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Posted by
Sunday, December 7th, 2014 6:42 pm

I made a video game! Hope everyone’s game is going great and you meet the deadline, had a lot of fun this time around! :)

Double Rooms!

Posted by
Sunday, December 7th, 2014 12:29 pm

Added a chance for the next 2 rooms to be combined into 1 room, which makes for some pretty crazy situations. Think I’m going to need to scope it down a bit (no boss fights, probably), because at this rate I’m going to forget to make it so that the player can actually die.

Powerups! (and first post)

Posted by
Saturday, December 6th, 2014 3:49 pm

Haven’t posted anything on here yet, so I figured I’d throw up some GIFs! Planning on having gun powerups (the three below) which change how the weapon operates, and ammo powerups which change what the gun shoots.






I’m in!

Posted by
Friday, April 25th, 2014 12:59 pm

It’s been quite a while since I’ve done LD! Figured I should try again. Will probably use either Construct 2 or Unity, depending on what kinda game I end up doing.

Wallcraft Postmortem

Posted by
Wednesday, April 22nd, 2009 11:52 am

This is my first LD so I don’t have anything to compare to, but I actually think overall I did pretty well. I’m not sure I can say what I did write and what I did wrong, being new to the compitition and game developement in general, but I can say what I did at least.


I didn’t really have much trouble coming up with an idea. My first thought was to make the game incredibly happy looking (flowers, smiley faces, etc.) and then have a freakish wall of death, but it relied on graphics and I had no thoughts for game play to back it up. Really, it seemed you could either take the theme literally and make a wall of doom chasing you, or you could interpret it to make some sort of art game.

I chose to just make a wall of doom. I didn’t really think of the game play mechanics at first, just started making the player graphic. I guess I did that wrong, but I just wanted to start coding and see what I’d end up with. The final version ended up pretty well balanced, I think, but so many things could have gone wrong to ruin it entirely.


Using Construct made the coding pretty easy for someone as new to game developement as me, although I do hope to enter LD some day using “real” code. The game required a lot of things I’d never done before. The player remained in the center of the screen the entire time and the ground went on for ever, so instead of programming the player to move I moved everything into a family that moved when the arrow keys were pressed. I started making animations for the ground to move, but it didn’t look to great and skipped when you stopped or changed directions. I ended up scrapping the animations and applying a warp behavior to the ground so it would scroll endlessly, which looked much smoother but did have some slight tearing issues but not a major problem.

The main thing I had trouble with was spawning buildings and enemies randomly, and I never entirely got all the bugs out, but it worked pretty well in the end. The main issue was buildings overlapping each other, and I never entirely fixed it. Enemy AI was easy until I found some game breaking glitches in my code I couldn’t fix. I ended up just skipping it and comming back later, but I did find a solution. 

Overall it went pretty well, there were a few stressful moments where the game seemed to destroy itself and I wanted to give up but nothing to major.


The sound might have been the easiest part of the game. I used sfxr for all the sound effects and Musagi (along with a tutorial) to make the music. I’ve had complaints on the music being repetitive, due to the fact that I’ve never made music before so I just looped the 30 seconds I had throughout the entire game. And thats pretty much it for sound.


Graphics were easy to, as I just made a sprite whenever I needed one. I decided to keep everything simple because a) Complicated art takes time and for me wouldn’t even end up looking to good and b) (basically the reverse of a) Simple art can be made quickly and often ends up very eye pleasing. Most of the graphics I made at the begining of development, except for the helicoptor blob, which I threw in at the end to varry the game a bit. Only complaint anyones had with the graphics so far is that the magic looks like blue sperm.


I’ve been very pleased with the feedback from people in LD14 and from others I’ve showed the game to. We’ve been having competitions in my web design class to get the high score (currently at 6000 something) and its ended with some pretty awkward quotes, to (“I had mad money but I couldn’t find a dude castle.”). I went ahead and fixed some of the problems people had with it and updated the game post LD. One complaint was that the game isn’t varried enough, to which I have no excuse. I finished the game around 4:00 on Sunday (I think) and uploaded the final version. I had plenty of time to add some more features, but I guess I was just to burnt out. I worked almost nonstop on the game, and the break I had on Saturday was to go outside on a hot day and shovel mulch for two hours. But overall I’m happy with it. I actually managed to take everything I had in my idea and work it into the game, and it worked out pretty nicely. The game is far from perfect, but I’m fine with it.

Updated Wallcraft – Minor Changes and upgrading Guide

Posted by
Tuesday, April 21st, 2009 11:36 am

Made some changes based on suggestions from voters.


