About jovoc (twitter: @joeld42)

I've been participating in LudumDare since LD#1 way back in 2002! I've worked in Visual Effects & Animation (ILM, Tippett, Disney), in Game Dev (EA), and am now working at Smule making mobile musical experiences.

I started Tapnik (www.tapnik.com) as a side project and hobby business, and have released several apps and games: The Brainstormer, Droppyship, Planet Minesweeper, and More!

Follow me on twitter, @joeld42

Ludum Dare (and similar contest) entries:
* LD26: Minimalism -- Minimum RPG
* LD25: You Are The Villian -- Evil Lair (in Dartlang!)
* LD24: Evolution -- EvoWord
* LD20: It's Dangerous to go alone -- Take This (3d voxel zelda)
* LD19 Discovery -- Planet Thing
* LD18 Enemies as Weapons -- Iron Reflex
* LD17: Islands -- Crater Galapagos
* LD15: Caverns -- Spaceship in a Cave
* LD14: Advancing Wall of Doom -- Glacier
* LD13: Roads -- Crossroads
* LD12: The Tower -- Moonbase Defense
* LD11: Minimalist -- Cowbell Hero
* LD10: Chain Reaction -- Jumping Chain Guy (barely started)
* LD8: Swarms -- Bugzapper
* LD7: Growth -- Kudzu Commander
* LD5: Random -- Buttonlands
* LD4: Infection -- Bad Food (2nd try)
* LD4: Infection -- BioWar (abandoned)
* LD3: Preparation -- Hannibal's Cannibals (lost the code)
* LD2: Construction/Destruction (Minor Theme: Sheep) -- Trans-Icelandic Express
* LD1: Guardian -- Zillagame (the game that started it all for me)
* LD0: Indirect Interaction (I didn't know about LD yet)
* MiniLD16: Constraints -- Moonsweeper
* MiniLD11: Sandbox -- The Wanderer
* MiniLD9: Audio/Sound -- JamClock
* Speedhack 2003 - Outlands (my first allegro game)
* LudumDare Halloween Hack 2003 - The Halloween Machine
* TINS2006 - Railroad Merchant aka Merchant of Venus
* TINS2007 - Headline Recycler

The code (it's quite a mess) for all of these can be found at my ludumdare code dump on github:

Also, I made a game engine (mostly for iPhone, supports desktop GL with some hacking):
It's terribly incomplete, buggy and totally undocumented. Don't use it! But I built Droppyship with it in a week or two so it can't be all bad, I guess...


Ludum Dare 37
Ludum Dare 36
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 22
Ludum Dare 20
Ludum Dare 19
Ludum Dare 18
Ludum Dare 17
Ludum Dare 15

jovoc's Trophies

The Christopher Walken Award for Hilarity
Awarded by keeyai
on April 24, 2008

jovoc's Archive

Player movement

Posted by (twitter: @joeld42)
Saturday, August 22nd, 2015 2:03 am

Screen Shot 2015-08-22 at 12.00.55 AM

Got basic player movement and camera. Not much but it’s more than I usually have at this point so i’m happy. It’s midnight here, so I’m going to sleep, conserve my energy for the morning.

Gettin Started

Posted by (twitter: @joeld42)
Friday, August 21st, 2015 11:26 pm


Getting started. I like the theme, and in a way this brings LudumDare full circle for me. The first one I participated in was LD1 (yep, 1, it was the 2nd actual ludumdare because counting is 0-based, naturally). For LD1 the theme was “Guardian” and I made a game where you were protecting a little town from Godzilla. This time, I’m going to make a game where you are the Godzilla attacking the town! Whee!

So far, I’ve got some test assets loading in, including a very simian-looking Godzila placeholder. Only have a very rough idea of the gameplay, but it will basically be smash all the buildings before you are killed.

Alright, let’s go!



I’m in and the heartbreaking warmup

Posted by (twitter: @joeld42)
Friday, August 21st, 2015 2:24 pm

I’m in! I was hoping to throw together a little 3d scene for the warmup, but I failed utterly. I ran into a really dumb shadow-mapping bug and wasted 5+ hours trying to fix it. It turned out that I was just being an idiot and trying to read from the depth buffer (even though I wasn’t actually using the result) at the same time I was writing to it, and my GPU didn’t like that.

