About KunoNoOni (twitter: @KunoNoOni)

By day I am a mild mannered white collared man working for Corporate America, At night when the sun goes down you can find me behind the soft glow of my monitor, hacking away at yet another creation of mine...


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 25 Warmup
Ludum Dare 23
Ludum Dare 23 Warmup
Ludum Dare 22

KunoNoOni's Trophies

Raided the Trappy Tomb
Awarded by jimmypaulin
on September 4, 2014

KunoNoOni's Archive

Protect your snacks from invading genetically altered ants!

Posted by (twitter: @KunoNoOni)
Thursday, December 15th, 2016 8:56 am

Ludum Dare 37 is this weekend and you’ve put all of the snacks your going to eat in the pantry, little did you know that genetically altered ants have targeted your pantry and the intent of stealing all of your snacks! Its time to grab your robotic tank and defend your pantry!

Kitchen Defender Ants Attack Titlescreen

Play it here!

Just Amazing!

Posted by (twitter: @KunoNoOni)
Friday, December 9th, 2016 1:32 pm

I’m so amazed at the number of new people we get every LD! It’s so cool to see so many new faces around here and it’s great that the word is getting out about how much fun it is to participate in Ludum Dare! :)

For all the new people and for anyone else you wanted to know I want to point out 2 really good posts I’ve come across recently.

The first one is posted by arzi (twitter: @arzi42) and is entitled Quick Guide: Hosting Games the other one was posted by incobalt (twitter: @incobalt) and is entitled What to Do When the Announced Theme Isn’t Working for You

Both have really good information in them and should assist you with making your first/this Ludum Dare as painless as possible.

Let’s get out there an make some games this weekend!

Insert witty title about this being my 15th LD

Posted by (twitter: @KunoNoOni)
Saturday, December 3rd, 2016 11:25 pm

Insert normal banter about the tools I’ll be using like Unity, Photoshop, autotracker and Bfxr

Insert hopeful and encouraging message to all LD participants

Arena of Death – A Post Mortem 25 years in the making!

Posted by (twitter: @KunoNoOni)
Tuesday, August 30th, 2016 12:36 am

Alright I lied in the title. I have not been working on this game for 25 years but it does mark something special. 25 years ago I started connecting to BBS’s and playing DOOR games like Legend of the Red Dragon (LORD for short), Barren Realms Elite (BRE for short), Operation Overkill II (A post apocalyptic rpg that predates fallout!) and many others. If you are curious about these or other DOOR games I suggest you google them. While your at it google “Telnet BBS” and try one out for yourself! Anyways on with the Post Mortem.

What Went Right

1. Game Idea – I knew right off the bat what I was going to do. Since there were no ratings this time around I was free to explore other styles of games. I really wanted to do a Text Based adventure game and this seems like the proper time to do one and since Ancient Technoloy won doing a text based games seems really appropriate.

2. Stress – Normally things get a little stressful at 2 points in the LD. Right before the theme is announce and right before I have to submit. This time around there was none of that, although I was hurrying a little in the end to submit but I’ll talk about that in the what went wrong section.

3. Confidence in using Unity – Having worked with Unity and C# for a while now really helped when it came time to create the game. I only had a couple look ups this time around and I’m sure as I keep using Unity and C# I’ll only get better at them.

4. Learned something new – Normally its not wise to try and learn something while taking part in a Game Jam, but I let this one slide because it was really easy. It was the PlayerPrefs. I’d never used them before and I needed them for my game. I really like them and I think I will continue to use them in future games.

5. I successfully completed another Ludum Dare – I think I will include this in all of my Post Mortems I do for my games. This was my 14th game created for Ludum Dare and I look forward to my 15th and beyond ones!

What Went Wrong

1. Not learning from my previous Post Mortems – So to start this off I will talk about something that I should be doing before every Ludum Dare. Not only me but everyone who has entered and written a Post Mortem. Re-reading them to make sure you don’t repeat some of the things you put in the “What Went Wrong Section” again. I failed to do this, in fact I have never done it and I really need to start doing it. Perhaps some of the things that are listed here would be listed this time has I learned from my previous mistakes. Like they say “If you don’t learn from your mistakes you are doomed to repeat them again”.

