About JaviCepa (twitter: @JaviCepa)


Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 31
Ludum Dare 29
Ludum Dare 28
Ludum Dare 26

JaviCepa's Trophies

Featured in GeekyJuegos.com
Awarded by GeekyJuegos
on May 3, 2016
The Epic Voice Award
Awarded by Zi
on December 10, 2014
The IndieGoGo Emblem - For a Successful Campaign
Awarded by r2d2upgrade
on April 9, 2014

JaviCepa's Archive

Carrot Stories

Posted by (twitter: @JaviCepa)
Tuesday, December 15th, 2015 12:45 pm

We decided stick to “Growing” only because the other one sounded more like a constraint. With a focus on aesthetics, storytelling and AI, we decided to make a game about the growth of a rabbit family.

After three days of glory, development and pain, “Carrot Stories” was born…

Play it here (for either 1 or 2 players)

Very Dungeon: Postmortem

Posted by (twitter: @JaviCepa)
Monday, December 8th, 2014 9:47 am

19200-shot0 19200-shot1


As tradition demands, here goes my entry postmortem:

Tools used:

  • Programming: Unity 4.6
  • Graphics: Pickle Editor, Photoshop
  • Tiles: AutoTileGen
  • Sound: Mixcraft 6.0, Wavosaur

What went good:

  • The concept came up quite easily. I wanted to make a roguelike since long.
  • I really liked the theme as it will give a lot of game variety.
  • I made it on time and still got a few extra hours to add a lot of sugar (player thoughts, hints, more unlocks…)
  • The procedural level generation looks gorgeous and gives a lot of variety. I may work further on this…

What went bad:

  • The procedural generation took almost the 1st day complete.
  • Because of that: I thought I wasn’t going to have time for the music/sound.
  • I didn’t give a lot of time to design.
  • Ultimately, I had to relief on the skills to make the generated levels solvable enough.
  • I started using Unity 5.0 beta but had to switch to 4.6 when I found out that the webgl & webplayer sound DID NOT WORK.
  • Because of that: I had to manually remake all the scene, prefabs, values…


Posted by (twitter: @JaviCepa)
Saturday, December 6th, 2014 8:03 am


I’ve been working for 7 hours now on a level generator and I’m quite happy with the progress so far.

Hope I’m not aiming too high with all this procedural stuff…

“The Roots Of Evil” – Postmortem

Posted by (twitter: @JaviCepa)
Monday, April 28th, 2014 3:45 am



This time I only had 12 hours available, but I’m really happy with how them turned out.


  • Solid design from the beginning – I knew this was the only way to get the game in time
  • Gameboy graphics – I was able to get the graphics up in a record time.
  • Simple graphics – A 4 color pallete and 8×8 sprites means a lot more content.
  • Discrete mechanics – The root mechanics gave the game a mixed feel between realtime and a turn based game.
  • The theme – I was juggling with miner and swimmer ideas but I finally came up with this and I’m really happy because now I’m seeing a lot of those kind of games. Extra innovation points!


  • Sound – I have to play around more with pxTone. The music I made was quite similar to the one in my last LD entry.
  • Preparation – I wasn’t prepared for this LD, I was on a new computer, with Windows 8…
  • Windows 8 – I can’t fit in this entry how much I hate this OS. Unity crashed way more often and I had to install an old version of .net framework to get something as basic as lists working on C#.
  • Internet connection – I did this LD from a friend’s house and his connection sucks. No need to explain what that means when you are developing.

That’s most of it. Take a look the result!

Play “The Roots of Evil”



“The Roots of Evil” is DONE

Posted by (twitter: @JaviCepa)
Sunday, April 27th, 2014 6:34 pm

I only had 12 hours this time so I decided to go for a Gameboy aesthetic to save time and focus on testing gameplay.

I really surprised myself with the result, specially with such a hardcore deadline. I got enough time for music, FX, polished mechanics, animations… but then again, I guess that’s part of the awesomeness of ludumdare: learn that you are capable of more than you think of.

You can play “The Roots Of Evil” here. Just try to survive for 3 mins…

Last 24h for AutoTileGen crowdfunding

Posted by (twitter: @JaviCepa)
Tuesday, April 8th, 2014 12:23 am


AutoTileGen is now less than 24h from ending its crowdfunding.  Im posting here because I made this with game jams in mind and wanted to give you all a reminder.
If you don’t know the tool yet, check this out:


I know a lot of the contributors came from the wonderful LD community and I want to thank them all.
Also, special thanks to @legacycrono for posting it into the tools section.

Go grab your copy before #LD48!

Auto Tile Gen

Posted by (twitter: @JaviCepa)
Saturday, February 8th, 2014 1:23 am

Hi all LudumDarers!

