About Nomys_Tempar

Musician, Game Designer, Cybermancer, Artivist : formats-libres.org and musique-libre.org


Ludum Dare 35
Ludum Dare 33
Ludum Dare 32

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Post-Compo Version !

Posted by
Saturday, April 30th, 2016 4:06 am

Greetings !

This morning I made some improvements on my entry, so there is now a post-compo version of the game.

Post-compo version :
– Add a bunch of achievements.
– Add some minor texts corrections.
– Add a proper credits sreen and remove the useless stats screen.
– Fix a loop situation in the game paths.

You can try the game right here : The Matter Realm

Script Pages

Posted by
Monday, April 25th, 2016 4:09 am

As a way to better understant The Matter Realm I give you the 3 pages’s script of the game. It took about an hour to write (I was in a train) and it contains the plan of the game.

It’s written in a combination of french and (bad) english terms with my awful handwriting…


If you haven’t play it, the entry is right here.

The Matter Realm

Posted by
Monday, April 18th, 2016 4:45 am



My compo entry is the weirdest game I’ve ever made.

You can play it right here.

The Monster Way is now on itch.io

Posted by
Saturday, September 5th, 2015 3:17 am

A little post to say our game, The Monster Way, is now on itch.io

Of course you still can play to our jam entry.

The Monster Way – Post Mortem

Posted by
Wednesday, September 2nd, 2015 9:23 am

There is our Post Mortem for The Monster Way, careful spoilers inside !

The game is right here if you haven’t test it yet.


About a month ago Anna and I decided to do the next LDJam together with a textual adventure enhanced by Anna’s artworks and some musics. The fun part was that in between she is went back to India and I am living in France. So it will be a long-distance jam which in our mind felt pretty cool.

A week before the event I started to prepare tools so as to be ready to begin on saturday morning: a private channel on my Slack to talk and share the LDJam with Leo Marius (http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=43978), technical researches about how to add images and sounds to a choicescript game (our awesome game engine! https://www.choiceofgames.com/) and tweak some visual parameters (colors, backgrounds… ).

We also knew that we would be in office on the monday, so the jam will be a barely 2 days and a half.

On the saturday morning I was up at 5.30am (french time) to the skype rendezvous, but Anna was about an hour an half late so I started reading and thinking about the theme and I came up with an idea not amazing or very innovative in my mind but simply “doable” and fun.

At last Anna arrived on skype and we started talking about the theme, I shared my idea with her and she surprisingly thought it was cool!

So we took about an half-hour to build the game’s ideas: you play the final boss of a dungeon, you have to kill heroes, and between fights you have take care of your lair and try to not get bored by the loneliness of your status. We run for 4 fights and 3 “break time”, and an ending with a mirror thingy and finally a portrait of your monster based on your choices. No sounds nor musics, because… I guess we both knew that we wouldn’t have time to properly do it.

Then we started to work.

It was simple and pretty vague but at the time it seems quite sufficient.


My main goal of the day was to make the storyline, build the choices and the situations to give Anna characters, objects and rooms that she would design. As I started the writing, Anna worked on a couple of rough concept art to visualise the art style of the game. She decided to go for a dark background, monochrome line art, to keep it simple given the number of illustrations to do.

On my previous LD game (Escape The Killer) I had built the game as I was writing it, when an idea came, I would instantly change everything previously written and build upon it it in the following stages of the game. So planning (the story, the choices), writing (describing situations and dialogues) and building (coding the game) were then completely entwined.

But this time, I started writing and planning, and when noon arrived I was barely writing the first break time and I couldn’t keep up with the Anna’s rhythm. So I pushed forward the planning and let entire sections empty to give Anna the elements of the story she would need. Sadly I think that the cohesion of the writing took a huge hit because of that. At the end of the day, I had 2 fights and a waiting time partially done.

Because of the time difference I finish the day alone (Anna is 3 hours and a half ahead of me) with a serious fear that I might not be able to finish the game. I came the sunday morning with two plans to finish the game:

First, make the 3 first fights and end up with a “To be continued” screen with a joke or something like “You are not the monster, we are. Because we haven’t finished the story. Sorry, better luck next time! Kiss kiss”.