2. Loss of Focus – this one is new to my Post Mortem. Normally I have good focus when I’m creating a game in 48 hours, I can only chalk this up to the fact that there were no ratings and I didn’t feel the urgency that I normally feel when I participate in Ludum Dare.

3. Time Management – Ah yes Time Management my old nemesis you are back once again to wreck havoc on my life. This one goes very good with the next point so I will talk about this below.

4. Poor Planning – I’ve not looked at my previous Post Mortems, see point 1 :), but I don’t believe this one has been listed before. Anyways I didn’t plan out my game well enough. I jotted down some notes, had a basic concept of what I wanted the game to be about but it took me longer than I expect to get the end result. What I should have done was plan out each screen. There weren’t that many of them and by doing this I would have seen the scope of what I was doing. I would have seen that the Shop was the largest part to program and would have saved that for last.So since I didn’t plan out how I was going to create my game this lead to poor time management which in turn lead to some features not getting implemented in the game.

5. Inadequate Game Design knowledge – This one has never been listed before in one of my Post Mortems and I have to say it was really hard admitting this. I can say my Game Design skill has gotten better from when I first started but its not at the level I would like it to be. I need to find a good resource to read so that I can enhance the Game Design knowledge I already have.

Well that wraps up LD36 for me. If you would like to try out my game you can play it here

The Legion will have to wait… I need to make a game!

Posted by (twitter: @KunoNoOni)
Wednesday, August 24th, 2016 8:24 am

For the past few weeks I have been fighting off invasions in the world of Azeroth but my brothers and sisters in arms are going to have to do without me this weekend as I have game to make!

I’ll be using Unity and I’m thinking of trying to make a game just using the new Unity UI. It will most likely be some type of text based game with buttons but if that fails then I’ll fall back on a 2D style game. It could be strategy or adventure, this will depend on the theme. So good luck to all of you who enter!

PuzzleShift – A Postmortem

Posted by (twitter: @KunoNoOni)
Tuesday, April 26th, 2016 7:13 pm

Well here we are again, another LD, another Postmortem. I have to say I made a few changes this tiome around and they really seemed to help. The theme chosen was one I actually upvoted, so that was nice. I was really happy with the theme this time around and it felt really good to kinda already have an idea of what I wanted to do. I originally thought about doing a traditional platformer or a tower defense game. I’d never done a TD game before so it would have been a nice challenge. I think it was on the last day of voting that I thought about doing a puzzle platformer like the game Escape Goat. Anyways on with the Postmortem.

What Went Right

Let’s start off with the good stuff first.

1. I felt confident with the theme this time around. Last LD I was in a very bad place and really couldn’t think of anything to do. I find this ironic as there were two themes last time! I think I was feeling the effects of being burnt out. But not this time!

2. Was able to brainstorm an idea pretty quickly. It took me less than an hour to work up what I wanted to accomplish with my game.

3. Very happy with the art I created. I honestly believe this is my best pixel art. I an truly proud of my player character especially. I don’t normally do people well.

4. More confident with Unity. This was my 4th time using Unity for an LD and I felt much more confident with it and using 2D with it. I plan on continuing to hone my skill to hopefully make better games in future LDs.

What Went Wrong

1. Took too long to get something up and running. It was sometime in the afternoon on Saturday when I finally got something working. In hind sight I should have done the art for the player and the ground and then got them working.

2. Puzzles took too long to make. These took a majority of my time on Saturday and on Sunday. I can only imagine how long it took the people who created Escape Goat to create all those levels!

3. Collision issues between player and ground. This was the bane of my game for the entire LD. The player both human and mouse would get stuck on the ground for no reason at all. It wasn’t like they were getting stuck between 2 block, no they were getting stuck in the middle of a block! Very weird.

4. Rushed at the end for Sound and Music. Because the levels took too long and trying to figure out why the player was getting stuck I hurriedly put in sound and music. I was only able to get music for the titlescreen and the win game screen. Normally I have music throughout the game.

