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Space Exterminator Receives Post-Compo Version

Posted by
Friday, April 29th, 2016 3:51 am

Just as the title says, we’ve uploaded two Post-Compo versions of our LD#35 entry; they contain brand-new warfog and an updated sonar which makes things easier.

You can check out those updates here!585f14515c2d79848e3ad7c0734d13f5

Short update on Space Exterminator

Posted by
Thursday, April 21st, 2016 8:31 pm


With a game-breaking bug fixed and a ready web build, it’s a good time to try our entry HERE!

Space Exterminator Rolling Out!

Posted by
Monday, April 18th, 2016 9:48 pm

That was really intense, but we finally did it! Play our game HERE!

For now it’s windows-only, though web build will probably come in the nearest future.


Shapeshifting intensifies….

Posted by
Monday, April 18th, 2016 3:56 pm

Four hours until submission; nice lightning effect and some pretty cool sounds are on the way!


The time is running low and we still have some parts of the map to finish… Well, at least that’s gonna be a pretty huge map!


Space Exterminator VS Shape Shifters!

Posted by
Sunday, April 17th, 2016 12:42 pm

Remember how your dusty old Alien scanner used to react to furniture, TV,  your neighbor and you thought it broke?

Well, it didn’t. And it’s about damn time you call Space Exterminator!

In 2099, humans encountered a new form of life called Shape Shifters. They were faster, stronger and more aggressive species than anything human race had ever seen; even worse, they could transform into furniture. Space Exterminator is the only person in the galaxy capable of hunting down Shape Shifters. On a small space station with nothing special about it, deep in the outer space, this might be his most dangerous mission yet…

Here are some GIFs showcasing our visuals:


Looking good, right? :)

Get Grown or Die Trying – DONE!

Posted by
Monday, December 14th, 2015 9:50 pm

5fd9c530c68b3ed38c7cca3e351bf065cb815dbea50e80df8fe7371f3b59f984Pure growth and green! Play it here!

Guns of the Crandells – Done!

Posted by
Monday, August 24th, 2015 10:03 pm

Crandell… Crandell has changed…

Pretty significantly, actually! The game now runs better and has more shooting and explosions than before. Give it a try!SOLID CRANDELL

Crandell and his glorious return in 1080p NextGen

Posted by
Sunday, August 23rd, 2015 4:51 pm

What can I say… POWER TO PRETZELS! Now to remake the Crandell itself…


Rules of Deadline

Posted by
Monday, April 20th, 2015 9:12 pm

Screenshot 2015-04-21 05.59.51  I wasn’t sure we gonna make it this time… But hey, we did!

Ours is a small game where almost anything can be a weapon – even if it is your own corpse! Or someone else’s.

Сheck it out and see if you can beat the boss with a broom!

Rules of Paradox!

True Story – done!

Posted by
Monday, December 8th, 2014 5:00 pm

Kept you waiting, huh…

Posted by
Monday, December 8th, 2014 4:26 pm

Well, probably not, but we’re awfully close to uploading the game!

It looks nice and seems to be fun as well – hope you’ll like it!10844215_1557434094474370_1454741402_n


Update: Hell yeah, the build is now uploaded!

Play the game here

Time for a short night post

Posted by
Sunday, December 7th, 2014 4:45 pm

While most of the day was spent on animating critters, some bugs were fixed and some things, like action log or weapon pickups, were implemented.

Surprisingly, our game designer turned out to be pretty good at animating bodily fluids. Well..


You get to only grow old once… Or not.

Posted by
Saturday, December 6th, 2014 3:57 pm

Many stories depicted heroes in their full glory – strong, brave, healthy. But really, what happened to Dovakin twenty years after the events that took part in Skyrim? Did he lose his ability to shout? How long was his beard? Did he grow mad and started screaming at everyone around?

Well, our game is basically about hero battling his ageing. Time flies fast as she runs around and kills enemies, but you only get your youth once, so eventually problems kick in. Gunpowder gets into your eyes and burns them. Your spine is ain’t what it used to be, and those damn legs don’t even listen to you anymore. And please, don’t start on those shaking hands that can’t swing a knife straight or reload a gun.

