About fullmontis (twitter: @fullmontis)

Hi, I'm Andrea. I like to tell stories, write, draw, make movies, and, of course, develop games. I started in game development for the Ludum Dare competition in 2013 after not programming anything for almost 10 years.

I love games with weird and unsettling locations and interesting characters to interact with. I also try to design games that are challenging and unique in the mechanics. I always twist any genre to make something unique. Most of the time it doesn't work, but rarely something cool comes out.



Ludum Dare 37
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 29
MiniLD 49
Ludum Dare 28
Ludum Dare 28 Warmup
Ludum Dare 27
Ludum Dare 26

fullmontis's Trophies

The Cherokid Award
Awarded by EdoMiyamoto
on May 10, 2016
Finished Ren'Py Game
Awarded by Jod
on May 1, 2013

fullmontis's Archive

Grow – PostJam Version

Posted by (twitter: @fullmontis)
Wednesday, September 2nd, 2015 7:46 am

grow postjam version 1

If you have missed it, Grow now has a postjam version. You can check it out on itch here: http://fullmontis.itch.io/grow

You can also see the compo page for the game here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21736

Grow – Postjam version is complete!

Posted by (twitter: @fullmontis)
Sunday, August 30th, 2015 3:12 pm

grow postjam version 1

So I was able for once to stick to a game for more than just a weekend. The post jam version of Grow is now out! More than enough to celebrate!

The new version has a few things going for it. First, graphics are improved and sound and music is added. The game is very atmospheric now, even more than before. I am really pleased with how it came out.

The gameplay has been balanced a bit. Now your health decreases in bigger amounts the more you survive, meaning there is an added challenge. I hope that helps with the repetitiveness with the game a little. Now you see the time you have survived too!

There are a few minor bugs fixed, and the game is now stable.

grow postjam version 2

So I hope you like the game. If you have already played and voted, thank you! You may want to check the postjam version to see if you like it more. If you haven’t played it yet, try it! It is a fast load and fast play. It is a bite sized game. You can find it here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21736

Thank you all again for making this Ludum Dare possible. I really really love this competition.



Posted by (twitter: @fullmontis)
Wednesday, August 26th, 2015 3:19 pm


This is my jam game, Grow.

You can play, if you want, here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21736


Posted by (twitter: @fullmontis)
Wednesday, August 26th, 2015 2:38 am

I like how it looks though

So it seems like my game is quite confusing, even after making a tutorial image. Oh well, I guess I had to expect this. it isn’t the clearest game ever. But considering it is one screen game where you barely do anything, I guess it is an accomplishment  😛 But I guess i will need to do something more accessible next time. For now, just let this game confuse you.

You can play it here if you want: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21736

Grow – LD #33 Afterthoughts

Posted by (twitter: @fullmontis)
Tuesday, August 25th, 2015 1:58 pm

So yeah, another Ludum Dare has come, another one is gone. It was a fun weekend, and very instructive. This is why I love Ludum Dare: no matter how much the theme sucks, you can always have tons of fun!

Despite this being my 8th time in this compo (8 times? holy shit), I was still unable to complete the game in time for the compo. So here is another Jam entry.  I am biting my tongue as I say this, cause I could have entered the compo if I didn’t do the same mistakes over and over. I am talking about mistakes that I did the first time around. Oh well, I still was able to finish the game (barely…), and now let’s see what happened.

The Theme

The weekend starts pretty badly with a theme that I could not have expected. There were so many good themes, and the one that got picked was one of those I hated the most. Also, wasn’t there a theme like this?

Oh well. No time to cry, need to brainstorm something. I wasn’t too blocked from the theme that I didn’t like, so thumbs up for me.

The Tools

Alright, so I have a small concept and I get my hands dirty. I thought about doing an interactive fiction game, but with a twist. So I load up Twine, and start writing to my heart’s content.

