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Posted by
Sunday, April 27th, 2014 3:27 pm

Siren Song has been submitted!  GO GO GO GO GO.

And here’s the full entry.


Title screen.

Title screen.

I...I...I think I'm in love!

I…I…I think I’m in love!

Big ships, little ships.

Big ships, little ships.

Screen Shot 2014-04-27 at 4.58.36 PM


Screen Shot 2014-04-27 at 4.56.43 PM

Bullet hell, Greek navy style.

Check out this screenshot!

Posted by
Sunday, April 27th, 2014 1:56 pm

Gerry just added a kick-ass background to the game, as you can see here:

Screen Shot 2014-04-27 at 3.54.14 PM

Coming soon – skulls.

Done for the day, first prototype

Posted by
Saturday, April 26th, 2014 9:34 pm

So I’m pretty much done coding for the day.  Here’s a prototype of what Gerry and I have so far:

Scylla and Charybdis

A little post-24 hour checkin

Posted by
Saturday, April 26th, 2014 7:31 pm

So Gerry and I are more or less feature complete right now and into the polish phase.  Things are going well overall, but there’s two things I’m playing around with:

  1. The difficulty tuning.  It reaches bullet-hell levels of cannonballs pretty quickly and it makes it really difficult to avoid getting hit at all.
  2. The combo meter.  As you defeat sailors, you build up a meter which lets you summon Charybdis for a full screen wipe.  If you kill multiple sailors in succession, you build up your meter more quickly.  The problem is that at high difficulty levels, there are lots more sailors, which means that you can use Charybdis nearly continuously!  This is a problem…

There is also no audio yet, which we haven’t thought out at all.  Yikes.

In the meantime, have a lovely screenshot!

Screen Shot 2014-04-26 at 9.24.16 PM


Day 1 progress – Scylla + Charybdis theme

Posted by
Friday, April 25th, 2014 11:02 pm

So the theme that we decided on is similar to the myth of Scylla + Charybdis, with a bit of Siren thrown in.  You swim around the ocean trying to lure sailors to their deaths, by singing to them to placate them, then grabbing them and pulling them in.  You have to avoid getting hit by cannonballs that they fire at you, as well as managing your health and breath (which you spend to sing and swim underwater).

I’m making some good progress so far.  The tech demo thus far allows you to swim around and leap out of the water in a really satisfying way, and models your breath meter correctly.  The next thing is to work on is generating boats with cannons and sailors attached.

My Javascript library

Posted by
Friday, April 25th, 2014 4:24 pm

I’m publicly releasing my Javascript / HTML5 game library, along with a (partially completed) tech demo.  It supports spritesheets, tile-based collisions readable from CSV, parallax background images, and sounds.  Get the goods here!

I’m in for LD 29!

Posted by
Thursday, April 24th, 2014 7:58 pm

So this is my intro post for LD 29.  My name is Mark and I’m a programmer based in Chicago.  This is my first LD and my second game jam total.  I made a game called Swifty Beams for the Flappy Jam back in February, and have subsequently released it – you can check it out here.  I’ve been coding since I was about 10 years old, but I’ve only  been getting back into “proper” games since about July of last year.

My toolset:

  • Custom game engine written in JavaScript and HTML 5
  • Aptana Studio
  • Adobe Fireworks
  • As3fxr

I’m looking forward to it but I’m also terrified of the short schedule.  I had about two weeks to do Swifty Beams but this is more like two DAYS.  It’s way less time than I’ve had for anything else and I’m hoping I can put something cool together!

I post some stuff on twitter at @markdoesnttweet.  I’ll try to tweet interesting things during the weekend but hopefully I’ll manage to stay away from it long enough to actually be productive!

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