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Making of “Alien Number Attack”

Posted by
Sunday, December 27th, 2015 2:32 pm

Here’s a very short behind the scenes of my game.


Note: I’m in Europe so for me LD is from Saturday 3am to Monday 3am.

Saturday 8:00 am: Wake up. Open laptop. See announcement email. Oh sh******t, I’d completely forgotten LD was this week-end! But, but… I have plans for the week-end! Sorry guys, I’m definitely not participating this time.

Saturday 8:05 am: Two buttons… binary… I have an idea! *Starts coding*.
In one morning, I got numbers falling from the top, destroyed by typing binary.

Saturday afternoon: Go out because sometimes you have to pretend you’re not completely asocial and all that. Ended up being busy until pretty late, so no more progress on Saturday.

Sunday morning: More coding! Added points, game over, arithmetics, difficulty curve…


Sunday night: More coding. At 8 pm, most of the gameplay was there, but here’s what the game looked like:


So in the time remaining I added some graphics (just a background image and some clouds), particle effects, intro and game over screens, sound effects and background music. I got to bed at 12:30 because I was working on Monday!

What went well

  • Finished another game, yay! And it’s pretty much what I had planned, so I’m pretty happy about that.
  • Got an idea in 5 minutes! Usually I spend hours brainstorming.
  • Idea was simple. Usually I have to throw away 90% to make it remotely possible to code in a week-end.
  • Got an actual *gameplay* idea! Usually I have vague idea for a thing with stuff and I still have no idea what my actual gameplay is until the very end.
  • Phaser. I used a framework, yay. Makes adding things like particles really easy.

What went wrong

  • Time pressure. FOR ONCE that I had a simple idea, I was still under time pressure because I didn’t find that much time to code. In the end I spent about 12 hours on the game (two mornings, one night).
  • Phaser. The thing when you use a framework is that sometimes you have bugs straight from outer space with cryptic stacktraces, which are very frustrating and time consuming to fix.
    In my LD33 making of I wrote “I’ll try and take the time to learn more about [Phaser] before next LD! (but that’s what I tell myself every time, and know I won’t).” Guess what? I didn’t! And I hadn’t used Phaser since LD33 either, so I was (re) discovering it as I went.
  • Getting stressed out and angry because of the two bullet points above made me a very unpleasant roommate. Not cool. It was pretty much the same for LD33, so I should work on that.

Final result

Play here.


Making of “Escape From The City”

Posted by
Sunday, September 13th, 2015 4:15 am


Here’s a very short behind the scenes of my game.

Roughly, I spent Saturday morning brainstorming, Saturday afternoon and Sunday morning coding, and Sunday afternoon working on graphics.

Code-wise, I finally forced myself to use a framework, instead of writing a mess of jquery + lots of <div>s. I used Phaser, which was great when it did when I wanted, and frustrating when it didn’t (mostly because I learned the framework as I went, not such a great idea). I’ll try and take the time to learn more about it before next LD! (but that’s what I tell myself every time, and know I won’t).

For the graphics, I decided not to do pixel art for the first time. So I started with a pen and paper, and drew the main character of my game: Godzilla. I wanted it to be cute, to add a tiny bit of depth to the game (you’re Godzilla, you’re the monster… but are you really? maybe the humans are?)

Here’s what came out.


I then used photoshop and an old tablet to draw over my sketch.


I needed to make a walking animation, and it was my first time making any animation, so I wasn’t sure I would be able to do this. But I’m really proud of the result!


Overall, I’m very happy with my Godzilla, the rest of the graphics are a bit messy and the gameplay is so-so, but at least I finished another game and it’s always a great feeling!

Final tidbit, the title of the game comes from the song of the first stage of Sonic Adventure Time 2.

Your are a monster if…

Posted by
Saturday, August 29th, 2015 12:39 am

… you don’t leave a comment on games you rate.

Ok that may be a tiny bit too strong. But people are waiting for your comments! Don’t you love comments? You’re obsessively refreshing the page to check your vote count, and you see you have one more. Then you open your game’s page and it’s all sadness and disappointment and crying puppies, because there’s nothing new.

I think some people don’t leave comments because they didn’t like the game, and don’t want to leave something negative. But that’s the kind of feedback that can be most useful to the developer, and there are ways to phrase it so that you don’t crush their souls into a million pieces.

Here’s how I usually structure my comments:

<What I liked><Suggestions for improvement><End with something positive>


Fun to play, I really liked the sound effects. I would have liked it to be faster paced though. Nice job overall!

Even if you didn’t like the game, you can always find something positive to say, even if it’s just that one sprite or sound effect. And if you really really can’t,  you can congratulate them on making a game in 48/72 hours, because that’s always an achievement worth celebrating.

One Wish – done!

Posted by
Sunday, December 15th, 2013 4:48 pm

Woo! My first Ludum Dare is done. It’s a really simple game, but I’m very proud. I wish I could have added some sound but I really need to get some sleep (I have a train to catch in 6 hours).


One Wish – almost done

Posted by
Sunday, December 15th, 2013 1:51 pm

Almost done! Just a few characters to add and a couple of tweaks. And mayyybe some sound but I’m not sure, it’s already 10pm here and I’m catching an early train tomorrow.


Code-wise, it’s easily the worst thing I’ve written in my life, but I’m pretty happy with the result.

One Wish

Posted by
Sunday, December 15th, 2013 12:09 pm



First post, 7 hours left, and to be honest I’m still not sure what my gameplay is, but I like the look of it.




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