I’m working on something I’ve always wanted whenever I was making a 2D game.

An automated tileset generator!! Check it out:


I’m looking for help to develop it further and with more features here and I would really appreciate any help I can get (tweets are gold!).

Get your copy here -> Auto Tile Gen

…and help it become an awesome tool!

LD LevelUp

Posted by (twitter: @JaviCepa)
Tuesday, January 7th, 2014 4:10 am

I loved some of the tools you came up during this and other LD events and I was wondering if it whould be possible to gamificate the ludumdare events with adittional statistics. Maybe it can be done with a WordPress plugin or something. The point is to measure your progress as XP points from your scores. Anyone interested?

Here is my progress for example:

Game: “Pixl” -> “The Last Rock” (#LD26 -> #LD28)

Overall #90 ->74 (+16)
Graphics #42 ->108 (-66)
Fun #124->42 (+82)
Mood #173->169 (+4)
Humor #277->142 (+135)
Theme #288->119 (+169)
Innovation #326->356 (-30)
Audio #635->106 (+529)
Coolness 73% -> 67% (-6%)

Best improvement: Audio
Current weak point: Innovation
Earned Exp Points: +839 (sum of all diffs)

“The Last Rock” now available on Android!

Posted by (twitter: @JaviCepa)
Wednesday, December 18th, 2013 3:46 pm


I’ve just ported my entry to Android!! Spread the awesomeness of LudumDare to your smartphone!

I know it’s not a long game, but I have plans on update it with more content so…

Get it now!

“The Last Rock” – Timelapse

Posted by (twitter: @JaviCepa)
Tuesday, December 17th, 2013 1:22 am

(Click the image to go to the timelapse)
The Last Rock

You can play the game here


You can read the post-mortem here


“The Last Rock” post mortem

Posted by (twitter: @JaviCepa)
Monday, December 16th, 2013 3:39 am

I have finished!! It’s been a hell of I weekend but I’m glad of the result!!


You can play “The Last Rock” here


At some point I think I couldn’t make it and that I’ll have to leave the music out but in the end I had time for not one but two themes! Here are some of my thoughts after this Ludum Dare. It’s been a ride!

What went right:

  • I nailed the sleep times. A lot. 10h total. It really paid off.
  • The sprites at a 8×8 resolution where easy to draw in big quantities.
  • I tried the pickle editor showcased in the Ludum Deals and fell in love with it. Bought after using it for a few hours.
  • I was going to use sfxr for the sound effects, but I wasn’t convinced with the sounds I came up with. In the end I recorded the sounds myself and applied some effects to them, all with Wavosaur. Now the zombies sound gooey!
  • Perspective camera with paralax for easy and nice backgrounds and clouds.
  • Unity is awesome.

What went wrong:

  • I was a bit disoriented with the music software. I didn’t know what to use and it took me some time to find & learn a program to make a simple melody. The Ludum Dare tools page really came handy. I finally settled with PxTune which I have to say it’s wonderful and easy to use. I’ll probably use it in future compos.
  • I planned all the design/dev/art times in advance but ignored them completely.
  • I skipped some time in the timelapse recording with Chronolapse :(
  • The new monodevelop version crashed Unity with some of my scene changes unsaved. Fortunately I only lost 1 or 2 hours. Next time I’ll add an auto-save;

What went ???:

  • Game design on the fly. I know it’s not a good practice, but the result was good and I think some original elements appeared because of this.
  • It was the first time I used the unity 2D physics. They are fairly new and I could have run in some trouble but fortunately everything went good. They did a good job there.

Thanks for reading! Hope you enjoy the game :)

(here you go another link, just in case 😉

I’m in!

Posted by (twitter: @JaviCepa)
Friday, December 13th, 2013 1:16 pm

Here I go for my 2nd LudumDare!

I’ll be using Unity again (maybe with the new 2D features?) and the new C# tricks I’ve learned :)

I’ll try to keep graphics simple but decent.

Also, I may sleep this time….

Pïxl timelapse

Posted by (twitter: @JaviCepa)
Monday, April 29th, 2013 11:14 am

I really want to thank everyone for the great feedback I’ve received about Pïxl! I was my first time at LD and the experience has been amazing.

Here is a timelapse of how it was made: http://www.youtube.com/embed/nY4SEY_VBN8



If you haven’t played it yet, you can do it here.

Pïxl is fïnïshed!

Posted by (twitter: @JaviCepa)
Sunday, April 28th, 2013 7:12 pm

Almost out of time!

Pïxl is my 1st game for the LD compo. It is a procedurally-generated-isometric-minimalistic-platformer with stupid quotes.

-Can you find them all?

-Of course not! 😀

You can play it right from your browser here.

(Warning: remember to click inside the game window to give it focus!)


I hope you like it!

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