About patrickgh3 (twitter: @clockworkpat)

Hi, I'm Patrick.


Ludum Dare 37
Ludum Dare 28
Ludum Dare 27
Ludum Dare 25
Ludum Dare 24

patrickgh3's Trophies

The Barrels and Barrels of Water Award
Awarded by yuigoto
on January 3, 2017
ENDESGA Design Award
Awarded by ENDESGA
on August 31, 2013

patrickgh3's Archive

Progress Update 2

Posted by (twitter: @clockworkpat)
Monday, December 12th, 2016 2:22 am

Steady progress! Our main todos left are: finish up level design/gameplay, fix all issues playtesters had, figure out music.

Good luck jammers, and congrats to everyone who submitted already! :)


Progress Update 1

Posted by (twitter: @clockworkpat)
Saturday, December 10th, 2016 10:30 pm

After one day, we (Lss40 and I) have a core mechanic and graphics. Now it’s time to focus on actually making some gameplay! 😀


I’m in post

Posted by (twitter: @clockworkpat)
Wednesday, December 7th, 2016 2:01 pm

I’ll be participating in a team with Lss40. We’ll be using GameMaker. I’m excited, it’s been a while!

I’m in!

Posted by (twitter: @clockworkpat)
Friday, April 25th, 2014 12:52 pm

It’s my 5th time around, and I’m hype, and a little tired. Last weekend our game dev club on school campus hosted a game jam, so I did that with some friends in Unity. We’re planning to finish up and polish our game, which is an RTS set on a volcano, sometime in the near future. Pretty cool. And for this LD I’m hopefully going to meet up and jam with some local indie devs in the San Diego area! So I’m both excited and nervous about that.

Engine: I imagine either Unity, or Haxe with HaxePunk, it’ll depend on the theme / game idea.

Other tools, possibly: Ogmo Editor, Paint.NET, FL Studio Groove, Blender.

Good luck everyone!

A learning experience

Posted by (twitter: @clockworkpat)
Thursday, January 9th, 2014 3:11 am

I feel like I learned a lot from my experience this past LD. Or at least it’s gotten me to think about things.

One lesson I learned, or at least experienced yet again, is never to undervalue time management and planning for the unexpected. For the first 12 hours I dawdled not doing much at all, then for the next 24 hours spent too much time obsessing over details and putting off important stuff (sounds, music, level design). The last 12 hours were super intense and sloppy, and as a result the game didn’t turn out as good as it could have been, and it was unpleasant working that hard.

After I submitted the game (here and on Newgrounds), I got really discouraged by a few comments providing fair and useful criticism. I obviously knew my game would be nowhere near perfect, but I was being really negative about it. I thought that I shouldn’t have even submitted it, because it was a waste of time for people playing it. I felt ashamed and guilty. Deep down though, a part of me knew that these feelings were irrational, and that I was blowing things out of proportion, but I felt sad anyways.

I spent a week or two pouting and thinking about the situation. Idly browsing tumblr I came across this blog post by Edmund McMillen about growing as an artist. Reading this post kind of brought me back to reality. It’s normal to make mistakes and learn from them, and that’s one of the main reasons that game jams like Ludum Dare exist. I learned a bunch about myself emotionally, which I’m not eloquent enough to write about, but they’re in this general domain. Lots of self-reflection, etc. Hopefully I’ll become a more mature person after this whole ordeal.

I don’t know if any of you guys reading this have had similar experiences, not just in Ludum Dare but anywhere in life, but I guess I’m just documenting my experience. I hope this post might be relevant to someone. Sorry for rambling and awkward wordings (it’s late, and I don’t write very well anyways), and thanks for reading. I might participate in the Mini-LD if I have time, but either way, I’ll definitely be back! Thanks to the staff and the community for creating such a great event.

TL;DR: Ludum Dare taught me that life is a learning experience. The blog post I linked above puts it nicely.


Posted by (twitter: @clockworkpat)
Sunday, December 15th, 2013 10:14 pm

I think this is the most tired my brain has ever been. I’m exhausted. Yesterday was busy, and today was super busy and stressful, but it’s finally over. Last LD I worked really hard at the beginning and had little work to do at the end, while this time I didn’t get much done at the start and got busier and busier as time went on. But, somehow, I made it! And so did all of you. I’m looking forward to playing everyone’s games once I get some rest!

Here’s a link to Spirit Cave:


Panic mode activated

Posted by (twitter: @clockworkpat)
Sunday, December 15th, 2013 1:30 pm

Less than 6 hours left? Where did the time go? There’s so much to do! Aaaa! Look how many windows I have open!

Halfway point progress

Posted by (twitter: @clockworkpat)
Saturday, December 14th, 2013 8:24 pm

It’s a little past the halfway mark, and I’d say I’m making good progress. I still need to work just as hard as I have been to finish on time though. I haven’t thought much about sound or music, so those should be a priority. Looking at my game now, I don’t really see the theme shining through it as much as it did in my head, but maybe it’ll be better once the game is finished. No idea. Anyway, here’s a screenshot, and I thought my fortune from my Panda Express lunch today was relevant to my game, haha.


