About Nichii

My real name is Chan Pei Keong. Isaac and I have been actively developing games for over 7 years.

I usually do the programming, music, sound effects, and directs the game as a whole, while Isaac handles all of the graphics. Occasionally, we have some friends joining the event to help out.

Thus far, all of the games are made with Game Maker: Studio and it has been my primary tool for years for we have grown accustomed to it.


Ludum Dare 36
Ludum Dare 34
Ludum Dare 33
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28

Nichii's Trophies

Nichii's Archive

Taxi No Roman (Ludum Dare 36 Post-Mortem)

Posted by
Wednesday, August 31st, 2016 5:03 am


Link: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=29131



What have we learnt?

Coming back to Ludum Dare again (after skipping Ludum Dare 35) with the classic team setup with my best friend and artist, Isaac, made me realise how far we’ve came from 4 years ago when we’ve released our first embarrassingly incomplete game.

We’ve massively improved our games development skills when we started our university.  We have learnt not just technical-wise, but design-wise as well.  This game is the result of having the technical “know-how” culminated through GameMaker: Studio over the course of 5 years alongside with the game design knowledge that we’ve gathered over the years.

We have proven ourselves, that it’s okay to fail as long as we learn and improve to become better, and we’ve certainly did.  This is our best game we’ve made thus far.  BUT WE WON’T STOP IMPROVING!




This game has proven that what we’ve learnt thus far are on track, and that we’re not being misled into doing the wrong things.  We placed our best game design knowledge to test in this game.

This started with the game design itself.


The game design

The best gameplay always stem from the best idea first.  If your initial ideas are bad, there is a high possibility that your game may not do well (although you can always improve its premise).

We started out by dumping all of our ideas at the start of the jam in a Google Drive Doc.  We didn’t have any interesting lead until Isaac wrote down “Chariot racing”.

I said to myself, chariot racing is pretty generic, and other people may have taken it anyway.

But one instant idea came along (and I’m not pretty sure why and how), what if it’s Crazy Taxi’s gameplay WITH chariots?? :O

Min Jeat, who sat by my side, also thought that was a good idea as well.  And thus we began working towards that idea.


The best gameplay always stem from the best idea first.


I chose the top-down view for various reasons:

  • It’s easier to make top-down view gameplay in GameMaker: Studio.
  • I’ve seen racing games made with a top-down view format and they’re pretty good as 2D games.
  • We have been experienced in making top-down view games, so this one was familiar to us.
  • It’s much more fun with physics!

I’ve also taken a few dynamic camera inspirations from GTA1/GTA2.  Plus, I’ve just recently learnt about how to make dynamic screen resolution (that tries to maintain pixel perfect in the world), camera movement and camera zooming.




We kept the simplicity of Crazy Taxi and went with it, developing only the most essential features first and then enhances it afterwards.  We’ve spent the most time on the actual gameplay itself and we’ve totally ignored the main menu, pause menu, and etc.

We’ve only planned to make the cutscene in order to bring the player in to realisation of what’s going on.  I simply gave the order to Isaac about the story which was plainly, “make a cutscene about a taxi driver watching TV then suddenly he was sucked back in time”. It was like this because in my opinion, great gameplay > story.


Great gameplay > story.


The game was intentionally made to be goofy to suit the game’s theme.  It’s supposed to be a light-hearted game which we don’t need any emotional rush 5 minutes into the game.

I’ve also decided that we’re going to attach the cart behind the horse, make player controls the horse, and let the physics affect the cart.  Physics in a fast-paced casual game is always fun :)




We’ve put the gameplay emphasis into:

  • The horse carriage movement – it must be responsive and fun to control.
  • Smoke particles – it creates a sense of motion and movement, and it’s effect is incredible!
  • Dynamic camera movement and zooming – having a static camera that just follows player around is quite boring and dull.
  • The picking up and dropping off passengers – we have to make sure that they work correctly and as intended.
  • Directional arrow pointing to the direction of the dropoff zone – it’s not fun if you don’t know where the target is.
  • Game performance.

And we only emphasized on these later on:

  • The countdown time.
  • The end game.
  • The fair system.
  • The background music.
  • Random pedestrians.
  • GUI.
  • Cutscene.




The main reason why we have lesser emphasis on these is because if the actual gameplay itself is not fun, all of these just does not add any value to the fun at all.