Uh, oh. Little problem here. I have never programmed in Twine, and didn’t do the warmup weekend. Will I be able to do what I want to do?

Psh, it is an interactive fiction. How much work it may ever require.

So I start writing, and I am deep into the first afternoon when I decide that the story is going out okay and need to implement the mechanics. And here things go grim. I realize that what I wanted to do required a rewrite of parts of the Twine engine. I could not do that in a week, let alone a week end. So I run head first into a dead end, and it hurts.

Here I made two big mistakes. The first one is choosing a platform without knowing its limits and powers. This way, I didn’t know that I could not do what I wanted to do until the end of the first day.

The second one, and perhaps the most important, is that I did not do my warmup weekend. I didn’t know how to use its macros, and wasted a ton of times trying to make it do what I wanted it to do.

So yeah, it is the end of the first day, 18+ hours into the compo and I have to start again from scratch. Stupid, stupid, stupid. This has happened too many times in the compos I have been in, I guess it is one of my sticking points.

Anyway, time runs, so we can’t stop and cry. Let’s keep moving.


I realized another important problem about the game I was trying to create. I was doing it because I thought other would appreciate it, not because I wanted to see it made. This made working on it unneccessarily difficult because I was not doing something that I liked. So I knew I had to find a new idea.

I study the theme for half an hour, reflecting on the implications of it and how it could develop. This is when I found out about an idea I really liked. A monster that lives by eating its progenie. How that idea came into my mind is lost into the abyss of oblivion, but I knew right away that it was THE idea I wanted to work on for the rest of the weekend.

And so I did.

Picking the tools I know

I dusted off my old engien that I have been using for the last few ludum dares. It is a simple, quick’n’dirty engine that gets the job done without getting in the way. I was in doubt if I should use this engine or something else, like GameMaker or something like that. I ended up sticking with this, and it was a good idea. I know JavaScript very well and can program very fast with it. Also, having created the engine myself over time, I knew it inside out. Also, after struggling with spaghetti code for so many Ludum Dares, I start to understand the patterns behind programming, meaning that I can create code that won’t choke me when I turn my back.

This powerful combination let me flow the code without interruptions. I don’t remember being stuck for more than 5 minutes on a bug.  The code base is quite robust, with global variables used only for constants and bigger, general purpose classes, and everything else passed by value. This takes a little longer to program, but the peace of mind I get is out of this world.

Making the simplest game possible

Another choice that made this weekend doable is the fact that the game I wanted to make was super simple (you can see it with your eyes). No multiple screens, very little moving sprites, super simple game mechanics.

This allowed me two things. First, I could explore a little, testing stuff out. There were so little things about this game that adding and removing feature was quite fast. Second, I could spend a little time into polishing the gameplay, testing it out and changing and tweaking things. This is something that I have never done in a LD game (jam or compo) because I always ended up submitting minutes before the deadline, or when I simply could not stay awake anymore.

This means that the game is actually playable (even if it quite obscure, I realize), and not a sewn together mess that I could barely look at.

Focusing on core gameplay first

Another stupid thing I avoided is focusing on details too much, too soon. I usually pass the weekend doing graphics and soinds, and end up panicking in the last few hours with programming and fighting last minute bugs.

This time around, I did all the programming first. I did the bare bones graphics just to understand what is going on, and then never touched them again until the gameplay was done. Not almost finished, done. This was HUGE. I cannot understate how important it is. When I realized how important is to do all the programming first, I thought I had found the Nirvana of programming. Coding is a complex matter, and requires memory, skill and precision. It is not something one can do under pressure, and this means that focusing on it first allowed me to get the best out of it.

Procrastination and Distractions

Reading the above, it may seem strange that I was unable to finish the game for the compo.

