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I have been working hard on my LD35 game since the end of the competition!

Please vote for Sluggy on Steam Greenlight!

If you haven’t played, here is the original Ludum Dare version’s page:

Sluggy’s Tiny Adventure

Tuesday, April 19th, 2016 3:05 pm

It was a pretty rough 48 hours, but I made it out!

play it here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=1892

Start if the game
The Forest
The Swamp
The Library

Streamed the whole process on my twitch, it was quite an adventure.
Might have worked a little too hardcore on this, I’m now stuck with some nasty stiff neck/whiplash, must have had bad posture while working!

I improvised much of the game and it probably has a couple rooms too many, some rooms ended up with much less detail than others. A couple of the game’s jumps are a little tight, and there are some glitches where you can zip up ceilings because of the large monster shape.

If I was to plan this out again, I would probably spend less time on the the various rooms and more on enemies and content for them. The game’s enemies are stretched pretty thin!

All in all though, very happy with the result, this is probably the most complete Ludum Dare game I’ve made yet.

I’m in…

Friday, April 15th, 2016 6:19 pm

Alright ALRIGHT jeeze I’m in. . . . . ..
I’ll be using Game Maker and graphicsGale. Might try using fruity loops for music, might use Audacity and BFXR for sound effects. I’ll be working alone for a Compo entry, and by the end of it if i’m not done, Ill add one day and get some help, turning it into a Jam entry instead. As usual!

Did some art yesterday, starting programming today!

Saturday, December 6th, 2014 12:22 pm

Did some sprites and tiles yesterday, as a way to brainstorm the game idea.
sprite sheet

A bit more than 30 hours left, time to get to programmin!
I am streaming the entire process of the jam, you can watch here:

Gonna do it.

Saturday, December 6th, 2014 12:03 am

Gonna make a game, oo yeah.

Game Maker Studio, Graphicsgale for visuals, maybe Audacity for sound and ill make music with my mouth like a dummy.

Gonna make an adventure game of some kind in one screen with tiny tiles.

Postmortem on HONKO’s WORLDS!

Monday, September 8th, 2014 3:46 pm

Hello! Designer/programmer/artist here. Here’s a little write-up on my Ludum Dare Jam entry, Honko’s Worlds.
It is a dungeon crawling game where you shoot enemies with beams, collect gold, potions, special weapons and keys.
It plays a lot like one of those top-down zelda games.


You can try the game here:

I started making the game planning it to be a competition entry, but decided to make it a jam entry halfway through the second day when it became clear the game wouldn’t have enough content by the 48 hour deadline. On the third day, now that it was a Jam game, CBoyardee offered to make music for it, and made three great tracks.

I am very happy with how the game looks, and with many of the game’s enemy encounters. Those I think are its strongest points, it turned out really good.


But many, many issues came from a lack of foresight and planning in general while I was doing this. I only had the vaguest idea of what the game should be during the first day, I was like on autopilot. I knew I wanted to make some sort of top down dungeon crawler, but that was it. Most of the ideas came together through pixel art: I was just drawing game-ey things (monsters, tiles, keys…) and imagined how they could fit together as I did em. I should have stopped and should have taken a walk or something, to get those thoughts straight and order up some more solid idea.

The biggest mistake, a consequence of this improvisation thing, was planning a much bigger maze than what I had time to finish and polish. Once I was done making a basic shell of a game, I started sketching up a plan for the dungeon’s maze, and made it really huge. I always underestimate how much time it takes to actually put those rooms together, even when the rooms are simple.

Here’s a map of the game I was planning:
map of the game

That maze I drew up and then proceeded to implement is about three times bigger than the final entry’s size (which is already pretty big!!)
Most of that larger maze actually works gameplay-wise and is filled with enemies and items, but I didn’t have time to give it any tiles/graphics! When there were just a handful of hours left, I blocked off the unfinished 2/3rds of the game and focused on adding to that first third instead.
As I mentioned in the original post though, you can actually visit that huge unfinished section of the game by exploring the finished section completely and finding two gold keys (their locations are marked with two Xs in the map above)
The unfinished area starts just north of the two consecutive gold gates. Of course, without tiles to see where the walls are, that area is more or less impossible to explore. If you reach that unfinished area at all, you can consider the game beaten!


One of the biggest consequences of all those cuts to the game’s maze is in relation to the theme (the theme of the Ludum Dare competition was “Connected Worlds”). The gold keys you can find in the current maze were supposed to be hidden in “side worlds” with their own enemies and visual styles, but I had to cut all of that. The idea was to have this castle be a “hub level” of sorts, from which different worlds were accessible.
To access a new world, you have to find silver keys within the hub level, which opened the way to one of the side-worlds.
To make progress in the overall game at a higher level, you need to collect gold keys in those side-worlds. This would let you access a larger portion of the castle. Those gold keys mark your overall progress in the game.
Its quite frustrating to see how many hours I spent laying down walls and enemies for those unfinished sections. If I had kept the maze small, the game would have had a lot more content, could have been a lot more complete!

One good consequence of cutting off so much of the big maze however: I could take the unique enemies I designed for the cut-off areas and place them all in the smaller game, making the enemy encounters feel very diverse. My original design, by comparison, was probably way too repetitive with its enemies.


