About klianc09

I like games.


Ludum Dare 34
MiniLD #62
MiniLD #57
Ludum Dare 31
October Challenge 2014
Ludum Dare 30
Ludum Dare 29
Ludum Dare 27
Ludum Dare 26

klianc09's Trophies

Jam Favorites
Awarded by Jupiter_Hadley
on October 18, 2015
Raided the Trappy Tomb
Awarded by jimmypaulin
on September 4, 2014
Has Beaten SnakeFormer And Lived To Tell The Tale
Awarded by TobiasW
on May 18, 2014
Best Comment to a Game EVER
Awarded by infernet89
on September 14, 2013
you know about SILX #LD27
Awarded by alvivar
on August 29, 2013

klianc09's Archive

MiniLD62 Game (Prototype) submitted

Posted by
Sunday, September 27th, 2015 7:51 pm

After many desperate attempts at creating a “complete game”, I decided for this MiniLD I’m just gonna do what I’m best at: programmer art, buggy game physics and incomplete games.


The whole gameplay, condensed into one gif

So I ended up with this prototype for a platformer, where you use a giant sawblade to move/attack/shield yourself.

It’s ugly, missing audio, has severe hitbox issues, is nearly unplayable with a keyboard and is only a fraction of what I had planned (the usual feature creep), but it was just so much fun to make and play, that I had to share it.


Here have another choppy gif

Although the initial idea was fighting giant bosses, I quickly found, that platforming/navigating levels was much more fun that fighting. At least something learned through rapid prototyping.

So, if this sounds interesting to you, grab a controller, and enjoy cutting up helpless slimes and giant bosses (well not the planned “multistage epic final bosses” but still, I managed to implement two regular ones).

Why can’t I have 72 uninterrupted hours…

Posted by
Friday, August 21st, 2015 10:00 am

It’s the same every LD: At first I make a rough plan for the weekend and start working, forgetting that there is something outside of LD. That never works out and I end up with a half-assed game by the end of the weekend. I’d really like to participate, but it’s an illusion to have 72 hours (or even 48h) of free time, uninterrupted by real-life obligations.

That’s why I’m gonna enter:


So, this time, I’m gonna try something (hopefully) less time-consuming, and try to create a traditional (board/card) game!

Tools at my disposal:

  • pen and paper
  • multiple decks of cards
  • dice
  • ludo board and pieces
  • chess board and pieces
  • more dice
  • coins
  • any other household article most people probably have at home

My goal is to finish a printable pdf with the rules and board (if necessary). I’m just not sure if I’m going to make something “single-player” (like Solitair) or for multiple people. Probably not many people will bother to play it anyway. But that’s not what I’m here for, I’m here to make a game.

PS: I’m in

So I made a thing…

Posted by
Thursday, March 12th, 2015 11:38 am

After reevaluating what a game exactly is, I jokingly claimed the idea of an infinite ‘sandbox’ Tetris wouldn’t be any fun. I quickly decided that I should make it nonetheless, and what should I say, it’s … a thing now, I guess.


If you ever wanted to play tetris on an infinitely large field, here you go:


Somehow it’s highly addicting and I have already lost too much time with this (playing instead of developing). Just be careful when you suffer from OCD, because it won’t let you out of its icy, blocky, infinite grasp.


What the heck is this supposed to be?

Pre-Post-Mortem – MiniLD57

Posted by
Friday, February 20th, 2015 4:43 am

This MiniLD was a lot of fun. I managed to finish a small fun game that is not the worst thing I’ve ever made.

I challenged myself to reverse my game development process, meaning

  1. I started by creating music,
  2. made a design document,
  3. pumped some sound effects out of bfxr,
  4. created all the art for the game,
  5. wrote a TO-DO list
  6. and finally started programming the game.

Good things that happened:

– No silence: By making the music first, my game finally wasn’t silent because I usually drag this out to the end and then I totally forget/scrap it.

– Small but finished: The game is actually finished, because I decided to not take the first thing that came to my mind and think about all the cool things I could do, but instead kept the scope small and concentrated on one single core mechanic.

