About jwin


Ludum Dare 33
Ludum Dare 32
Ludum Dare 30
Ludum Dare 29
Ludum Dare 27
Ludum Dare 26
Ludum Dare 26 Warmup
Ludum Dare 24

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jwin's Archive

Terror Bird, Post-Jam Update

Posted by
Friday, September 11th, 2015 8:42 pm


I’ve been working on Terror Bird Feeding Frenzy a bit since the Jam ended, and I’ve finally got things wrapped up into a Post-Jam version.  You can find the new version linked on my entry page (Windows is recommended: it runs better and has some graphical improvements).

I’d love anyone’s feedback on the game in general, but also if you think it’s worth expanding further.

Terror Bird Feeding Frenzy Post-Jam

If you haven’t already played the Jam version, you can play and rate it here, or you can find the change log below if you’re already played the original.


Terror Bird Feeding Frenzy

Posted by
Friday, August 28th, 2015 7:02 pm


Be a bird!  Steal the food!  Trample the humans!

Check out Terror Bird Feeding Frenzy!

Terror Bird Feeding Frenzy

Posted by
Wednesday, August 26th, 2015 7:02 pm

I didn’t have time to post this when the jam ended, so here’s my entry now: Terror Bird Feeding Frenzy!

Terror Bird Feeding Frenzy

Trample humans and steal their food!

Terror Bird Feeding Frenzy is the first (as far as I know) gigantic, flightless bird simulator.  Run, jump over buildings, and terrify the humans in an effort to steal as much food as possible before the time runs out.

Terror Bird Feeding Frenzy

Jump really, really far!

Play and Rate Terror Bird Feeding Frenzy!

Throw More Junk at Aliens (Post-Compo Update)

Posted by
Saturday, May 9th, 2015 10:07 pm

I’ve added a Post-Compo version of Throw Junk at Aliens!  And if you haven’t already, please play and rate the compo version!

Play the Post-Compo Update or read more below.


Throw Junk at Aliens

Posted by
Thursday, May 7th, 2015 6:50 pm

Have you Thrown Junk at Aliens yet?  If not, play and rate it here!

If you already have, thanks for your time and feedback!


PS: I’m currently polishing up a post-compo version based on everyone’s feedback and some ideas that didn’t make it into the 48 hour version.  You can expect to see that this weekend!

Toss your car, hurl your house

Posted by
Saturday, April 25th, 2015 8:28 pm

Do you ever get so fed up with alien invaders that you just throw your house at someone?

Try out Throw Junk at Aliens and you will.

Get off my lawn!

Play it here!


Dark Depths, Updated!

Posted by
Friday, May 9th, 2014 10:03 pm

We’ve made an updated Post-LD version of Dark Depths!

Dark Depths


We polished up a few things we didn’t have time for during the competition as well as listening to some of the feedback we’ve received so far.  The gameplay has been updated pretty significantly, so its worth checking out even if you’ve already played it.  We think it maintains the tension of the game, while making things a little less frustrating. You can find both versions on our entry page:

Play Dark Depths!


Dark Depths: Finished!

Posted by
Monday, April 28th, 2014 6:58 pm

Woo hoo, we finished!  You can find our game here: Dark Depths

We were adding stuff and fixing things down to the wire, but we’re both pretty proud of what we’ve made.


We’re in!

Posted by
Thursday, April 24th, 2014 9:18 pm

This will be our second Jam!  For tools we’ll be using:

  • Unity
  • C#/Monodevelop
  • Wings3D
  • Gimp 2
  • as3sfxr
  • autotracker

We also have some existing code, which we may or may not use:


Pink Haze Post-Compo Update

Posted by
Saturday, May 11th, 2013 6:46 pm

Pink Haze Update


I’ve uploaded a post-compo update to Pink Haze which you can check out here.  You can also vote on the original, I’d appreciate it.  Enjoy!

What’s changed:

  • Two new rooms, bringing it to eight total.
  • Infinite play.  I got rid of the rushed ending, so now you can keep playing until you run out of health.
  • A few style and AI tweaks.

Pink Haze Post-Mortem

Posted by
Sunday, May 5th, 2013 4:24 pm

Pink Haze

Pink Haze is the minimalist third-person cover-based shooter I created for LD26.  This was my second Ludum Dare, and I feel I created a much better game this time around.

The goal was to do everything required for the genre (shoot things, hide behind cover to not get shot) and nothing more.  Your interactions are limited to moving around, firing your gun, and most importantly NOT moving or firing your gun.  When standing still your character automatically ducks, letting you hide behind cover and out of the enemies’ line of fire.  You’ll also recharge your health and ammo after standing still for a few seconds.  Aiming is handled automatically as well; you’ll always target the nearest enemy with direct line of sight.

Pink Haze work in progress

The second room of Pink Haze, complete with navigation graph.