5. Poor time management. Normally I have enough time to put in everything I want but with the problems listed above and poor time management I wasn’t able to get some things in. I really want to work on this game post compo as I believe its one of my best games to date and one that is the most fun. I would like to expand on this.

Well there you have it. You can play & rate my game here. See you all for LD36!

PuzzleShift updated

Posted by (twitter: @KunoNoOni)
Tuesday, April 19th, 2016 12:18 am

PuzzleShift has been updated as there were some game breaking bugs in it. They should be resolved now. If you have already played and rated my game I ask that you give it another try. All of the links have been updated with the new bugfixed version. I still have the original files if they are needed. The source will be updated soon.

You can play the bugfixed version here

PuzzleShift , A transforming puzzle game.

Posted by (twitter: @KunoNoOni)
Sunday, April 17th, 2016 9:02 pm

I can’t believe I finished. Look for the Post Mortem soon but right now its time to Play and Rate game!

You can play mine right here

Please read the description, it is chalk up of good information and if you play my game, leave feedback. I will return in kind.

Take care everyone! Good luck to those who entered the Compo!

After last time I must be crazy to want to do this again!

Posted by (twitter: @KunoNoOni)
Saturday, April 9th, 2016 3:47 pm

But I am! I’m feeling in a platformer type of mood. We will see after the theme is announced. Good Luck to all who enter!

What Went Wrong

I honestly don’t know where to begin. I will start by saying after LD33 I spent about 95% of my time trying to better my game development skills. Learning how to do different things, like rotating towards an object or creating a mouse zoom. I even watched several videos on Khan’s Academy on Calculus and Trigonometry because I never learned those back in High School. I really thought I was prepared for this LD and then the themes were announced and I was like ‘yeah I got this’. Well I didn’t have this… heck I didn’t have anything.

All that preparing went right out the windows. I started making some art like I normally do and starting drawing blanks on how to actually implement the ideas I had. So I changed my idea around and came up with a new one then I went to bed. Woke up Saturday morning and started in on my new idea. a couple of hours later I was like “This is totally not fun at all”. So I scraped it and stated in on another idea I had thought of which also turned out to not be fun. At this point I was getting frustrated and depressed. Its such a motivator killer to discover your game is no fun. It was at that point that I gave up…. I was out of the Compo and boy was I depressed. I’ve never failed to make a game in all the times I’ve entered the LD.

Being a failure is no fun. I sulked and moped around the house the rest of the night then I went to bed. Woke up Sunday morning and had a thought about a game I could make. I came down stairs and did a little prototyping. I liked the results so I continued to flesh it out. I was inspired! Now I only had 8 hour as I had a prior engagement that would take about 4 hours. I was able to reuse some of the art I had created on Saturday so that made me happy it didn’t go to waste. I was half done when I again realized the game was not as good as some of my other games, as it was only mildly fun. Alright I’ll be honest… its no fun at all :) so when something is not fun you need to make it funny! lol!

What Went Right

1. I made a game!

I need to start strong as I don’t really have anything else… So yeah, I made a game for LD 34 and I’m not a failure!

If you’d like to try and judge for yourself you can play it here

I ask 2 things though.

1. If you do try it out please leave feedback.
2. The track only goes to 20, if for some odd reason you get beyond that can you leave feedback on how you did it. In all of my testing I never got past 11 or 12.

Best Themes so far

Posted by (twitter: @KunoNoOni)
Tuesday, December 8th, 2015 3:22 pm

I have to say that I believe Round 4 has some of the best themes out of all the rounds so far! Thoughts?

Ludum Dare 34 The Revenge of the Mad Theme!

Posted by (twitter: @KunoNoOni)
Sunday, December 6th, 2015 8:08 pm

It was a quite night when suddenly the Theme was announced and all hell broke loose! People were scrambling to there computers, code was written, art was created, food was prepared, screenshots were taken, posts were made, bug were squashed, caffeine was ingested! In some parts this went on for 2 long days, in other part 3 long days but in the end, after the dust settled, after all the caffeine was drank, after all the food was eaten, after all the code was written, after all the art was made and after all the bugs were squashed games were made!

