About PowerSpark (twitter: @mattlawrdev)

I like making likable games that people like to like... like.


Ludum Dare 37
Ludum Dare 35
Ludum Dare 34
October Challenge 2015
Ludum Dare 33
Ludum Dare 30

PowerSpark's Trophies

PowerSpark's Archive

Time to rest… Progress

Posted by (twitter: @mattlawrdev)
Sunday, April 23rd, 2017 4:13 am

My entry is just a pretty simple platformer, first time I’ve tried something like it. I’ll be mostly polishing tomorrow. The first day has been productive šŸ˜€


Goodnight to any similar timezone devs… Good luck on your games!

Obligatory “I’m In”

Posted by (twitter: @mattlawrdev)
Wednesday, April 19th, 2017 11:29 pm

Hey everyone! Just another usual post for entering Ludum Dare. This should be my 6th time around…

Tools:Ā  Unity, Blender, GIMP, SFXR, LMMS

I have no idea how much I can do this Ludum Dare… I’ll try to make something small this time.

Now this is kind of a side request but in case anyone reading this post before it’sĀ lost in the feedĀ is interested in helping me out, I’m lacking solid feedback on the current state of my LD37 game, Super Battle Cycle. Leave a comment if you like, thank you!

That’s all I have to say, thanks for reading. Hope you guys are all prepared for a great weekend!

Super Battle Cycle – Post-LD37 Major Update

Posted by (twitter: @mattlawrdev)
Sunday, January 29th, 2017 3:58 pm

Since Ludum Dare 37, I’ve been working to make interesting experiences using feedback from my entry. A new episode of levels has been put together, and I hope you try it out in version 1.2.0!

Super Battle Cyclesā€™ combat has been refined and simplified, and different mechanics have been used to form new puzzles. “Episode 2 – Reheated” has completely different levels than the original ones… please comment your thoughts on them! :)

You can play onĀ Game Jolt, thanks!

Game Jolt Devlog

Itā€™s important to note that SBC will be completely remade and improved for future release… Expect this to be the last update to this original LD entry. Hopefully I can makeĀ something larger from this in the future šŸ˜€ Until then, keep up with progress byĀ following!

Twitter Page

Thanks for reading guys, see you next time!

Super Battle Cycle Post-Compo!

Posted by (twitter: @mattlawrdev)
Wednesday, January 11th, 2017 12:02 pm

Update post! Hey guys,Ā I’ve finally put together the first *worthy* post-compo update to Super Battle Cycle… all using player feedback from you guys during Ludum Dare šŸ˜€

LD Page

There is probably another major update upcoming. Again, thank you all for your amazing feedback!
Changes include level revamps, new enemies that shoot, new sprites and world objects, etc.
Check it out hereĀ if you haven’t c:

The next update will most likely be even more important than this one, make sure you don’t miss it!!!
Twitter Page

Super Battle Cycle Results

Posted by (twitter: @mattlawrdev)
Tuesday, January 3rd, 2017 5:35 pm

Here’s the ranks and ratings for Super Battle Cycle, my entry!


Click for LD page

Wonderful! They’re the best ranks I’ve gotten in any entry. I think I willĀ continue developing the gameĀ to eventually sell it… I hope itĀ goes well, I’ve never triedĀ selling a game before.

It would have been nice to get top 100 in Overall, but I’m satisfied with hitting top 100 in two other categories šŸ˜€ Congrats to the winners.


Great Ludum Dare, guys. Thanks everyone for playing, keep updated on future plans for the game on GameJolt and Twitter!

Last Chance for Super Battle Cycle

Posted by (twitter: @mattlawrdev)
Sunday, January 1st, 2017 11:10 pm

Less than one day remains for ratings! I’d love it for some of you guys to check out my entry: Super Battle Cycle

I’m still putting together aĀ big post-compo update, so feedback is appreciated! šŸ˜€


This has been a great Ludum Dare… I’ve seen a whole lot of awesome games. Hope you guys enjoy, see you for results!

Check out Super Battle Cycle before New Years!

Posted by (twitter: @mattlawrdev)
Saturday, December 31st, 2016 11:52 am

For some, it is already 2017 šŸ˜€ Have a great weekend everyone!

Play my entry, Super Battle CycleĀ (works in browsers).


Shameless self-promotion alert

Super Battle Cycle: Post-mortem

Posted by (twitter: @mattlawrdev)
Thursday, December 29th, 2016 2:50 pm


Hello everyone, 2017 is almost here, and so are results! Here’s my overdue post-mortem.


How the game looks now (1.0.9)

The Concept

Super Battle CycleĀ is a sort of driving top down shooter thing that I made for the compo. LD37 was always intended to beĀ myĀ first pixel art compo. I wanted a simple semi-monochrome or GameBoy-like art style… but with the theme of One Room I just couldn’t think of any original ideas that I would be able to execute quickly. A toy driving/fighting game sounded appealing, and I eventually decidedĀ to make a top down driving shooting physics game (how complex it sounds now). Soon enough I had created a prototype of the physics gameplay using a little motorcycle sprite I ended up sticking with.


My entry’s first GIF

Many players have commentedĀ that the game is unique in its grappling hook mechanic, utilizing physics as a weapon. I amĀ very happy with this grappling gameplay because I feel thatĀ it’s fun (and juicy).


