About LionelJitro (twitter: @lioneljitro)


Ludum Dare 31
Ludum Dare 28
MiniLD 46
Ludum Dare 27
Ludum Dare 26

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LionelJitro's Archive

Check out my new weapon, weapon of choice!

Posted by (twitter: @lioneljitro)
Saturday, April 18th, 2015 1:44 am

In the future the machines have taken over. Humans are not allowed to own weapons. Also items that have ever been used as weapons in recorded history. ENTER POGO STICK RESISTANCE!

Step 1) Get pogo stick on screen with basic controls. DONE!
Lost some frames but you get the idea

Step 2) Refine hitbox and controls so it smoooooth.

Step 3) Add basic enemies

Step 4) Like step 2

Step 5) Make some art.

Step 6) Step 5 but sound.

Step 7) Nothing more til it is smooth! SMOOOOOOOTH!

Step 8) More enemy types

Step 9) Special moves

POGO POWER!!!!!!!!!!!!!!!

Posted by (twitter: @lioneljitro)
Friday, April 17th, 2015 8:29 pm


Hopefully I’m In

Posted by (twitter: @lioneljitro)
Wednesday, April 15th, 2015 8:29 pm


Going to be tight but hopefully I get something really simple done.

One rule for myself, FIND THE FUN!

I’m yet to succeed in doing so, maybe this time!

Starting to feel vaguely like a game… Kind of.

Posted by (twitter: @lioneljitro)
Saturday, December 6th, 2014 8:15 pm

I feel like I’ve finally started to get somewhere. Still so, so much more to go. Fingers crossed I get some of it done.


It’s feeding time!

Posted by (twitter: @lioneljitro)
Saturday, December 6th, 2014 1:14 pm

So I only just started coding. I still only have placeholder art. It has nearly been a day…



The idea + terrible mockup

Posted by (twitter: @lioneljitro)
Saturday, December 6th, 2014 12:24 am

I’m so glad snowman didn’t win. This is a pretty nice restraint. I’m really looking foward to see what comes out.

My idea.

You are a monster breeder. You breed monsters for all sorts. Wicked warlords, eccentric wizards and the rest.

You are given a contract and you must breed a beast to meet the client’s wishes. You don’t control the beast, but you control its enclosure.

You will release things for it to gain exp against. Set up obstacles for it to learn how to maneuver so eventually it will become the beast the client wants.

Hopefully it isn’t too ambitious.

Very basic mocup


Im in!

Posted by (twitter: @lioneljitro)
Friday, December 5th, 2014 6:00 pm

Yay Ludum Dare! I’m in!

Been a long time. I just installed unity 4.6 so I might try that.

No idea if I’ll risk trying 3d with blender considering I’ve never done it or just stay 2d.

Time will tell…


I’m kinda in

Posted by (twitter: @lioneljitro)
Monday, April 14th, 2014 2:22 pm

After only have a very small time block for last ludum dare I was really hoping I’d have the full 48 hours this time.

Alas it is not to be. I have this time this weekend so I’ll probably make a warm up game.

I’ll try and make something small anyway.

If the time isn’t non-existent this is the plan:

  • focus on one easy to implement mechanic
  • make that fun
  • bake for 2 – 3 hours on a medium heat
  • if still fun decorate with art, music and sounds
  • serve

Good luck y’all!

You all look fantastic and your games are going to be awesome.

Posted by (twitter: @lioneljitro)
Saturday, December 14th, 2013 2:24 pm

First off I have to say everything that is going on this page is looking amazing!

Next week is going to be a so much fun. There are so many great looking entries being created. Keep up the fantastic work!

I’ve just started to make something. I’m a bit time constrained

I’m going trying to learn Unity with the new 2d tools. Ludum dare is about learning for me, so learn I shall.

I’ve made my main character sprite, need to edit a couple of frames but I’ll do that after I have some gameplay. Hopefully I get something playable by the end!


Keep making awesome stuff people!

I’m in, partially.

Posted by (twitter: @lioneljitro)
Wednesday, December 11th, 2013 11:14 pm

I was really excited for this ludum dare. However it looks like I won’t be able to devote the whole weekend to it. Which is rather sad. I’m thinking I can give myself about 6 hours. Hopefully a bit more.