Ludum Dare 34 The Revenge of the Mad Theme!

Starring KunoNoOni in his 12th appearance, as Game Developer

Also starring

Unity as the Development Platform
Photoshop as the Art Program
Autotracker.py as the Music Program
Bfxr as the Sound Effects Program

Coming December 11th-14th.

Dragon’s Horde – An LD33 Game that almost wasn’t! – Post-Mortem

Posted by (twitter: @KunoNoOni)
Tuesday, August 25th, 2015 4:18 pm

Inspiration can come from the most unlikely places!

So there I was on Friday night, watching some YouTube videos on Unity while I was waiting in the IRC Channel for the theme to be announced. I had my list of game ideas up and had gone over them several time making sure I was happy with each of the ideas I had thought of for the different themes in the final round. ‘You Are The Monster’ only had one idea next to it, sadly I wasn’t really happy with it but it was one theme out of 20 and only had a 5% chance of winning… or so I thought :). 9 O’clock pm EDT rolls around and the theme is announced.

My heart sank… ‘You Are The Monster’ wins the final round. I looked at my idea again, still not happy with it. So I begin to brainstorm again for the next hour and I come up with something. To be honest I’m not really sure why I think of anything for this theme as it can be interpreted in many ways. I should of had a hundred ideas for this theme! But I didn’t… With the idea I did have I started in on making some art for it, and I come up with a few different designs.

I played around in Photoshop making some animations, brought the sprites into Unity and played around with the sizing of them. Then something weird happened… I lost all motivation to continue with this idea of mine… in fact I hated the idea… and I was back at square one… sigh… it was just about 2AM now… I gave up and went to bed.

Woke up before 9AM, still didn’t have a game idea yet. I make myself some breakfast, walk the dogs and basically just mill around the house. Around 10:30-ish I decided to see how everyone else is fairing on the LD website. I scrolled through the different posts and then I came upon a pic in one post. I stared at it for a few minutes and just like that I had my game idea! I again went back to Photoshop and mocked up some art, created my project in Unity and began the long journey of turning my idea into a game.

Now on to the Post-Mortem…

What Went Right
Let’s start off with some good news shall we :).

1. The Art – Not being an artist by any stretch of the imagination I was still really happy with the art I created. I am especially proud of the gold coins I made.
2. The Idea – Once I knew what I wanted to do I was able to easily flesh it out quickly.
3. Experience with Unity – This hindered me a little last LD, but this time around I was much more confidant.
4. Not a lot of bugs – This was a blessing :) It also helped me focus on getting the game complete instead of having to go back and fix things too much
5. Effective Time Management – A great skill to have for a Game Jam! :)

What Went Wrong

1. Collisions, Collisions, Collisions – Yep, I had problems with them again! Seem I was not aware a BoxCollider2D has a top and a bottom. This caused me about 20 minutes of frustration :).
2. The spawning of the enemies – While the spawning works, I do think I could have made it better than what was implemented
3. More player abilities – This of course comes from hindsight, but I’m thinking I should have added another ability than just shooting. like a breath bar that gives you the ability to breath fire that covers a small radius in front of you. Once the bar was depleted it would take like 30-45 seconds to recharge.
4. Knight’s Sounds – I’m not sure why but coding the sound so you could hear the knights death cries too longer than expected. I think it had something to do with a change that was made in the way Unity 5 handles prefabs. I could be wrong :/

If you’d like to Play and Rate my game, you can find it here. See you all in December for LD 34!

Of course I’m in!

Posted by (twitter: @KunoNoOni)
Friday, August 7th, 2015 5:34 pm

Ah its Ludum Dare time again! Can’t wait! I was really surprised at how well I did using Unity for LD32 that I’m going to be using it again. Not sure if I’ll do a 2D or a 3D game but I’ll be using Photoshop for Sprites/Textures. Autotracker for music again unless I can find something else. I also actually submitted 2 themes this time around, but what ever theme wins good luck to all who enter!

