About HybridMind

I'm Dave Evans, aka HybridMind and I've been participating here since Ludum Dare 11 back in April 2008.

Ludum Dare is largely responsible for getting me back into my childhood dream of game development and I started my own game studio in January 2009 called Hybrid Mind Studios. I currently focus on making fun and original games using Flash and Unity.

More information:


My Ludum Dare Games:

LD 11 - Minimalist - 2008: MinMo - 32nd out of 71 entries.
LD 14 - Advancing Wall of Doom - 2009: Fleedom Flies - 19th out of 123 entries.
LD 15 - Caverns - 2009: Angry Caverns - Tied 10th out of 144 entries.
LD 18 - Enemies as Weapons - 2010: AVOIDAL - 14th out of 172 entries.
LD 23 - Tiny World - 2012: Shorted Out" - 520th out of 1072 entries.
LD 26 - Minimalism - 2013: Squeezed Out! - 369th out of 1609 entries.
LD 28 - You Only Get One - 2013: Race the One - 908th out of 1284 entries (#2 in theme!)
LD 29 - Beneath the Surface - 2014: In the Black - 357th out of 1492 entries.


Ludum Dare 32
Ludum Dare 29
Ludum Dare 28
Ludum Dare 26
Ludum Dare 23
October Challenge 2010
Ludum Dare 18
MiniLD #16
Ludum Dare 15

HybridMind's Trophies

The "I came back to the entry more than twice" Award
Awarded by SuperDisk
on May 7, 2013
Silver Star for Prototyping goodness
Awarded by Tyler
on August 21, 2010
Flash Prototyping like Flash!
Awarded by zlash
on August 21, 2010
The Johnny Carson Memorial Award for Excellence in Commentation
Awarded by Doches
on September 14, 2009
The Patient Tranquilty Award
Awarded by GBGames
on April 25, 2008

HybridMind's Archive

I guess I’m in?

Posted by
Saturday, August 20th, 2011 10:26 am

Don’t have much time this weekend but thought of something silly I wanted to see if I could do last night.  So this morning I took two hours to throw this little initial prototype together.  It’s still missing a lot of gameplay type stuff but I wanted to have something to play around with regarding the main player character and to use it to refine my ideas.

Early prototype - Click to play


Basic idea is a risk/reward mechanic overtop of a basic mouse skills game. The player decides how much/where they want to suck from the body parts. Those arm hairs wiggle around. The more the player sucks the more erratic they move but I’ll likely increase a score multiplier. So the idea would simply be to guide your mosquito to the body part areas you want to get blood from and then escape without getting slapped.

Here is the current earliest test prototype showing what I got finished in my first two hours here. I’m using Flash CS5.5 and ActionScript 3.0.

Maybe In?

Posted by
Friday, April 29th, 2011 4:32 pm

I’ll be on the fence for participating until I see the theme. Been working on way too much game dev recently and I feel pretty exhausted.

This is Ludum Dare Twenty though! It could be the crazy excitement of Ludum Dare will recharge me!

Maybe I’ll just do a game that is way different from the kinds of games I normally make.  Also I should try really hard to make a game that I won’t be tempted at all to monetize. That way I can treat this as more silly fun and not as just an extension of my normal game studio work.

If I participate it will be with my trusty Flash CS5, Audacity, BFXR, Photoshop, and Reason.

Good luck to everyone (especially you first timers… you’re in for a ride.)


AVOIDAL – home found!

Posted by
Wednesday, October 27th, 2010 10:44 am

AVOIDAL - Use Your Enemies

AVOIDAL (my August 2010 Ludum Dare entry) and October Challenge entry has found a home!

I’m excited to report I finalized on a primary sponsorship deal with Tom Fulp of Newgrounds last week and have finished all the integration and testing work required. That work included getting to create 23 fun medals (achievements) for players to win when the game is played over on the Newgrounds site with a player account. The game will launch over there next week on November 3rd. I’ve also managed to sell a few non-exclusive licenses including one to Big Fish Games. The primary sponsorship was found via posting to Flash Game License. I spent a good bit of time in October working on, play testing, and polishing the original competition version into the final version.

AVOIDAL screenshot - final version

The highscores have been reset so get in there and play!

AVOIDAL – Finished!

Posted by
Monday, August 30th, 2010 4:27 pm

AVOIDAL Final Version!

