About Glockenspiel


Ludum Dare 35
Ludum Dare 29
MiniLD 48
Ludum Dare 28
Ludum Dare 27

Glockenspiel's Trophies

Glockenspiel's Archive

Last chance to rate

Posted by
Monday, May 9th, 2016 7:49 pm


Posted by
Tuesday, April 26th, 2016 4:13 pm



The Idea

I’m thinking about making this game into a 3D fps with the unreal engine

I’m looking for some feedback on this idea!



New thumbnail and gif

Posted by
Friday, April 22nd, 2016 3:51 am


Play In Browser


I created a new thumbnail for my game and here is a gif of some of the gameplay. The game is getting a positive response so far asides from the graphics being a bit plain.




Posted by
Monday, April 18th, 2016 7:26 pm


I’m glad I got 1 really big level made, there is roughly 5 mins of game play which is great for 48hrs! I got 3 variations of the enemies, 2 attack types, checkpoints, sound effects and my shape shifting mechanic is warping back in time. So you can create a decoy for yourself to give you time to kill the enenies.

How to play:

Step on the yellow portal, this will make you invulnerable and unable to attack for a few seconds. You will then return to the portal and a ghost will emulate the path you took during this shape shift. If your ghost is not visible to the enemy, the enemy will fire at you!


Play In Browser 



Some of the large level

Warping Ninja

Posted by
Sunday, April 17th, 2016 5:28 pm




Shape shift through time and create a decoy to fool the enemy. Throw daggers and dash with your dual wielding swords.

How to play:
Step on the yellow portal, this will make you invulnerable and unable to attack for a few seconds. You will then return to the portal and a ghost will emulate the path you took during this shape shift. If your ghost is not visible to the enemy, the enemy will fire at you!




Play Here


Rate Cyborg Lion

Posted by
Friday, April 1st, 2016 8:55 am

I made this really cool game for a game jam about “bad box art”. This is my entry, cyborg lion. Today is the last day for rating the game so please give me some feedback.


View post on imgur.com




Results from framework/engine survey

Posted by
Monday, April 27th, 2015 10:24 pm

Thanks for doing the survey, we got 139 responses

The 2 questions asked were:

What engine or framework did you use for ludum dare 32?

Which game engine or frame work do you preffer to use the most?




It seems like unity is favored a lot and also surprisingly frameworks not listed. Some not listed are: construct 2, Phaser, Flashfunk, Playground.js, PlayCanvas, gamesalad, pygame, +more.

Mmm pie….



For all the responses here’s a link: https://docs.google.com/spreadsheets/d/1eo1SV0s5U5g6z-PHT4goKDI_CI88xNVA9KE6llol3q4/edit?usp=sharing

Which game engine or framework did you use?

Posted by
Saturday, April 25th, 2015 3:11 pm

Lets see which is the most popular game engine or framework for LD32. Just answer these 2 questions and I will post the results in a day or 2.

Link to google form


End of day 1

Posted by
Saturday, April 18th, 2015 8:54 pm

The pull and kick is done, I also have the the player and ai movement. So not too bad. I might try make some music loop before i go to sleep


Currently streaming

Posted by
Saturday, April 18th, 2015 7:40 pm

I’m making a first person shooter with a jet pack and gravity gun in unity. Come have a look at my stream http://www.twitch.tv/glockenspielzz



The Music Box Postmortem

Posted by
Sunday, May 4th, 2014 2:47 pm

icon logo




The music box is a hexagonal voxel horror


The good:

The atmosphere was set really well with the music and dynamic sounds such as breathing and footsteps.  The voxels turned out really well being hexagon shaped rather than the boring old cube shape and some times when I was play testing i completely forgot that this was voxel.


