About My Sweet Whomp (twitter: @mysweetwhomp)


Ludum Dare 37
Ludum Dare 31
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26

My Sweet Whomp's Trophies

The Prokaryotic Prize
Awarded by Backterria
on December 18, 2014
Outstanding Depiction of Facial Hair in a Video Game
Awarded by JJEvil
on December 14, 2014
SonnyBone's Official 'RAD GAME' Award
Awarded by SonnyBone
on December 19, 2013
Madame Wang Award
Awarded by Pyrender
on August 26, 2013

My Sweet Whomp's Archive

BullyBully Classroom :

Posted by (twitter: @mysweetwhomp)
Wednesday, December 14th, 2016 4:38 pm

Hey everyone, we fixed a few gamebreaking bugs in our game : the boss can kill you now, you can hit enemies standing on other enemies bodies, and there’s a nice message at the end of the game instead of a dull and sad black screen.

You might want to try it again if you played it already. If you haven’t, come and try it, we swear it’ll be fun!


What is “BullyBully Classroom” you might ask?


It is a Tactical-RPG.

Why did we think it was a good idea to work on a T-rpg in only three days? We don’t know either. We like them and we’re stupid. In  this T-RPG, you play as Harissa, a highschool bully who terrorizes her classmates with her gang.

You can follow your usual schedule and beat up nerds as you usually do.

But you could also talk to them and maybe try to change your twisted habits. Maybe team up with the nerds and turn against your ex-gang?

We had a lot of fun working on the game this weekend, even if the project was too big and we didn’t have enough time to playtest it correctly. We’re planning on making a postjam version and we will keep you updated on that:  it should be more fluid and enjoyable to play (also more visual feedback and less bugs).

Enough talk, click her to play the game!

We hope you enjoy the game and let us know what you thought about it in the comments!

BullyBully Classroom : it’s done!

Posted by (twitter: @mysweetwhomp)
Monday, December 12th, 2016 9:46 pm

Come play our game here : play as a highschool bully and her gang.

Decide if you want to keep on beating up your classmates, or if you want to fight with them against your former gangmembers!


Click to play our game!


screen1 screen2 Screen3 Screen4

AYAYAY We’re still working but it’s ok

Posted by (twitter: @mysweetwhomp)
Monday, December 12th, 2016 8:58 am

Late but not dead, we’re still working on BullyBully classroom. Almost all the gameplay features are implemented but we still have a long road before us before we can bully a lot of children.

Stay tuned!

BullyBully Classroom : Shake it shake it shake it off

Posted by (twitter: @mysweetwhomp)
Sunday, December 11th, 2016 3:27 pm


We’re making some progress in the animation department right now.

BullyBully Classroom : the fight is on

Posted by (twitter: @mysweetwhomp)
Sunday, December 11th, 2016 9:08 am

MockupCropped(Click on the image to see fullsize)

BullyBully Classroom is a Tactical RPG in which you play as Harissa and her gang of bullies. You beat up nerdy kids on a daily basis, but that’s sort of mean.

Will you finally give up your evil ways?

We’re in and making a game called “BullyBully Classroom”

Posted by (twitter: @mysweetwhomp)
Saturday, December 10th, 2016 7:52 am

Hi there! We’re back in the LD business (last time was #LD31). We’re making a game about school bullies. We’ll write more about it later but for now here is a screenshot of some WIP art crafting.

Mockup bullybullyclassroom

“Leaving” : the post-jam version is done!

Posted by (twitter: @mysweetwhomp)
Tuesday, December 16th, 2014 3:36 pm

So we did a post-jam version of our jam entry, “Leaving”!


We’re particularly happy because this is the first game we actually finish after a jam! Our previous jam game has been in post-jam development for almost a year, but this one was already a complete game experience, and all we had to do was to make it more enjoyable for the player.

What actually changed?

-The game is faster : walking is twice faster, using the hammer 150% faster, the rocks have two HP instead of three, and give away loot more than twice as often! No more monotone and tedious farming!

-The game looks better : the background is now prettier and animated! And look at these magnificent butterflies!

-More hints : the texts and the dialogs system have been revised, so the player doesn’t feel lost or confused. We don’t give away the solutions, but a lot of frustrative situations have been removed.

The texts are easier to read : the text boxes are now more opaque, the sentences have been organised into lines and boxes, the keywords now appear in a different color…

A few typos have been corrected : the number of gold or rupees the NPCs trade you wasn’t the same as what you really got in the end, and we hate scam!

-We got rid of the last known game breaking bugs : a few problems with the pathfinding system have been fixed.


