About holgk


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 32
Ludum Dare 31
October Challenge 2014
Ludum Dare 30
Ludum Dare 29
MiniLD 48

holgk's Trophies

holgk's Archive

For Eternity (builds are online)

Posted by
Friday, April 28th, 2017 10:32 am

For Eternity Logo

Now you can play my entry For Eternity!

I ran into some issues with unity’s cloud build and with my multithreaded pathfinding code but i think that they are resolved by now.

Have fun!

For Eternity Screen 2

Made of Steam – Update

Posted by
Tuesday, August 30th, 2016 8:10 am


After a few complaints, I changed the font and adjusted the font size on the majority of text element. From my point of view the readability is significantly improved.

Here is a comparison of the different versions:
and new:

I hope the charm of the game isn’t lost. If you haven’t tried Mad of Steam yet, here is the link.

A post mortem will follow soon.

Screen 2

Made of Steam

Posted by
Monday, August 29th, 2016 8:55 pm


Made of Steam my LD#36 entry is now ready to play.

This time I wasn’t able to make the deadline of the compo. I needed the extra day to finish the game. But even this extra day didn’t gave me the needed time to implement all ideas I had in mind for the game. ;(

Here are some screen shots:
Screen 2
Screen 1

You can play the game here.

Made of Steam – My LD#36 Entry

Posted by
Sunday, August 28th, 2016 10:57 am

Hey guys!

Hope you have as fun as I have. 9 hours to go and I wanna show you what I’ve made so far.

Made of Steam:
Screenshot - Working - Made of Steam
It’ll be a trade/transport tycoonish game. I’m still not sure if I can deliver it for the Compo or if I need the extra time of the jam.
So have a nice, fun and >>productive<< day! I’ve to work (a lot). πŸ˜‰

Crazy Race

Posted by
Sunday, April 17th, 2016 10:28 pm

Crazy Race is finished!

I finished uploading the standalone builds so have fun with my LD35 entry!


Hope you had fun too. I had a lot of fun creating this entry. Now it’s rating time.
You can play and rate my game here.

Hillary vs Donald – America’s Greates Battle (Update)

Posted by
Tuesday, December 15th, 2015 12:10 pm


In Hillary vs Donald – America’s Greates Battle you play as one of these “famous” candidates to the presidency of the United States.
Make speeches and create ads to grow your support base. And maybe you are soon to be called Mr./Mrs. President.

You can play and rate the game here.


Now all builds are online. (WebGl, Window(zip), Window(rar), OS/X and Linux)
Currently I had no chance to check if OS/X and Linux builds are working properly.
If you play them (and the other builds too) and you find a bug please tell me so I can fix them in later versions of the game.

I had some issues with my WebGL build so I had to change some UI textures (Unity didn’t imported them into the WebGL build)
so UI looks a bit different than it did in the first build (the slider above was originally in a knob shape). In addition to that I fix some typos.


I hope you have fun with my entry and please leave a vote and a comment behind.

Now it’s time for me to vote you all. (Oh! Before you quote me on that. I try my best.)

Hillary vs Donald – America’s Greates Battle

Posted by
Tuesday, December 15th, 2015 12:25 am

My LD entry is finished!

In Hillary vs Donald – America’s Greates Battle you play as one of these “famous” candidates to the presidency of the United States.
Make speeches and create ads to grow your support base. And maybe you are soon to be called Mr./Mrs. President.

You can play and rate the game here.


Now, OS/X and Linux builds are online too. (A web version will follow soon.)



Hope you had as much fun as I had and made some awesome things, too.

Will there be an October Challenge?

Posted by
Friday, September 25th, 2015 9:34 am

The title pretty much says it all. I’d like to know if there will be an October Challenge? A little prep and some time sheduling would be quit handy for such a long event.

I’m guessing that someone will give me an answer :) , so I already say:

Thank you for the info!

News/Update and some other stuff

Posted by
Sunday, May 3rd, 2015 8:24 am

The Great Shooting -Title

Hi guys! Thanks for all your commets and votes so far. For those that havn’t tried it, my entry is here. I’ve written a porst portem a while ago but after the first week after the jam I needed some time for resting and voting.

