About ampersandbear (twitter: @ampersandbear)

Loves roguelikes & gameplay innovations. Hates bears.


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Our LD game launched on Steam!

Posted by (twitter: @ampersandbear)
Friday, September 16th, 2016 1:36 pm

Hello, folks! My name’s Nick and I’m one of those two guys who made Don’t Crawl. Do you remember it? The game was originally made for Ludum Dare 33 (theme was “You are the Monster”), and over a year reworked into a full-scale Steam release, complete with matchmaking, map editor, and Steam Workshop support for sharing maps.

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Initially, I just wanted to see how would the general idea of Powerhoof’s Crawl work in a classical platformer – I wasn’t even intending to make a “complete” game. It seemed to work pretty fine, we were even approached by someone to potentially release a more polished version of the game for their platform. Fortunately or unfortunately, that deal didn’t work out, but this suggested that the game has potential, so we continued working on it. And now, a year after the initial release, the game is on Steam!

Huge thanks to the LD crew and local community! You made all that possible!

Don’t Crawl went big?..

Posted by (twitter: @ampersandbear)
Sunday, March 20th, 2016 4:57 am

Hello, everyone! Do you remember Don’t Crawl? It’s been a while since initial LD#33 version (the theme was “You are the Monster”), and, oh well, we’re still developing it. And now… now we’re on Greenlight, isn’t that cool? (:

This is how it all began

This is how it all began

We added a bunch of new monsters and traps, water, waving trees, fans, new levels, reworked the “ghost mode”, added shops and hero upgrades … Uh, sorry for the list, but these are far not all the changes that we have made.

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And that’s how the game’s played now

Huge thanks to the LD crew and local community! To be honset, it’s YOU who enouraged us to continue developing Don’t Crawl.

Games you should not miss!

Posted by (twitter: @ampersandbear)
Friday, September 11th, 2015 7:42 am



Monster Academy


Almost Heroic



Underworld Siege



Monster Disco



The Monster Files



Don’t Crawl

(The last title is our game and it’s not in the list. But you still don’t want to miss it, right?)


Don’t Crawl Post-Mortem

Posted by (twitter: @ampersandbear)
Sunday, September 6th, 2015 3:20 am

Hey! My name is Nik and I’m a guy behind art, SFX and core game mechanics of Don’t Crawl. In case you haven’t played the game yet, it’s a multiplayer competitive platformer. One player controls the hero while the others take control of the monsters in attempts to kill the hero and take their place.




Don’t Crawl is a game about monsters. They are, obviously, what makes the game fun. I planned them to be very unique, balanced and easy to control. Initially, I was going for a bird (flies in a straight line and drops eggs), a hedghog (can’t jump, but can’t be killed by jumping on it) and a frog (moves via jumping only). But lately I removed both the frog and the hedghog – the last one was too primitive, and I was afraid that the frog would have too much movement freedom. So I went for a slime that makes the ground stickier while moving (it combos well with other monsters and traps) and for a demon who is immune to stomp damage and can dash upwards.

Here came a problem of monsters’ interactions. Shall eggs kill other birds? What happens if demon lands on spikes? How about laser traps? I didn’t have time to draw demon death animations (he looks almost like the player, so he is expected to leave a corpse) and thus protected him from spikes and eggs. It definitely made the demon quite unexpectable and unbalanced, but well, I didn’t have that many options…

Another huge problem I faced was level design. The point was to make the play session fun both for the hero and the monsters. Here are a few examples of how I tried to achieve this:




And this is my attempt to implement “built-in tutorial”. I wanted to make sure the player knows how to play the game. That’s why I tried to teach him level-design-wise:




And these are the tricks I used to eliminate “camping spots”:




Well, that’s it. Thanks for listening! Oh, and how about giving Don’t Crawl a try?

Don’t Crawl needs your feedback!

Posted by (twitter: @ampersandbear)
Thursday, August 27th, 2015 7:58 am

Don’t Crawl is a multiplayer platformer game in NES stylistic.

One player controls the hero while the others take control of the monsters in attempts to kill the hero and take their place. The game features online multiplayer and can be played either directly (the “host” player will need to forward a UDP port) or by finding the opponents via “hub”.

Unfortunately, “hub” server is only supported in the post-jam version. While it was largely done during the jam, we couldn’t get it reliably working in time so had to take it out of the original jam submission.



Please, play, rate and drop us a line in comments, so we know how to make Don’t Crawl better!

Looking for a teammate!

Posted by (twitter: @ampersandbear)
Tuesday, April 14th, 2015 12:32 pm

Hello, everyone!

I’m a novice game designer and programmer straight form Siberia, though not that handy with pixels.

I did a couple of Ludum Dares before, as well as some 7DRLs, and some really small games like this one. Yes, the art doesn’t look that bad, but it wasn’t made by me, it was just found on the Internet and then adapted to actually fit the game (which is not a huge fun to do).

So, I’m looking for a pixel artist to make it through this LD!

People Manipulation Sim: Post-Jam

Posted by (twitter: @ampersandbear)
Monday, September 8th, 2014 8:43 am

People Manipulation Sim

I made a game. Then (accidentally) I made a Post-Jam version …with:

Tons of bugfixes

Rockets can now reach moving targets, animations are smoother and the game is hopefully bugless.

New levels

I tried to base them on a unique (in some way) idea, so solving them’ll require different strategies! Cool?..

Better tutorial

Yes, I removed that wall of text. Tutorial is a way more interactive and friendly now.

Sandbox achivements

You now have something to do there.


Feel free to play some <your favorite AAA game>, or have a nap, or something. Your progress is saved!


People Manipulation Sim

Posted by (twitter: @ampersandbear)
Sunday, August 24th, 2014 12:19 pm

I really mean you can manipulate them easily. Enjoy your stay.


Marrow Wind: Post-Compo Version

Posted by (twitter: @ampersandbear)
Thursday, September 5th, 2013 7:46 am

screenshot110A Music Version, I’d better say. Yeah, that’s 8 bit Skyrim theme by chubbiercherub, making a dungeon exploration process a waaay more atmospherical.

There’s a bunch of new features as well, such as new items and locations. Now you also drop your sword when you’re slain, so you respawn completely defenseless! Oh, and beware of that skeleton guarding your loot!..

Play it here!

The Marrow Wind is blowing…

Posted by (twitter: @ampersandbear)
Saturday, August 24th, 2013 10:32 pm

Hey, everyone!

I’ve actually spent 12 hours of work and now I’m feeling like sharin’ all I have so far. Practically speaking, that’s a real-time roguelike game taking place in a haunted castle changing and updating evey 10 seconds. The walls are shifting, rocks are emerging from nowhere and the ancient evil is about to awake. Will you find enough courage to resist the Marrow Wind gusts?..

As for now I’m planning on adding more monsters, loot & items and a huge dungeon to explore. And sure I wanna see the world updating process a bit more enchanting and widescale.


It’s my first time participating in Ludum Dare, so I have a  question concerning the current Competition rules. I’m actually using a light engine created by FatalSleep and my art is based (I mean, the color palette and tiles & creatures ideas) on Derek Yu’s tilesheet. And I’ve also included this gex designed for drawing circle healthbars.

So, does it go againts the rules? Thanks in advance.

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