In my post mortem for last ludum dare I gave myself the following goals.

Tips for myself for next Ludum Dare.
– Find the fun, before anything else.
– Code more, draw less.
– Be better with tools.
– Invest in a midi keyboard and/or learn to make music on computer.

I’ve bought a keyboard. I’m no better with my tools. I can endeavour to code more than draw, that will definitely help with my limited time. Funding the fun will be a welcome challenge.

So good luck y’all, see you on the other side.


Posted by (twitter: @lioneljitro)
Monday, November 4th, 2013 6:26 am

I was too tired last night to write anything, here is my game:


Click me to play!

The premise is that you’re a shark that has been finned. Shark meat is pretty much worthless, however shark fins are worth a lot. So certain fishermen catch sharks, cut the valuable fins off, then throw the still living shark into the sea where it can’t swim. It dies.

Sharkorghini was victim to such an atrocity. However he was saved and given fins and a turbo engine to get his revenge.

The game didn’t get as far as I would have liked. It is currently an endless runner. Don’t hit the mines, eat boats.

After each wave of mines you’ll speed up. I didn’t have time to add in-game ui.

Nevertheless it was fun. Also it is the first ludum dare game that I’ve put a menu on.

Sharks was an awesome theme. Hopefully December’s ludum dare comes close.


Posted by (twitter: @lioneljitro)
Saturday, November 2nd, 2013 7:00 pm

Wow, so glad I just checked the site.

Shark theme sounds awesome. Why couldn’t an actual ludum dare be that cool!

No idea what I’m going to make yet but I think it will be based about sharks getting revenge on the evil, evil people that take part in shark finning.

The sharks are going to have metal fins and jet propulsion.

Small wip:

Fleeting Reality Post Mortem + Post Jam

Posted by (twitter: @lioneljitro)
Wednesday, September 18th, 2013 9:08 pm


Fleeting Reality

tl;dr I liked the look and atmosphere of my game. I hated everything else, or lack thereof. I’m currently making a post jam version that is completely different.


Fleeting Reality was my second attempt at Ludum Dare. I think I learnt a lot more from this one.

What went right?

– Graphics:
I liked what I created in the time, and I made a lot more that I never used.

– Atmosphere
The limited sounds and camera distortions created a semi creepy atmosphere I was aiming for.

What went wrong?

– Mechanics:
The mechanics worked in my mind, I translated them horribly. I didn’t give the player clear enough instructions either.

– Music:
If you’ve played the “game” (don’t if you haven’t not worth it) you’ll notice there is no music. I actually spent around 3 hours trying to record and edit eery piano music. My mic was screwing up for the first couple of hours then I decided it really didn’t fit the game at all.

– No fun:
The game simply was tedious to play. Part of this is not getting solid mechanics. Also I forced the theme into the game too much.

Tips for myself for next Ludum Dare.

– Find the fun, before anything else.
– Code more, draw less.
– Be better with tools.
– Invest in a midi keyboard and/or learn to make music on computer.


So as I said I like the atmosphere. I made a lot of assets so I’m currently making a post jam version.

Everything is different, everything.

First 10 seconds will be a thing of the past, sorry theme but you gotta go.

Next you won’t actually control the patient directly. There will be two forces of “unreality” trying to manipulate the reality of the room. The player and the computer. Reality will slowly crumble. You need to manipulate the player to make your version of reality victorious.

The patient is meant to be creepy insane, so I thought having the player actually controlling him ruins the concept. The gameplay is a lot more involved.

Also the patient now zaps stuff when reality is distorted enough.

I promise I’m not making a dance game.

Posted by (twitter: @lioneljitro)
Sunday, August 25th, 2013 4:31 am

So my main character has changed a bit…

Posted by (twitter: @lioneljitro)
Saturday, August 24th, 2013 3:45 am


Things are moving.

Posted by (twitter: @lioneljitro)
Saturday, August 24th, 2013 1:53 am

So It took about three hours of rejecting ideas before getting to one that I thought was manageable and I’d enjoy doing. I’m not sure what happened to the other 5 hours.

Regardless. I’ve got an idea, and actually made progress. Very little, but something. I won’t give too much away on what the game will be about.

The character is very much place holder.

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