About Kenny G (twitter: @kennygoff)


Ludum Dare 22
Ludum Dare 21
October Challenge 2010
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Back in action

Posted by (twitter: @kennygoff)
Friday, December 9th, 2016 8:24 pm

This is my first Ludum Dare in over four years, and it feels good to be home. I’m still brushing off some of my game development rust, so this may be a bumpy ride but I sure am pumped! I’ll be solo jamming in the compo.

The tools this time around are:

  • Language: Haxe
  • Framework: OpenFL/HaxeFlixel
  • Text Editor: SublimeText
  • Graphics: Piskel, Sketch
  • Sound Effects: Bfxr
  • Audio: Adobe Audition, Audacity

And my hardware if need be:

  • Drawing Tablet: Wacom Bamboo
  • Microphone: Blue Snowball Ice


I’m ready to go! Let’s do this!

I shall be in.

Posted by (twitter: @kennygoff)
Wednesday, April 18th, 2012 10:52 am

I am busy until about 5 hours into the competition, so I’ll just use that time to think about ideas anyway. I’m going to try to be done with a rough build at 1:00pm EST because I have somewhere to be at 2-4pm, then back to developing at 5pm, with 4 hours left to submit.

Language: AS3/Flash

Engine/Library: FlashSpark , my WIP AS3 engine. It’s very rough right now and in early stages. Sorry I don’t have any documentation, atm, haha.

IDE: FlashDevelop

Graphics: Gimp

Sounds: sfxr/bfxr/Audacity

Alone In A Crowd Postmortem

Posted by (twitter: @kennygoff)
Saturday, December 24th, 2011 10:03 am

Re-posted from my blog: http://www.kennygoff.com/post/postmortem-alone-in-a-crowd-ludum-dare-22

Last weekend’s Ludum Dare was, in my mind, the best thus far. For over a year now, I have been trying to get the game development club at my college (SGDC, Stevens Game Development Club) to get together and participate in a Ludum Dare. Well, last weekend it happened! Thanks to a new dedicated room on campus for the club, and me bringing it up at every meeting for a month and spamming our email list with reminders, we had 3 people come by to work on games, and a few other’s come by to hang out and brainstorm. Unfortunately, I was the only one to finish, although one guy made a game on his TI calculator that was pretty cool (he didn’t submit though). Not only that, but I believe this is the best game I’ve made so far in a Ludum Dare, and my time was best spent during the weekend.

The Weekend

When the night first started and the theme, Alone, was announced, I couldn’t think of anything good. I thought of a lonely kitten platformer, but I hated that idea, and wanted to avoid doing a platformer (my fallback game type). I wanted to do something different this time. However, after talking with the guys who were at the SGDC room with me, a few ideas flew around. One being a game where you repulse people, and you have to corner them and make them your friend. Another, where you are trying to be alone, and you have to escape the people following you (basically the opposite of the previous idea). And a few other small ideas came to mind but I liked none of them. It was only about an hour and a half into the competition, and not late at night, so I figured I’ll start programming a simple platformer and make a kitten sprite so I have something to branch off of the next morning. After that it was about 12:00pm EST, and 45 hours remaining. I decided to take the night to sleep it over, as I typically have a better idea in the morning.

I woke up the next morning with a spark that I did not have the night before. It seemed like a more generalized version of the repulsion/attraction ideas. Basically, the game would be top down, with the screen being one room, and the player had to travel through to other rooms, and in each room was a different situation. Each situation would deal with emotions, and specifically for the theme; loneliness, love, togetherness, loss, and some others. I had been playing a lot of Edmund McMillen’s The Binding of Isaac, so I thought of the rooms in the same style as they were in Isaac. One basic rectangular room taking up the screen, with the possibility of one door on any given wall. The difference was, you could not go back through a room you came through.

Once I though of this I immediately got hit with all the different types of rooms I could do. Death, crowds, repulsive to others, getting a girlfriend, and losing a girlfriend were some of the first to cross my mind. I went to go scrap my old platformer and start fresh with this game. I decided to keep everything as different colored squares. This was not placeholder graphics though. I wanted everything to be representational and simple, in order to allow the player to image it all, and put him or herself in the game. Also I’m not that good at drawing top down characters, but I’ll stick with the simplicity angle as the main factor in the decision. The most complex thing in the game was the kitten, who was a small square with big pointy ears and a tail. As I started to put this together I also thought of naming each room something unique and displaying the name of the room on the bottom of the screen (which ended up being the most fun part of coming up with new room … and was totally taken from Terry Cavanagh’s VVVVVV).

