About mantis (twitter: @imakecoolstuff)


mantis's Trophies

This is for being an awesome sport!
Awarded by Dizzyman572
on September 14, 2015
Fear and Loathing in Ludum Dare Award
Awarded by sol_hsa
on August 18, 2011

mantis's Archive

Throwing in the towel.

Posted by (twitter: @imakecoolstuff)
Sunday, April 17th, 2016 4:27 pm

Alas, due to how this weekend worked out for me (and for the fact that insanely busy monday prevents me from joining the Jam), I have to quit.

There is not a lot of gameplay left (pretty much just being hurt by enemies), but I have to go to bed. So here, one final gif of Noms, the Mimic.


Murderous Mimics Mount a Massacre!

Posted by (twitter: @imakecoolstuff)
Sunday, April 17th, 2016 10:11 am

Finally, line-of-sight rendering algorithm is done. It’s not the BEST or the most accurate algorithm, but it sure is the fastest one to implement. And I’m running out of time rapidly. Now let’s move on to AI and have ourselves a game!


There will be blood!

Posted by (twitter: @imakecoolstuff)
Sunday, April 17th, 2016 5:38 am

Even though I had very small amount of time yesterday, I managed to squeeze out something. Let’s continue!

Blood :D

Oh no, the dreaded capsules invade!

Posted by (twitter: @imakecoolstuff)
Saturday, April 16th, 2016 3:25 pm

So, the enemies are in and although they are easily fooled – once they see you, you’re in for some rough time.


Mimic? What Mimic? Only chests full of gold here.

Posted by (twitter: @imakecoolstuff)
Saturday, April 16th, 2016 12:18 pm

Moving and hiding is done. Now to add enemies πŸ˜€


Lurking in the shadows

Posted by (twitter: @imakecoolstuff)
Saturday, April 16th, 2016 10:27 am

The deadly Mimic is ready to pounce on any unaware adventurer!


The Mimic Report

Posted by (twitter: @imakecoolstuff)
Saturday, April 16th, 2016 7:19 am

Finally! My first progress post of LD35!

The game idea is: you are a Mimic Chest, trying to defend your dungeons from nasty adventurers. You have to hide from them disguised as random objects, lure them in with gold and kill them πŸ˜€


So far I’ve only done the model, but soonβ„’ I’ll start working on the code πŸ˜€

Am I in? You bet I am in!

Posted by (twitter: @imakecoolstuff)
Wednesday, April 13th, 2016 8:42 am

Time flies fast, and another LD is upon us. This time I’ve reserved the weekend up front, I’m prepared and full of energy.

I’ll be using Unity for my engine, and random assortment of CFXR, Bosca Ceoil, Aseprite, GraphicsGale, Blender, Wings3D, Tiled, Pinta, and whatever else I’ll put my hands upon in the madness that is compo.

Let’s go!

I’ll also be streaming at my twitch page (clickie).

I’m in

Posted by (twitter: @imakecoolstuff)
Thursday, December 10th, 2015 7:05 am

I’m in!

I’ll be either using Unity3D, or allegro.js. No idea yet.

The only thing I know is that I want to finish a great game!

My top games

Posted by (twitter: @imakecoolstuff)
Monday, August 31st, 2015 1:26 pm

Ok, I have done what I wanted – rated 10% of all the games submitted (I’m at 273 rated currently). It was an arduous task, but it helped me find several gems that I want to share with you guys, and shows just how amazing people uploading stuff here are. Without further ado, my top games, in random order:


Lil’ Drake

Lil' Drake

Amazing little game about a tiny vampire. It’s a dungeon crawl/flappy birds clone. Yes, you heard that right. It’s a brilliant idea, and amazingly executed. All I wish for christmas is mobile version of this with tons of cool levels!


The Monster Files

The Monster Files

Brilliant adventure game in the vein of Phoenix Wright, with added battle with monster every now and then. Nicely written, amazing art, just great all around.