– emehT: This is probably the first time I made something that fit the theme, instead of ignoring it or just tangentially relating to it.

Bad things that happened:

– Bad Art: The art is really bad, as always when I do the art myself.

– Bad Music: The same goes for the music, but at least it’s better than silence… right?

– Rather shallow: The game is only fun for a short time, the novelty wears off quickly and then it’s rather bland.


Hyper Soccer now playable in the browser

Posted by
Thursday, December 11th, 2014 10:50 am


Hyper Soccer is now playable in the Browser, go try it now. It’s a frantic little local-multiplayer game with gamepad support, you can even play with as many players as you have gamepads. So grab some gamepads and some friends and get playing. (Although gamepads may not work in the Web-Version, and you probably need to download the Desktop-Version.)

Hyper Soccer GameplayIt has a lot of match customization options: you can choose the unit types available, the AI Difficulty and the amount of units per team. Although, not all values may be reasonable…

Promise me to never do that.

Promise me to never do that.

Two teams with various unit’s consisting of four unit types, each with their own special ability, try to get the ball to their side of the field, to win a round of hyper soccer!

Grappling Match

I do however recommend a “only-grappling-hook” match.

 Libgdx doesn’t like Iframes

I had to jump through a few hoops, to get the HTML5-Build of my LibGDX game to run flawlessly on itch.io, because it gets embedded in an iframe. If you are having similar problems you may want to read the stuff below.


End of Day 1 – Progress Update

Posted by
Saturday, December 6th, 2014 4:59 pm

Nothing special, yet. Needs more particles!

After ranting about the theme for hours, I finally committed to one idea and after about 8 hours of work I’ve got the basic gameplay.

I’ll be making a Two-Player Local-Versus (imaginary-sports?) game. This is very risky for Ludum Dare, but that’s  why tomorrow will be the “Implement an AI that is not as dumb as  bread”-day.



Posted by
Tuesday, November 11th, 2014 1:57 pm

We just released version 0.7 of our “Extended October Challenge” game “Hello, Alien!”. It brings new levels, bugfixes and probably other new bugs features.

We would really like to have your feedback to further improve it, and since we figured sending us an e-mail is too much of a hassle, we created a little feedback form, where you can anonymously give us some feedback about our game. So when you try it out, consider giving us a minute of your time and tell us what you thought. (That would really put a smile on our face.)

I would have liked to embed the widget, but wordpress doesn't like iframes.

So many jams

With all those jams coming up, it’s really tough to not get distracted. Next year, October Challenge will NOT be extended into November. The next few weekends will be really busy.

Nov 21st: Indies VS PewDiePie A jam with a real prize: PewDiePie is gonna let’s play the top 10 entries, which will mean fame and honour for those games. So it’s definitely worth checking out, although the lack of a proper theme (“Fun to play, fun to watch” – Duh, sure my game is gonna be fun.) makes it really hard to come up with a game idea. I somehow really miss the restriction of a theme that forces you to think outside the box.

Nov 29st: MiniLD55 I will probably use this MiniLD as an excuse to create a proper code base for LD 31, rather than making a game. Maybe just a small test game, with that feature… and that feature would be nice… oh, and wouldn’t it be cool if… god dammit brain, stop!

Dec 5th: Ludum Dare 31: The event everybody has been waiting for. Not much to say about this actually, I guess you are all familiar with LD.

Artist wanted

Oh, and I don’t know where to ask this, but here it is.

If you are an artist, but don’t know how to code and can’t make any music (optional), live near some european time-zone and know english (sure you do, you are reading this) or german, then we search exactly for YOU!

If you are interested in teaming up for the next jams, write us at accidentlyawesomestudios [at] gmail [dot] com


Hello, Alien! – It’s never too late for October Challenge

Posted by
Saturday, November 1st, 2014 4:36 pm


The open beta of Hello, Alien! is now available through itch.io! You might remember this game from LD30, if you have been one of the ~50 people who rated the game back then. We didn’t finish improving it within October, that’s why it will be in open beta for the rest of November. This still counts as a successful october challenge, or does it?

