About Jyrkface (twitter: @https://mobile.twitter.com/Jyrkface)

I love games, and I love weird things, so pretty much from the moment I heard about Ludum Dare I've been a fan. After spending years following the indie game community and making abortively ambitious projects to drown in the privacy of my own bathtub, I decided to take the plunge and release something for Ludum Dare 26, and I couldn't have been happier with the experience.
I hope to participate in every Ludum Dare from here on out, unless the theme is too difficult ;)


Ludum Dare 37
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26

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We’re In!

Friday, December 5th, 2014 6:41 pm

I’ll be entering the Jam this time around, with my good friends Ivano Palmentieri of SomePX and DJWildebeest. Ivano will be the head of our GFX department and DJWildebeest will be on sound design. My job is animating characters and actually assembling the game :)

We’ll be putting the game together in Multimedia Fusion 2, sounds will likely be generated with SFXR or a mix of softsynths/effects in Ableton. Ivano will be making graphics with… a computer? not sure… and they will probably be animated directly within MMF2.

This will be my fifth Ludum Dare personally and I am very excited!

We’re In!

Friday, August 22nd, 2014 12:22 pm

I’ll be joining the 72-hour jam along with a team of friends this time :)
I’ve worked with Wildebeest and Ryan64K several times before, but this will be our artist Chelsea’s first game so we’re excited to be doing things at least a little bit differently. And honestly, I couldn’t imagine a better trial-by-fire for a games artist than the LD πŸ˜‰

Team members and softwares we plan to use are as follows –

Rusty Hayes @Jyrkface
Multimedia Fusion 2
Sprite Something
Adobe Photoshop

Ryan Kirschenmann @Ryan64K
Music/Sound Design
Ableton Live 9
Akai MPK 49
Korg KP3
M-Audio Trigger Finger

Charles Rowell @DJWildebeest
Sound Design/Assembly
Sony Acid Studio
Adobe Audition
Adobe After Effects
Multimedia Fusion 2

Chelsea Patarini @BlondeBurgundy
Art/Visual Design/Animation
Adobe Photoshop
Adobe Fireworks
Sprite Something

Fringe Games Is In!

Friday, December 13th, 2013 2:52 pm

This will be my third Ludum Dare personally, but this time I’ve talked most of my compatriots at Fringe Games into joining the cause! πŸ˜€
We cut our teeth as a team earlier this year on the BaconGameJam (you can check out our entry hereπŸ˜€ ) and we’re all super excited to do the gamejam thing again!

Our team is:

Ray – Project Management

Rusty (Me) – Programming, Pixel Art

Malice O’Conner – Visual Design

Ryan64K – Music

DJWildebeest – Additional Programming, Sound Effects

Saffron – Art, Animation

We’ll be using Multimedia Fusion as our primary IDE with art handled primarily in sprite something and adobe photoshop. Music will be made with a variety of hardware synths and midi software and mixed in ableton, and sound effects will probably be dealt with through a combination of sfxr, bfxr and various synthesizers. Any changes to this plan will be noted in future posts πŸ˜‰

Tuesday, August 27th, 2013 1:36 pm

Well, it looks like my personal effort for this Ludum Dare has been demoted to a Jam entry. πŸ˜›


Parallel Panic

The game is a little weird, you play as a scientist working on a teleportation device. During a routine test, something goes wrong and the facility is suddenly swarming with intergalactic invaders. Luckily a side effect of the machine’s going haywire is that it immediately warps you out of the facility- and into another dimension.

Gameplay is pretty basic, each level is a new dimension with some bits of plutonium scattered about. Collecting all the plutonium warps you to the next dimension/level. However, you only have ten seconds in each zone before the invaders catch up to you and begin flooding the level.

Each dimension is different and the game features zones underwater, in hell, in dinosaur times, with low/no gravity, potatokitties and more!

Screenie2 Screenie3

One of the main things that ate up my time this Dare was my decision to also work on a quick collab with DJWildebeest, making a pirate battle game where you individually control each of your ship’s 6 cannons, which each take ten seconds to reload.