  • Fullscreen mode can be activated with tab key, window can also be maximized.
  • Menu now controlled with arrow keys and selected item chosen with enter instead of using the mouse.
  • Minor bug fixes.
Updated version and the original version made within the time limit can be found here.
Guide to upgrades:
Castle / Upgrade Guide:
Sword – Strength, how much damage you can deal with your sword.
Cross – Health, how much damage you can take. Raising health is the only way to refil it.
Magic… thing – Magic! Does twice the damage of your strength. Magic has limited ammo and must be 
rifilled at a castle. Magic can also be fired at the wall to slow it down slightly depending on your 
Square/Little Dude – Soldiers, they slow down the wall when deployed. Upgrading at one of these 
castles gives you an extra soldier.
Coin – Money, each upgrade cost 10 gold. Gold is aquired through killing monsters.
Upgrades are necessary if you want to get a good score. While the enemies will get tough if you 
upgrade, you still can’t last long with out them. The soldier upgrade is needed to slow down the 
wall, which will grow faster than you quickly without them. But buying soldiers will still make the 
enemies you fight more powerfull, so you need to upgrade your strength, health, and magic as well.


Wallcraft Update

Posted by
Monday, April 20th, 2009 11:35 am



Changed a couple things that some people in my web design class mentioned.

  • Icons over buildings different colored to make it easier to tell them apart
  • You can now pause by hitting escape
  • Slightly changed the cloud sprite because it was bugging me. 😛
  • Fixed a glitch where holding both arrow keys down would make things move really fast.
  • Magic has a little effect when it hits something and can also very slightly slow the wall.

 The feedback was surprisingly good considering I didn’t even enjoy my own game all that much. People in my web design class gathered around my computer attempting to beat the high score of this one guy who somehow managed to get 2995 points. No one could beat it, and then he beat it again getting 3018 points.

And then, someone on Gamejolt rated my game 1 out of 5. Now, normally I wouldn’t mind (much), but whoever gave the rating didn’t leave a comment with it, which is fine with sites with thousands of people rating every day, but that 1 is my only rating so far, and he didn’t even bother to say why he so disliked my 2 days work. 

Ok, mini rant done. He probably just thought it wasn’t fun, any way… isn’t that why you normally dislike a game?

Oh, am I supposed to say, like, “This patch should not be taken into account when voting yadda yadda yadda,” or something? If so, than the read inside the previous quotes.

Final Entry + Name

Posted by
Sunday, April 19th, 2009 12:19 pm

Wallcraft is complete! Yes.

Finished up some things and now its done. Some changes since the last version:

  • Solders are now deployed by pressing C rather than as soon as you purchase one
  • Highscore implemented (and scores to begin with, for that matter)
  • All upgrades remain at 10 gold each throughout the game and drop rates for enemies are consistant
  • Clouds!



Oh yeah, the link.


Have fun.

Fancified the UI.

Posted by
Sunday, April 19th, 2009 4:47 am

I think it looks pretty good. Made some other changes, to.

Posted by
Saturday, April 18th, 2009 4:57 pm

Image and video hosting by TinyPic

Need to take all that empty space out some time…

Well, this is probably all I’m getting done tonight. Added some little helicoptor dudes to attack from behind, make the game a bit more exiting. Also made it so you can only buy from a store ones and magic does twice your attack rather than the same, in order to have some incentive to using it.


Latest version: http://willhostforfood.com/access.php?fileid=63226

Dinner Time

Posted by
Saturday, April 18th, 2009 2:08 pm

Mmm, dinner. No food pic though, sorry.


What I got done:





Theres still more to do, I just needa go find it.

First Alpha

Posted by
Saturday, April 18th, 2009 11:32 am


Download there. Arrow keys to move, Z for sword, and X for magic.

When an up arrow appears over your head next to a castle, it means you can buy an upgrade. The big cross ups your HP, the sword raises your strength, the other cross thing raises max magic points and the square summons a guy to run into the wall in an attempt to slow it down. Magic uses your strength at long range, but has limmited ammo. Still work to do, but its playable as it is.


EDIT: Also, hot dogs for lunch after two hours of shoveling mulch.


Posted by
Saturday, April 18th, 2009 4:21 am

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Wewt, worked ’till 3 in the moring and woke up at 8. Overall I’d say the progress was pretty good, except now my eyes have this funny not good feeling…


Posted by
Friday, April 17th, 2009 9:07 pm

Heres the idea:


Its kinda an RPG type thing where you have to run away from the advancing wall (which gains speed over time) while fighting enemies to gather money to advance in several things, including health, strength, possibly speed (possibly because it may make the game to easy), and purchasing units to run forward and destroy things. Using Construct to make the game, and I have some decent progress so far. Gonna spend tonight thinking up ways to make the game more challenging.

Desk… sort of…

Posted by
Friday, April 17th, 2009 5:31 pm

Image and video hosting by TinyPic

Heheh… yeah, thats a God awful picture. Sorry. Not much to see anyway.


Posted by
Tuesday, April 14th, 2009 7:05 pm

Planning on participating in this, just have one question. I plan on using Construct and would like to know if the premade behaviors are allowed in the contest. But anyway, should be fun.

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