I had to take a break during the day because I had a final exam and my roommate and I took a trip to New York City for a couple hours. Once I got back there was just over 24 hours remaining. That was enough time to put together a few rooms, clean up bugs, and submit on time. I ended up with 10 different types of rooms, which are randomly generated when you enter a new room.

What Went Right

  1. This was the first Ludum Dare where I prioritized gameplay over art, and made sure to get everything that was needed for the game to be fun before even thinking about art.
  2. Chose an idea that was easy to implement and rooms took a very short amount of time to create.
  3. Talking to people and going out was an important part in my design process, and the game wouldn’t be where it is without that. I got some good ideas for rooms from my friends in SGDC and my roommate came up with a few good ones, including one of my favorites “Size Does Matter”, where a bigger blue square steals your girlfriend from you.

What Went Wrong

  1. Gameplay relied on a lot of content. Although the rooms were easy to implement, I still needed a lot of rooms to make the game fun, and at 10 room types, I think I was short a few.
  2. No Sounds… again. I didn’t have time to work on sounds or music, and a simple ominous tune would have sufficed for background music.
  3. “The Answer” was kind of controversial, and people seemed to take it to an extreme. That room was a room you could not leave, and had a noose in the center, and when you touched it the game ended with a screen that said “Death: Forever Alone.” This was one of my earlier ideas, and I obviously didn’t think how people would take it. I was not at all trying to imply that I support suicide. It was merely a realistic look at the path some people take when faced with deep depression. I actually planned to add an exit if you didn’t touch the noose after a few seconds and other ways to end the game, including two tombstones if you have a partner, in a room called “Old Age” or something. I simply ran out of time and didn’t have time to implement the different death cases for each setup possible (alone, with girlfriend, with cat).

Looking To The Future

Overall, I think that this was a great Ludum Dare and my best and most unique LD game yet. I want to make a fully realized version of Alone In A Crowd, with a lot of rooms, marriage, divorce, more loss, friends, kids, afterlife, and basically anything in life that could effect a person. I already have 20 or more ideas for rooms, and any time I think about or talk about the game I come up with a new one. The full version of Alone In A Crowd won’t be something I’ll be done with soon. Rather, I’ll be adding to the current version over time, until I feel like I have enough content to release it. I’ll be sticking with doing it in AS3 with flixel, because I think it will be a good online game, and am also considering doing a mobile version, since it is very easy to implement on any platform (and my next few games in mind are going to be mobile and I’ll be in the groove).

I look forward to the future of Alone In A Crowd and the next Ludum Dare, which is the 23rd LD and the 10th Anniversary for Ludum Dare.

Finished with Alone In A Crowd

Posted by (twitter: @kennygoff)
Sunday, December 18th, 2011 3:43 pm

Well, this weekend has been quite successful. My 3rd finished LD! Woot!

I have a few hours to go, but I’ve decided to submit now, since I don’t know how much time I’ll have to get any more done for the rest of the night.


Because most of the content that drives the game is the variations and types of rooms, people, and things to encounter, I couldn’t fully realize the game in 48 hours. I did have a decent amount though, and definitely plan to do a post compo version. I’ve already got a lot of new room ideas, so expect more in the future! But for now, I’m done!


Posted by (twitter: @kennygoff)
Sunday, December 18th, 2011 12:52 pm

I’ve added a kitten easter egg. If you encounter the kitten, you can make it follow you around for the rest of the game.

With just 6 hours to go, I’m going to spend the rest of the day adding menus, an endgame, and possibly some simple sounds.


End of Day 2 Update

Posted by (twitter: @kennygoff)
Sunday, December 18th, 2011 12:58 am

So, after a good night’s sleep after the theme was announced, I scrapped my original crappy idea, and came up with a new one! Unfortunately, a final exam during the day, and a trip to NYC that took 4 hours slowed my progress and I’ve only just done any significant work tonight.

The premise is just to have a bunch of small rooms with variations of things that happen in life. The theme, alone, fits in with most of the rooms, such as repelling others, being completely alone, and even building (and breaking) relationships.

SOLITUDE: The starting room for every round.

All the rooms are randomly generated, and I’m currently spending the rest of the weekend just adding more and more types of rooms, to make each play-through unique.

For now I don’t what I’ll call the game, but I’m leaning towards Solitude (the name of the starting room), or Alone In A Crowd (another of the rooms).

With just 18 hours left, and the fact that it is almost 3:00 am here, I’m going to get some sleep, and tackle the rest of it tomorrow.