You can pay what you want, which also includes paying nothing (if you really want that?), so you have no excuse for not trying it out! Well, except if you are being abducted by aliens or attacked by bears. But we are thankful if you take the time to check it out nonetheless. We know bear attacks are really serious, so we’ll understand if you got no time.

Get Hyped, but not too hyped

Posted by
Friday, August 22nd, 2014 12:57 pm

We will participate in the jam and we are already completely stressed, so here is an inspirational quote for everyone to calm down, and remind you of that loving time we all call Ludum Dare:

Taking showers? What is that?
Eating? I’ll live from what I find between my keyboard keys. (most certainly Ramen noodles)
Sleep? Ain’t nobody got time for that! I got to create a game!
-an average Ludum Dare participant


Crosspost from our blog: http://accidentlyawesome.wordpress.com/2014/08/22/get-ready-for-ludum-dare-edition-30/

Below Earth – Post-Mortem

Posted by
Sunday, May 18th, 2014 1:00 pm

Here is a short post-mortem of my third Ludum Dare Entry (Jam): Below Earth.

In it you play an adventurer (bomb throwing maniac) that is exploring an underground cave only to find a rather hostile environment.

Play Below Earth

This time I also tried out some new tools like IntelliJ (IDE) and Aseprite (Pixelart) and I have to say I like them.

The somewhat good things:

  • Brainstormed the idea long enough and then sticked with it.
  • Prototyped graphics really quickly.
  • The game is actually fun to play.
  • I successfully drew my own pixelart with aseprite.
  • I didn’t neglect my personal duties during the weekend.


Don't mess with the local wild life.

Don’t mess with the local wild life.


The rather bad things:

  • I originally intended to procedurally generate levels, but then I realized, that I have absolutely no experience with procedural level generation. I ended up with uninteresting and lazy “random” levels. So I later created a level parser to read text-files and made some quick levels, but I also left some of the generated levels in it.
  • It’s too hard. I slowly start to see a pattern with my Ludum Dare games. I always balance it in a way, so that I still have a challenge, but that might not be an acceptable difficulty for others. Having difficult levels itself isn’t the problem, but having a too steep difficulty curve is a problem. I should learn to slowly(!) ramp up the difficulty of the game. Giving the game to playtesters often and early can really help with this.
  • Hiding content in later levels. Because of it’s difficulty, some players never got to see every enemy that the game has to offer. This might be something not true for game-design in general, but it holds true for Ludum Dare, where most people probably don’t have the time to try and master your game. This means all the main game features should be available within the “easy” levels, and only combine them and challenge the player after those levels.
  • This is another entry without music. Music is important for a game, but before I hastily make some annoying 10 second loop I rather leave the game without music. This might be a personal goal for my next LD to focus on music and create some for my game. I just have to find a program I can make some with and learn to use it….
  • I created pixelart. It’s not good, but it’s better than anything I’ve created yet. Still it took far longer than it should have.
  • No Web version. I really tried to get that GWT build to work, but there are so many things that go wrong when they somehow possibly can…

Time spent (aka everybody loves statistics)

During the whole weekend (Saturday to Monday because it’s a Jam Entry) I recorded my development time with toggl.com, which is really useful for such things. I ended up spending more time on graphics than I thought I would. Programming seems to be so big, because I was always testing my game inbetween bigger changes and played it over and over again. I also spent a whole hour setting up the project because I was using Libgdx without eclipse. 😉

That's how I spent my weekend.

That’s how I spent my weekend.


Every Ludum Dare helps me in some way to become a better developer and even a better person. 😀

I found some new nice tools with which I will continue to work.

I also should try to make my future games not too difficult for the average player.

I already started and will continue to develop a post-compo version of this game, because this is one of my first games where I feel like polishing it is worthwile.

If you want to play or rate or try out the post-compo version, you can do this here.

