About OkaDoka


Ludum Dare 34
Ludum Dare 33

OkaDoka's Trophies

OkaDoka's Archive

We’ve removed our game

Posted by
Thursday, December 17th, 2015 2:07 pm

We debated just letting this go or not, but at the end we decided to be proactive and pull the game.

We were given bad information (entirely our fault for not doing better research then we did). Our art assets in our game (grounded) were created in two different programs. One of the programs (used to make the player character, goal, and win screen) was perfectly fine and no issues. However, the one used to create the title screens and the level itself has certain facets to it that prevent us from using it (a fact I just discovered about an hour ago).  After long debating,  we’ve decided to pull Grounded from Ludum Dare and GameJolt. I’ve also decided to be forthcoming with this information, as the game has been driving me completely insane for the past two days, and this is just icing on the proverbial cake. I apologize for this mix up, and can’t express how embarrassed we are this occured.

Moving forward, we have decided to ensure this sort of thing does not happen again. Our artist, Katie, will be learning to use a pixel art program (we’re looking at 3 right now, so too early to announce), and we will be using that program on Ludum Dare 35.

Again, we apologize, but as Ad Revenue can be earned on Gamejolt we decided that overlooking this would be hovertly arrogant on our part.

See you guys back here for LD35, and good job everyone on your games.

Some After Thoughts

Posted by
Tuesday, December 15th, 2015 8:58 am

Just a couple things that I (Thom) wanted to share, now that 34 is behind us, at least from the development side.

This event has become somewhat of a holiday around my house. I pretty much tune everyone else out but the artist/girlfriend(Katie).  My parents and her parents pretty much know they aren’t getting a hold of this weekend, because we’re focusing on this. Welp, this weekend was different.

The first time we participated (LD33), we really didn’t approach it the way we wanted to. We spent so long figuring out how to make the mechanic, it wasn’t really fun in the end.

This time, however, we decided to approach the gameplay differently. She focused on the art before I even touched Game Maker (we knew it was going to be programmer art either way, so why not just get it done). The title screen is garbage (literally just a color fill gradient that is the default for Illustrator, kind of embarrassed about it honestly, cause I know I could’ve done more).  The story screen was built in roughly 2 minutes, and Katie built the “win” screen Friday night when we decided that the goal was a lunchbox.

However, the single level we have, I am very proud of. The level itself was my primary focus from Saturday morning till Sunday night. It only took about an hour to lay it out, but fine tuning the level took much longer. It’s still not perfect (The goal was to create 5 different paths to the top of the area while allowing the player to move freely between the paths at certain points, and I can think of at least one point where that’s not possible). Saturday night, though, I decided to stand back for a minute and do something else.

While our game is hardly perfect, we decided to walk away from it (went shopping and hung out with family, oddly enough), and when we cam back to the game Sunday morning, Katie began play testing and I began polishing the level design. And it helped, tremendously. And I think it’s how we’re going to continue to do it. Friday we worked for about 4 hours, Saturday roughly 7, and sunday was about 3. Had I worked more Sunday, the other screens would be much nicer, or at least cohesive, so there is something to be said about moderation too.

I guess what I’m trying to say is, it seems that perhaps getting away from our creations for a minute allowed us to pick them apart better. Sunday we dropped the ball and got too lazy about working on the game, but Saturday was perfect. I honestly couldn’t stand what we had Saturday, and by stepping away from it, I realized I was being too critical. For roughly 14 hours of work, we did pretty good. Just something we noticed, as for LD33, we didn’t do this. I know it’s hard to believe because our LD33 entry (Your Favorite Things) was SOOOOO good (eyes roll HARD), but it seems that a good practice is to stop thinking about it for a minute. Don’t get too lazy and forget to actually work on it (again, sorry for the other screens), but definitely don’t drive yourself insane making it happen.

Game is Published

Posted by
Monday, December 14th, 2015 8:40 pm

Got a bit lazy at the end, so the story, title, and end screen are very lazy. Really happy with the level though, and I’m considering expanding the central mechanic into something post-compo. Hope you enjoy.

Posted by
Saturday, December 12th, 2015 2:15 pm


Our level, currently in the middle of play testing. We are using the two button controls, however, we’re very loosely interpreting growing as going up.

And then…

Posted by
Saturday, December 12th, 2015 10:00 am

They overslept. Gonna get to work now so we have something to show for it later on today.

Meet Chuck

Posted by
Saturday, December 12th, 2015 12:47 am


This is Chuck. Chuck can’t spell, and his best friend in the world is Toby, his lunch box. But more on that later.


Posted by
Friday, December 11th, 2015 10:58 pm

Having a hard time combining those, may just stick to one (two button controls, Growing is throwing us off hard). We’re sticking to Game Maker for this, with Hexel and Illustrator sprites.  Now, to begin!

We’ll Be There!

Posted by
Friday, December 11th, 2015 4:35 pm

By there I mean in our house, which none of you can verify….so….we’ll be participating. Ah, good old syntax.

Not sure on the tools yet, we’ll update tonight, but it will depend on the theme. Either Unity or GameMaker for the engine, either Hexel, Illustrator, or Blender for Art. Not sure yet on music.

Practically Playable/Hardly Fun Yet

Posted by
Sunday, August 23rd, 2015 1:06 pm

We just need to get the item spawns a bit more random and the bouncing a little better.

In the game “Your Favorite Things” you will play as a bunny who hates everyone, so he hops on and destroys their favorite things.  Programmer art at it’s finest.  I’m particularly proud of the puppy, or hippie pig it’s all up to you.


We’re in!!

Posted by
Friday, August 21st, 2015 8:24 pm

First Time
Two Person Team
Game Maker, Illustrator

Super stoked, can’t wait to see what everyone has!

[cache: storing page]