We chose 2 minutes because most Ludum Dare participants have no patience for long, dull, and boring gameplay that isn’t attractive at all, and since they have to vote on a huge number of games as soon as possible, they will throw the game away as soon as they ran out of juice.  2 minutes is the most perfect balance between fun and time conservation, plus you can casually play it anytime (even during lecture class)!


2 minutes of good gameplay is better than 20 minutes of bad gameplay.


Last but not least, we have placed a large emphasis on the performance of the game as well.  We spent the last day optimising the game to make sure that at least most of the low end modern laptops should be able to run the game smoothly.  Playing a fast-paced game with a ton of lag isn’t fun at all.

As a matter of fact, we’ve gone from a 20fps gameplay on a Pentium with 720M laptop to a 60fps performance.  HUGE IMPROVEMENTS!




Take it casually!

We didn’t panic this time during our development.  We took our time when the theme was announced to decide on the idea.  I was in the middle of class while Isaac was at home thinking of ideas.  We spoke via Facebook to develop our ideas.

Once we had our idea, Isaac just took his time to draw the cart and even spent some time to draw sketches so that we would know what we’re making.  When I managed to get home, it had already been about 3 hours since the theme was announced.  I have decided to take a nap as well for 4 hours so that I would feel fresh enough to program while Isaac kept on with the art.  So that means, we are 7 hours into the jam with no programming.

Only then I started to program.  Isaac took his naps later on as well.  We didn’t over-stress ourselves in this Ludum Dare jam whereas last time we would binge our development time.  It felt better and we were able to adapt to changes.  I had college on the 3rd day as well so we casually finished our game on the 2nd day and spent the whole 3rd day on optimization, bug-fixing and polish.  In the end we’ve submitted our game 9 hours before the due time.  We even had enough sleep throughout the Ludum Dare jam!

A lesson to take away: Take your sleep and nap.  You will work better and be more productive, rather than binge development time and risk getting stuck, demotivated and making poor decisions.




What went well?

I would say all of the gameplay emphasis that we’ve put on went absolutely well, except for the dynamic camera, which went half-well.  I would admit, it’s not a technical issue, but more of a poor design choice.

The particles effect went way better than I’ve expected.  I was expecting it to look really bad!

The fun element, yes.  The fun element that we’ve focused on for this game went absolutely well.  Everyone commenting on our game says it’s fun too!  Compare it with our previous game, we’ve not received a single complaint that says its not fun!

The physics – that went well too.  It looks realistic, it looks arcade-y, and it certainly looks really fun to play and control.

The GUI – It’s functional, it’s useful, and conveys all of the important stuff.  That’s what mattered.

The Graphics – No one complained about how bad the graphics were.  Isaac was a terrible artist to be honest.  At least he’s not that terrible now.  (JK)




What did not went well?

The camera zooming/panning effect.  Everyone says its too intense and nauseating, which we have taken note of.  We will tone down the camera effect next time we make something like this 😉

The music.  I’ll admit, I’m not good in music composing, but no one else in my team can compose so I have to try.  I’ve made it less loud and obnoxious to prevent headaches when listening to it and opted for a more “functional” music.  Functional as in, well, at least there is a music to keep things from being boring, right?  To be fair, I didn’t liked the music as much as I have imagined it to be.

There are only 5 dropoff points, and it gets repetitive the more you replay the game.  It doesn’t help that we have a small map as well.  The reason why we kept the map small is because we don’t want to overshoot our schedule, and instead focus on the most intense 2 minutes gameplay as possible.





This is the most fun Ludum Dare jam that we’ve ever done, and we’ve certainly made one of our most successful game thus far.  We will be coming back to join Ludum Dare again, maybe not the next Ludum Dare, but certainly in any future Ludum Dares 😉




Again, here’s our link:


Taxi No Roman : Our 6th game completed!

Posted by
Monday, August 29th, 2016 1:43 pm

Woo, this is fun again. The team and I were pretty demotivated after our hiatus and this has pretty much kicked us into motion again. It was great to get a game running again and with our gathered skills during our university years it, is nice to see our new skills blooming in this new game we’ve made. Taxi No Roman, a fun game with a play on word for Times new Roman. Hope you guys will enjoy it 😀 You can play it here.


Video of the game

Junnav is in, babehh!!