We had to scrap a lot of the enemy AI work we did on the second day because it was becoming clear it would be too complex to finish in time, so the enemies are pretty simple and don’t use the same side-firing method as the player. The player controls are really all we got done, and are pretty unique. You control your ship with the dPad and WASD, with the arrows controlling your movement and WASD selecting and firing your cannons.

While it’s definitely what I’m blaming for Parallel Panic not getting done in time for the 48 hour compo, I couldn’t be more pleased with the game so far, and really look forward to helping add features like full enemy AI and little pirate boarders. Check out DJWildebeest’s page for more info on that!


Or just go play the game πŸ˜€

I’m in!

Friday, August 23rd, 2013 4:43 pm

This will be my second Ludum Dare. Unlike my first entry, I will be competing in the 48 hour Compo event although I may disqualify myself into the Jam event depending on the theme πŸ˜›

I will be using Multimedia Fusion 2 to develop the game, Sprite Something and Paint.Net for graphics, and audio will be done with sfxr and a host of apps like nanostudio, imaschine, etc.

My game last time was Gawdamn Aliens! it ranked #71 in Humor, #167 in Fun, and #367 Overall.

No idea yet what game I’ll be making this time, but I’m liking the themes I see*!

*unless one of the bad ones wins πŸ˜‰

We Made It!

Monday, April 29th, 2013 10:56 pm

First Ludum Dare Complete!! Well, mostly πŸ˜‰

Gawdamn Aliens

Screenshot 2 - pretty intense Screenshot 3 - the devil has wonky boobs


Controls –
WASD to move
Mouse to shoot
Hold D to bypass obstacles

Fend off the Gawdamned Aliens as a True American Hero.
Never stop shooting!
Guzzle sixpacks to shoot better! (Like real life!)
Infinite lives till they take your trailer!


For my first Ludum Dare attempt I recruited my good friend Ryan64K to help with the graphics and sound. Unfortunately, Ryan had a root canal on the last day of the Dare, so sound got largely pushed off to the side..

When the theme was announced, the first decision we made was that this was not going to be an excuse to make all our gameplay objects into squares and circles. It was going to be an excuse to get rid of any gameplay element that didn’t implement properly on the first try.

We decided to take the genre of platforming wasd-shooters and express minimalism in terms of gameplay and level design. Most platformers use a set of sequential hazards and obstacles to keep things interesting. Hazards in our game exist in the form of a constantly descending stream of enemies, but our game uses a small, flat area with wraparound edges; not very interesting.

To remedy this we made the terrain destructible, giving the player an evolving landscape to platform around on. We gave the enemies powerup drops so the player would have a reason to move around. We did away with lives at first in order to serve the theme, but honestly every idea we had to replace them with made the game more complicated. We finally settled on infinite respawns at your trailer. Also we gave the hero a trailer. And a truck. And suspenders.. And just losing your powerups didn’t seem like enough punishment for dying, so we gave the player an accelerating firing rate that resets when you die.

In our first builds, the trailer and truck were destructible and took damage from enemy shots, but could be pushed around with yours. This turned out lame, both in terms of gameplay and adding unnecessary complexity to the game, so we went with more of an abduction interaction with the trailer, whereas the aliens will simply eat the truck if you give them a chance. The truck can, however, be used for cover.

We’re in!

Thursday, April 18th, 2013 3:55 pm
This will be my first Ludum Dare competition, and as such I’ve decided to enter the Jam side of the event with my good friend RyanK helping with the music and/or graphics as needed.
No real ideas going in, our plan is just to roll with whatever the theme is and that seems easiest without any preconceived ideas or genres. That said I have a strong proclivity for old-school arcade style design, so. . .

For warmup weekend we’re going to go to the theme slaughter page and let it assign us a random theme πŸ˜€ Updates to come via the Twitter!

Tools: multimedia fusion, sprite something, photoshop, ableton live, SFXR

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