I am pleased to present the final version of AVOIDAL. It has gone through heavy changes since my last post-compo post.

I’ve been working very hard on it since Ludum Dare concluded and have put about 30 more hours of work into it (or about 50 or so total on this game so far.) I wanted to be able to get this finished in time to submit to August’s Experimental Gameplay Project since I was aware of their theme of “Zero Buttons” while I worked on this and I was able to do it!

Big thanks to Sparky who has given me a TON of invaluable feedback and ideas while tweaking this final version.

The menu should read v1.0.7 or greater in the top-left or your cache is old.


v1.0.7 – Posted 8/30/2010

  • Made HUD a little less cluttered

v1.0.6 – Posted 8/30/2010

  • Combo introduced and capped to x5 multiplier
  • Mines now can start moving around at higher levels
  • New “Mine Streak” bonus awards at 10,25,50,75,100,150,200
  • New menu layout
  • Tracks local highscore, highest streak and difficulty for local replayabilty and challenge
  • More sounds added for new notices and awards

v1.0.5 – Posted 8/30/10

  • New visual effect and sound effect for when a spike hits a mine (to differentiate and add variety from when a seeker hits a mine)
  • Smoother angled robot effect when mouse moves left and right
  • Smoke toned down to be less distracting
  • Mine lifespan increased at beginning to 6 seconds instead of 4
  • Added a 10 frame damage image to the robot torso to also help show player health
  • Adjusted game to run at 60FPS instead of 30FPS
  • Smoke now appears behind player sprite
  • Fixed score bug

v1.0.4 – Updated 8/29/10

  • More changes to difficulty curve based on feedback
  • Added Animation on How To Play screen to easily explain game mechanics instead of having as much text to read

AVOIDAL – Post Compo Version!

Posted by
Tuesday, August 24th, 2010 5:32 pm

AVOIDAL – Post Compo Version!

AVOIDAL - Post Compo Version

I’ve made a bunch of improvements to AVOIDAL since the compo and I’d love your feedback!

Play the post compo version of AVOIDAL here

The LD48 official compo version for judging is here now

Changes to the new version:

  • Added 1 second of invulnerability if you take damage (this helps a ton!)
  • Rebalanced the difficulty curve to make it progress a tad slower
  • Mines spawn a tad further in from the edges to help player not get stuck on walls as much
  • Reworked How To Play screen to be simpler and clearer
  • Changed ‘Energy’ to ‘Health’ in UI
  • Fixed some sound volume and playing issues
  • Added a nice visual effect of little random twinkling stars in the background

I’m gonna keep listening for feedback and working on this game but I think it is pretty close to me calling it done at this point. Thanks for the great feedback I’ve gotten already to everyone who left me comments on my rating page.

AVOIDAL Summary and Post Mortem

Posted by
Monday, August 23rd, 2010 9:22 am



AVOIDAL page here on Ludum Dare (for rating and comments!)

Gameplay Trailer (watch me score 1.5 million points!)


Play the LD48 Official Compo Version of AVOIDAL

Play the Post Compo Version

I had a lot of fun this Ludum Dare! After missing the past few it was good to participate again for sure. I’ve never done one of these post mortem entries but I enjoy reading the other ones people post so I thought I’d take a crack at it.


You can read my detailed post mortem below:


AVOIDAL Timelapse

Posted by
Sunday, August 22nd, 2010 8:59 pm

I worked on AVOIDAL for 26 hours and took screenshots every 30 seconds. This three minute timelapse video is the result. There were a few times I forgot to restart my timelapse so there are a few tiny things missing but most of all the interesting asset creation (like graphics and sfxr and music) is in there.

Here is my timelapse for AVOIDAL on YouTube:


AVOIDAL – Final!

Posted by
Sunday, August 22nd, 2010 7:02 pm

AVOIDAL Final Version!

I submitted my game to the form with 5 minutes to spare! Phew…

Play it  here in your browser!

My game page here on the Ludum Dare blog.

AVOIDAL – Difficulty Curve!

Posted by
Sunday, August 22nd, 2010 11:21 am

Fifth version of AVOIDAL

You can play the fifth build of AVOIDAL here.

If anyone has a minute or two I’d love any comments on the difficulty ramp over the levels.