Desk/Room Photo (LD Gathering)

Posted by (twitter: @kennygoff)
Friday, December 16th, 2011 6:19 pm

The Game Development Club at my college recently acquired a dedicated room. So, naturally, we’re all going to jam together! We’ve got 4 participants so far and hopefully more to come!

Ryan and my laptop

Ryan and my laptop.

Other side of the room

Other side of the room


I’m In Yet Again

Posted by (twitter: @kennygoff)
Saturday, December 10th, 2011 8:32 am

This will be my 4th Ludum Dare and it is looking to be my best yet. Besides having a final exam midday Saturday, I’m completely free the whole weekend until Monday night. No excuses for not competing this time!

Also, the Game Development Club at my school recently acquired our own dedicated room on campus, so hopefully we’ll all be jamming together there.

I’ll be using:

Language: ActionScript3

Library: Flixel (and possibly Flixel Power Tools)

IDE: FlashDevelop

Sounds: sfxr

Graphics: Gimp

Escaping from LD

Posted by (twitter: @kennygoff)
Sunday, August 21st, 2011 2:53 pm

I’m wrapping it up now because I have some stuff to do tonight and I figure I’ll just submit what I have so far, since I won’t be able to get much more done anyway. Overall it was a great weekend (even though my end product didn’t have anything to do with escaping!) 😀 Good Luck to the rest of you finishing up!

Arachnid Escape: http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=1022

Lunch Update

Posted by (twitter: @kennygoff)
Sunday, August 21st, 2011 10:26 am


Lunch Break! Turkey burger and falafel chips :)


Posted by (twitter: @kennygoff)
Thursday, August 18th, 2011 9:13 pm

I’ve got every thing ready for tomorrow night! Got my index cards, sharpies, notepads, and even got my wacom out (probably won’t use cause I always do pixel art).

this is a desk.

this is a desk.

I’ve also set up my music playlist for the weekend. 20 hours of LD soundtrack :)

this is a music.

this is a music.

All that is left is I have to stock up on more food after I get home from work tomorrow.

I. Am. IN!

Posted by (twitter: @kennygoff)
Monday, August 15th, 2011 7:22 pm

This is will be my fourth attempted Ludum Dare (excluding miniLDs), and hopefully my second successful one.

Code: ActionScript 3, Flixel, FlashDevelop

Graphics: The Gimp

Sound Effects: sfxr

Time Lapse?: Chronolapse?

I guess that’s it.

Posted by (twitter: @kennygoff)
Saturday, December 18th, 2010 11:08 am

I’m going to have to drop out early. It seems like a repeat of last year in LD16 (even the theme). I didn’t come up with a good game idea for this theme until now so I just started about an hour ago. Unfortunately this theme and my idea are both lacking motivation for me (not to mention the fact that I have a Calculus 2 final on Monday I still need to study for). I thought I had the time but I simply don’t. Good luck to everyone else though!

Entering LD 19

Posted by (twitter: @kennygoff)
Thursday, December 16th, 2010 5:34 pm

It’s been a while since I last competed in a Ludum Dare compo (LD 17 8 months ago), but I finally have time to compete again and I can’t wait!

I’ll be programming in C++ using SDL for graphics, sound, and input. I’m using Gimp for art, and probably sfxr for sounds.

Good luck to everyone who’s competing or jamming this weekend!

October Challenge Completed!

Posted by (twitter: @kennygoff)
Friday, October 29th, 2010 3:27 pm

My game, Blow Da Bricks, has been public on Kongregate and in other places, embedded with MochAds. After less than 3 days, I have earned over $1.00 in ad revenue! I have earned $0.88 on Kongregate and $0.17 through MochiAds! I have also received a Kreds tip on Kongregate, so that totals the money I’ve made for the game at $10.61. In addition to that, I have just been approved for MochiGames publication and distribution, so hopefully I’ll see another spike in game plays and add revenue over the weekend. As for the game itself, it is currently been hovering around a steady rating and is at 2.8 on Kongregate now. I was a little disappointed that I didn’t reach 3 stars, but for my first released game, I think a 2.8 is pretty good. Head over to Kongregate and play it now, and rate it if you like it.

Entering the October Challenge

Posted by (twitter: @kennygoff)
Tuesday, October 26th, 2010 8:53 am

A while back I made a game, Hungry Hungry Castaways, for LD17. More recently, I’ve been updating it and putting a lot of polish into it. Today I announce that it is finally done and rebranded as: Blow Da Bricks! It is a fun and addicting puzzle game. I have put on MochiAds and the game is also on Kongregate. I’ll stay posted with my ad revenue, hopefully I’ll reach $1.00 by Halloween. Check it out on Kongregate. If you like it, please rate it 5 stars 😉

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