After several votings (about 60) and comments it’s seems that a lot of you liked the game and and some of you encouraged me to keep working on it. Overall your comments were helpful even though some of your suggerstions and complains were already on my list of improvements.

So maybe you already assumed that I’m still working on this project, if not I’m still working on The Great Shooting. πŸ˜€

So, where am I now?
Since LD two weeks have gone and as I mentioned above I needed some time off, but during the last week the game changed totaly. As a programmer I have two faces (or styles). One when I’m under pressure and one when I’m not. The last one is easy explained. I usually have a well conceived class and function structure and a habit of focusing on having as few public and static variables as possible. On the other hand when I’m under pressure (like on a 48 hour compo) my style changes dramaticaly. I call it dirty programming. My habit is to have as many public variables as possible and no getter and setter fucntion at all. In additon to that, if you go through my code, you can’t find any comment at all. This way of proggramming is not bad for LD and I usaly have no serious bugs. Most of my bugs are related of not thinking ahead (most of the functionalty is made of the idea “I need this” and not what could I need and what’s the best way this mechanics work and communicate with each other). With The Great Schooting this way of programming resulted in the difficulties of moving and placing “scripts” and “movies”. (Who was the idiot how decided that you move something with the right mouse button down? Oh, ehm that was me. πŸ˜€ ) So after a short look over my LD code I decided the best way would be to start over again. Now, I know what features of the game have to communicte with each other and I have a code base that works quite well. So I don’t have to write them completely from scratch.

The first system I improved was the moving and placing “scripts” and “movies” functionality. I changed it so you move them with your left mous button down, instead your right. After implementing I was curious how the new feeling is and it is much better than the feeling of the old LD version.

The next project was imporving the UI and the paint mode. Here are two screenshots.

The Great Shooting -Old Screenshot

The Great Shooting - Update 1

In both you are in painting mode. In the old one (top) there is a blue-yellowish circle that indigates where you would paint if you press the left mous button. That’s almost not recognizable and sometimes at some camera angles and postionen it’s not at the place where it sould be.
The other picture shows the new version. The UI changed a “bit”. I wanted to ged rid of most of the UI texts. Therefore I used some (I hope self-explanatory) icons. But the biggest change is the “brush” indicator. Here you can see a blue square at the exact positon where you would paint.

The next improvemt I’m working on, is the build mode. I found a bug in the build possible/ not possible trigger but other thant that I don’t intend to change much.

So that’s my current status. More updates will follow. I will upload a post LD version, soon (when I finished the build mode).

If you are interested to play the LD version hereΒ is a link to my entry. Please vote and tell my your opinions about how I could improve my game. (Oh and yes I know some texts are hard to read, sometimes!)

And don’t forget to HAVE FUN! πŸ˜‰

The Great Shooting – Post Mortem

Posted by
Tuesday, April 21st, 2015 11:52 am

The Great Shooting -Title
As promised before here is my post mortem.


The Good:

Entering the compo:
I usually enter the compo but last time (LD#31) I had to enter the jam because my hard drive with my project files died. So therefore I hoped to have no technical problemes at all and my prayers have been answered. I had no technical problems at all and that was fantastic.

Happy with the result:
I’m happy with the kind of game I made. I usually aiming for a nice complex (if possible strategic) gameplay and this time I was able to go this path. At the beginning I had my struggles with the theme (I still don’t like it) but I was able to bend at tweek my idear to fitt into “An Unconventional Weapon”.Β  And the result is pretty nice for a game mad in 48 hours (- sleeping, eating etc.).

The way it all came together:
For me it was a smooth run. No bumps on the road or mountains to climp and no emotional valleys to overcome. After last LD’s problems I started to analyse and improve the way I plan and create the game and its features. I used to focus on “unimportant” features (even though they were of hugh importance for me) and lost the sense of time. The result was that I had to finish core features in the last hour of the compo and that’s a bad approach of making a good game in 48 hours. This time I focused on the core elements and even implemented the begining and the endings early on so my game was “finished” about 15 hours before deadline. Of cause I had to insert 3d models and add music and sound effects butt the game was playable with programming “artwork” (aka cubes). I was finished with modeling and sound 2 hours early soΒ  decided to add an additional feature (an eventsystem). That was new to me! Adding somthing because you have time left. So I’m glad about the fact that the improvements of my workflow worked.