Mobs, Inc.

Mobs, Inc.

There are jam games, and then there are jam games. This is of the second kind. You can see what a team working together over three days can create, and it blows your mind. The level of polish on this is insane. Juicy, well executed, fun, funny, just a great game, nothing short of that.


There’s Plenty of Fish in the Sea

There's Plenty of Fish in the Sea

This was the first game I fell in love with during this Ludum Dare. I loved the art style, I loved the gameplay, I loved the story. If only there were freaking save points! Aaaaarrrrgggh!!




It’s a puzzle/arcade game about a UFO that can’t fly. At least at the beginning ;). A really nice game, with some great mechanics. Amazing how addictive it is.


Primary Objective

Primary Objective

Primary Objective was the first game of this LD that got me playing for more than half an hour. I got stuck on a puzzle, but I HAD to solve it. The mood is heavy and nice, the graphics are great, and the fact that this is a compo entry just blows your mind to bits.




Very pretty (if you’re into that oldschool look, which I am), very good little game. The writing in the game is hilarious, and the game itself plays REALLY well. Just play it already!


Motherflipin’ T-Rex!

Motherflipin' T-Rex!

And if you liked those games and have nothing better to do, why not try out my 48 hour creation? I’d love some more feedback and critique, for the post-compo version. Hope you’ll have as much fun playing those games as I did!

Motherflippin’ T-Rex post mortem

Posted by (twitter: @imakecoolstuff)
Tuesday, August 25th, 2015 10:55 am


The game is done (click here to have a go at it). Time to do a Post Mortem!

This LD was FUN! And by ‘FUN’ I mean ‘nerve wrecking rollercoaster of feelings and stress. but also fun’. As it was nearing, and I was refreshing my tool skills, I talked with Sos about what tools I’ll be using. I said that I’ll use Blender, because it was the only 3D modelling tool I’ve ever touched (and let’s just say, without great success). He mentioned Wings3D, so I opened it up and tried pulling on polygons here and there. I created a basic tank. Then, since one of the proposed themes was ‘You are a monster’, I created a T-rex. It wasn’t great, but hell – for my first proper model, I was proud of it:


I was really excited, I thought that since we already had ‘You are the villain’, we won’t have a theme that was so close. I already envisioned myself making a sweet game based around one of my favourite games that I played on arcade machines in the 90s – King of the Monsters.


First day

My annoyance when the theme won was crazy. Since I really liked the idea, I wouldn’t be able to focus on anything else, so I’d have to either re-model everything from grounds up (and the first T-rex took me couple hours to finish), or skip this Ludum Dare completely. I decided that I wouldn’t do so, and started the first day from working on art. It took me about as much time, as on the first day, because I put way more details into it this time. And yet it didn’t feel good. The old one looked somehow better in my eyes, even though objectively it probably have been inferior. That was the second time during this compo that I nearly gave up. But before that happened, I decided to draw some stick figures, put it all together in Unity and see how it felt. And it felt GREAT πŸ˜€


I quickly decided to continue. I’ve created house and a tree (with graphics ‘to be updated later’), road texture and generated simple criss-crossing bunch of roads and spawned entities here and there. The biggest problem I was facing – I couldn’t invent how to explain why is the t-rex contained in the city. I thought about making it on an island (t-rexes maybe can’t swim?), surround the city with forest (but we’re already destroying trees in the city!). I spent on this problem, I kid you not, over 3 hours. I was just staring at the screen, not able to do anything else, this was bugging me that much. This was the third and last time I considered just leaving it all and not do the LD any more. I went to sleep.

Second day

The next day I just thought ‘I’ll surround the city with a big fence and screw explaining why!’ πŸ˜€

With this thought in my head, the second day was spent productively, adding special attack, enemy AI, proper level spawning rules, and UI. I have also added random scaling to houses and trees to make them more interesting. Whent it was the time to do animations, I opened on secondary monitor a youtube video series on animating objects within blender, and just tried to figure out how to apply what the dude was saying to animating a T-rex. Finally, I had my game more-or-less running.


