About Kayelgee (twitter: @cp_kayelgee)


MiniLD #58
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Simple Pong done

Posted by (twitter: @cp_kayelgee)
Sunday, March 29th, 2015 8:16 am


It’s done a pong with nothing extra. I decided to cut all the features before I even started.

So I ended up makeing a simple Pong clone. At least I finished what I wanted to do.

So if you want to play a simple pong that might be harder then it seems at first go ahead and try my Simple Speedy Pong.

Mini LD #58 – I’m in

Posted by (twitter: @cp_kayelgee)
Friday, March 20th, 2015 4:58 am

Pong it is. I’ll make the simplest pong I can in Unity 5. No extras. I might change my mind about the extras…

end of October Challange… I failed

Posted by (twitter: @cp_kayelgee)
Saturday, November 1st, 2014 8:44 am

October Challange is over and I have to admit I failed it.

But I guess I’ll just handle this like a normal ludum dare and switch from compo to jam by doing the unofficial October-November-December Challange 😀

But let’s look at what I got done in the last weeks.


Week 2 of October Challange

Posted by (twitter: @cp_kayelgee)
Tuesday, October 14th, 2014 1:55 pm

October_challange - week 2

The 2nd week is over and I am proud to announce I managed to work on WoCS everyday since the end of september. That’s a little achievment for me 😀

Now onto the actual wrap up of the week. (more…)

October Challange end of 1st week

Posted by (twitter: @cp_kayelgee)
Tuesday, October 7th, 2014 12:19 pm

October_challange - week 1

The first week is coming to a close. Let’s see what I’ve got done already.

Since the beginning of October Challange I’ve been only working on the UI. I made a mockup how the UI could look on mobile. Which looks like this: (more…)

October Challanger I’m in

Posted by (twitter: @cp_kayelgee)
Friday, October 3rd, 2014 7:29 am

So I decided to tackle the October Challange.


First of all I liked my LD30 game. I didn’t write a post-mortem yet but overall I was very happy with it(even though the scores were pretty low).

I want to fix the problems the game has. (more…)

A little late but I’m in!!!

Posted by (twitter: @cp_kayelgee)
Saturday, August 23rd, 2014 6:45 am

So after I read the Theme I was like meh I have no good ideas, but after brainstorming with some friends I have something I want to make so I guess I’m in.

The entry will be named Warlords of Connected Space.

You’ll play as a Warlord selling weapons to warring Planets which are connected through state of the art Warpgate technology(such innovation I know).



Unity3D, Blender, Paint.net, Photoshop, Audacity, sfxr and what not


This’ll be a jam entry cause it’s more fun to work in a team yay.

Stay tuned.

We give up

Posted by (twitter: @cp_kayelgee)
Monday, April 28th, 2014 3:42 pm

Sadly I have to write it but we give up. Our idea was too ambitious, our teamwork not as good as we thought, our time managment not on point and our real life didn’t let us work the whole time aswell.

Much is done but nothing is really playable so we won’t submit it.

BUT it was a good experience and we still want to finish what we started and we will in time.

We’re in

Posted by (twitter: @cp_kayelgee)
Friday, April 25th, 2014 10:31 am

Codeprolls will participate this jam.

Tools will be Unity, sfxr, blender, Audacity, Paint, Photoshop and what else we might think will help us in making the greatest game EVER.

Who did a #nokill challenge game?

Posted by (twitter: @cp_kayelgee)
Wednesday, December 18th, 2013 5:29 pm

I wonder is there a list of games who participated and succeded in the #nokill challenge?

I’ve seen so many “you only get one shot” games that I’m really interested what people came up with for the #nokill challenge with this theme.

Even though I forgot to mention it anywhere I actually did a #nokill game 😀 Check it out if you want:

Post me your #nokill games in the comments if there is no list yet :)

First day so far

Posted by (twitter: @cp_kayelgee)
Saturday, December 14th, 2013 3:03 pm

Time for a little break.

