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LD33 Post Mortem

Posted by
Tuesday, August 25th, 2015 5:13 am


Second Ludum Dare for me – you’re living in a dungeon when you discover your friend has been stabbed by a party of monstrous invading adventurers. The goal is to collect a set of items to heal them by killing that pesky raiding party. You can check it out and vote here.

Ideally this would have been a procedurally generated dungeon, but to save time I decided to use a map made with Tiled, despite not having tried that approach before. It worked out pretty well, Tiled has a .js export option that made it easy to integrate with my basic Javascript ES6 game framework.

Screen Shot 2015-08-25 at 2.33.27 AM

Friday night ended up being entirely art for the monster, and getting the map rendering. Saturday I spent most of the day working on pixel art for the enemies, and the code for collisions, and the slime effect (probably wasn’t a good use of time, but it was fun). Then there was Sunday, which ended up being me frantically trying to make it into something playable.


The biggest flaw probably ended up being the “AI” for the adventurers – the above is what I had on Sunday. I realized I didn’t have time to add pathing functionality at that point, so instead they stand there, try to face you, and take a slice if you’re in range. In the future I’m probably going to try to avoid melee-melee based combat, it would have been much easier and probably more fun if they were shooting arrows you could dodge to get in close and roll over them.

All in all the game ended up being way too easy, which I probably could have fixed by giving them faster response times and more damage, but I didn’t realize it until about half an hour before submission, so it was a little late. I think part of the problem is I make it easy enough to quickly run through and test, but then forget to ratchet it up before it’s finished. Perhaps a debug mode next time.

Probably the takeaway for this entry is, even if you’re like me and tend to focus on graphics first, you need to have at least a solid idea of gameplay before starting – not just a premise and some thoughts on attack animations. Attack animations and slime are not necessarily the same thing as gameplay.

I had an awesome time though, looking forward to playing and rating all the games (feel free to post any in the comments below as well and I’ll check them out!).

Oh, and I got really lucky – just an hour after submitting my game, our power went out and didn’t come back on until the next day!

I’m In!

Posted by
Wednesday, August 19th, 2015 2:16 am

Wasn’t able to do #32 because I was moving, but I’m all settled in Seattle and ready to compo away! Here’s what I’m planning on using this time –

  • Squidlegs – custom game framework that uses ES6 Javascript
  • Photoshop, Pixen, and Asesprite for graphics
  • Audio is a thing – Audaciousity? Is that a program?
  • Atom for coding

Can’t wait!

Dry Land

Posted by
Sunday, December 28th, 2014 4:45 pm

First Ludum Dare entry (first game I’ve made public actually), really fun time making it, and I think I’m pretty happy with how it turned out. You’re trapped inside a “screen”, and you have to fight very chompy fish to escape.


It’s built in Javascript with the HTML5 canvas, features some audio effects when going from land to water or onboard, and even randomizes your character on each play.

Try it out and rate it here!

I’m in

Posted by
Thursday, November 27th, 2014 9:58 pm

Never done this before, but it seems like everyone is making these posts!

Can’t wait!

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