About Phil Strahl (twitter: @PixelProphecy)

Self-proclaimed Jack of all Trades, founder of one-man-band one-of-a-kind one-trick-pony indie-developer Pixel Prophecy.


Ludum Dare 37
Ludum Dare 36
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32

Phil Strahl's Trophies

Phil Strahl's Archive

My 8 Tips for a Successful Game Jam

Posted by (twitter: @PixelProphecy)
Thursday, April 20th, 2017 8:14 am

Since this will be my 5th or 6th LD jam, and so I thought I share a little of my past learnings on how to tackle the game jam as a participant. Hope it’s useful :)

[Video] My Ludum Dare #37 Post Mortem

Posted by (twitter: @PixelProphecy)
Tuesday, March 21st, 2017 2:08 pm

This video was quite the effort but I hope it’s not too late for anyone interested how I tackled “One Room” in this entertaining little video:

Trailer to my upcoming Post Mortem documentary of LD37

Posted by (twitter: @PixelProphecy)
Friday, February 24th, 2017 1:56 am

It’s been a while since Ludum Dare #37, granted, but I am getting close to finishing my upcoming documentary of how it went for me. So here’s a silly little something to get you all stoked for the blockbuster this spring, “The Post Mortem of ‘The Cellar'”

Code Review of my Compo game “The Cellar”

Posted by (twitter: @PixelProphecy)
Friday, January 6th, 2017 4:05 pm

I find it pretty sweet to have the source code of each interesting Ludum Dare entry available, so when I’m curious about how somebody implemented some cool trick, I can just look at it. However, much of the code is undocumented and/or all over the place due to the jam’s nature. When you’re struggling to finish in time, the last thing you want to do is write comments and tidy up your code.

But even if you do, somebody from the outside looking at your code might have to invest a lot of time to really understand your game’s structure and your intentions. That’s why I thought I record a little code review of my entry, “The Cellar“, made in Game Maker Studio 2, stepping through the code and just talking about what it does, where I made some bad calls and generally how I set things up:

It got a bit longer than anticipated, but I’ve added chapter breaks to structure the video. Pro tip: Watch at 1.5 speed 😉

Somehow, I still made it.

Posted by (twitter: @PixelProphecy)
Sunday, December 11th, 2016 10:38 pm

I had this terrible, game-breaking bug and was about throwing the towel. And then it kinda worked out. Congrats to everyone who finished in time. Cheers!


Work in Progress

Posted by (twitter: @PixelProphecy)
Saturday, December 10th, 2016 6:01 pm

So there’s a mystery waiting to be solved. Or to be envisioned. Spent way too long getting movement code & text display ready.


I’m in.

Posted by (twitter: @PixelProphecy)
Friday, December 9th, 2016 11:16 am

Despite all the work that’s piling up: Count me in. My entries can’t all be crap, right? Maybe this is the one.

Tools of choice: Game Maker Studio 2 • Photoshop • Reason • Audacity • Notepad++

FWI: This is how it went last time for me.

And yes, I’ll be shooting yet another little documentary like this about participating in the compo.

Making-Of Documentary of “6210 B.C.”

Posted by (twitter: @PixelProphecy)
Sunday, October 30th, 2016 4:26 pm

It took me two months of on and off editing, but it’s now finished: A little entertaining documentary of me participating in Ludum Dare 36.

Current Status: Blackout

Posted by (twitter: @PixelProphecy)
Friday, August 26th, 2016 10:16 pm
Me at LD#36

Me, working on an idea for LD#36

I’ll cry myself to sleep now. See you tomorrow!

I’m in

Posted by (twitter: @PixelProphecy)
Friday, August 26th, 2016 6:44 pm

Mandatory “I’m in”-post.” Last time I had to give up because I hated the theme, but this time I have a much better feeling already. Here’s my tool-belt:

Engine: Yes

Language: Whatever understands me

Art: Please!

Music: Good idea!

Sound: Why not?

Fuel: I’ll have a grande latte, please. No sugar, thanks.

I’m in

Posted by (twitter: @PixelProphecy)
Friday, April 15th, 2016 12:02 pm

Also, I’ll shoot a little documentary of me struggling, just like last time.

Post-Mortem Documentary of “Pressure Run”

Posted by (twitter: @PixelProphecy)
Monday, December 21st, 2015 2:26 pm

Because I thought making a game in 48 hrs wasn’t hard enough, I also decided to shoot some footage for a little documentary about me making the game. Now the editing and all is finished and here for your enjoyment:

Making-of “PONY!” (timelapse)

Posted by (twitter: @PixelProphecy)
Tuesday, August 25th, 2015 3:59 pm

LD Compo 33 PONY! by Pixel ProphecyHere’s the unfinished little time lapse of my unfinished little game, “PONY!”. A written post mortem (with pictures!) can be found

► here.

PONY! Post Mortem (with pictures!)

Posted by (twitter: @PixelProphecy)
Monday, August 24th, 2015 4:47 pm

LD Compo 33_2015-08-24_02-25-27You don’t want to read the success stories all the time, right? Sometimes you can learn from something that failed more than from what made it, right? So here it is, the little story of PONY! and how it became what it is. For your reading pleasure I included some pictures of concepts of my journey from hating the theme to missing it by a mile. Enjoy!


I hate this theme

Posted by (twitter: @PixelProphecy)
Friday, August 21st, 2015 8:52 pm

so if you up-voted it, consider yourself on “my list”.

Count me in

Posted by (twitter: @PixelProphecy)
Wednesday, August 19th, 2015 8:35 pm

Tools of the trade

  • Engine: Game Maker Studio
  • Graphics: Adobe Photoshop, My Paint
  • Music/Sound: Propellerhead Reason, REAPER, FamiTracker, Audacity
  • Fiddling: Notepad++
  • Modeling: Maya 2015
  • Timelapse: NirCmd

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