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StoopidRobats needs some feedback!

Posted by (twitter: @Gravedrinker)
Monday, May 9th, 2016 4:19 pm

Play, rate and comment here! (HTML5): Click!

I started to remake Stoopid Robats! in Unity (LDJAM version was in Gamemaker), and I need some more feedback for this.

It would be great if you could play the HTML5 version up here, leave a comment and a rating and tell me what you would like to see in the new, proper version.

Planned are:

  • A quick tutorial
  • Easy indicators what shapes to shift in to pass barriers
  • More powerups/interesting pickups
  • More cool cyberpunk-y effects

This is a gif from the basics (minus shapeshifting) running in Unity


View post on imgur.com

Getting some more input (and ratings, not many yet) would be great and really appreciated because I would like to work some more on the idea and user input goes a long way when improving the game.


The Unity version will feature dynamic lights and 3D platforms and pickups/powerups among other things. (The eyes illuminate the platforms, this is already set up in the gif above but barely visible due to some recent changes. It looks quite nice once everything is fine tuned)



Twitter: @Gravedrinker


Stoopid Robats – Finished!

Posted by (twitter: @Gravedrinker)
Monday, April 18th, 2016 5:01 pm

Stoopid Robats

PLAY HERE: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=30549

You’re a shape-shifting robot who got thrown out of a window by his boss – “Stoopid robats!” he yelled. “He took a shift on my desk!”

Fall for as long as you can, to show your boss where he can stick his opinion! It’s time for one last hurrah.


  • Brain-twisting shapeshifting mechanic! Shift into the right shape to pass barriers!
  • Skull-obliterating powerup! Collect the “Skull Breaker” to turn into a massive murder-dispensing death machine!
  • Break your highscore and your neck!
  • Face-thumping electro soundtrack will pump spinal fluid out your eyes in no-time!


Shift into different shapes to pass barriers!

Stoopid Robats Screenshot 1

Break your highscore and your neck!

Stoopid Robats Screenshot 2


Shift into “Skull Breaker” and leave destruction in your wake!Stoopid Robats Screenshot 3

Design, code, art, sound and music done by Jonathan Reiss

Twitter: @Gravedrinker

Gameplay! Powerups! Death! Stoopid Robats!

Posted by (twitter: @Gravedrinker)
Sunday, April 17th, 2016 7:21 pm



I now have most of the art in place. Created the animations for the character, sprites for the breaker powerup and proper lasers and particle effects are now working. Also added spinning laser obstacles of space-murder.

Falling and shape shifting:

View post on imgur.com

SUBJUGATION BY ULTRA-SKULL! Shapeshift into this dispenser of crippling injuries and kill the life out of everything’s face.

View post on imgur.com

Title screen character art

Posted by (twitter: @Gravedrinker)
Sunday, April 17th, 2016 11:54 am



Now onto creating the in-game character and animating.


A new gameplay gif is coming soon, for now you can see what the basic game looks like in this footage from yesterday

Some more progress – Effects!



Some more progress – Effects!

Posted by (twitter: @Gravedrinker)
Saturday, April 16th, 2016 7:56 pm

Last progress before bed. Effects added, some more stuff with the mechanics finished. (All sprites place holder)

Looking forward to drawing the sprites tomorrow.

View post on imgur.com

Some progress

Posted by (twitter: @Gravedrinker)
Saturday, April 16th, 2016 3:15 pm

At first I thought I wouldn’t join this time after all, but then I had an idea for something, so I thought I’d give it a shot.

The basics are in, now to flesh it out a bit and add some more fine tuning and at least one powerup.

View post on imgur.com

Thrust Issues – A post mortem

Posted by (twitter: @Gravedrinker)
Tuesday, December 17th, 2013 2:47 pm
Click the title to check out the game!

Click the title to check out the game!

So I made it. My first game jam, and I actually managed to finish a game in 48 hours. I had some pitfalls along the way, but overall it went way smoother than I expected.



What went right:

  • An idea came rather rapidly
  • I had a pretty clear vision of what I wanted to make and how it should look like
  • I got a working prototype running in around half an hour
  • For it being the first time I had such a harsh deadline, there were hardly any time sinking problems
  • Managed to get the game played on a stream and get some feedback from nice folks
  • Actually ended up with a complete game, including story, intro, outro, credits and a good amount of levels
  • Implemented an extra feature that I thought was cool: Recording and saving of your best-times, speedrun-style!