Posted by
Friday, December 11th, 2015 9:21 pm

It’s morning, haven’t had breakfast, but we just woke up and saw the theme…


MJ was like “……………..I have no idea what to do”

Btw, my previous artist wasn’t free, so I had to get MJ in as our new artist for this Ludum Dare 😉

Here’s our tool:

  • Game Maker: Studio Professional Edition
  • FL Studio 12
  • Audacity
  • Pyxel Edit (<<MJ’s using this)

Wish everyone good luck, and cya on the other side 😉

The Void Beast post-mortem

Posted by
Wednesday, August 26th, 2015 5:58 am

In a nutshell, me and my artist completed a Ludum Dare Jam that we weren’t supposed to be joining, but we were proud that we made the choice. We were busy and were loaded with college assignment, however, being inspired by the theme, I told him that we should definitely make a game now (as we have skipped the past 2 Ludum Dares).

Screenshot 2015-08-24 23.17.30

The Void Beast - Hard Mode

Play our game here!


Some back story (skip this if you want)

It was 11am Saturday noon when I opened my eyes (yes, I am a night owl), I decided to scroll through Facebook. I saw the first post on the home page, it was one of my Games Development Club (GDC) members wishing me and three others (who are also in the club) good luck in Ludum Dare. I was speaking to myself “Dude, I thought I told you I am not joining??”.

But then again, as the president of the club (oh yes, I am), I decided that I should set a good example to the other club members who didn’t join. I was already late 2 hours (Ludum Dare theme was announced on 9am my time), but I have been even more late the previous Ludum Dare (with 6 hours in, holy shit!), and I am confident that I still have enough time.

While still lying on bed, I brainstormed with my artist and composer (he is new and has no experience in music making yet). I came up with an idea that you are a monster that hunts human down, and the gameplay is roughly inspired by MOBA games such as Dota 2 etc. They agreed, and we went on with the plan.

I woke up and prepared myself and had a brunch while brainstorming to myself how the gameplay will be like. My artist won’t be available until around 8-9 pm (he is out with his family, and he didn’t expected that we are going to join Ludum Dare this time), and I told the composer to go on and try to make some Dota 2-like music. And so, off we go for the next 7 hours. I will be focusing on programming the core gameplay features without the help of any arts.

It wasn’t until 8pm when the composer said he couldn’t make any music, and something is always wrong about it. He felt like he couldn’t continue this Ludum Dare, so I set him free. Well, its not like I don’t know how to compose music anyway, right?

And then, when my artist finally came online at around 9pm, and we continue the rest of the Ludum Dare until Sunday midnight. I showed the game to my GDC members and he showed the game to his friends to get some comment and test for bugs. We implemented the full tutorial slideshow that night, some few minor gameplay changes and bugfixes from the observation when we showed them the game.

We completed the game under 2 days, and the 3rd day is only reserved for beta testing and to make final adjustments and polishing the gameplay.


Tools used

  • Game engine – Game Maker Studio: Professional Edition (me)
  • Image editor – Photoshop CC (artist)
  • Sound effects generator – SFXR (me)


What went right?

  • Gameplay idea – Everyone (except for one of my friend) is praising the gameplay concept and encouraged us to continue making this game. Well, I didn’t actually think that this garnered much interest, but we think that we know what our next full game project is going to be >:D
  • All planned features – Surprisingly, we were able to implement all of the planned features under 2 days, with the addition of few more features on the third day. Previously, we would have cut corners and do only bare minimum gameplay, but we have improved a lot since then and having much more experience helps too.
  • All assets are original – Oh yeah, its the most indie-est of all indies! And we lived in the basement under the basement! Holy shit its so original 😀


What didn’t went so well?

  • Music – There was no music, I didn’t have enough time to focus on it myself, plus I’m not quite confident in music composing yet, and wasting few hours just to get a crappy music? Nah, gameplay’s far more important IMO.
  • Graphic – Since the artist came in late on the first day, he has a lot to catch up on, so instead of going for quality, he had to opt for speed. And that’s why it doesn’t look as pretty as it should have been, but its functional!
  • Game optimization – Since I didn’t want to deal with any more bugs (as experienced in my previous non-LD game projects), I had to use tons of global variables in order to save debugging time and make sure that everything works. And I didn’t do any texture swaps optimization or stops drawing things that are outside of screen as well. This might cause those with lower specs computer unable to run the game without some FPS hell.
  • Bugs – There is still one or two minor bugs left, particularly with the stars that is given to those who completed certain difficulties setting. However, since its not game-breaking nor its that important, I’ve decided to just leave it for now until someone complains 😛
  • Balancing – I will agree that the game is slightly harder for certain people (including my artist as well, his highest score is only Level 5), and the spells mana requirement, the upgrades etc wasn’t very well balanced, but still playable. In the previous Ludum Dare, we had plenty of time for rebalancing the gameplay, but this time we didn’t have enough time and only the last day to finally find out what rebalancing we should do etc. But I think its still playable, as long as you have the right strategy to approach it :)