The Power of Love, A Post-Mortem

Posted by (twitter: @KunoNoOni)
Monday, April 20th, 2015 6:29 pm

Well its that time again, time to sit back and reflect on this past Ludum Dare. Even without knowing I undertook Sol_HSA’s challenge of using a new language. Normally I used Actionscript 3 with the Flixel Framework, but this time I used Unity 5 with C#. After LD31 I promised myself that I would switch from Flash to Unity. Talk about timing :) Anyways, let’s move on…

What Went Right
Let’s start off with some good news shall we :).

1. I finished my game using a new language! This is always a great thing no matter how good or bad the game is.

2. I had a good idea of what I wanted to make. There were some bumps along the way but I’ll discuss those down below. This kind of theme really fits any genre and also lends itself to be interpreted in some really unusual and downright funny ways. Unconventional Weapon… could be anything! I chose love as my weapon and I have to say I really had fun making my game.

What Went Wrong
Alright its time to get to the meat and potatoes of this Post-Mortem :).

The Original Art
When the theme was announced my initial idea was to do a platform style game. Seeing how I wasn’t really limited in the size my art needed to be I started to draw my heroine, Lizzy Lovesalot. Believe me when I say I can not draw to save my life! She looked horrible and I really had no idea how I was going to animate her. That is when I scrapped the idea of a platform game and came up with the game that I submitted. Which is kind of funny as I started using Unity for its 2D features and I ended up making a 3D game lol.

The Inexperience Factor
Having not used Unity for an LD before I was not prepared for what lay in store. I was not prepared for some of the issues I would have. So let’s talk about those issues and perhaps someone might be able to give me some advice or insight.

1. My third person player controller wasn’t the greatest. I think it had something to do with the camera, you know, no rotating :) I know I need to work on a better third person controller. I know Unity comes with a first and a third person controller. I may look into those or just try to build one myself. Would give me more practice, which is something I really need right now. While I am disappointed in the controller, I thought it was neat how the player rotated. Perhaps that style of controller would have worked if everything was in front of the player. Something to look into I’d say.

2. I pretty much understood how collisions and triggers worked, but for the life of me I could not figure out why the player character stopped colliding with the walls I made around the play area. I tried everything I could think out. The player always had a rigidbody component attached. The walls didn’t have one so I tried putting one on them. nope they fell from gravity, so I turned off there gravity. nope, I could still pass right through them. I removed the rigidbody and made them triggers then added a script which would push me in the opposite direction if I touched them. nope, that didn’t work either. Now that I think of it, the only thing I didn’t try was recreating them. Not sure how I missed that one. Should have been the first thing I tried. Derp! :)

3. The relationship between a prefab and its script. I was under the illusion that a prefab with a script was a self contained thing, which means if the prefab had a button that turned it on and off I could put out multiple ones and they would work independently. Umm, yeah no that is not how it works :). In hind sight what I should have done was have a List or Array of bools in an empty gameobject who’s job would be to keep track of which prefabs were on and which were off. You know what they say about hind sight :)

That is about it. It really came down my inexperience with Unity, which will get better with time and practice… lots and lots of practice :) I may have to add learning Blender in there too as I might just need some 3D models someday beyond the basic geometry Unity supplies.

If you’d like to Play and Rate my game, you can find it here. The instructions from the game are posted for you to read as are some Notes and Tips. I know the controls are a little clunky but since there are no wall collisions you can move outside of the play area and practice controlling the player! See its not a bug, its a feature! Just remember the player will move forward in the direction the crosshair is facing.

Using Unity was a great learning experience and I can’t wait for LD33!

Compo and Unity Asset Store

Posted by (twitter: @KunoNoOni)
Monday, April 6th, 2015 5:13 pm

So what is the ruling about this? Can I use Assets from the Store in my Compo game? I’d honestly think not since the Compo is a create all assets from scratch but I see other talk about using them in there Compo games and wanted to get your thoughts on the matter.

Is the Unity Asset Store off limits for the Compo?

[cache: storing page]