About NateNaterson

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Ludum Dare 26
 
Ludum Dare 24
 
Ludum Dare 23
 
Ludum Dare 21
 
Ludum Dare 20
 
Ludum Dare 17

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Hung Out With Hinchy On Skype During LD48 Award
Awarded by Hinchy
on April 26, 2010

NateNaterson's Archive

Generic LD48 stream announcement post #6,432.5

Posted by
Friday, August 23rd, 2013 5:16 pm

Ludum Dare starts in under an hour. If you’re not participating (or maybe even if you are) come check out my livestream. We’ll be keeping the stream going for most of the 72 hours and talk about development as it happens. The link is here, enjoy!

Ready to start my 8th (9th? I forget…) Ludum Dare!

Posted by
Thursday, August 22nd, 2013 2:00 pm

Hey all, I’m Nate Wiesel of The Layabouts and I’m totally freakin’ pumped to participate in another Ludum Dare! Some of my previous entries include:

I DIED (April 2013, theme Minimalism)

 

Robo [R]evolition (August 2012, theme Evolution)

My Little Planet (April 2012, theme Tiny World)

There’s several more, but these were my favorites. Can’t wait for LD to start!

Time Lapse! (Finally!)

Posted by
Friday, May 3rd, 2013 5:15 pm

Sorry it took so long! Here is my time lapse for my game I DIED.

http://www.youtube.com/watch?v=J6gedx589Ac

My game: I DIED.

Posted by
Monday, April 29th, 2013 7:19 pm
I DIED

“I DIED” is a randomly generated arena combat game where moving and attacking are the same thing. Build momentum to smash into enemies, see how long you can stay alive, and uncover more of the story as you die horribly. Gameplay is inspired by The Binding Of Isaac.

There may be some bugs and/or oddities with item combinations/synergies, so please let us know if you run into any problems! We have intentions of adding to this in the coming weeks to make it a more substantial experience. This will (most likely) include more items, rooms, and enemy types!

PLAY HERE!

Robo[R]Evolution: A Post-Mortem

Posted by
Monday, September 3rd, 2012 8:34 pm

Robo[R]Evolution Logo

Robo[R]Evolution was a very exciting game to make, despite things getting very stressful before the end of the 72 hours. Overall however I had a ton of fun working on my first Jam game. If you haven’t played it yet, give it a try! People really seem to like what we’ve made.

 WHAT WENT RIGHT

  • Pretty graphics- Skyler spent a lot of time making TELEBOT look cool and spiced things up with a lot of vibrant color and animation.
  • Music- Besides working on art, Skyler also put a decent amount of time into making the game’s 10+ minutes of music really add life to the game.
  • Theme interpretation- A lot of people chose to make robot-themed games based on the Evolution concept but we got our earliest ideas nearly 15 minutes into the competition, so there wasn’t much time wasted on coming up with stuff to do.
  • Story- Joe’s writing was fantastic and definitely added to the general feel/mood of things each time TELEBOT evolved.

WHAT WENT WRONG

  • Time Management- It was hard to get things done in a timely fashion. Nate got sick on the 2nd day and needed extra rest, and without any direction Skyler got a bit distracted for a few hours.
  • Bugs- Despite the extra 24 hours, Nate had some serious issues programming some key features before time ran out, leading to corner cutting. Luckily he had just enough time to throw a hotfix out before the submission hour ended!
  • Balance- First the game was WAY too easy- then the hotfix made it WAY too hard. The post-jam version fixed some things but there is still work to be done.
  • Pacing- At first, the game was going to be 100 waves long, but it ended up taking almost an hour just to get to the first story advancing sequence at wave 20! So that was quickly fixed before the first release.
I hope you enjoyed reading this brief breakdown of Robo[R]Evolution’s development. There is still work to be done, however! We will put out a big content update within a few weeks to add more polish and goodies into the game, so keep an eye out! Until then, please feel free to try my game & leave a comment/review. Thanks!

