this compo, for better or worse. It’s finally over in any case, now I just need to study for my last final tomorrow…

Mountain Break: Timelapse and retrospective

Posted by (twitter: @ekunenuke)
Monday, August 22nd, 2011 2:57 pm

48 hours of development compressed into 2.5 minutes! (edited out the boring sleep segments too)

Mountain Break

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