The balancing:
For a strategy game balancing income and costs is quit important and after playing a couple of times I thing “The Great Shooting” is quite balanced. It’s not easy to lose or win. It’s right in the middle of being challenging enough and to easy or to hard to play. I think this thin line is even harder to hit in a LD where a player doesn’t play a game for hours.

Screenshot 4


The Bad:

Moving Objects:
The way you move objects around (with the right mouse button) is “a bit” counterintuitive. I should have thought of a better way to aproach this action. But at the end the only thing that counts is whether it’s working or not and my system is maybe abit fiddley but it WORKS!!! So next time I should do better but I have no nightmares about it. And for those who have still some problems with it, I ovicaly declare this a FEATURE. πŸ˜€

Text readability:
This is an issue that I never had. Maybe because I knew that I had to focus the camera and/or zoom in on the object/building info window. I never thought that there could be a problem with it, but I understand that some (espacially web players) have some problems with it. (That’s something I should keep in mind for futures projects. NEVER forget platform specific problems.)

Sound quality:
Here is some room for improvement a bit more and a better quality that’s something to keep in mind. It’s way better than before but I’m still not there where I wanna be.

3D models and their textures:
Here is room for improvement, too. They are not ugly at all but somehow I think that not all models are fitting together. Some are better than others but a more constant better quality should be on the agenda for next LD’s.

You can play and vote my entry here.

Tips, tricks and ideas for improvement are welcome please make a comment.

Have fun!

Screenshot 5

All this winners! I’m a winner, too!

Posted by
Tuesday, April 21st, 2015 7:01 am

I played 70 games so far and there are so many winners out there. (Almost every download file for windows is called something + win.) Some of them are even 32 years old or are they made in 32 hours?Β  Never mind this indicates that many of you are supporting several platforms and I think that is fantastic.

I’m a winner, too! But not 32! I’m neither 32 nor did I made my game in 32 hours. I needed the whole 48 hours and I’m a whole half decade younger.Β  πŸ˜‰

For more infos about my experience of last weekend I’ll write a post mortem, later today.

For those who want to play a winner, here is a link to my entry. (For those who are not winners,Β  you are welcome, too. Despite that your a little different. πŸ˜€ )


I’m in!

Posted by
Friday, April 17th, 2015 4:56 pm

As so many before me I’ve to announce that I’m in.


  • Unity 5
  • Photoshop
  • Cinema 4d
  • Audacity
  • my Unity Auto Builder Tool (posted a download link in Jam Assets)
  • Substance Designer + Painter
  • and all the other tools I don’t can think of πŸ˜‰

I’ll probably enter the compo.

So good luck and have a fun LD 32!

Unity Builder Tool

Posted by
Monday, April 13th, 2015 6:08 am

I’ve been asked to release my builder tool for unity. With Unity Builder Tool (UBT) you can choose all your build target platforms and build them with a single click. So if you are planing to release your LD entry on Windows, Linux, Mac and Web you do not have to go through the building process all over again for every build.

In addition to improving the build procedure I added a versioning system. So you do not override old builds. The version string is accessible during runtime so you can print out this info for your players.

Download UBT here.

If you have question, ideas for improvement and/or found a bug please contact me.

UBT Screenshot

Have fun with it! And good luck for LD 32!


Question about rules!

Posted by
Sunday, April 12th, 2015 4:57 am


I participated in a couple of LDs but since last LD and now I coded a builder tool for unity. A tool where I can select the platforms I’d like to build for and build them directly after each other, so I do not have to go through the build process for every platform.

My first question: Am I allowed to use such a tool for the 48 hour compo? (releasing the code is not a problem)

During next week I have some free time available. I’m planing to do a Audio/SoundFX Manager (no sound effects). A tool where I just can play every audio clip that i want.

So my second question: Is such a tool allowed for the 48 hour compo? (releasing the code is not a problem)


My point of view:

I think both are allowed, because they are tools and don’t change and or create new content.


