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Worm War postmortem

Posted by
Wednesday, May 15th, 2013 6:56 am

Hello and welcome to the postmortem for my second LD entry, Worm War.

I live where LD starts at very early morning, and as many others have pointed out, that’s not a fortunate time to begin. I was quite satisfied when I saw what the theme was, and I started thinking about the concept of my game. I thought about existing games which can be definitely called minimal. Then I came up with snake, which was the main inspiration for Worm War.

I thought that addition of guns would spice up the gameplay and make the game a bit more original. Allowing the player to customize their snake with different guns and armor was the idea that almost immediately came to my mind.

At first, I wanted my game to mimic classic snake as closely as possible – it would essentially be snake with guns. Shortly after I realized that it could be too slow-paced to be fun to play. I recalled a snake spin-off I played on my phone, where player wasn’t restricted to making 90º turns and thought that it would make a better base for a shooter.

What went right:

  • Concept. Some people have praised it in comments, and I’m satisfied with it as well.
  • Tools. I picked tools I’m familiar with, though I really need to learn how to make better music.
  • Following a plan. I aimed low, and I managed to include everything I planned at the beginning.
  • Programming. At this point, I can easily expand the list of equipment available or change properties of spawned enemies.

What went wrong:

  • Programming. The method I use to spawn enemies could be improved, as could be the AI (all or nearly all enemies seem to follow the same movement pattern now).
  • Graphics. That’s the thing which didn’t improve from my last LD.
  • Polish. In particular, the lack of background. People really complained about it.

Thanks for reading!





Posted by
Sunday, April 28th, 2013 7:37 am

I just finished uploading my game. This time, unlike the previous LD, I managed to put in all the features I planned.

If you’d like to play it, here’s the link: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11033

Almost done

Posted by
Sunday, April 28th, 2013 1:57 am

Last night I struggled with getting the camera to work properly, but I still made some progress.


some spare parts laying around

I managed to make the worm able to equip and unequip things, and I also made enemies that fly around and shoot at the player. There are only two more things I have to do, both regarding enemies – they will have to drop items on death, and spawn in random distance from player, depending on their strength. Game’s hud will be a minimalistic one – in fact you can see it on above screenshot – green squares over segments fade out as equipment is damaged.

Some more progress

Posted by
Saturday, April 27th, 2013 8:25 am

Once again it took me a bit too long, but I finally got equipment mechanics working properly. As of now, weapons have several customizable parameters (bullet speed, rate of fire and deviation). Armor doesn’t do anything yet, because there are still no enemy bullets to block.


pew pew


Progress + idea

Posted by
Saturday, April 27th, 2013 3:10 am

Well, that took me way too long, as I had to scrap some of my code. Movement now works like a charm, though.


That’s a pretty long worm

Now, about the game: It’s going to be a shooter, in which the player controls a worm (or a snake, whatever). Every segment of the worm will have an equipment slot, which is going to hold weapons, armor and such. I first need to get all the core mechanics in place, then I’ll work on some graphics and sounds (and music, if I have the time).

Posted by
Friday, April 26th, 2013 10:47 pm

I woke up half an hour ago and I think I’ve got an idea for my game. Time to get to work, then.

Just another i’m in post

Posted by
Saturday, April 6th, 2013 2:10 am

I’m (hopefully) going to take part in the next Ludum Dare, and it will be my second time participating.

Tools i’m gonna use:

code: C#/XNA

graphics: Paint.NET

sound: Sunvox

SquareShot – progress report #2

Posted by
Saturday, October 20th, 2012 5:01 am

I’m often too lazy to do anything, but yesterday and today i worked on SquareShot. I’ve made a few additions, but none of them are big ones. Anyway, here’s the video:


SquareShot progress report #1

Posted by
Saturday, October 13th, 2012 2:03 am

A bit of progress – i’ve added enemies (they don’t interact yet though).


Obligatory (and a bit late possibly) i’m in post

Posted by
Friday, October 12th, 2012 6:53 am

I’m in October Challenge as well! The game i started working on will be a dual-stick/bullet hell shooter for PC with a minimalistic graphical style – it’ll be composed only of squares.

I’ve got the basics working – there’s a player square that can fly around and shoot, and i’ve implemented a way to fluently change colors (this looks really nice, will be another key feature of graphics)

I want this game to be an arena shooter – in main menu you choose your weapons and such, pick a level and upon completion you get rewarded (new weapons and shit).

What i want to fit in this game:

» large variety of enemies

» quite a big amount of levels (so you don’t finish in 5 minutes or so)

» varying weapons

» bosses


Oh, and the name will be SquareShot.

Fend off waves of zombies with your evolving gun DELUXE – Postmortem

Posted by
Monday, September 10th, 2012 8:19 am

I guess it’s not too late for writing a postmortem of my game with seriously too long title.

What went right:

Finishing a game. It speaks for itself. It was a lot of fun, too!

Shooting mechanics. It’s an entirely complete, ray-based weapon system. Weapons shoot with random deviation (0.1° step), and there’s support for multiple bullets shot at once.

“Art” style. I guess calling this stuff “art” is an exaggeration, but i really like how it turned out. Two-color menus look really nice in my opinion.

What went wrong:

Idea. My game doesn’t really follow the theme closely, people left some ideas in the comments. Why i haven’t thought of them earlier? 😉

Sounds. Not really wrong, but there’s exactly one gunshot sound for all of weapons in game.

Laziness. I should’ve added more species of zombies. This would make the game really more diverse.

Lack of polish. People complained about too long delay between waves and crappy controls.


Check out my game here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11033

It’s here!

Posted by
Sunday, August 26th, 2012 5:28 am

The most anticipated game of the year 2012, Fend off waves of zombies with your evolving gun DELUXE is released! I was too lazy to create proper sprites for zombies and player, so they’re blocky in appearance.

Anyway, the entry is here:


Title for my game. Also some other stuff

Posted by
Sunday, August 26th, 2012 1:25 am

I finally got a title for my game. It is…

This is the best title i came up with.

I’ve also made some progress, namely weapon system. In total, there will be 16 weapons in my game. I still have to make zombies come in waves. I might also add different species of zombies to make the game more interesting.


Posted by
Saturday, August 25th, 2012 12:28 pm

ATM i’m doing a bit of “art”work. I think i’ll go with menu that has only 2 colors. Below is a mashup of what it’d probably look like.

Looks kinda smooth, doesn’t it?


A bit of progress

Posted by
Saturday, August 25th, 2012 2:15 am

Obviously enough, it’s a rectangle shooting another rectangle.

So i’ve got most of the things working, like weapon spread, dumb AI for zombies and such. Now i have to do the most important part – upgrades for both gun and player. Oh, some sprites and a storyline would also fit.


Posted by
Friday, August 24th, 2012 10:43 pm

I just started working, and what i’ve got here is a player jumping around. Zombies are here as well, but they don’t feel like running around yet.

This game will basically be a shooter, in which you have to evolve yourself and your gun to fend off waves of zombies.

I’ll make some sprites when gameplay is nearly done. Placeholders are also good, everyone likes rectangles anyway 😉

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