The only problem was – I didn’t have enough time for music, proper 2D art, and it was already nearly 3am, and I couldn’t go around trying to make noises for game, because my son (who is only two years old) would wake up. So I closed the room and recorded all the special effects by speaking into the mike. Which turned out surprisingly fun :D. I slapped some quick 2D art for UI, used regular Unity assets for buttons, and went to sleep.

So, what are the lessons I took from this LD?

The bad

-Getting hung up on details.
When every second counts, you can’t obsess over minutiae, or you will just never get things done. I encountered this couple times, and it nearly prevented this game from ever being made.
-Poor scheduling.
Even though I work as a developer for my day job, I still underestimated some features, and didn’t have the time to do some features I wanted to.
-The scope.
There was couple more elements I wanted to work into the game (like more special attacks, progressively difficult waves of enemy instead of all of them spawning at the same time, BETTER CAMERA, etc), but there was no chance I was going to make it, and I knew it at the start of second day. Should have focused on what was really important
-Not knowing my tools.
‘Learning’ how to do a 3D model one day before LD doesn’t make this a good choice for a really time-sensitive project. Even though I watched all the videos on animation on Friday, I still had to watch them when I was doing the LD, as I just didn’t have enough experience to remember what to do in what order.

The good

-Community support.
Every time I posted a gif, it got a lot of likes. On IRC people said it seems like a cool idea, and this gave me strength to push on.
Once I cut out all the fat, the game became really fun. Sure, it could use some more refining and more good features, but simpler game was easier to make fun. Not being able to record proper sounds resulted in me being silly, and some people apparently liked it :).
-Warm up weekend.
The weekend before I sat down in front of Unity for the first time in nearly four months. It was good to recall all the basic functionality before sitting down for the real thing.
Due to my skill limitations, I went for a lo-fi game, with flat shading and oldschool look. And turns out it’s not only faster to make, but it’s easier to make fun looking!

All things considered, I really like what I’ve created. I even want to make it into a proper game (as opposed to just arena stomper), with more enemies, more mission types, and properly refined mechanics. Maybe it will be the first game I release? It would be really cool!

Thanks for reading, and I’m back to rating your games. Hope you’ll find time to play mine!

I would also really like to give props to jushii for making game that heavily influenced me: Flail Rider.

Animations and special attack are IN!

Posted by (twitter: @imakecoolstuff)
Sunday, August 23rd, 2015 3:34 pm


This took forever, but finally got the animation and special attacks working. Now on to audio and let’s hope I’ll have some chance to fix the 2D art πŸ˜€


Posted by (twitter: @imakecoolstuff)
Sunday, August 23rd, 2015 10:29 am


Enemies are shooting/running away/dying. The carnage is so beautiful it brings tear to my eyes. Special weapons time!

Side notice: running afoul of predicted timeline. I’ll probably do just a single special weapon now and focus on animations and audio.

Level generation complete!

Posted by (twitter: @imakecoolstuff)
Sunday, August 23rd, 2015 6:38 am


So, the levels are generating properly, with no overlapping buildings and no trees growing on the streets. Now I’ll add trees and houses destruction (as they are really annoying to run into), and then move to AI.

Level generation

Posted by (twitter: @imakecoolstuff)
Sunday, August 23rd, 2015 4:01 am


This town seems to have problem with population density. Let’s help them.

I’ve got the basics of the level generation down, now it’s time to sanitize the spawning rules, add city boundaries, and OFF TO SPECIAL ATTACKS! πŸ˜€


Posted by (twitter: @imakecoolstuff)
Saturday, August 22nd, 2015 3:21 pm


Finally started working on gameplay. Most basic rules are set, now to add proper level generation and off to SPECIAL MOVES πŸ˜€

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