The fact is, I have been a little naughty. I only showed the good so far, but didn’t tell about my worst problem…


Even though I loved the concept, even though I liked programming it, even though I really wanted to enter the compo, I still ended up getting distracted by other stuff. I watched crap on reddit for a couple of hours on Saturday, and watched videos on youtube for two hours on Sunday. While this may not seem like a lot, you have to consider that I had other things to do other than the Ludum Dare. All in all considered, I think that I wasted at least one third of the time I actually spent doing the game on distractions and stuff like that.

When you are in a compo where time is an important resource, procrastinating is a deadly sin. This is a big problem of mine, and I need to address it better cause it is very annoying and precuded me from entering a lot of compos in the past years.


But all in all, it was an amazing weekend. And best of all, I was able to finish the game! Horray! It is always good to send something in for the Ludum Dare, even if it sucks or it is severly lacking. It makes me feel like I have accomplished something.

This is all for now, I guess. If you want to check out my game, Grow, you can play it here. That said, thank you everyone that made this possibile and so much fun everytime!

Tutorial Page for Grow

Posted by (twitter: @fullmontis)
Tuesday, August 25th, 2015 4:26 am

Since my game, Grow, seems to be quite obscure, I made a simple image tutorial so that you can understand how to play it.

Grow Tutorial Page

You can check out the game here.

Grow is done – Play it now!

Posted by (twitter: @fullmontis)
Monday, August 24th, 2015 7:24 pm

I like how it looks though

I am glad to say that I can go to sleep now.

I didn’t make it for the compo, but was still able to fit into the jam. Horray! I would have never guessed I could make it.

You can play my game, Grow, here. I think it is not nearly as good and fun as I hoped it to be, but you can give it a try anyway, and leave some feedback. Thank you guys, it was an amazing weekend and had so much fun, time to get some rest!

Play Grow

I am in for LD 33!

Posted by (twitter: @fullmontis)
Monday, August 3rd, 2015 2:37 pm

Super happy to take part to another compo! It is my LD number eight. Hopefully this time I won’t screw it up as usual and be able to complete a decent game. I know I say this every time, it has become sort of a ritual.

Engine: RenPy, or Twine, depending if I want to go the interactive fiction or the visual novel route

IDE: Emacs

Graphics: Paint.net, MyPaint

Sound: bfxr, audacity

Alright, that is all for now. See you in a couple of weeks.

Dead Branch Quest – Play it now!

Posted by (twitter: @fullmontis)
Monday, April 20th, 2015 6:47 am

I’m happy to say that I was able to make it to the compo last night, even if at the cost of length.



Check it out now, if you wish. Just click on the image to go to the compo page.

Halfway update – Dead Branch Quest

Posted by (twitter: @fullmontis)
Saturday, April 18th, 2015 3:06 pm

Dead branch quest

Basic gameplay is almost done, now to add graphics, more level and music! And we have a logo, yay!

Ludum Dare #32 – I am in!

Posted by (twitter: @fullmontis)
Saturday, April 11th, 2015 8:06 am

Alright, this time of the year is near again! Load up on coffee cause it is going to be fun

  • Editor: Emacs
  • Language/Framework: JS/HTML5 with a personal framework I’ve developed in last few Ludum Dares, Magic Engine
  • Graphics: MyPaint, Paint.net
  • Sound/music: Audacity, bxfr
  • Coffee: enough to grind through the weekend

I am testing around with my framework and it seems to be pretty useful, it is very fun to use and helps prototype stuff very quickly. I am gonna release a little warmup game this week end to test it you. If ou want, you can check it out, but I have to warn you it has quite a few quirks, so use at your own risk!

Okay, enough for now, I guess. Hope it will be a productive and fun weekend.

Backwards postmortem (miniLD 57)

Posted by (twitter: @fullmontis)
Thursday, February 26th, 2015 8:27 am

Ok, this is going to be weird. Writing a post mortem before the game
is something I never attempted.

And yet, I’m pretty sure what is going to go well and go wrong with
my game.

First, I know I will pick up a game I will like, and this is going to
be very helpful. This way I’m going to be very excited about my game
and will be very excited to seee the finished result.