November Challenge failed

Posted by
Saturday, November 30th, 2013 5:01 am

This year I was really ambitious to complete the October Challenge. That was in September. Then in early October I had nearly no time for game development. So starting only midway in October I figured that I could just postpone the October Challenge to November, since it’s more like a personal challenge than a competition. So I started my very own November Challenge.

But as life is, there are many other things to do. And I get easily distracted from what I want to do (or also called procrastination). At some points I wasn’t even sure if I should bother anymore. This means I only have an unfinished game (about in the alpha-stage I would say) now at the end of November.

Still, I showed what I have to some friends and they reassured me, that it isn’t that bad and that I should just keep working and finish something. This made me decide not to give up that easily. Since I (sadly) can’t do the LD 28 in December (only got one day time, maybe I’ll do a joke entry, but I’m not sure if it is worth the try) I will instead work on my October 2013-Challenge in December.

I also recently watched this video about Motivation which made me rethink my way of working and (surprise, surprise) motivated me. Jazza is mainly working as an artist/animator, but it pretty much applies the same to game development.


The 2013 Challenge is on!



Posted by
Monday, September 16th, 2013 1:44 pm

Okay, so I finally got to write the post-mortem of our LD 27 Jam-Entry  “Goat Tower”.

The creating of this game involved a lot of fun, bleating into a microphone and eating a lot of food.


A goat likes to eat and shit

Being a goat can be tough.

The Good:

+ Teamwork:

got to a buddy and jammed at his house, and on the third day we got support from another buddy, who unluckily had only time for (the last) few hours.

+ Homebrew Soundeffects:

creating (trying to create) the sound effects by ourselves was a lot of fun. The bleating was made entirely by myself. Fun-Fact: The grass-eating sound effect is me, eating a cookie.

+ Food:

We had a steady supply of healthy nutrients, which we used to make more nonsense nobody needs.

+ Fun:

we had a lot.

The Bad:

– The Theme:

Seriously, screw it. Nah, it wasn’t that bad, but it just wasn’t what I had in mind. The only thing that got stuck in my head was that #LDTD and #LDTO thing that had been going on before the jam.

At one point during the weekend, we nearly lost all motivation, but then we said, f*** this, we’re just going to make a game about goats, and it is going to be the best game about goats ever.

– Missing Preparation:

I wanted to create a Web Game, so I tried to create a Game with LibGDX, which I haven’t used since two weeks before the LD. But unfortunately, the export to HTML5 didn’t work (because it always throws NullPointerExceptions for no obvious reason), so I still failed my goal to create a Web Game.

GIT is a nice tool, as long as you work alone. As soon as you have to merge and branch and stuff, it just doesn’t work anymore. (Or at least I always get confused on how to do it.)

-Inproper Division of Labor:

My buddy and me are both programmers, but since only I was familiar with LibGDX, we decided he should do the art and I do the programming. That wasn’t such a great idea, since he inefficiently did the assets while trying out and tinkering with different programs, reading tutorials about pixel art and just not doing what he is used to do. Because well, we are Programmers. Next time, we probably will work together on the programming, but first we will have to sort out our problems with GIT.

-Being out of Scope:

We weren’t able to implement everything we wanted by far. (Mainly because of previously mentioned reasons.) It’s really hard to keep things simple when you have so much ideas, I guess we’ll have to train to cut those things that nobody needs. But we already implemented some (are going to implement all) of the missing features in the post-compo version. (Powerups, Gamepad Support, More Varied Enemies, …)

A goat minding it's business

Sometimes you have to set priorities. Implement that new enemy, or add that other feature that makes you giggle everytime you think about it? Well, obvious choice.

-Last minute “Level Design”

And I again kept the level design and difficulty tweaking to the last minute (literally). It was easily beatable by me (and the testers), so I thought it was okay, but I should have known better, because many people were complaining about the difficulty.

So, remember for next time: Making it slightly easier than you (the creator) think it should be, is usually difficult enough for the average player.


