About jukimv1986


Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 26
Ludum Dare 21

jukimv1986's Trophies

You were there *Award* #LD30
Awarded by alvivar
on September 3, 2014

jukimv1986's Archive

When are the results sheeping?

Posted by
Monday, May 11th, 2015 9:29 pm


Thanks for playing and rating COPY GUN!

Posted by
Monday, May 11th, 2015 6:05 pm




Thanks for playing and rating our game (still some 2 hours left at the time of writing this, so try COPY GUN if you haven’t played it yet)

We will be working on a post-compo version with more worlds, levels and polished controls and effects, following the amazing user feedback we received during the last weeks.

Follow us at mandarinagames.com/blog or on our twitter and facebook accounts to keep updated on its progress.


COPY GUN Post Mortem

Posted by
Tuesday, May 5th, 2015 3:29 pm

Finally, here we are with the Post Mortem for our game COPY GUN, developed during the Ludum Dare 32 Jam. We are going to revise what went right, what went wrong, what did we learn in the process and future plans for COPY GUN.

– What went right

When brainstorming ideas for the Ludum Dare this is one of the first we thought, quite early on during Saturday morning. From the beginning it was easy for us to settle for this idea and the set of mechanics and first levels were born fast.

Most importantly, for this Ludum Dare, Alicia and Sergi, fellow colleagues from Mandarina Games, joined me with complementary skills doing the art and code of the game. Undoubtedly, without them this game wouldn’t have been possible.

Finally, good planning was a key component, specially considering that as a team it was our first Ludum Dare. However, I have personally been part of 7 ludum dares, with diverse degrees of success, and from those experiences I learned how to plan the game execution in phases and to be able to make decisions fast. This helped us to complete a decent amount of the ideas that we had previously envisioned and to include 20 normal levels plus 5 bonus ones.

– What went wrong

For this Ludum Dare, we at Mandarina Games organized a real world gathering at Parc Audiovisual de Catalunya, in Terrassa, which meant putting a lot of effort not just organizing the event, but also attending local media, waiting for people to arrive to the location, solving issues with the internet connection, and other distracting stuff.

Additionally, as I said before, it was the first time we worked together as a team in a Ludum Dare, but particularly the first time in general for Sergi participating in such event. Despite this lack of experience, and also missing the last day due to job obligations, I would rate as very impressive what he achieved in just 2 days.

– Lessons learned

For this Ludum Dare I would say that we learned the following lessons:

· We should give a little more time to testing, as collisions, effects and some of the levels were not polished enough.

· Add more feedback details to make the game more responsive, user friendly and fun to play.

· Finally, strive to improve on all prior experiences, by repeating what we did good in this project and trying to avoid what we did not so good.

– Future plans

Next weekend, before the end of the rating phase, we will be adding a postcompo version fixing some of the issues we just mentioned in the previous paragraphs, making the game experience smoother, more balanced and fun to play.

For this game we would like to add 4 new worlds to the current one, such as a water, a volcanic or an ice world, and a final lab world. In each one of those new mechanics would be introduced and old ones reused, with new twists due to the nature of the environment. The idea would be to add final bosses as well, so overall when complete the game would be about a 100 levels, 20 of which would be available as a postcompo demo for everyone to try and play :)

– Conclusion

We are very happy with the results of this Ludum Dare, and we would love you to enjoy playing our game COPY GUN. We would be pleased to receive your feedback, as it helps us improve the game experience and ourselves as game developers.

You can follow us on facebook and twitter, or at our website mandarinagames.com.

P.S. If you want to play other fun games created at the real world gathering, then try the challenging Trappy Trap and the hilarious Grandma’s Kittie Rescue!

We are in!

Posted by
Saturday, April 18th, 2015 7:01 am

Here at the real world gathering in Terrassa I will be joining the jam competition alongside with Sergi, our lead programmer at Mandarina Games.

We will be using Unity to develop our game, for which we are still brainstorming :)


Happy game development everyone!

I’m Out.

Posted by
Sunday, December 7th, 2014 6:27 am

Couldn’t find an idea that I liked enough to pursue. Additionally my mind is not in the game this weekend. So it is time to affirm that I’m out for good. Good luck to current participants, we will be cheering for you!

I’m in!

Posted by
Friday, December 5th, 2014 7:47 pm

This time I will be joining the jam from Arcavacata, Italy.

Development tools:
– Unity 4.6

To start I will do some brainstorming on the theme, “Entire Game on One Screen”, and come back with the idea while sleeping :)

Happy game development everyone!

Rating frenzy! Post-compo on the way…

Posted by
Monday, September 15th, 2014 10:21 am

Hi there! Thanks for rating us, this ludum dare has been hectic!!

With less than 8 hours to go you can still rate our game here:
Rate Alice Anxiety now!

Rate Alice Anxiety now!

A post-compo version is on the way, probably will be posted after the results go live. Check us again later for more info!

Alice Anxiety – Post Mortem

Posted by
Friday, August 29th, 2014 6:58 am

Try our entry here!


This Ludum Dare the Mandarina Games team joined me at developing a game under the jam competition. We did some brainstorming on the idea from the time it went live, around 3AM local time, until Saturday evening, where we picked one from out of ten different ideas we had played with during the day. Then during Sunday I used Unity for the first time to create the engine from scratch and using a plugin for the dialogue, to finally add the art, music, story and last minute tweaks during Monday, where we got all the team working on the game for around 18 hours straight. For this I would like to thank them and appreciate their efforts publicly, as without their help this game wouldn’t have been possible: Alicia, Natalia and Sergi, thank you very much.

Read below on things that went right, other things that went wrong and what have we planned for the future!