Second, I will overshoot my idea by a countrymile, making it
impossible to create in the time frame of the miniLD. For sure, it is
going to be something so huge and impossible to make and the final
result is going to look like an incomplete mess.

Third, I know that I will interrupt my first idea right in the middle
and I will starting to work on a new idea ex novo, because “it’s so
much better!”, just to finish with a game that is probably worse than
my first idea could have done because of the lack of time.

This is a complete postmortem, and is going to be very accurate when
I’m done with my game. How do I know? Because it looks exactly like
all of my 5 postmortems so far.

Best thing though is that it is going to be a very fun mini ludum dare.

I know because they always are.


Posted by (twitter: @fullmontis)
Tuesday, December 30th, 2014 4:29 am

Whoa, the third most exciting moment of every Ludum Dare has come! Lo and behold, the ratings! Let’s see how my humble game did this year.

Coolness 62%
#36 Mood(Jam) 4.00
#201 Theme(Jam) 3.89
#223 Audio(Jam) 3.38
#285 Overall(Jam) 3.47
#416 Innovation(Jam) 3.17
#562 Fun(Jam) 2.97
#566 Graphics(Jam) 3.14

Alright, this looks like a good ludum dare. My main focus on mood paid out, since I’ve finally broke the 4 star barrier in a category. This is enough to celebrate! Next time though I should focus more on fun cause it seems like a sticking point of mine.

Here is a little graph of my 2 year progress.


results fullmontis


I’m really happy of the progress I made. It looks like there has been a steady improvement. My purpose for the next ludum dare is to break more into the 4 star section, and hopefully if I don’t waste my time stupidly like usual maybe I can too!

I want to thank everyone involved in this Ludum Dare, admins, creators and players. THANK YOU! This is getting better and better every time. Can’t wait for April!






Behind the Fog – Postmortem

Posted by (twitter: @fullmontis)
Tuesday, December 9th, 2014 4:40 am

Three days ago, there was a naive me who believed things would go smoothly this time around.

“After 5 Ludum Dares, now I know everything. I cannot do anything wrong!”.

Oh, myself. I want to punch you in the coclea, so much.

So the Ludum Dare came and went, and after some trouble and some fun moments, there is a little, shiny game in my lap, Behind the Fog. It is so unpolished, so crappy, and yet I like it. Ludum Dare never fails to deliver on accomplishment.

Now it’s the time to look back to the past and see the lights and darks of this weekend, and hopefully learn something for the future.

Day 1

Or: How to start on the wrong foot


Woke up at 8:30 am. I go on and look at the theme. And I feel confused. Is that even a theme?

I scowled at the screen for a few minutes, then I thought I might as well start thinking about something.

I jotted down a few ideas on a piece of paper.

Then, a cool little idea came foward. What about a multiple room point and click game that fits all on one screen? I really enjoyed the idea, the programming looked simple enough, so I open up Emacs and start devving away.

A few hours later, I have a working engine, and I feel like this LD is going to be a cakewalk.

Then I started working on the graphics. And here the shit hits the fan.

I didn’t consider the amount of graphics I had to make for such a game. Even if the screen is small, the amount of rooms was high, and drawing graphics and story and puzzles that fit all of them was just too much to ask for 48 hours of work.

I could make a very simple room and use it as a template for the rest, but then the main purpose of the game, puzzles and room diversity, would fall.

I could do instead a single room point and click. This seemed like a better idea, but then I discarded it because I hate myself. So, multiple room point and click it is. Time to work those graphics up.

I open up Krita, and start drawing, then I close it because I think that traditional graphics  would take too much time.

I open up Paint.NET, then I close it cause I don’t know shit about doing pixel art.


It shows

I open up Inkscape, then I close it since vector graphics don’t fit the idea I had for the game well.