We were really impressed that we managed to squeeze in so much gameplay features in such a short time (2 days for core gameplay) for something we previously thought might take more than just 3 days of hardworking. We also found out that there is a great potential in this game (from the feedback of those who played the game), and we have decided to turn it into a full game in the near future, after we have gathered more ideas on improvement that is. We had great fun in this Ludum Dare, I hope to see y’all in the next Ludum Dare again!

Play my game! The Void Beast!

Posted by
Tuesday, August 25th, 2015 9:53 am

Screenshot 2015-08-24 23.17.30

Link: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=29131

In this game, you play as a void beast, in which you are to hunt down, consume the humans, and to prevent them from going to the other side of the maze!

If you have played any MOBAs, you may find the controls are pretty similar!

We’re back, AGAIN!

Posted by
Saturday, August 22nd, 2015 12:26 am

We’ve been away for a while since our last Ludum Dare (we skipped around 2 Ludum Dares now, holy shit!), and we are coming back, although the artist isn’t quite free.

We previously joined Ludum Dare 28, 29 and 30, and we had great fun making games! Check them out here: http://junnav.yolasite.com/

This time, we are bringing in a second music composer as well (he’s new to it).

Anyway, we are back, and let’s get back to work:

  • Game engine: Game Maker Studio: Professional Edition
  • Digital audio workstation: FL Studio 12 Fruity Edition (me) and Linux Multimedia Studio (that new guy)
  • Image editing software: Photoshop (by our artist)

We already have an idea of what to do, SO LETS DO IT!

I am in, for Ludum Dare 31…. alone this time… :(

Posted by
Saturday, November 15th, 2014 8:42 am

For those who may have played my games, you probably knew that for 3 of my Ludum Dare games (28, 29 and 30), I am always in team with my best friend, who is an artist.

He is the only guy that I rely on for graphics in our game for all these years, and I was never really an artist because I thought that by focusing on programming, I could improve my skill far better than having so many skills to work on.

Now that I am truly alone, I must find a shortcut way to create the graphic of the same caliber as my friend, and still, have enough time to complete this project.

Wished that you could wish me luck, but I am really screwed this time…  But I will still keep myself up even in the toughest moment.

Here are my arsenals:

  1. Game Maker: Studio (Professional) – My main arsenal for this Ludum Dare.  I rely on it for programming the game, putting the graphics and sounds together, and then compile them all into a single game.  IF this tools suddenly decided to stop working, then I will be screwed.
  2. FL Studio 11 (Fruity Edition) – I just bought this recently, it has tons of sounds and samples that I will need for my game.  Very helpful to create a quick music with the tools available to me.
  3. LMMS – In case I need to do automation (in which the Fruity Edition doesn’t have), then I might have to resort to this option.  But most of the time, FL Studio works just as well.
  4. SFXR – I might not use this as often because it sounds too ‘retro’.  I will however, use this for quick sound effects.
  5. Audacity – It’s free, but its powerful enough for sound-editing.  Might use it a lot.
  6. GIMP – I will mostly be using this for drawing the sprites.  It’s free, but its as good as Photoshop at the moment.
  7. Clip Studio Paint Pro – This was included alongside with my graphic tablet that I have bought for a while now.  Pretty useful for quick poster or background.
  8. Paint.NET – As it is pretty light-weighted compared to GIMP, its pretty useful for a quick graphic editing or even sprites.
  9. Inkscape – In case I need to draw some vector graphic, I will have one ready for that. 😉
  10. MS Paint – For quick print screen editing.