Second option, cut a chapter (one fight and one break time) and go straight to writing of the final fight, which was a problem because I had then no idea of who will be the hero (who must be special) and how the “mirror thingy” will actually leads to the defeat of the monster. Also the beginning of the game was, at this point, not playable (lots of branches not connecting), most of the game mechanics and most images weren’t in place, and the painful main door feature was only half implemented (yes, the door can be closed, open, destroyed by you or by the heroes, rebuilt fully or partially… Basically, the door joke went too far for our own good).

In short I was really worried.


Anna and I chose the second option: go straight for the last fight and skip the third fight (too sad, she had already drawn the two alternative heroes of the 3rd fight!). That was the best choice, ending with a “To be continued” screen would have been to deceptive for everyone I guess.



Here is the third “hero” who should have attacked the lair of the monster.


I decided in the morning that Jenny Everywhere would be the best fit to beat our villain. Luckily Anna agreed to the idea to use her with the dream twist to conclude the game smoothly.

At noon I was beginning the writing of the last fight, it kept me busy until the evening running out of time, my girlfriend accepted to write two secondary story branches that were still unfinished, saving me two hours of work. Following her advice, I also decided to use a final easy story trick to close the game and save a bit of time.

Anna ended the last essential pictures we needed to complete the game and go back home. She was jamming at her office to use the internet connection which is way better than her home’s. She wished she had more time to draw the minions and more illustrations but at least the main stuff were done: 34 illustrations, plus the framed version for the achievements!

By the end of the day I had filled the voids of the choices and most of the game was in place. I was glad that most of the writing was done cause I was about to ran out of ideas to make new path and new items for the monster.


Because we were both working on monday, Anna devoted her free time to proofread the game and I mostly assembled the pieces together (add missing images and missing conditions), clear bugs (the main door took me a complete hour, to finally make things a bit simpler), make the ending screen and achievements.

An hour before submitting the game I began to write the ending little “poem”, who wasn’t supposed to be a poem at all, but a paragraph describing roughly attributes of the monster. I put it together quickly and submitted it.


Looking back, the planning phase was certainly too light, despite the simple story plot. I didn’t really manage to really have the story in mind and to keep it focused, so the game is a bit chaotic and overflowed by itself. Which is finally a fun and joyful part of it.

I realise that a lot of paths and a lot of characters kind of leads automatically to a lot of writing just to keep the story on tracks, but sometimes too superficially. Small jokes became completely time consuming (like that stupid door, that was introduced initially only because Anna drew an open door in the first concept art!). And I didn’t expect it to cause that much delays on the games mechanics and on the drawing.

Luckily Anna wasn’t bottlenecked on the illustrations even if it went close!


The very good part of this Ludum Dare was that we were on the same page all along and we were both very aware of the priorities of the development. And also we did finish a playable game in time so, hey! Kuddos to us!


It was a really fun experience, exhausting one but truly a new step. The distance was in my opinion playing for us because it somehow forced us to take some time to rest and relax.


Thanks for playing the game, and thanks to all participants of this LD33.

The Monster Way is on air!

Posted by
Monday, August 24th, 2015 3:52 pm




Hard to get attention without visuals…

Posted by
Friday, May 1st, 2015 8:50 am

There is only few Textual Adventure Game on the Ludum Dare, so take a look at these two :

TLDR OTT by wooltech.

Escape The Killer by me.

PS : I’m searching for someone who can help me proofreading my textual games, show yourself if you’re interested !

Textual Adventure Powa !!!

Posted by
Saturday, April 25th, 2015 11:55 am

There is only few Textual Adventure Game on the Ludum Dare, so take a look at these two :

TLDR OTT by wooltech.

Escape The Killer by me.

PS : I’m searching for someone who can help me proofreading my textual games, show yourself if you’re interested !

Instant_Noodles in time

Posted by
Sunday, December 7th, 2014 12:26 pm

After some adventures and dev issues yesterday, our Windows Cleaning Simulator 2015 is on is way.

Lots of pixel assets (made with Blender, who knows how), some cheap music/sounds and a hack of a game engine to do things that is not suppose to do.

But everything is fine !



The unfinish version is right here : http://www.instantnoodlesgames.com/

First jam for us

Posted by
Tuesday, December 2nd, 2014 8:15 am

Hi there ! We are Instant_Noodles and this is our first jam.

There’re 3 of us : a dev, a graphics-man and a musician .

We’re using : coffee script/java/ruby, phaser engine, blender/gimp/inkscape, milkytracker/ardour.

We released some Sweet_Noname thing a while ago, and we wish luck and good work to everybody !


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