And btw I’m in! πŸ˜‰

The Good, The Bad and The Ugly (Post Mortem of Champions League)

Posted by
Friday, December 19th, 2014 8:44 am


Hi everyone, thanks for you comments, support and votes!
(for those who didn’t tried it so far, give it a try here)

Maybe it’s too late for a post mortem but I’ll do it anyway. LD #31 was my third participation at the main event in a row. I started preparing quite early (about two days ahead). Why? Because I had time. I was lucky that I had Friday and Thursday afternoon some free time. So I looked up all the themes that made it to the finale round of voting and I started collecting ideas. I almost had at least one idea per theme. I had a fantastic idea about an adventure game which somhow included all 20 themes of the last round. But there was this one the only one were I had no idea what I should do.

So time was slowly ticking to LD’s start line and I was very excited. I didn’t bother that I had this one theme I wasn’t prepared for. Why should I? I did everything you should do for LD’s preperation. Write down some ideas about the possible themes (check), download and install updates/versions of your software (check), have someone for you food supply (check), read and watch some tutorials to improve you knowledge about some useful features for your game (check) and finaly be in a good mood (check). And then waiting was over and the theme was announced. I was shocked! My mood fall from the Mount Everest right into the Mariana Trench. Why? Well, do you remember that I had only one theme with no ideas? Yes this theme was picked by the majority as LD #31 theme. (Entire Game on One Screen)

After the first shock I started collecting ideas. An hour later I had two directions I could go. Behind door #1 was a tycoonish game (like “Game Dev Tycoon”). Behind door #2 was a MOBA game (like “LOL” and “Dota 2”). So which way should I go? Isn’t it obvious? I choose door #2. Why? Maybe because I like to do new things or maybe because it’s the more challenging one (Why should I go the easy way? πŸ˜‰ ). I knew making a MOBA game in 48 hours is a bit too much so I decided to make only a MOBA (battle arena game) with no multiplayer component at all.

So after an hour of collecting ideas and planning I jumped right into programming. I started slowly but after a couple of hours I was picking up speed. And then about five hours into LD something happend that I totaly wasn’t prepared for. My hard drive died. Not the OS hard drive but my hard drive with all my programming savings and git version control saves. So instead of programming, working on artwork or sound I had to fix my computer. The hard drive was quite new. I used it only for about a year. So for the next hours I check and replaced cabels and all the other possibilities for a malfunctioned hard drive I could think of. At the end of day one I stoped checking my computer and started programming my game all over again. So an entire day was consumed without almost any progress. πŸ˜₯

On the second day everything went smoothly. But I had to realize that I lost so much time that I couldn’t participate in the compo. Therefore I entered the jam. In retrospective I would’ve probably switched to the jam anyway (even without myΒ  problems). Oh! I wonder what I could’ve achieve with an additional day. Well, we’ll never know.

Now let’s talk about the good:
– I’m pleased with my skills of working with the tools. Yes, there is room for improvements (isn’t there always room for improvements?) but I pretty much knew what I needed to know for my game.- I learned my lesson! Always prepare for the unthinkable.

The bad:
– Early on, I made some bad design choices that resulted in a not intuitiv readable code. And this was the reason for a couple of bugs that costs me a lot of time to fix.
– In retrospective this project was a bit too ambitious for a 48 hour timeframe and without any preperation upfront. I mean that I didn’t thought about all the things and mechanics such a game requires. And this resulted in bad design choices.

The ugly:
– If you read the introduction you already know the ugly. Oh and for all that are intrested, at the end of day 2 my hard drive thought I had enough rest I can do my job again.

For all those out there who are thinking I had no fun at all, I can assure you that I had my funny moments too. So for me it was a typical not so typical ludum dare.

For those who still want to try my game, you can find my entry here.


Reuplod of Champions League

Posted by
Tuesday, December 9th, 2014 7:58 am


I reuploaded Champions League. I deleted a lot of unused textures. By that I was able to cut the filesize in half. I hope that’s within the rules. If not, please tell me and I’ll reupload the older version. (I didn’t changed the gameplay or anything else. So I think it should be fine.)

For those who didn’t played my game yet. Give it a try.


Have fun! And don’t forget to vote!

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