So yeah, I guess that is all for my tools.  I HAVE ZERO TRAINING ON GRAPHIC.  Wonder if I can make it out alive… oh well, we shall see! 😀


Cause you know… I am still not confident in solo just yet 😛

MMO God – Post Mortem

Posted by
Tuesday, August 26th, 2014 7:45 am

Nichii of Studio Junnav, reporting a late post mortem here 😛

This is our 3rd successful Ludum Dare Jam, with my best friend, Isaac, who is an artist for all of our games.

So, we managed to make a game under 2 days, fully polished and all features were implemented without a problem. We started making the game 6 hours later into the jam because of brainstorming and me needed a bit of afternoon nap to get my energy back up. We were pretty lucky that Ludum Dare started at morning 9am in my country.

Here’s a bunch of stuff that we have learnt:

1) Don’t give in your 100% – This is pretty funny, but weirdly, it did work for us. The explanation are pretty simply as to why we say this: If you put in your 100%, your expectation will be higher; and higher expectation leads to a longer list of features to be implemented. This is something that I have learnt from my college friends, especially on the assignment. Be lazy, and you will be able to achieve it in your own strength without any stress at all.

2) Relax and take some rest if needed – I knew that if I hadn’t took an afternoon nap that day, we could have made a terrible progress. Since I am a director and the programmer of this game, I need every single bit of power of my brain in order to focus in what we are doing. I swear I slept more than 20 hours the whole Ludum Dare. We even took some time off to look at other people’s progress too.

3) Try out something different – If you are making platformer game or a space shooter, you are not learning something new. Always Google search “Game Genres”, take a look at the Wikipedia page, and then choose a random genre you haven’t tried before and then work on it. Who knows that genre might suit your taste? 😛

What went right?

+ We went through the whole Ludum Dare without a single stress.

+ All features in the game were successfully implemented.

+ We have decided to make a full game out of MMO God 😀

What went wrong?

– Nothing actually. I am a positive guy 😀

– Well seriously, nothing actually went wrong, all worked according to plan.

– Well, maybe our game didn’t have the best graphic or not too many features enough, but hey, this is what I have planned for anyway :)

– Oh, and I think I needed more work on my composing skills, that is all.

The more Ludum Dare jam that we are participating, the easier that it becomes. I can honestly say that we are pretty comfortable making games under 2 days now 😀 We are definitely joining Ludum Dare this December again!

Check out our game here!


The Chronicle of MMO God

Posted by
Sunday, August 24th, 2014 10:46 am

We did many things on this Ludum Dare, I remember having to text Isaac about the theme only to find that he only just got up from bed. An hour later we started discussing about our game on what it should be like. Isaac wanted to make a story-based game like what we did previously. I was alright with it at first but then we decided to match up 20 keywords for ideas. It didn’t work. AT ALL. So I started looking for ideas.

When suddenly, I saw a game, where you just click cookies. I told Isaac about it but he was skeptical at first. The moment he just clicked the cookie, he couldn’t stop for some reason. In fact both of us couldn’t stop. This had to be our idea. Isaac didn’t like it at first as well but he went along with it. Soon we were on our way. We started with a transit system across universes. Then it felt too cliche. We then thought about an alternate God sending microorganisms to other planets. Then eventually I had the greatest idea. Why not an MMO tycoon. Soon the both of us agreed to this then BAM we are going full speed.

Soon we sort of got bored so Isaac started thinking about nonsensical ways of making this work. Therefore, the illogical MMO crystal was born. Yipee! Eventually our game was finished under 2 days and there you go! MMOGOD 😀

Some pics:

Screenshot 2014-08-25 01.10.22

You start off by clicking the Crystal with your own mouse.

Screenshot 2014-08-25 01.14.20

As the game progresses, you don’t really need to click them any more thanks to the upgrades.

Play Our Game Here!

Oh and btw, Isaac is still clicking the cookie as we speak. He even made a macro for it.

End of day progress report

Posted by
Saturday, August 23rd, 2014 12:24 pm

Sir, Sergeant Nichii here,

The game is now completed, all we need to do is just polishing it.

We’re making an extremely simple idle game, so that explains why it is so easy to accomplish within a single day. Plus I use Game Maker Studio 😀

Some picts for ya:

Early Game Screenshot

At the beginning of the game, you will have to harvest the crystal by yourself

Mid-Game Screenshot

The mid-game, building up more and more crystals as you upgrade

End-Game Screenshot

The end game, I might add an ending, but I think endless mode should be fine for an idle game

Now, don’t hate me for making such stupid, pointless and boring game… it is meant to accompany you as you do your other stuff (or playing other person’s Ludum Dare game). In fact, that is why idle game existed in the first place. I am not heading for high rating in this Ludum Dare, we just want to make every single resources from scratch by ourself first.