Except that battling enemies for those long years didn’t really help, and those pesky cat-like jellies are still around.

We prototyped quite a lot of game mechanics today (surprisingly!) and finished some art and animations. Take a look at the pic!Screenshot 2014-12-07 02.42.06



Oculus Souls – Some Kind of Post-Mortem

Posted by
Wednesday, August 27th, 2014 12:50 pm


This is the theme that grinds you down

We successfully skipped three days of voting and at the fourth day we witnessed what looked like the cream of the crop – most of the themes looked so awesome I actually wanted to give ’em some good good loving. “Don’t save the princess”, “Potato Salad”, etc, etc.

Ah, sweet dreams. We were too deaf to the unnamed feeling inside that kept us telling that it’s not going to happen.


Space odditySPACE

No, really. The moment we found out the theme, we were kind of expecting tonns of space-themed games. Even worse, neither me nor Hatsumei knew what to do with the theme. We gathered in an office with a dirty window and three maintenance workers next door who were listening to terrible music (really, if you’re not familiar with modern Russian pop music you might be the happiest person in the world), and drew some stuff on the whiteboard.

The idea took a shape of Dark Souls-like game where you’d earn coins, risk them and your life alike to eventually spend them on making the world different and more dangerous. Tearaway, which we both played, was taken as a major art inspiration since you can put cardboard texture on anything and call it modern art.

Unsurprisingly, art is one of the hardest things to nail unless you plan to present your game in colourful squares. This LD marked one major departure from previous ones – I managed to get the running animation a bit better. Regarding Hatsumei, well, the face customization was fully drawn in, like, 2 hours, and mostly everything that followed resulted in the level that Hatsumei built, the very one that you play.

It’s mostly built out of colourful cubes with a little to no tweaking, and from the top it looked kinda ugly. I was concerned it’s going to suck, but then I tried actually playing it – and loved it.

That leads us to one of the first fails in Oculus Souls developments: Staying too far from other teammates’ work can really reduce the enthusiasm by introducing the false belief that we’re doomed and stuff. Plus, usual cubes aren’t really fit for making a final level – removing faces that player cannot see can be a pretty good optimization. By the time I noticed the problem, 60% of the level were complete.


The code that failed

The second fail comes from the fact that regardless of how I structure code and convince myself that I can reuse it everywhere including pizza ordering and playing pre-release Hyrule Warriors copy, the code never gets re-used. I send it to my Australian buddies, tell my mom about it, force Hatsumei to listen about how awesome the result is – everything except actually using it anywhere.

This was the fourth time I wrote a character state machine, and by the time I re-invented the wheel once again I figured some patterns that helped me to build the code faster. And yet, I still spent a lot of time on tuning and tweaking it, integrating my pseudo-monads I came up with earlier, despite that I already wrote similar state machine for Mirror’s Face, one for Hatsumei Mage, and one PlayMaker-based for Betarded.


Get your views to the wall

Not really intended to be a big paragraph, but still. By the end of the day I’ve decided to add a View-Controller separation into current character structure. As a result, character visual part contained all the animation listeners, hand slot data and stuff setup separately from the character himself, which eventually helped to build different character variations much quicker and easier. While it seemed like a time waste at first, it payed off later.





Whole lotta game

Should someone calculate the time spent on various task, he’d be left with a shining black hole on his pie chart where “Art” is written. When did we even make the actual game? Last couple of hours, I say. It was more like “Just put them, here and there and everywhere, and we’re good”. Dodge move was added because I felt bored, and two slow-hitting animations were made alongside to make the move more meaningful. Only one made it in the game, unfortunately.


And I guess this is pretty much it. This LD had no vomiting, drunk people, hookahs or last minute ideas, but was actually the first LD to be participated in such relaxed manner for me. Really, before LD#30 I wasn’t sure if you can both participate in Ludum Dare AND get a good sleep.

Hope you like it!


Oculus Souls – short status update

Posted by
Monday, August 25th, 2014 7:39 am

It seems we’ll just stick with this name – probably because we’ve somehow ended up with having Oculus Rift in our game.

Meanwhile, one mysterious nightscape.oc

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