About koredozo

Hi. I'm DOZO, but that handle was lost forever in a tragic verification e-mail accident. I'm a professional failure at amateur game development. Let's see if Ludum Dare can change that.


Ludum Dare 32
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MiniLD #52
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Brain turning to clouds

Posted by
Sunday, April 19th, 2015 7:38 am

Love Hurts - Game Over

Can’t think up a melody to save my life when I’m this short of sleep, so I hope you like “Hark, the Herald Angels Sing” because you’re getting an arrangement of that.

The game is done, anyhow. All I’ll be doing from now on is prettying it up.

Cloudy with a chance of finishing

Posted by
Sunday, April 19th, 2015 3:37 am

Love Hurts - Love Doesn't Hurt

The game is more or less playable at this point. I’ll be pulling an all-nighter to try and polish it as much as I can before I have to submit it at around noon tomorrow.

Currently you can dispose of enemies by shooting them with Cupid’s arrow above the pit at the bottom; while consumed by passion for each other they will fall to their doom. I also hope to add a sword-wielding enemy whose amorous advances will end in tragedy for their lover.

Evil is acloud

Posted by
Saturday, April 18th, 2015 8:43 pm

Like afoot, but with clouds, right? Truth be told, I didn’t originally intend to put everyone on clouds, but while I was trying to animate a walk cycle I realized how much easier it would be. Probably a sound decision to go with that, since I’m kind of taking it easy after resigning myself to the fact this game isn’t going to impress anybody. Progress is being made, though.

Love Hurts - The Enemy

There’s an enemy now, who intelligently chases you around corners (usually) by means of a (slightly buggy) waypoint system. You’re also limited in how much you can fly before you have to rest on the ground for a few seconds.

Next step is to add the unconventional weapon and turn it into a proper game.

Cloud Nine

Posted by
Saturday, April 18th, 2015 1:50 am

Current Progress

It doesn’t look like much, but this mostly takes care of the graphics, and thus the most troublesome part of the compo for me. If I have time to spare later (unlikely, since I have things to do Sunday afternoon) I may work on making the background nicer.

Until then, making it playable comes first.

[I’m In] It begins.

Posted by
Friday, April 17th, 2015 9:01 pm

Not a bad theme. I’ve got a solid idea already. It will be called Love Hurts; I’ll let you imagine what that could mean.

Now the question is whether I should try for the compo and go straight for the jam. I’d do the latter except I don’t think I can find the art assets I need already available for free, which would be the prime advantage of jamming. I also need to go to a meeting on Monday afternoon, so I’d get 8 hours of extra time max on Sunday evening.

So, wish me luck at making it in time for the compo.


Posted by
Sunday, August 24th, 2014 7:07 pm

Things I can’t handle:

  • Creative game ideas
  • Art
  • Math, and therefore physics
  • Focusing
  • Recording music off a PC98 emulator (y u no play individual .M files, hoot?)

And just for a teensy bit of positivity, things I can handle:

  • Unity
  • Unity 4.6’s sexy new UI system

Definitely jammin’ next LD I enter. I figured I’d go for the easy idea that didn’t require real art and try the compo one last time, but it isn’t worth the extra prestige when my game isn’t fun.


Posted by
Sunday, August 24th, 2014 5:52 pm

30 minutes before submission hour as I’m trying to do last minute tweaks to my game is not a good time for you to call and insist on chatting.

The Final Frontier

Posted by
Sunday, August 24th, 2014 10:55 am

So, after an all-nighter and overall way too much time and effort considering it’s just a fancy version of Dope Wars, the game is playable. It was two hours ago actually, but I took a much needed break.


What next? Music? Add some more features to try and make it actually fun? Just submit it and go to sleep? I’ll take a shot at the former, it seems like the most sure thing, then maybe the features.  Sleep can wait when I’ve already come this far.

Great Glittering Galaxies

Posted by
Saturday, August 23rd, 2014 8:22 pm

So I was busy this afternoon, but managed to sneak in the following accomplishments here and there:

  • Markov chain-based name generator for stars
  • More interesting looking planets of various types
  • Hovering mouse over a star displays some info on it

Now for the gameplay. I keep saying that and it keeps not happening, but I had a better reason this time. Not much time left so I need to make good on it.