If this game turns out well post-Ludum Dare, I might turn it into a full game without all the pointless clicking and just advance your way through with upgrades… and maybe some easter eggs and secrets too 😛


Posted by
Friday, August 22nd, 2014 5:41 pm

My first two Ludum Dare was completely balls. Too ambitious, too noob, the project is just too big to be accomplished.

However, we got our balls together again and finally made a game for our 3rd Ludum Dare and then 4th Ludum Dare again.

I gotta admit, Ludum Dare gets easier the longer you join this competition/jam 😉

Oh right, as usual, working with my best friend artist, Isaac, whom both of us are sharing the very same account here for Ludum Dare.


Tools are as follow:

Nichii’s tools:

– Game Maker: Studio Professional Edition

– Linux MultiMedia Studio (LMMS) – I am making the music all by myself from now on

– Audacity

– Clip Studio Paint – Maybe for concept and doodling?

Isaac’s tools:

– Adobe Photoshop Element

– GIMP (might not be using it)


We have set to challenge ourselves to finish the game under 2 days instead of the 3 days for Jam. We have also decided to make every single resources 100% original from scratch.

The game shall be as simple as possible, gearing towards only the most important core of the game itself.


Coming soon… :)

Posted by
Sunday, April 27th, 2014 9:12 am

Main Poster

2nd day with AWESOME PROGRESS!!

Posted by
Sunday, April 27th, 2014 7:58 am

We have done ALOT today!

2nd-day-0 2nd-day-1 2nd-day-2 2nd-day-3 2nd-day-4 2nd-day-5

Let’s just hope I can finish this game by tomorrow with cutscenes, sound effects and musics :)

10 hours later…

Posted by
Saturday, April 26th, 2014 4:48 am

After some silent progress, here’s some phos for you guys! 😉


The first enemy, shoots you while moving


Killed few enemies, facing the ‘stabber’ ;)


Now comes the bombardier, a pretty aggressive but kind of stupid kind 😀 Now you can play ping pong with his own bombs!


Here is one of the item drops, the ‘syringe’ can heal you 25 HP. Not much, but is pretty common and handy for healing only a small portions of HP.


Finally the boss! It has four different kinds of style depending on how much his HP has left. A pretty hard boss that tests your skills as learnt earlier ;)


This is the project in Game Maker Studio, a pretty useful software to make a 2D game easily :D


Recapping the features implemented so far:

– Three different classes of enemies with 2 variants each.

– A single but powerful boss.

– Syringe and Medkit. Medkit can heal 75% of HP, but is pretty rare compared to the 25% heal syringe.

– Walls with different variants, up to 12 different walls.

– Death sprites for everyone.


Planned features:

– Some simple non-animated cutscenes.

– 20 levels in total.

– Different weapons that player can equip, but only one at a time.

– Main menu and pause menu.

– Sound effects and musics.

– Credit scene.

– After all those, add in more environmental arts to create that ‘mood’ :)


We had 2 more days to go, but the 1st day seem to have tons of progress already. I am very looking forward to finish this game :)


Posted by
Monday, April 21st, 2014 1:32 am

Junnav Team IS READY!!!


Our goals:

Make a story-driven game

Make a professional-looking game

Do not repeat the same mistake on Ludum Dare 28 again.



We made a story-driven game for Ludum Dare 28, Red Christmas.

We are joining the Jam.

I am going to be the programmer and composer, while my best friend is going to be an artist and also the animator.

We had been slowly making games over 5 years because of school life.


My plan:

I am going to make both of us stick a paper on top of our monitor, writing:

“Simplicity is above all designs”

We are going to be spontaneous because we believe that the best idea comes during the crisis, which works during our previous Ludum Dare.

No need to over-work on the game, let ourselves some time off to relax and then come back to work. It definitely guaranteed me some wonderful idea during the last Ludum Dare.

I will also write out the “In case of crisis” document which includes what should we do when we have some problem.

This is going to be an awesome time for Ludum Dare again!


Red Christmas trailer

Posted by
Friday, December 20th, 2013 6:36 am

[cache: storing page]