What went right

We are very happy about how this project turned out despite being the first one we worked together under stressful conditions and extremely tight deadlines. Here is a list of the things that went particularly right, and why it did play this way:
– Brainstorming process: We spent the whole Saturday brainstorming the idea for the project. It was key that we chose an idea that was tied to the theme in a novel, distinctive way, and that it was embraced by the whole team. We started this endeavour by creating a document to compile all game ideas until we came with ten of them. Finally, after thinking much about our capacity to execute and to what extent each idea was compelling to us, we decided to go with the first one we thought of, which was the current one.
– Execution: For the first time I was surrounded by a team of professionals that can make things happen, and I had the experience from prior ludum dares, so it was easy to get things done from art to programming, and get the best of us through the project. Alicia and Natalia created the story, art, music and the brilliant mood you find in the game and Sergi helped me a lot with programming.
– Mood: We achieved quite a disturbing mood, which was our main goal, thanks to the balanced art and music combination. We knew that there was no time to create a brilliant story or clever mechanics, so our intention was to give the audience a glimpse on what we were trying to achieve by creating a great atmosphere from the start and adding a bit of story afterwards. You can read about what we have been planning for the future on the last section of this post.

What went wrong

There are a few things that went wrong, mostly caused by the lack of time. Alice Anxiety is a game with tons of possibilities and wonderful ideas we wanted to implement, but we had to leave out or, or on the other hand, we couldn’t implement them as well as we wanted to.
What we had to leave out was:
– A fully developed and more complex stats system with different ways in which Alice’s actions and environment affect those.
– A bigger world, with the main locations sprawling into a deeper, more extensive environment to explore.
– More actions and choices to make, branching into alternative scenarios.
– More characters to interact with, and the consequences that those interactions would have for Alice.
– A better exploration of the plot, the puzzles and the way it all ties together.

There are also issues with the transitions and the GUI, as well as the response to user input, and the stats management. Sound and visual cues so the player can know things are getting done is another thing we couldn’t implement.

Future work

Together with Mandarina Games, we want to take this project to full sail and turn Alice Anxiety into a fully developed game.
To make this possible, our idea is to launch a small fundraising campaign. How small? Really small, just what we need to make the game what you have imagined from our LD entry.
With 1.500$ we’ll be able to fund the development of a full-length first episode with all of the features and richness we envisioned when we made Alice Anxiety.

In numbers, this means that, selling a pre-order copy of Alice Anxiety at a special price of 2$ -instead of the 3$ full price we think is fair-, we’d need 750 backers donating the minimum tier.

To make sure that this feat is possible, we’ve decided that the fundraising campaign will only launch if we can reach 500 players to test our web demo. The time limit is until the Ludum Dare voting period is over.
We are going to spread the word as much as possible, so if you like Alice Anxiety and would like to see it become a full game, spread the word and contribute to the fundraising.

Let’s make Alice Anxiety become a reality!

Try our entry here!

Alice Anxiety Title Screen Preview

Posted by
Monday, August 25th, 2014 12:13 pm

Have a glimpse at the title screen for our ludum dare upcoming game, Alice Anxiety, a game about a girl with social anxiety disorder. Follow us on our website for oupdates on this and future projects! Mandarina Games


I’m in!

Posted by
Saturday, August 23rd, 2014 1:06 pm

A little late, but better late than never!

I will be participating in this edition of Ludum Dare 30 with a sim game, resembling the japanese ones, where you play as a guy / girl commencing school again in September in a new place, where you do not know anyone yet. At the beginning things will look like the usual, going to school and getting to know new friends there, but then at night, when going into sleep, your mind will go roaming into an alternate, connected world, where nothing is what it seems and where your experiences lived during the day take a new perspective.

I will be using Unity as the engine and will be getting help from my colleagues at Mandarina Games with programming and art.

Have a look at a first screenshot of the draft GUI:

I will be updating again when I have developed the concept further or have any more screens to show. Have fun!

I’m in (yeah, really, with less than 2 hours to go)

Posted by
Monday, April 28th, 2014 4:27 pm

I’m in on behalf of Mandarina Games and this is going to be a rough concept for a mobile game.

Better get back to the game or I won’t finish on time for submitting!




Posted by
Friday, December 13th, 2013 5:11 pm

This is gonna be my third time participating alone in a ludum dare and my fourth overall.

I will be using Canvapps (https://www.canvapps.com) as a programming framework and HTML5 as programming language.

As the framework I will be using is still closed to the public I will be joining the jam.

Final words: Do not expect a fancy game, pretty graphics or nice sound effects. However do look forward to a game concept that will blow your mind. :)

esfiera demo is now complete

Posted by
Sunday, April 28th, 2013 4:22 pm

This is not a game.

If it was a game it would be funny, have defined objectives and give you a sense of accomplishment when you finish it.

But as with any stories in life, deception is always around the corner.


esfiera contains:

– about 5 minutes of gameplay

– no sound :(

– minimalistic animations

– 2 different endings, one open and another closing (read the text carefully)

– life-changing phrases


Feedback would be greatly appreciated :)

esfiera [a work in progress]

Posted by
Saturday, April 27th, 2013 11:29 pm

– about 5 minutes of gameplay

– 2 endings

– minimalistic animations

– no sound :(



still a work in progress


Posted by
Saturday, April 27th, 2013 1:48 pm

This is not a game.

This is a story of a circle, the journey of its simple life.


I am in

Posted by
Saturday, April 27th, 2013 10:39 am

This is going to be an attempt to make something creative, express myself and reflect on my life experiences.

Lately I have been going through a depressive phase, so forgive me if the game is a bit gloomy :)

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