Let’s start off with a link to the current version

The first day was fun so far. Idea finding phase was super fun and ended in the idea of “When Arthur found love”. A story about a little factory robot discovering what else there is beside his little workplace. Will he find love eventually or will he stay a heartless machine? Follow him in his quest and help him find the best usage for his limited abilities. But remember you can use his abilities only ONCE…per level. Set up your orders and watch him drive, turn, fly, magnetize and grab his way through mindblowing levels.

I hope I get everyting done I have planned. I’ll try to focus more on polishing the game this time and I hope I’ll have enough time to make it look fun to watch Arthur complete your orders.

So far I’ve struggled a little bit with Blender and had forgotten more about Unity then I thought. So a little more warmup would’ve been nice, but I think I’ll manage to finish anyways.


This concludes my little recap of day 1. I’m pretty excited about the game idea. How about you guys? Are you excited for my game too? Are you excited for your own games? If so let me know  😀


I’ll say it with Unity

Posted by (twitter: @cp_kayelgee)
Thursday, December 12th, 2013 7:54 am

I’m in(Unity Webplayer)


I will be using Unity obviously 😀

Sound :sfxr

Graphics: Photoshop CS6, Paint, Paint.Net, Blender(maybe)

I will most likley join the jam as I might get help with music.

Generic LD25 participation title

Posted by (twitter: @cp_kayelgee)
Thursday, December 13th, 2012 8:40 am

I’ll be joining the Jam, as I might need that extra day 😀

I’ll use this as an opportunity to try Unity 4.

3D modeling will be done in Blender.


Merry Ludum Dare everyone

The Lost Laboratory – Post-Mortem

Posted by (twitter: @cp_kayelgee)
Thursday, August 30th, 2012 3:39 pm

So ludum dare 24 is over and The Lost Laboratory finished. It’s time for a retrospective.

A quick overview of what went right and what not:

What went right:

  • Planning the game
  • Coding
  • Graphics
  • Audio
  • Testing

What went wrong:

  • Content
  • Interface

It was really motivating to only have 72 hours to make a game. I worked 33 hours in total on the game.

It was really fun to explore the theme.  At first I didn’t like the theme because I could only think of generic approaches to it. But after an hour of  idea generation I finally found something which made me think “This might actually be really fun”. After having a closer look at it I noticed that it might be a little too ambitious. This brings me to my first what went right point.

Planning the game 

To get something playable in the 72 hours I had to cut features. The goals that I set for myself have been: 1 animal, 1 ability, 1 other room and the core mechanic which included the Genalyser, the Dnapter and a visualization  of the progress. I had all this done by the end of day 2 which was really good, as I could spend the little time I would have(I could only work at night on the last day) on polishing the game.


Another thing that went right was the coding. I knew allegro, boost and C++ very well and having a basic framework also helped a lot. I didn’t run into any problems. Bugs got fixed pretty fast and no crash issues. I haven’t done a game like this before but I could use my experience to solve all coding demands. I didn’t have to make any workarounds either as I made the engine myself so I didn’t feel like I was pushed in a direction I don’t want to go. I like to use the new C++11 features especially auto. I also found out that I could combine an stl map with an enum class and have an array with a readable index which can’t go out of bounds this way without using defines or casting to int. I love it when I discover a new way of using something 😀

For everyone who’s interested here are the tools and libraries I used for coding:

  • Code::Blocks (svn 8248)
  • Mingw 4.6.1
  • allegro 5.0.7
  • boost 1.48


I’m really happy with the graphics, although I could’ve done a better job with the tiles. I don’t do graphics that much but it worked out pretty well. The style I choose for the graphics is pretty simplistic which made making the assets a little easier. Still it took me around an hour per asset, with some exceptions. It was really relaxing to do art from time to time. Animating also went really well. I like Paint.Net more and more now. But I still wish there would be some features from the normal Paint and from Photoshop, but it’s ok. I just need to learn the hotkeys. It’s annoying that I can’t select multiple layers and work on them.

My tools:

  • Paint.Net (for pixel art and animation)
  • Paint (for quick pixel art)
  • Photoshop CS4 (for larger art)


This is one of the things that went reeeeeeally well :D. I guess this is the case because I had a dedicated sound artist. All sounds were done in the last two hours or so. He did a really good job. He even dished an amazing background track out in no more then 10 minutes. I wonder how the audio would’ve been if he had been there for the whole 72 hours. Here’s a little post mortem from him:

Hey guys, i’m SeniorHeuser.