Robo[R]Evolution Version 1.1

Posted by
Tuesday, August 28th, 2012 7:00 pm

My Jam game got an update (ver 1.0 is still available of course!) It includes over a dozen tweaks and bugfixes. However I will be adding MORE content soon, in the form of another update so keep your eyes peeled. Give it a try!

Also I’ve uploaded a LD24 time lapse so check that out if you want! I wasn’t able to edit out “sleepytimes” or anything like that becuase Sony Vegas was being dumb and not accepting the file, haha.

I’m here again!

Posted by
Friday, August 24th, 2012 2:38 pm

My name is Nate Wiesel and I’ve participated in multiple Ludum Dares at this point including #17 where I made Island Escape, #21 where I made CAPTIVE, and the previous LD where I made My Little Planet! I’m very excited to do it again! I’ll be Live Streaming this event and also hanging out in the IRC chat. Hope to see you there!!

“My Little Planet” thus far…

Posted by
Friday, April 20th, 2012 11:57 pm

Mr. Astronaut has crash-landed on a tiny planet with a strong force of gravity, and has to defend himself from astronauts, pissed-off aliens, and other odd things!

“Captive” update released!

Posted by
Saturday, August 27th, 2011 9:34 pm

I’ve released an update to my Ludum Dare game Captive. It fixes the peskiest bugs, adds a bit of polish, and a tiny bit of new content. Of course, the original compo release is still available as well.

Here’s the changelog for this most recent version:

-Added a few tiles to some rooms to make them slightly less dull.
-Fixed a music bug with the red terminal (for real this time)
-Added a secret 4th Boomka game you can unlock after beating the red terminal.
-Added a “portal” object to a single room. It’s related to the secret.
-Made it so that checkpoints remember what key cards and doors are open when you save (as well as other variables, such as the music playing). This prevents you from grabbing a keycard, getting killed, but keeping the keycard after respawning.
-Added sounds for the fireballs. -Randomized the fireball-pipe’s first alarm a tiny bit.
-Fireballs now destroy when they fall off the edge of the screen.
-Made it so that using a terminal will reset the “used” status of checkpoints, so you can save again if you’ve just played a Boomka game.
-Removed a couple of very frustrating spikes.
-Moved around and added a couple of turrets, as well as some fireball-pipes.

 

Play it HERE!

Good progress so far!

Posted by
Friday, August 19th, 2011 11:03 pm

So far, I have a simple intro sequence and the basic engine done. I’ll do some polishing on both of these tonight, and tomorrow I’ll focus on a bit of level design, and more assets.

All done! (Well, more or less)

Posted by
Sunday, May 1st, 2011 6:52 pm

Play it HERE!!

“A Really Big Rock is a simple puzzle-platformer about a young man named Jer and a really big rock that you can use to break things and crush the skulls of your enemies!  

NOTE: I plan on adding more content and a “proper” ending later, possibly during the Jam. The game itself is fully working and has a decent amount of fun content thus far. I hope you enjoyed it, I really worked hard!”

A Really Big Rock Tutorial Level

Posted by
Saturday, April 30th, 2011 10:30 pm

BOOOM!!!

Posted by
Saturday, April 30th, 2011 3:54 pm

2 new screenshots!

Posted by
Saturday, April 30th, 2011 3:16 pm

Time Lapse of first night!

Posted by
Saturday, April 30th, 2011 11:36 am

“A Really Big Rock”

Posted by
Saturday, April 30th, 2011 1:08 am

Yes, that is the name of my game. You play as “Jer” a boy who is bestowed with a giant, heavy rock, which he must use to defend himself and solve wacky puzzles! Anyway here’s some random screenshots and art. Jer controls very smoothly and jumps very high, but when carrying the massive rock his walking speed and jump height is drastically reduced. However the rock can be thrown to break crates, hit buttons, and shatter the skulls of enemies!!

 

 

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