Screen Shot 2015-08-21 at 9.53.07 AM

I finally fixed that (yay!) and now my shadows are “working” but nothing is tuned and the resolution and shadow bias are all obviously a big mess, and I don’t have a real scene to show, just some ugly test objects. Oh well.

On the bright side, I did manage to put together a very bare-bones but working blender exporter, and have got the rendering working in a way I’m happy with, so I’m actually starting further ahead than my last couple ludumdares. Who knows, this entry might actually have lighting? And maybe even gameplay?

Anyways, my base code and test code is all available on my: ld48jovoc on Github

I’m using the Luxe engine. There’s a great post about using Luxe Engine and LudumDare up right now, and a bunch of stuff was added (like improved tilemaps and a platformer example) that makes this a great fit for Ludumdare, particularly if you’re doing a 2D game.

I’m using it for 3D stuff, and doing the rendering in a kind of unusual way (not because there’s anything wrong with the built in render, i’m just a control freak and like tinkering with rendering stuff).

Good luck evveryone!

Finished Food Fight Fanatics Farming Ferrule

Posted by (twitter: @joeld42)
Sunday, April 19th, 2015 8:30 pm



Finished it! Not exactly polished but it’s playable and sort of fun. I’m pretty happy with the results considering I didn’t really start until Saturday afternoon.

Loving this new Embed Playable feature. It’s like magic to me.

This was my second attempt at using Haxe and Luxe Engine. I’m really happy with them so far. They feel a little bleeding edge, you have to be willing to poke around in the engine to see what’s going on but that’s a plus I think. Also, 3d support is a little early, but it does work (as you can see). Anyways, if you’re one of those refugees trying to figure out what to do without Unity Plugins, give it a try.

Wasted too much time at the end baking lightmaps in Blender (but it looks so preeeetttty). Probably could have got a few more gameplay features in if not for that. But overall things went pretty smoothly.

Nice job to everyone that finished. If you’re not quite there, keep going, do the jammy jam.


Midday Update

Posted by (twitter: @joeld42)
Sunday, April 19th, 2015 3:32 pm

Screen Shot 2015-04-19 at 1.27.10 PM

Hookay, making some progress. Game is nearly playable but nobody takes damage quite yet. But getting close. Hopefully I’ll even have time to replace the placeholder gfx a little bit…

If you want to check out the current version

Food Fight work in progress



Posted by (twitter: @joeld42)
Sunday, April 19th, 2015 2:05 am


Not too much progress today but I’m still pretty happy with it because I spent all morning wrapping up a WatchKit app (The Brainstormer), and I had a non-LD48 event this afternoon so really only just started.

I’m going with “Food Fight”. Not the most original take on the theme but I think it will be fun and silly. I’m basically stealing all the tricks I can from the brilliant Vlambeer “Art of Screenshake” talk. Hopefully will end up with something like a top-down super crate box. With food.

I’m using Luxe engine again, and it’s working out really well again. I’m starting to really like this language and engine.

Playable version here!

Not too much to do yet, but you can run around with WASD or arrows, and shoot with Z or space.

Good luck to everyone! Some awesome looking stuff is already starting to appear…

I’m In-ish

Posted by (twitter: @joeld42)
Saturday, April 18th, 2015 2:10 pm

Yikes! What a week. I just got done crunching on a huge update to The Brainstormer, with Apple Watch support. Submitted it to apple moments ago, and now I’m heading straight into ludumdare. I don’t have the highest expectations, I’m already pretty fragged going into the compo, but I like the theme and I’ve got a decent idea so let’s see how it goes…


Leviathan gameplay video

Posted by (twitter: @joeld42)
Monday, December 8th, 2014 12:49 pm

I made a little gameplay video of my game. Check it out if you want some more details on the rules.