I’ll just add my two cents about the audio editing and sound design (well, 2 hours aren’t really sound design but whatever :) ). I was sent a textfile by Kayelgee listing the sounds he needed with information about frame delays and frame counts, a working build of the game and most importantly the opportunity to replace the files „live“ while working on the sound effects and music. That helped a lot and that’s one of the many reasons i like to work with Kayelgee. The sound effects were put together in Adobe Audition 3.0 using free sounds from the internet. The background music was scrammed together in a sugar-induced 10 minutes creativity flash using Mixcraft 4 and my good old Yamaha Clavinova CVP-35 which apparently went quite to his satisfaction :) So THAT went well.

What went wrong:

I was not happy about how the effect for the bunker door sounded but time was not on my side, so… I never did sound effects in such a limited amount of time. That said i was shocked how fast one can run out of ideas and sources for sounds. Note to self: Gonna need a good outdoor mic! :) Definitely a field i will spend more time on ’cause it was a lot of fun being time restricted in a creative manner. Really looking forward to polishing the game post compo!


Having a few friends who tested the game helped a lot. The feedback I got fixed a few issues. Different pc configurations, different knowledge and different gaming behavior helped me to fix bugs, typos and awkward design decisions. Yet some design decisions weren’t questioned and ended up being left in the compo edition even though they were bad, BUT ludum dare people are also testing the game and pointed out some interesting sutff. I’m really grateful for every comment you leave.


It’s time to get to the bad guys. The things which went wrong.



As the project was so ambitious and I only really had 2 out of 3 days to work on it the content ended up being a little thin. I would’ve loved to have multiple abilities, multiple rooms, multiple animals and more . But time was short so I decided to have a minimalistic content, but enough to show how the core mechanic works.  So it’s one of the few things that I would’ve liked to work a little more on.


Yes the Interface went wrong. I was so focused on everything else that I made a few design decision which made the interface a little awkward. You have to click multiple times on the Genalyser when you’re holding a cat even though you can’t do anything else then decompose the cat once it’s inside. The Dnapter is missing a List where you can choose which ability you want to upgrade including a indication of how far your research is. The player has an interaction range, yet it’s not shown. Even though the player has to get close to something there is no keyboard button to interact. That’s everything which should’ve been fixed or didn’t exist in the first place. I should have thought more about these things. But at least these issues can and will be fixed in the post compo release at some point.


So much good stuff a little bad stuff. Overall I’m really happy about how the game turned out. I like it’s idea. It has so much potential I really want to take it further. As this ended up being so content -poor I’m not expecting too high scores except for audio. I’ll be happy with everything that gets at least 2 stars 😀

If you haven’t played The Lost Laboratory yet head over to the game and play it, rate it and leave a comment. I’m happy about every feedback. If you like the idea then stay tuned and watch out for further releases. If you want to be one of the first to get new informations then follow me on twitter @cp_kayelgee .

Ludum dare 24 Jam finished

Posted by (twitter: @cp_kayelgee)
Monday, August 27th, 2012 6:18 pm

Whew 72 hours are really short 😀

The game is finished and I am actually proud of it.  I hope at least one of you will enjoy the game as much as I enjoyed making it ^^

That’s it for today, I’ll try to write a post mortem someday, timelapses will be included also 😉

and so the first day ends

Posted by (twitter: @cp_kayelgee)
Saturday, August 25th, 2012 4:25 pm

I thought I would have more after 13 hours but w/e it’s starting to get somewhere. I’m pretty sure my idea is over ambitious but I’ll see it through to the end.

Whoever wants to decompose a kitten like creature can do so with the day 1 build of “The Lost Laboratory” availabe  here.

Moving is done with the arrow keys. to interact with the creature get close to it, click it to kill it then click it to pick it up, then walk through the door . Get close to the Genalyser(tm) and click it to open it, then click it again to drop the creature into it, then click it again to let it decompose the creature. You can repeat this process until you are satisfied.

I’ll try to make this fun tomorrow.

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