Nope, not working

Then I realize that I’m an idiot by not considering the graphical part into the equation from the start. My mistake was believing that programming would be the biggest hurdle, when in fact graphics are a much bigger obstacle, especially for a point and click game.

Also, I guess that this problem stemmed from my inexperience in doing graphics for games. I never worked much on this, and it shows.

In the evening I leave my work with a few unfinished backgrounds and a bad taste in my mouth.

Day 2

Or: The Fall And Rise


Things start out grim.

I boot up my game and for some weird reason it gives an error I’ve never seen in an HTML5 game. I stare at the screen, in disbelief. I watch my git log, and it looks like the last commit was more than 200 lines ago.

I stare at my half finished assets.


I give the middle finger to the screen as hard as myself (in reality, that one is pointing at me). Alright, let’s start from scratch. New day, new idea. Fuck it. I have more than 18 hours to spare.

I spend the rest of the morning brainstorming for ideas. It is not a good feeling when you have less than a day on the clock and still no idea of what to make.

Then, a cool, simple idea came forth. What about an exploration game? A game where you had a map the size of the screen and had to explore it? The idea intrigued me, and it was much simpler to implement than any other idea I didn’t have.

I developed a quick engine from scratch and it worked very smoothly. (I also discovered that HTML5 canvas has an excellent masking library, a little hard to get into but versatile).

The graphics here weren’t much of a problem, since it meant to draw a simple map. I booted up Inkscape and breezed through it. I wanted to get an old treasure map feel, and somehow it came out quite nice. It was both fun and fast, which is a first for this LD.

So I have the map, now time to implement the collisions… Wait, fuck. I drew a map without considering at all a possible grid for collisions. How the hell do I implement a collision grid quickly? How do I implement logic so that collisions can disappear and appear?

This may sound obvious to some of you, but it took me a while before I remembered that the excellent map editor Tiled exists and is at my disposal. I didn’t believe I could use it at first cause last time I used it it didn’t have json export, so it wasn’t useful. But it looks like that the later version implements it. I was creaming my pants with joy.

Implementing the collisions was a breeze, althought quite long.


Based Tiled

Based Tiled


But time flew by and didn’t realize it. It was midnight and I still had to implement logic, story and otehr stuff, I was tired and there were only 4 hours before the end of the compo. I could have stretched it but I didn’t feel it was worth it. So instead I just dropped the compo and aimed directly for the JAM.

Sleeping never felt so sweet.

Day 3

Or: The Good Ending


The 8th of decemeber is a festivity here in Italy, so I had plenty of time to clean up my game.

The morning I spent doing some house chores. I went on with the game in the afternoon. Not much to say here, things went smooth and no real problems arised. The game was “done” before the deadline, as much as a game done in 3 days can be done.

And here it is. Behind the Fog. It’s real, and you can play it here!

Behind the Fog 2

So yeah, that was a wild weekend. I’ve learned a lot, which to me was the most important thing. And I also have a game to show for it! I hope you will play my game and ejoy it as much as I enjoyed making it.

Now for the best part: playing stuff! I have already played some stuff and it’s wicked. Can’t wait to see more.



Behind the Fog is UP!

Posted by (twitter: @fullmontis)
Monday, December 8th, 2014 6:12 pm

Oh yeah, releasing stuff. This feels good.

You can now play my game, an exploration game with the map the size of a screen! See what weird stuff you can find out.

Behind The Fog


Play Now!


Behind the fog 1


Behind the Fog 2

Behind the Fog 4


Compo failed, in for the Jam! (Hopefully)

Posted by (twitter: @fullmontis)
Sunday, December 7th, 2014 5:16 pm

As usual, my stupidity was enough to kick me off of the compo, again. I could probably complete the game if I really pushed myself, but I’m tired and I know how it ends when I program in these conditions. It’s better to get a good night of rest and complete the game in the few hours available tomorrow for the jam.

A sneak peek of Behind the fog:

Behind the fog


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