You can play the post-jam version of “Leaving” here!


If you haven’t already played it, you can play and rate the jam version of “Leaving” here. :)


Thank you for all your feedback, it helped us a lot to make this new version of the game! And of course, thank you for playing!


The team : @hbombstudio

Paul Joannon (programmation and game design) : @pauljoannon

Matthieu Godet (art, game design and writing): @Kokonaught

DJ Pie (music and sound design) : @DJPIE1337

You can listen to the “Leaving” theme.

Posted by (twitter: @mysweetwhomp)
Thursday, December 11th, 2014 4:10 am

If you haven’t played it already, here’s the link to our game: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=11347

“Leaving” : a post-mortem

Posted by (twitter: @mysweetwhomp)
Tuesday, December 9th, 2014 2:44 pm

“Leaving” is finished, and I consider it is a semi-success.


It started pretty well, I spent most of the first day doing game design, writing dialogs and organizing the different paths the player could follow.

Sunday morning, we were pretty confident because a lot of the features had already been implemented. I made all of the main character’s and NPC’s animations, and I had a lot of fun doing it. I think I should have dedicated less time to it, even if I really like how they look in the end.

Our initial idea was to use most of Monday doing playtests and balance adjustments, and this would certainly have been the right thing to do. Unfortunately I still had a lot of work (the rocket design, all of the icons, the title, the background, which I haven’t even finished…), so the playtests were rushed.

We usually want the tasks we specialize in (animation for me and programmation for Paulloz) to be perfect. It sometimes means that we have troubles prioritizing more important things, because we can’t stand the idea of a half-polished job. It might be the more important problem we need to solve for our next games.


In spite of these mistakes, I still think the game works pretty ok, and what we should have changed to balance it would have taken us too much time anyway.

One of the main problems is the beginning of the game. It takes a while to figure out what to do, and I’m pretty sure a lot of players will just give up before they find out, especially when you try to rate a lot of games for the Ludum Dare.

Even after that, you can spend some time not knowing what to do, and talk to the characters won’t always help you right away. Some actions need to be done at a specific time, so you might think it wasn’t the right choice if you do it too soon, and then get stuck. I’m not sure how much this is a problem, but I’m sure it could have been handled better.
The game still has a few bugs, but the known game breaking ones have been fixed today.

Besides the lack of playtesting, we should have made other persons play it. It is pretty difficult to balance a game you know perfectly, and it is especially true with this kind of game.
The good point is that the game is finished, and that even if the end was rushed, it is still way less rushed that what we have been used to.

Give it a try, and tell us what you like, what you hate, what you find boring, what you don’t understand!

Fixed game breakers

Posted by (twitter: @mysweetwhomp)
Tuesday, December 9th, 2014 4:16 am

Hi folks!
We just pushed an version of Leaving with current know game breaker bugs fixed.
Here’s a list of what have been updated:

  • The NaN issue should no longer be here
  • The game does not crash anymore when selecting “Crush” on “Pedro”
  • Fixed typos

Also, the itch.io link is now working so my server can now go to sleep!

Here’s a link to the game page : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=11347



“Leaving”, a game about blobs with little hats

Posted by (twitter: @mysweetwhomp)
Monday, December 8th, 2014 7:39 pm

Hey everyone!

We managed to finish our game “Leaving”, and you can play it here.

If you like moustaches, happy blobs and shovels, you should definitely give it a try.

We will write a post mortem tomorrow, but for now, let’s get some sleep.

Let’s rock!

Posted by (twitter: @mysweetwhomp)
Sunday, December 7th, 2014 12:27 pm

Soooo, we can break things and collect stuff!.. Almost everything is implemented, still a lot of assets to do tonight.

Animation has started

Posted by (twitter: @mysweetwhomp)
Sunday, December 7th, 2014 4:46 am

Worked on everything but assets yesterday. Today is animation day.

Some mustached guy with a mallet

Posted by (twitter: @mysweetwhomp)
Saturday, December 6th, 2014 4:52 am

Hi guys!
After some intense brainstorming we came up with an idea we still need to work on. We’ll explain this later but for now you can enjoy an epic mustache.


My body is ready (well… almost)

Posted by (twitter: @mysweetwhomp)
Friday, December 5th, 2014 3:50 am

More or less half a day left before LD31, are you ready?

We’re back in the Jam

Posted by (twitter: @mysweetwhomp)
Wednesday, December 3rd, 2014 6:04 am

We’ve been away from LD for one (or two?) editions but this time we’re back in the Jam!
Pretty sure we’ll do a web based game 😉 (maybe using melonJS once again?)

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