What wasn’t so great:

  • I had no idea, nor time to make my own music. A friend made some, but I couldn’t include it. (It’s in the post-compo version though)
  • Was using headphones that were quieter than usual thus making the game extremely loud by accident which took a while to set right
  • Didn’t manage to include as many background details and polish the graphics up as much as I would have liked (LOVE details)
  • Also couldn’t do a big round of testing so the game ended up pretty hard according to feedback. I fixed that in the post-compo version by adding more levels in the beginning that are easy and let the difficulty ramp up slowly and providing an alternate control scheme


Focus and working against the clock

To get this done I really had to crunch it. Making the graphics in addition to balancing the physics and then adding the boring to do bits (menus, text intro/outro etc) took a lot of dedication.


Fortunately I got motivated a lot by reminding myself that this is my first time doing a gamejam and finishing it means I will have a complete product that I can keep working on and improve upon. Another thing that motivated helped the motivation was…


Feedback and being able to show people what I made

This was also a major point in keeping me motivated. I never really saw strangers play one of my games, and the thought of that was exciting. I even managed to get the game played on two streams and seeing random people play the game, react to it and comment on it was an incredible experience.

I also met a lot of nice developers in the IRC and on the twitch streams and had a lot of fun talking about and sharing experiences.


What happened after the compo

The first thing I did was fixing up the things in the game I would have liked to improve before the time ran out: Added more levels, made the start easier etc. I also included some more art assets for the background to make the levels a bit more interesting. The drawings are usually what I pay a lot of attention to so it was a bit frustrating having to constrain myself like that. I uploaded the post-comp version and got positive feedback on that as well. All in all it felt like a huge success.

I will definitely try and do another jam, it was very fun and rewarding, and I learned a lot. About work flow, techniques, and I think I might even have improved my programming skills.


I wish everyone the best of luck with their future endeavors and hope to see you again on Ludum Dare soon.


Thrust Issues: Post-compo version released

Posted by (twitter: @Gravedrinker)
Tuesday, December 17th, 2013 6:29 am



Screenshot from original compo-entry

After having finished Thrust Issues just in time for the compo, I went back to it and added the sound effects and music back in. (I couldn’t use those because the compo is a one-man show).

I also made it easier to get into by adding a few more levels in the beginning where the difficulty ramps up slowly. Additionally I added extra art-assets to the levels for decoration and implemented an alternate control scheme: Left/Right arrow to thrust!

PS: Rates and comments on the compo entry are very much appreciated. Thanks!

Check it out.

It is done! Now everyone can experience Thrust Issues!

Posted by (twitter: @Gravedrinker)
Sunday, December 15th, 2013 7:00 pm

Thrust is everything is a relationship they say. Now you too can play a self-aware vintage spaceship with Thrust Issues to be reminded of that.

Since this is my first jam I’m very proud of actually having finished a project and even making the deadline for the 48 hour compo. I hope to get some feedback and discover more great games in the coming days and wish everyone good luck finishing their projects!

Check yourself before you wreck yourself

Check yourself before you wreck yourself


Link to the game: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30549

Actually managed to get something done today!

Posted by (twitter: @Gravedrinker)
Saturday, December 14th, 2013 6:21 pm

Most of the code and a little bit of the graphics are done. If I take the day tomorrow I should be able to pull it off.

Also, is it possible to submit to both the compo and the jam? Finish your game, submit to compo, then do a little bit extra (more music, nice graphics?) and submit to the jam?

Or is that stupid? 😛 First timer here, so I thought I’d ask!


Anyway, I hope everyone had a good run today. I’ve seen many great and creative things in the blog posts already, can’t wait to get my hands on what everyone came up with. The theme wasn’t all that easy after all. But vague enough to inspire some unique ideas by the looks of it.


PS: Anyone know how I can change my avatar here?

I have no idea what I’m doing

Posted by (twitter: @Gravedrinker)
Friday, December 13th, 2013 6:17 pm

I always wanted to participate in a jam but never did so far. I have no idea if I will even be able to think of something, let alone finish it.

Gonna do my best to come up with something. I wish everyone the best of luck and a great jam!

Man, now I’m excited.


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