About Jacob Peltola (twitter: @jacobpeltola)

Founder/CD of @TheBoxMountain, does gamedev, video production, and graphic design.


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
October Challenge 2015
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 29

Jacob Peltola's Trophies

you have been in Helevenium #LD29
Awarded by alvivar
on May 19, 2014

Jacob Peltola's Archive

Box Mountain Games is in!

Posted by (twitter: @jacobpeltola)
Friday, December 9th, 2016 5:31 pm

Well just me actually..

I’ll post broken .gifs on Twitter, follow me so I can follow you and we check out each others’ magnum opus.

twitpromoTrying for a VR experience rather than traditional game this time because I’ve playing The Last Guardian so maybe emotional directional stuff



  • Unity 5
  • Google VR/I heard mobile games are hot these days
  • Lots of coffee


Weather is the ancientest technology

Posted by (twitter: @jacobpeltola)
Monday, August 29th, 2016 9:23 pm

Terraform your desk!

Wish I got goals and little humans in but oh well :v

Play Here

I’m in.

Posted by (twitter: @jacobpeltola)
Thursday, August 25th, 2016 12:52 pm

I post silly .gifs of gamedev and love seeing others do it so let’s follow each other on the Twitters: @jacobpeltola

(Stuff like this)

Looking into doing something very simple with Mobile AR.

Engine: probably Unity3D/C#

Art: Aseprite and or Photoshop

Audio: FL Studio or beatboxing into microphone

IDE: Visual Studio is love Visual Studio is life

I made a shapeshifting racing game

Posted by (twitter: @jacobpeltola)
Wednesday, April 20th, 2016 2:58 pm

I decided to make a racing game and program physics for a mariokart-esque racing game.
I’m thinking about pursuing development too!, play it here


Posted by (twitter: @jacobpeltola)
Wednesday, April 13th, 2016 1:40 pm

I’m in, I want to live-stream and create a time-lapse of either the compo or jam again.





I’m in!

Posted by (twitter: @jacobpeltola)
Friday, December 11th, 2015 9:21 pm

streaming here: http://www.twitch.tv/boxmountaingames

Looticrous Post-Mortem

Posted by (twitter: @jacobpeltola)
Saturday, November 14th, 2015 5:57 pm

October Challenge 2015: Make $1

I’ve started to do #1GAM and I noticed the October challenge fell in line with what I was trying to do, so I went ahead with a project that seemed to be too hard to do for a single month but managed to make something marketable within 2/3 of what I had originally scoped. The original “Looticrous” was supposed to be Reverse Gauntlet, meaning players started in the boss room and had to leave the dungeon with as much loot as they could carry. It was supposed to have four different playable classes, as well as “co-opertitional” elements where players were supposed to help each other if they trusted each other not to grab each others loot.

HOWEVER, the amount of art, programming, and troubleshooting would have taken WAY over a month, so I cut and cut and went back to an old prototype from September I had made until I ended up with a “hungry-hungry-hippos” local multiplayer game. So what was supposed to be a high grade RPG dungeon crawler with reverse objectives ended up becoming a polished prototype I started developing back in September, here’s a vine I took of people playing the prototype at Boston Festival of Indie Games the month before..

I’m pretty happy with the amount of marketing and programming experience I gained from the project and am already in production of another project for November!, If I were to go back to this project I would finish up the third map which never got released, polish all the art, and add more game modes.

**Requires controllers/gamepads for multiplayer!**

Play it here!



Ogre Ball is now an Esport.

Posted by (twitter: @jacobpeltola)
Monday, August 31st, 2015 8:46 am


Just kidding, but we made a silly fun physics game where you throw humans around into eachothers’ baskets (attached to your back), the strategy is to fling humans off of the wall and into your opponents back. The person with 3 humans in their basket loses. Come play?


Posted by (twitter: @jacobpeltola)
Sunday, April 19th, 2015 10:35 am

You are a bellhop, your weapon is an enchanted door, you place it to gather intel, subdue bad guys, and or alter your surroundings.

We’ll be streaming here.

@jtpup0 & @nickmudry of Play Nimbus

Clutch the Crown (48 Hour to 5 minute) Time-lapse

Posted by (twitter: @jacobpeltola)
Sunday, December 21st, 2014 10:57 am

Clutch the Crown GIF!

Posted by (twitter: @jacobpeltola)
Sunday, December 7th, 2014 8:02 pm

So I made a sort of defend and attack sort of game because I interpreted the theme as such, couldn’t get sound in but this is the most art I’ve done for a game before so that’s new.

here’s my entry page if you wish to play, it’s 1-2 players.

Blunderer PostMortem

Posted by (twitter: @jacobpeltola)
Thursday, May 15th, 2014 9:57 am
When I thought of the theme “Beneath the Surface” for Ludum Dare 29, I wanted a crazy mechanic that disorientated the player bur enabled them to delve deeper through the levels and visually by seeing them as they complete see the next mazes laid out before them as a parallaxing background. I chose a top-down view to a ball and decided it looks too plain; so Blund was born and put atop the ball to give a sense of comical relief snd direction. Blunderer’s main mechanic was born through a box collider error, I set up WASD and hit a wall without adjusting a few constraints on the rigid body and the player and camera would spin like crazy, this “glitchy-rigidbody-physics- spinning!” was quickly made from a bug into a feature because it reminded me if Sega’s Sonic 1’s bonus levels that made me cry and laugh as a child.
What went Wrong:
I focused too much on aesthetics that impacted the gameplay rather than the gameplay itself. I found a cool mechanic but modified the wrong things that were the main problem.. for example when the player hits a corner they spin extremely fast to the point where you may not even want to play anymore, instead of playing with drag and rotation properties I thought of ways that wouldn’t make the player dizzy from a graphical perspective. As a person who describes himself as an audio guy I did a terrible job on the in game audio; it was a blatant ripoff of Sonic 1’s bonus levels that I quickly made by ear in FL Studio. All my sfxr sounds wouldn’t play except for menu selection.
What went Right:
I finally figured out Unity’s new “Animator” when creating Blund (pixelated dude on top of ball); I usually use legacy when animating anything simple (door opening, one shot cinematics). I learned FL Studio!, after using Pro Tools at my college for audio classes my knowledge transferred over quite nicely. I showed my game outside the Internet realm and people actually enjoyed it!, of course others didn’t and some got sick but it’s all part of the process of getting better right. xD
This is my first Ludum Dare entry; was very insightful and fun, I’ll be attend another in the future.


Posted by (twitter: @jacobpeltola)
Monday, April 28th, 2014 1:15 am

This is my first Ludum Dare, The game I made portrays the theme “Beneath the Surface” because as you progress through the level you eventually riddle down each layer of color until you have collected Red, Green, and Blue.

I let my friends playtest and almost all of them said it was fun yet disorientating.. I’m in the polishing stag now so I feel I could add focal points to make sure the player doesn’t get sick when playing. This was very fun, I had gotten sick this weekend and needed something productive to do; so thanks LD!




Blunderer Nightmare Fuel

Posted by (twitter: @jacobpeltola)
Sunday, April 27th, 2014 6:12 pm

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