Post-sleep update

Posted by (twitter: @clockworkpat)
Saturday, December 14th, 2013 1:34 pm

Last night, while lying in bed at 2:30 trying to fall asleep, I ended up designing most of my game in my head. I’m not sure if the design is sound, but it seems like all the pieces fit together. I’ve got a LOT of work ahead of me if I want to finish everything! Here’s a screenshot. You control the guy with WASD and the fairy with the mouse. I’m using a HaxePunk port of a lighting engine Noel Berry made for FlashPunk, which is really nice! Here’s a link to that: http://forum.haxepunk.com/index.php?topic=343.0

Small update

Posted by (twitter: @clockworkpat)
Saturday, December 14th, 2013 3:11 am

I came up with an idea I was happy with 2 hours in, and HaxePunk is working great (mostly). I’ve had to spend some time with family today, and I was feeling kinda tired, so I didn’t get much done. But I have some general ideas for what the game is about. It’s a 2D puzzle platformer, no surprise there! My take on the theme is “you only get one companion.” I’m so sleepy I can barely type this out. Good night!


4th LD

Posted by (twitter: @clockworkpat)
Friday, December 13th, 2013 5:37 pm

I’m in! I just realized that I’ve barely done any programming since LD27, so it’ll be fun getting in the swing of things again. Good luck everyone!

Engine / Framework: Haxe 3 with HaxePunk (hopefully! If I run into issues I might revert to Flash / FlashPunk.)

IDE: FlashDevelop

Level Editor: Ogmo Editor (probably!)

Graphics: Paint.NET

Sound: sfxr, Audacity, LMMS

Clockwork Cat Postmortem

Posted by (twitter: @clockworkpat)
Tuesday, September 17th, 2013 1:46 pm


It’s my third time participating in Ludum Dare, and I got second overall! I’m ECSTATIC! Thanks so much everyone who played and rated my game, your kind comments mean a lot. ^^

Clockwork Cat has 40,000 views on Newgrounds, and a bunch more views and comments on a bunch of sites that rehosted it. I never would have thought the game would become so popular. Watching videos of people playing the game and hearing their reactions was heart-melting. And it was great playing other people’s amazing games too. Thank you guys so much for your support, I’ll definitely be back next time!

What went right:

Using tools I’m familiar with – I was already very familiar with AS3 and FlashPunk, which really helped me work quickly. I’ve also programmed tile-based collisions before many times before, so a pretty big chunk of the code I wrote was very familiar to me. I had also worked with Ogmo Editor before. And also Paint.NET and FlashDevelop on that note. I did have to learn the basics of Linux MultiMedia Studio very quickly at the end to make the music, but fortunately that went really smoothly.

Picking a style I’m confident with – I’ve made many small games in the past, and almost all of them have been pixel-art-style 2D platformers. I stuck with what I know and love. :) I do have ideas for future games that aren’t 2D platformers, so that will help me branch out and hopefully be refreshing.

Great working environment – I feel this is worth noting. I’m staying at my parent’s house over the summer, and everything was quiet and relaxed, so I had nothing to worry about except working on the game.

What could have been better:

Level length, mabye – I made the level really short because I couldn’t think up any interesting puzzles without having to introduce more gameplay elements, and didn’t want to put in any filler to drag the game out. Originally I had planned for a bunch more elements, like picking up and moving gears to connect certain machines, but I ran out of time and decided to keep it simple. But I think the game could stand to be a bit longer.

Jumping leeway, mute button – The blocks have 16×16 px hitboxes, but the graphics are a bit wider than that. This resulted in players jumping when they still looked like they were standing on the edge of a block, but had just fallen off. I played the game so much that I must have gotten used to it. Adding in a bit of leeway would have been nice. Also, I didn’t think to include a mute button. Things to do next time!

Thanks for all the love! <3


P.S. I tried to draw the cat rocking out on the wrench like a guitar, but I couldn’t get it just right.

Last-minute music

Posted by (twitter: @clockworkpat)
Sunday, August 25th, 2013 5:06 pm

I finally got around to putting in music and sounds. I used LMMS to make a short loop using samples from freesound.org, and got some short blips from sfxr. Good luck to everyone in the compo working at the last minute!



Posted by (twitter: @clockworkpat)
Sunday, August 25th, 2013 2:35 am


24 hour mark

Posted by (twitter: @clockworkpat)
Saturday, August 24th, 2013 6:11 pm

I’ve added moving blocks, as well as having the level restart if the player falls or the clock strikes twelve. As the clock ticks, the blocks move in one direction, but when you turn back the clock with your wrench, they move back to where they started.

Now I need to think up more puzzle mechanics, and make some puzzles! I’m thinking about keys / locks, and possibly adding one more mechanic if I can think of one. I also need to start thinking about sound, but that’s the last thing I want to do.

Current version: https://dl.dropboxusercontent.com/u/113106175/Flash/clockwork_wip2.swf

11 hours in!

Posted by (twitter: @clockworkpat)
Saturday, August 24th, 2013 5:18 am

It’s 5am and I need to sleep 😛 I’m happy with how far I got today, er, today and yesterday! Here is a link to the game so far, and some screenshots. It’s a 2D puzzle platformer.


My computer screen! :D


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