The Stars My Destination

Posted by
Saturday, August 23rd, 2014 4:23 am

I coded a BSP subdivider to create a galaxy full of stars, in three dimensions rather than two to make things a little different from the average indie space game.


Then I got caught up in aesthetics for the rest of the night just like I said I wouldn’t, and it was a waste of time for the most part; my stars still look more like gas giants than stars. I really need to quit doing that during LDs. There isn’t enough time for it.

I made myself a serviceable skybox in Spacescape without it consuming too much time, at least.

(Loosely) Connected Worlds

Posted by
Friday, August 22nd, 2014 10:43 pm

So I decided that this LD, I’d rather try to make a relatively fun and polished game that I can be proud of than spend all Friday trying to be original or clever with the theme, and end up with something that might require a lot of work. Thus, I’m going to be working on Wealth of Stations, a space trading game as I’m sure many others are already doing. (Not even the title is clever.)

The silver lining of this is that since only programmer art is necessary for a game like this, I can aim to have it done in time for the compo. I think it’ll also be relatively simple to design and program, though I may regret that attitude.


I’ve spent the past few hours setting up my tools and creating a star and an Earthlike planet that orbits around it. They aren’t gorgeous, but you’re usually going to be seeing them at a much smaller zoom, so they’ll do the job.

Now it’s time to put together the game before I focus any more on aesthetics.

I’m in… maybe

Posted by
Friday, August 22nd, 2014 6:46 pm

Mmh, not exactly thrilled with the theme. I’m gonna have to think about it for a while. I don’t want to just make an LttP or Quantum Conundrum look-and/or-play-alike.

If I enter, I’m probably going straight for the jam this time because I hate creating art and would rather use someone else’s. Even though I have work on Monday and won’t be able to do anything for most of it.


Posted by
Monday, August 26th, 2013 1:07 am

So I was putting the finishing touches on the chess rules, when I discovered that the king could ‘escape’ from checks by pieces like rooks by moving away from the rook (because the king’s previous position blocked its new one from being threatened.) Attempting to fix this bug introduced a bevy of new glitches whose causes are eluding me. All in all, I don’t feel like missing sleep over it or trying to salvage things in the six or so hours I’m likely to spend awake before the deadline tomorrow.

There’s also no way I would have time to add an AI, so you might as well find a friend to play Ridiculous Chess with.

I blame my ongoing illness for my failure, so I’m not ashamed of it and I think I did alright for the 24 hours I was actually able to spend working on my game. I might revisit this project later when I’ve gotten over the cough, or maybe do a private 48 hour jam of my very own (I’m gonna need to think of something else to submit to 1GAM.)

Fool’s mate

Posted by
Sunday, August 25th, 2013 9:53 pm


Almost all of the game logic is in place, except for the more complex rules of chess like en passant captures, castling, and pawn promotion. Those probably aren’t going to be implemented.

I’m not sure 20 hours is long enough to implement an AI either. Progress is being made, at least, and I should have something playable by the end of the jam.

King’s pawn

Posted by
Sunday, August 25th, 2013 4:27 am

I finally started to feel decent enough to really get to work fairly late at night, so in what is probably an inadvisable move, I’ve decided to pull an all-nighter to make up for lost time.


Here you see the opening of the game, with Black ready to move. (I decided to make the player play as Black because the AI probably needs the minor advantage, plus having it move first might help the player acclimate to the mouse controls. Also made some other minor visual tweaks.)

I’m glad I entered the Jam or I could probably write this off as a failure for reasons beyond my control; as is it still has a chance of getting finished.

Slow progress

Posted by
Saturday, August 24th, 2013 6:22 pm

What else is new?

This time though, it’s because I’ve had some kind of respiratory complaint for the past month and it saw fit to remind me of its presence today. I spent most of the past 24 hours in bed or not in an ideal state to work on a game, and got pretty much no concrete work done up until an hour ago. As of now, though, I have a serviceable chessboard and data structure for representing it.


The bright side is that I have a pretty clear idea of how to proceed from here, both in design and implementation terms, which I think puts me at an advantage over my past LDs. I’ll just have to hope the malaise doesn’t flare up again.

Oh, I’m also renaming my game Psychic Speed Chess. It alliterates a little better and I have some fun stylistic ideas, though I’m going to make sure the game is fully playable before I start trying to make it snazzy.

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