New features this build includes:

  • All game parameters are tuned and tweaked every 5 mines collected to keep increasing the difficulty
  • All mines, seekers, and spikes have their own warp in transitions for cool visual effect and to let the player know safely where they are going to appear and activate
  • Introduced a CHAIN counter for big points. As long as you don’t take damage or let any mines expire and explode on their own you increase your chain counter for every mine you destroy with an enemy

Time to get cracking on sound effects and music at this point and then keep playing and tuning the hell out of it to make sure it is as fun as possible.

AVOIDAL – Fourth Build (now with exploding mines!)

Posted by
Sunday, August 22nd, 2010 7:43 am

Exploding mines!

Got a new playable version posted. The biggest changes have been making the game 20 pixels taller to move the UI off the playfield, making the yellow mines have a lifespan which ticks down till they explode showering the screen with very damaging spikes. This is too add a final bit of player tension and motivation to collect mines quickly.

TOAST and Flash Online Scores tutorial reminder

Posted by
Sunday, August 22nd, 2010 4:18 am

Sunday morning at the game dev factory


Good morning Ludum Dare. I had one bite of my toast before I snapped out of it and realized I NEED A PICTURE OF MY FOOD!

Made my coffee.  Opened the window blinds. Eating my toast.

Got 5 hours of sleep again last night and am trying to stay both calm and pumped for the next 15 hours that remain. My game will hopefully change and improve a lot over this day.


One thing I wanted to post about that I remembered last night as I finished dropping in online highscores into my Flash game was that with such a large and new crop of LDers here there may be a few that use Flash and haven’t got an easy highscores option to encourage some friendly competition on their score based game.

Well have no fear! One option is to check out a tutorial I made here a year ago about how to drop MochiMedia global highscores into your game. You don’t have to use their wrapper or ads or anything–you can use just their highscore widget.

You can check out my tutorial here and feel free to ask any questions that may come up if you are using Flixel or FlashPunk I know people here have used it with those though sometimes you have to adapt my tutorial a bit I think.

Plus you can see how they work in my current LD entry here.

Third version posted of “Avoidal”

Posted by
Saturday, August 21st, 2010 10:27 pm

Version three

Posted my third playable version of my game.

Spent the last part of the first day here getting the preloader, menus, highscores, and other assorted UI ephemera working. This way I won’t have to think about all that stuff during the last day when my brain starts shutting down trying to do game state flow. Always a recipe for last hour bugs!

The third version still needs a bunch of gameplay work but I have activated the local and global highscores.

I finally picked a game name of “Avoidal” too for this creation.

I have my plan for tomorrows code, graphics, sound, and music. Time to get to bed (about 1:30am here) and wake up in about 5 hours for the last day of the compo. What a marathon this LD beast is.  Good luck everyone!

End of day 1 plan

Posted by
Saturday, August 21st, 2010 5:39 pm

So I figure I may have about 5 more hours of game dev in me today. My goal is to get as much code finished as possible so that tomorrow can be mainly 12-14 hours or so of game tuning/polish, graphics, sound, and music. We’ll see what happens!

Dinner time

Posted by
Saturday, August 21st, 2010 4:25 pm

My dinner

Well I’m back at my home after a fun day of in person game development with two other LDers over in a Portsmouth NH cafe. It was so cool to meetup and work in person a bit and share game progress and talk shop a bit.  Plus it was great to get the odd looks of people while I photographed my lunch and while we talked about our game mechanics.

Stopped by my favorite Indian Restaurant and picked up some Chicken Tikka Masala and Vegetable Pakora. Time to enjoy this feast and then get back to the game dev!

Second playable build

Posted by
Saturday, August 21st, 2010 1:20 pm

Second playable version

This is my second playable Flash prototype.

Try to draw the enemy spikes and red seeker boxes into the yellow mines for points. If you hit anything on screen you will take damage. Your energy recharges over time. If you lose all your energy it is game over.


Posted by
Saturday, August 21st, 2010 9:55 am

Lunch at "Me and Ollies"

Finally managed to get some lunch here at “Me and Ollies Cafe” in Portsmouth NH. I’m working here with Johny D and BillNye downstairs in a great community room with great tables, food, wifi, and AC.  It’ll be open till 6pm so any other nearby LDers that want to stop by are more than welcome. Gotta finish this lunch up and get back to work on my game!


Now to counter act the sleepy chicken sandwich I ordered a nice iced mocha with whip cream. Soon it’ll be time to make some real progress… 😉

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