Sumbitted — Leviathan

Posted by (twitter: @joeld42)
Sunday, December 7th, 2014 7:48 pm


Woo hoot! Submitted. This might be my most playable LD48 entry ever, but that’s not saying a lot. I tried out a new language and library (the Luxe engine, part of the snowkit toolset). But this time I spent a few evenings beforehand warming up, and I think it really helped. I wish I had time to add more stuff, the gameplay is not very fleshed out, but I think it gets the idea across and provides a few minutes of challenge.

Go visit my entry page to play:


Anyways, going to get some rest now. I had a great time, and I can’t wait to try out some of the other entries. Maybe this time I’ll have some time to play and vote.

Leviathan: Sort of playable

Posted by (twitter: @joeld42)
Sunday, December 7th, 2014 1:50 pm

Well, my game has a name and a theme (though I haven’t done much work on the art yet). It’s even sort of playable, although horribly unbalanced and I don’t think right now it’s possible to win. Needs more creeps, too, right now there’s only one type, plus the boss creep.

Screen Shot 2014-12-07 at 12.43.25 PM

Playable Link (pretty unfinished though)

Playing each card will build something useful, but it will also summon a creep. (right click to flip the card to read more). Right now the stats and stuff are missing. The goal of the game is to build the Victory Plinth, and survive the terrible boss creep that that summons. Snowmen shoot snowballs.

Going to give it a little more balancing, and then focus on the graphics for a while.



Snowmens and Rocks

Posted by (twitter: @joeld42)
Saturday, December 6th, 2014 3:36 pm




Click here to play!

So the game is underway, but there’s a lot let to do before it’s even playable. Right now you can just place things on the screen until you run out of cards. But you can try it out!

Not sure if I’ll stick with the snowman theme (though I will include him as a card).

Gonna take a quick lunch break and then continue…

Cards and stuff

Posted by (twitter: @joeld42)
Saturday, December 6th, 2014 2:34 am


Hey, Hearthstone fits on one screen, hmmm

Posted by (twitter: @joeld42)
Friday, December 5th, 2014 11:50 pm

Screen Shot 2014-12-05 at 10.47.29 PM


So I’ve always wanted to make a card battler. This seems like a good opportunity to try and do that. :) Not sure if this will really be snowman themed or if that’s just going to be temporary.

I’m in! ☃

Posted by (twitter: @joeld42)
Friday, December 5th, 2014 3:38 pm

I’m in! I’m going to try and make a web-playable game again, but this time I’m going to use haxe with the luxe engine.

I’m going to try and use it for a 3D game, which is not really what luxe is intended for. (it’s great for 2d games though). I just like doing 3d stuff and I don’t mind tinkering with engine stuff, so I’m going to give it a shot unless I have a really good idea for a 2d game. Last night I put together a warmup game (the world’s crappiest breakout clone) which helped me anticipate a lot of the issues I might run into.

My basecode and the warmup game is in my ld48 code dump (https://code.google.com/p/ld48jovoc/) in the basecodehx and warmup subdirs. I would not recommend them, they are a big mess as mostly for my learning, but feel free to peek at them if you want.

Good luck everyone! This is going to be amazing!

ps. I love that not only that this post’s slug includes ☃, it’s the second such post.

Another LD, another half-finished game

Posted by (twitter: @joeld42)
Sunday, August 24th, 2014 5:55 pm

Whelp, I ran out of time again. I’m not too surprised.


Screen Shot 2014-08-24 at 5.47.58 PM

Still, pretty happy with my game. I think it could be pretty fun if I were to keep developing it. Its kind of an action/puzzle thing.

Check out my entry page

Overall, not terrible considering this was my first time using SpriteKit and my blender-fu is very rusty.  Sorry, no windows or linux port this time since it’s spritekit.

Good luck!


Lasers and Collisions

Posted by (twitter: @joeld42)
Saturday, August 23rd, 2014 10:52 pm

Screen Shot 2014-08-23 at 10.47.57 PM

Things are going a little slower than I’d like, mostly since I’m new to SpriteKit, but it seems to be working and I have a good impression of it so far.

Lots more to do before it’s really playable but I’m not panicking yet..


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