The bad:

This is gonna be a bit longer than the good. Even though the voxels looked nice I didn’t have enough time to vary the textures so most of the map is all one texture. The engine I set up for the voxels for this LD wasn’t finished. I still didn’t have an efficient way to place blocks.  So I had to do all of that during the jam. That and the sound took up too much time, as a result the scares were pretty poor due to time. I rushed one type of scare and reused it. The first scare is probably the most effective but the problem is the player can easily be looking the other way and not understand why there is a screaming sound. The gameplay also was pretty bland, you will understand why if you play it, I don’t want to spoil it.

Also some people end up dying near the end of the game because they got hurt too much in first scare and didn’t notice their hp dropping. I should have had a sound effect and an effect visually in the fps camera. I found a glitch late into development which I never got time to fix. Some of the doors would go out of control at times when they were open due to collision with a wall beside it. If the player got hit by the door it would either get time stuck in the ceiling or be shot though the roof and out of the map. Pretty funny at first until you figure out you have to start over. This glitch could have easily been avoided if I made a better way of placing the voxels and other objects. The theme of hexagonal voxel world should have stayed consistent throughout rather than having some smooth models and then some low poly ones.


Click image to go to page

Click image to go to page


what I learned:

-How to create triangles, uv map a primitive from scratch in unity

-How to make 3D models  in blender that are uv mapped

-I need to focus more on the result of the project before I start

-I must stick to graphical themes




Linux version (Voxel horror)

Posted by
Thursday, May 1st, 2014 10:50 am

I have updated my game so now you can download the linux version, I have not tested it yet but hopefully unitys build is good enough. If you don’t know what this game is, it’s called The Music Box. Its a hexagon voxel horror game

A Voxel Horror game

Posted by
Tuesday, April 29th, 2014 11:57 am

Finished my game and I’m pretty happy with my first attempt at a 3d game. Its a voxel horror game, i ran out of time near the end to do more and different types or scares. I think I spent too much time on the voxel part and it made it more complicated being hexagon voxels rather than cube voxels.


Example of the hexagon Voxels


When I was play testing it, I kept forgetting the game is even voxels because I spent so much time setting up the atmosphere of dynamic sound effect and music which are constantly changing, such as breathing and footsteps. The game turned out pretty creepy at the end but the scares are a bit too basic and not too effective, which is a result of them being rushed at the end.


Click this image to go to the game

Click this image to go to the game



link: http://goo.gl/cHtgJL


Posted by
Saturday, April 26th, 2014 8:25 pm







Working on some lighting and sound defects, to set a good eerie mood. Outside doesn’t look the best, I’m still working on the fog.




It’s gonna be a dungeon horror game. Hopefully I can get randomly generation of the dungeon finished before the deadline.


Posted by
Saturday, April 26th, 2014 2:46 pm

20hrs in and I think I will do the 72hr ludum dare, I’m a bit more laid back about it this time. I have a rooms and walls generating from choosing 2 vectors and picking all the blocks needed from point a to b. which a and b are the opposite corners of the room. I think I will do a type of dungeon crawler game. I can implement random generation and add some combat with some ai. All of the voxels shown are hexagons.

Screenshot of an ugly textured room




Some maths for the hexagons and selection of blocks for the room


hexagon voxel engine in unity

Posted by
Friday, April 25th, 2014 6:37 pm

Here is my engine i have been working on for this ludum dare. Anyone can feel free to use it. Its an early version that supports bot cubes and hexagons. Chunk management/culling  is not completed so you can have infinite  worlds.

(click to enlarge images)













I tried having 110k blocks (4.4m vertices, 2.1m triangles) and I still had 65 fps as seen in the screenshot. There is one thing bugging me that it ins’t 100% efficient as i had a little problem eliminating the faces which i didn’t need to draw. If I get that working in a future version it could result in drawing about half the amount of triangles and possibly more depending on the terrains bumpiness.












This is an example of one chunk (8x4x8)



Unity project

The project is quite complex and is kind of lower level programming with mesh vertices, triangles, uv mapping and collision triangles, rather than the (inefficent) prefab path of doing this. FYI it doesn’t have  a loading screen.

Download link:





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