Some other regrets with the result:
The subweapons. They are pretty generic, they don’t have much diversity, just extra damage, some spread shots and some projectiles that fly a bit further. I thought of the subweapon thing on the second day of the jam, but only started to implement them in the final few hours, so they’re not really elaborate. Ideally, I would work on them further, to make them feel more like magic spells. Something that is exciting to find, where collecting a lot of them feels like you are really expanding your inventory of actions. Some weapons could have non-combat applications, like freezing a lake to allow passage or breaking through a weak wall. Some could have special effects over the enemies hit, or have defensive applications. But this would also mean I would need to add some means of managing your subweapons inventory. Perhaps you could only hold 10 of those weapons at any given time, and could store them in some storage space accessible at save points. Speaking of which…

Save points. The game has no saving or checkpoints, and that’s a huge bummer. I just didn’t have time to implement those. I was already cutting off so much from the idea and had so much more to fit in, saving was just never on my radar throughout the jam. I need to make saving a higher priority in my jams in the future, it really sucks to lose 20 minutes of exploration all of a sudden!

Gold. There is absolutely no use for it in the game right now, its just some sort of score. Of course I thought it would have some use at some point, but it never coalesced during the jam. I would definitely add a shop that sold unique subweapons and potions, or could maybe upgrade your main weapon, or raise your maximum life.

All in all, I am pretty happy with this game despite all the flaws, and with some more work, it could turn into a solid little indie title. I have a lot on my plate right now, but I might revisit and spruce this up a bit sometime in the future.

I also put up a time lapse of the entire process of making the game: The pixel art, the design, the programming and even the last-minute sound effects.
You can watch it below:

thumbnail of timelapse

I did it. Welcome to Honko’s Worlds… Good luck.

Monday, August 25th, 2014 6:32 pm


Finished my jam entry! Its a top down zelda-like dungeon crawler, with weapons and lots of keys.
The game’s plan changed quite a bit on the final day. Had to choose between adding tiles to more of the game’s already designed rooms, or focussing on the small section of game that was already tiled up and working. I went with the latter. As a result, theres a lot of rooms to the north with invisible walls. Explore this no man’s land at your own risk, traveler.


48/72 hour RPG why not
(its a terrible idea thats why not)

screenshot 1
screenshot 2

Heres what I got tonight

My starting idea was kind of a tamagotchi RPG. Single creature on creature battles, so it looks a lot like pokemon when a fight starts. You dont have any actions in-battle right now, they’re automated. Not sure where this is going to go, im basically improvising as I go. Tomorrow I add actual choices to the combat, but its always going to be somewhat automated, I want the battles to be very quick. Other than that, idea is still vague. You go around eating food. Any excess food you eat turns into Evolution points, which arnt used yet. Got to think about all that. Sleep now!

Frankie is in!

Wednesday, August 15th, 2012 6:41 pm

Im going to enter the jam! Gonna be jammin.
Last time I tried the compo, but after 48 hours I didnt have enough to show, so I went for the jam instead, and asked Chef Boyardee to help out on the final day. We ended up 2nd overall! I think this means its time to aim for the jam from the getgo this time around!

Going to be using Game Maker, Graphicsgale for the art, and I dont know what Chef uses for music. Ill update that post with that sometime.

Monday, April 23rd, 2012 12:54 pm

Things are advancing steadily! Im feelin it. More buildings now, and slightly better interface. Adding sounds soon.
new build

New build!

Sunday, April 22nd, 2012 6:04 pm

The game is JUUST starting to feel fun, I cant release this for the compo! This is going to be a jam game folks. Heres the state of the game at competition time:


New build

It is fun, but just a little bit lacking in buildings and enemies, going to spend the extra day on just that!

Sunday, April 22nd, 2012 3:19 pm

less than 3 hours left…. adding graphix!!


Sunday, April 22nd, 2012 10:18 am


Time to make graphics!

It now generates a proper random city, but its pretty bare and all visuals are still placeholder. Ill make visuals next and then try to populate the city with enemy monsters and tanks, which already work but dont have any spawning mechanic yet.
Same controls as before, but M toggles a map of the generated city. Square colors refer to map types.

Saturday, April 21st, 2012 4:16 pm

Slowly advancing…
standing in a city

Heres a build:
Arrow keys move, C picks up things and throws em, V attacks with the object or eats it if its comestible. Sometimes you will spawn inside of a building, just move around until it collapses. Im setting up a proper city generation now, then ill get into creating real content for it all. it doesnt look much, but I think the results’ gonna be pretty cool!

Friday, April 20th, 2012 7:46 pm


it aint pretty yet, but its a start! I got a vague idea going, a game I had in mind for a little while. I didnt expect I would be starting it so soon so I still have a lot to figure out about the concept. Basically, a simple roguelike game where you play as a giant monster rampaging through a town instead of an adventurer exploring a dungeon maze. Still thinking about the overall idea and how the two concepts will mix, as I work on getting the simpler elements of the game working. Going for a walk now as I think about it further!

Friday, April 20th, 2012 1:49 pm

Im in. Gonna use Game Maker and graphicsgale and SFXR.

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