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Galeas: the very very late postmortem

Posted by
Tuesday, September 9th, 2014 12:36 pm


I tried to do this thing earlier, and Ifinally found some motivation to write it. As someone who never wrote a post mortem before or even competed in this jam, it might be interesting to reflect the things I did well, not so well and simply bad.

The idea was pretty simple: a connection between the old and new world. I started with making a moving boat, a sea and some islands. I didn’t have a real plan of some sort, because i hadn’t enough time to work out my idea. I continued coding, making art and doing other stuff until I ended up sunday night with the current game: galeas.


  • Artwork. I’m not good at making pixel art, but i managed to make some decent sprites in quite a short time. I had some code lying around that i made for another game, which i recycled to make some cute particles to make the world more alive. It was also an excuse to not having to animate my sprites.
  • people told me the game feels polished. one advice: screenshake, menus and particles!
  • Simple sound effects are great for making a game feel more alive. thank you sfxr!
  • Well, I finished it! This is probably the most important thing for me and it feels great. Congratulations to you if you made it too!



  • balancing combat is hard! the combat is pretty simple: you have 6 cannons which you fire all at the same time, and need some time to reload. the range is quite short, but the enemies have a pretty long range. You have to get close to the towers to hit them, but that makes it harder to evade their shots. The thing is that players try to kill all the towers, but there aren’t a lot of reasons to kill them! Anyway, you should try to figure out a good strategy for the combat, because it can be pretty rewarding to kill a lot of towers.
  • Music. I need to learn how to make some sweet tunes.
  •  I had to make a few, maybe a few to many bugfixes post compo.
  • Releases. my game only has a download for windows. I should have made a OSX build. the problem with love2d is that it’s not possible to make a web release.

My scribbles. Most of them are to-do lists, because I like crossing out tasks.

that should wrap it up. thanks for reading!

you can try my game here!



12 hours: combat progress

Posted by
Saturday, August 23rd, 2014 2:33 pm

combat progress: blast away those towers with your cannons!


just ingore the artifacting

8 Hours in!

Posted by
Saturday, August 23rd, 2014 10:30 am

After 8 hours, i’ve implemented the basics of my entry. Still a lot of work to do!.

Here’s a .gif for you guys!


I’m in!

Posted by
Saturday, August 23rd, 2014 12:56 am

9:44 Here, just starting my first Ludum dare!

tools i’ll be using:

  • programming: the LOVE framework with notepad++
  • graphics: paint.NET
  • bleeps and bloops: BFXR

Good luck everyone!

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