Boom. Objects are used to destroy enemies.

The game has about seven levels with three short help levels, all taking place in a room with rearranged levels for your toy cycle to shoot cars in.

The Bad

Alright, so most of all I need to put time aside for playtesting. This is what I never get around to in Ludum Dare because for some reason I put it off. Clearly it would have fixed the problems many players had with controls early on.

Something I wish I fixed before the initial deadline was pixelation! During development I had no method of rendering the correct GameBoy resolution in the exported game, and I had no time to find one (the firstĀ GIF seen above was taken in the editor, not the export). The initial version was just a 2D physics game with rotating sprites… something I am not proud of D:


Look closely at the cars and cycle… they aren’t pixels.

Even so, after this pixelation was fixed I couldn’t make the HUD render in GameBoy pixels without reworking it entirely. Maybe this will be fixed in the post-compo versions.

Finally, players have pointed out the the grappling mechanic should be more important than the other mechanics that are “unlocked” throughout the game’s levels. They couldn’t be more right, I see now that each feature should have built upon the grappling attack mechanic! This must be fixed in the post-compo version, huh?

The Good

Now onto the good… I have felt from the start that the grappling-driving gameplay is pretty fun and original compared to my other entries. Crossing my fingers to do well in innovation, if that’s my best chance!

I sorta made a few “tutorial levels” that introduce the base mechanics through help messages. It’s not the best way, but it’s something! This hopefully fixed the previous problems I’ve had with first levels.

Also, I’ve finally scratched the surface of pixel art with this game… hooray. It’s faster than 3D modelling and animating, so I might try it again in Ludum Dare. The sprites themselves were probably a bit mediocre,Ā but maybe I can learn more. Speaking of art, the music was quite decent for how quickly I made it, and oh man, this time around I did many good things in juiciness šŸ˜€ Camera-shake explosions never hurt, right?

Final Thoughts

I also have a timplapse that will briefly show the process of my entry’s development:

So based off of feedback, the concept is the game’s strong point, but I made a lot of errors.

I won’t continue developing this one very much if it isn’t good enough (time is precious with school and all). I’m hoping to placeĀ top 100 in something, or even get top 100 overall for the first time (I doubt it). If my results are my best yet, I’ll try to develop the gameĀ and even sell it! Hoping for the best~

You can play the game here! Please do give feedback šŸ˜€


TL;DR – The game had lots of problems with execution but it was still fun for the most part. It also might be developed further if the results are reaaaally good, ha.


Thanks for reading, play link is just a few lines up there. See you next time!

-Power Spark

Sorta Almost The Post-Compo Update

Posted by (twitter: @mattlawrdev)
Friday, December 23rd, 2016 8:13 pm

So I haven’t posted much this week… but I finally got around to updating Super Battle Cycle today– it’s not quite a post-compo version yet… that’s coming after results :3

One of the main problems for users wereĀ the controls, so I added the option to change the control style in the (new) pause menu. Many other tweaks were made too!

Now it’s time for me to start writing my postmortem… see you for that post~

You can play the entry hereĀ (works in browser)

Have some gifs



Thanks for reading!

“Super Battle Cycle” Timelapse

Posted by (twitter: @mattlawrdev)
Wednesday, December 14th, 2016 5:26 pm


Hey everyone, now that the submissions are in, I thought I’d uploadĀ Super Battle Cycle’sĀ timelapse video. Take a look (it’s a short video), and if you want to play the entry, go ahead and do so please šŸ˜€

I hope you find it interesting.

Play Here (Web)


Patched SBC With Corrected Graphics!

Posted by (twitter: @mattlawrdev)
Tuesday, December 13th, 2016 9:34 am

Super Battle CycleĀ received an important small patch (1.0.1) that fixed an graphical error I made during the weekend that forced me to drop the pixel graphics temporarily… but now it’s fixed, and the game is playable in it’s true pixelated glory! GameJolt API was also added (probably broken on WebGL), but nothing has changed otherwise. Tell me what you think šŸ˜€

The gameĀ can be played here!




Entry Completed – Super Battle Cycle

Posted by (twitter: @mattlawrdev)
Monday, December 12th, 2016 12:03 am

I finished my game earlier,Ā now submitted for compo!

Play here!

You’ve just been opened; you’re the new Super Battle Cycle.
There’s one problem: the other toys don’t like you.
You must become the ultimate battle cycle driving champion and defeat the other toys!



Final Hours, Progress

Posted by (twitter: @mattlawrdev)
Sunday, December 11th, 2016 4:28 pm

I have little time to add moreĀ but we’ll seee


Day One’s Results

Posted by (twitter: @mattlawrdev)
Saturday, December 10th, 2016 11:27 pm

So most mechanics, UI, and effects are in a presentable state… Hooray, now we need an actual game


Day 1 So Far

Posted by (twitter: @mattlawrdev)
Saturday, December 10th, 2016 3:49 pm

Simple AI finished, also now you can shoot with the mouse and some other things… Going good!


More Art, More Progress

Posted by (twitter: @mattlawrdev)
Saturday, December 10th, 2016 2:57 am

Now with physics! It’s a toy motorcycle-thing. There’s more for me to do, hope you like it so far šŸ˜€


[cache: storing page]