Now go and play our Goat Simulator 2013 (or was it Goat Tower, I’m not so sure anymore), and have some fun being a goat.

(If this game doesn’t make you laugh, nothing will, I’m sorry for you :<)

PS.: Everyone happy final Ludum Dare voting hours ^^


Posted by
Saturday, August 24th, 2013 9:09 am

Can anybody draw a pixel-goat?

The moose that was supposed to be a goat

The moose that was supposed to be a goat

So I wake up and then there was the theme

Posted by
Friday, August 23rd, 2013 8:22 pm

Suddenly there are (2563 + 497 + 1463 =)  4523 total votes for the top theme, just 1948 more than the most rated theme from the previous four rounds…. WHAT!? O_o

Do I sense manipulation? Or is it simply the smell of an insane amount of competition? Who knows… only the final amount of submitted games will tell, and I hardly tread to imagine what onslaught it will be.

So, now on to WORK… I mean… BACK TO SLEEP. I think I have to digest this first. I kinda expected it to be the theme but I somehow hoped it wouldn’t.


So the question is: what can you really DO in 10 seconds?

Theme Voting Number Crunching

Posted by
Thursday, August 22nd, 2013 9:03 am

So, I fed all the results from the voting into an excel sheet, and did some number crunching. If you like numbers as much as I do, than come and look at all my research results.

The results of my research are:

Everything is better with excel

Have a look at this beautiful excel sheet

  • Round 1 has been the best, atleast almost all top 20 themes are from round 1.
  • The most votes on any theme are on “You must leave it behind” with 2575 votes, meaning we can expect a slight rise in the number of participants from last LD (2346). The theme with the least votes has been “Desperation” with only 2338 votes (irony?).
  • The most downvotes got “Prohibition” with 1488. I guess this will never become a Ludum Dare theme.
  • Two of the top themes are nearly identical “Parallel Worlds” and “Multi-layered world” (or at least they sound identical to me) still “Parallel Worlds” performed better because less people disliked it.
  • As far as i can judge, and except “Evil vs Evil” which is very similar to “You are the villain” from LD 25, there are only fresh “never seen before in a LD” themes.


Fun facts:

  • Did you notice there are actually 21 themes in the final round instead of the announced 20? (Seems like PoV wants to keep “Darkness” in the final round) (Edit: my bad, there are really 20 themes in the final round, but “Contrast” got replaced by “Darkness”, although having higher votes) I’m too stupid copying numbers from one screen to another? PoV is of course right, it was my mistake. (Data files have been updated)
  • “Infestation” has exactly 666 upvotes. Coincidence?
  • There are as many people hating “Destruction” as there are people hating “Immortal” (1167).
  • “Balance” is the theme with the most Neutral votes (696). Seems like people couldn’t decide for one side. 😀

(Anybody who is interested: here is my original xlsx file, here is a super-portable CSV file of this or as a PDF for viewing pleasures.)

(Any errors or typos are pure intentional and for entertainment purposes only.)


Thank you for your time, I hope you had as much fun reading this, as I had making this.


I’m in (the Ludum Dare Fever)

Posted by
Wednesday, August 14th, 2013 2:35 pm

Since my first Ludum Dare went rather well (25th in Fun), I guess I will also participate in the next LD (Jam).

Tools I’ll be using:

  • Frameworks:
    • LWJGL, Slick2D or (if I manage to learn it within the next two weeks) LibGDX
    • and NiftyGUI
  • IDE: Netbeans
  • Graphics: Gimp, Paint (maybe Wings3D for modeling)
  • Sound: bfxr, sfxr, audacity
  • All my friends for (alpha & beta) testing (this time for real)

My major goal for this LD will be to make it playable in the browser, because it seems that many people don’t like downloads ( I get why people don’t like installers, but standalone executables aren’t that bad), hence why I try to learn LibGDX.

Maybe as an exercise I will also try to make a real RTS out of my MiniLD44 (7dRTS) entry, which is currently only turn-based.

Having said all this: Happy Jamming everybody.

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