What Went Right

Being agile: The first part of this is to get the bare minimum game up and playing as soon as humanly possible.  In the case of Pink Haze I had movement, ducking, shooting, and very basic enemies done within a couple hours.  After actually playing my game, I reassessed what needed to be done and it wasn’t what I predicted it would be.

For example, my original plan didn’t have auto aiming but instead both you and the enemies shot straight ahead while moving around to aim.  This wasn’t much fun because it was extremely easy to avoid shots (why duck behind cover when no one can shoot you?) but extremely difficult to shoot anything (If you can hit them, you’re already in the line of fire).  Being able to play my game very early let me fix many of the troublesome spots I hadn’t thought of.  The reloading/healing mechanism, the status indicator on your back, and the character design all came from addressing problems as they came up rather than from initial design decisions.

Knowing my tools: I had a much easier time getting things done this time than I did during LD24.  This was due in large part to being more familiar with Unity.  It took me just a few minutes to add particle systems, sound effects, etc instead of spending hours trying to learn how to do it on the fly.  I also created a quick game for the Warmup Weekend, which made sure all of this was fresh in my mind.

Designing around my abilities: There are some aspects of game development that I’m very good at, and some that I’m just not.  Personally, I think I’m a very capable programmer, and I can do some simple 3d modelling, but I’m not terribly artistic in general.  From the very beginning I ruled out texturing/2d art, making my own musix/sfx, and having a story-driven game.  These kinds of guidelines kept me from trying to tackle something I’d have no chance of completing, and probably wouldn’t be happy with if I did.

Using content generators: SFXR and Autotracker are simply amazing!  As stated above, creating sound effects or music aren’t in my range of talents so these tools are the only reason my game has music and sound effects.

What Went Wrong

Pink Haze work in progress

Creating the player character in Wings3D

Working harder instead of reassessing the situation: My original plan for the characters was blocky (Minecraft-like) humanoid characters instead of the floating ones that ended up in the game.  I spent over two hours failing at creating a run animation before giving up and designing something simpler.  In the end my replacement approach only to 30 minutes, and actually works better with the theme, but I still wasted a few precious hours struggling at a task that could easily be worked around.

Last minute additions: Up until an hour before the competition ended, the game had 6 rooms that randomly repeated until you died.  This was a bit repetitive, but entirely sufficient.  Instead of leaving things well enough alone, I decided to add a final room and an ‘ending’.  Unfortunately, after creating the final room I had no time to create an ending, and it simply fades back to the title screen.  The never-ending rooms would have been much better than such a crappy conclusion.

Not explaining things well enough: It was pretty clear from some of the comments I received that players weren’t always sure how to play the game, and the blame rests on how poorly I explained it.  The mechanics of my game aren’t as self-apparent and easy to understand as they seemed after working on it all weekend.  Standing still isn’t something you commonly do in shooters, so players were just running around instead of taking cover and not getting very far.  I added more descriptive instructions to the game’s entry page and haven’t heard complaints about it being confusing since.


Overall I’m extremely pleased with my Ludum Dare entry this year.  I accomplished almost everything I hoped to while designing it and I feel it was a huge improvement over my entry for LD24.

If you haven’t tried Pink Haze yet, you can do so right here.  Enjoy!

Pink Haze, done just in time.

Posted by
Sunday, April 28th, 2013 8:02 pm

Down to the wire, but its completed and I’m pretty satisfied with what I accomplished.

Pink Haze is a minimalist third-person shooter.

Run around, hide behind boxes, shoot some robots. Most of the rooms are shuffled around each time, but there is a final room you can only get to by beating the previous rooms in a single go.

Please enjoy it, rate it, and let me know what you think here!

I’m in, again!

Posted by
Friday, April 26th, 2013 6:20 pm

40 minutes to go!

This will be my second Ludum Dare, and I’ll be using pretty much the same tools as last time:

  • Engine: Unity
  • Editors: MonoDevelop & Notepad++
  • 2D: Gimp
  • 3D: Wings3D
  • Noises: as3sfxr & autotracker.py

Good luck everyone, and have an awesome time!

PS: I also did a warmup game last weekend, check it out here.

Infestation: done!

Posted by
Sunday, August 26th, 2012 6:25 pm

Completed and submitted!  I managed to complete my first Ludum Dare game, and even had an hour or so left over to fix bugs.  Considering I threw away everything I did on Friday, I’m quite happy to have something finished and, dare I say, somewhat polished.  You can view the entry or go strait to the game.

Infestation Screenshot

All things considered, this was a blast.  I can’t wait to start trying out some of the other games!

I’m In

Posted by
Thursday, August 23rd, 2012 10:08 pm

This will be my first Ludum Dare, can’t wait!  I’ll be using:

  • Unity
  • MonoDevelop
  • Gimp
  • sfxr
  • Wings3d (on the slim chance I do something with 3D)

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