Ludum Dare 34
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About psychopsam


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You have a target, but no weapons.  You have an enemy, but no allies.  You have a mission, but no way to complete it.  Your task is to forage, beg, borrow and steal to build an arsenal of unconventional weapons to defeat your enemy.

Stage 1.  A beast stands at the end of the hall.  Behind you the building is collapsing.  You must use your environment to take him out – or at least get past him, but what will you do?  Looking around you see a cake, a rod and reel, a slinky and piece of Hot-wheels car track.  There also a watermelon, a roll of duct tape and a bucket – who lived here????

The possible solutions? – Throwing the watermelon at him, he catches it and eats it – but you notice he turns around to do so.  Picking up the fishing rod caused him to rush at you thinking you are going to hit him with it and he eats you.  He eats the cake if you throw it at him and he plays with the slinky if you give that to him.  He slaps you in the face with the hot-wheels track piece, dumps you in the bucket if you try to attack him with that and wraps you up in the tape if you.. well… what were you thinking????

To defeat him, throw him the watermelon, he turns to eat it, giving you time to duct tape the hot-wheels track to rod, use the slinky along the track to the tip of the rod to made a crude highly strung flicking rod, place the cake on the tip, coax him with it, until he gets close enough to the release the slinky so he cops the cake in the eye, giving you long enough to dump the bucket on his head.  He staggers around unable to see you giving you the chance to escape.

I’ll use Twine or perhaps TADs.  How am I going to handle this logic???? I have no idea 😀

Sounds like fun though.

Final Build up – polished as much as I can

Posted by
Monday, December 8th, 2014 8:06 pm

Well I fixed the bounce, and check for score 1.  Working on check for score 2 and other bugs but they’ll go in post jam.  it’s playable and you can reorganise pixels to keep the ball in the game.

What you can do.

1. Draw player 1 bat

2. Draw player 2 bat

3. Draw player 1 score (verifies)

4.Draw player 2 score (broken)


5. Fix player 2 score check.

6. Add ball off screen.

7. Add score detect at 10 for behind the screen player to win

8.  Add user pain which leads to game over when the behind the screen player quits.

Enjoy!  Will post a post jam fix soon.Final

Finished – but…

Posted by
Monday, December 8th, 2014 7:04 pm

Well it’s up.  I need to polish it a bit and it’s broken :(  I should be able to fix the collision bug in the next hour so at least you can redraw the bats and keep the game going.   I wont add any features til post jam.


What you can do.

1.  Draw player bat 1

2.  Draw player bat 2

3.  Draw the score 1

4.   Draw the score 2.

5.  Ball will bounce – just finding that bug now.

TODO (post jam)

5. Detect edge of screen and update scores – so tell player to redraw scores.

6. End game when a screen player reaches 10

7. End game when (you) the actual player stuffs up too many times and annoys the other players.



Progress – with respect to Ralph Baer

Posted by
Monday, December 8th, 2014 9:46 am

Here’s my jam entry so far.  It’s called “Behind The Screen” and is in tribute to the late Ralph Baer (“Father of Video Games”).  You get requests from the game such as “Draw Player1” or “Add 1 to Player 1 Score” down the bottom of the screen at the DOS prompt – you need to react to it – do what you are requested to do.

This all happens between a refresh of the raster beam – using the timer at the top. The unseen players the other side of the screen are trying to play Pong and you are the computer.  You have a pixel budget which diminishes over time.  You need to draw pixels to make the paddles (or redraw the score) and then when a request such as “Move Player 1 Up” comes up in the DOS prompt, you spend your pixels on adding one to the top and removing one from the bottom of a paddle.

When the VSync happens the player is none the wiser and it looks like their paddle moves up the screen.  At the refresh of the screen the ball moves one pixel.  If you start stuffing up i.e dont draw the paddle in time or don’t update the score the player’s pain increases until they rage quit because of the “stupid game!!!!”.

To aide you is PixelMan who races around the screen turning pixels on and off for you.  Not sure this is actually fun to play right now, but only time will tell.


Greets yall

Posted by
Friday, December 5th, 2014 8:35 pm

I’m soooo in!    Perfect timing.  Great theme

Late entry – Concept for Aquatic Attack

Posted by
Saturday, April 26th, 2014 8:54 pm

Kinda like a mix between SubWar 2050 and Vanguard.  Simple graphics and blaster fun underwater.

Concept 1

Concept 1

Game Jam Entry – Super Epic Robot Battles

Posted by
Monday, December 16th, 2013 12:57 pm

The game is in no way complete but I thought you might like to have a quick battle anyway.  I ran into a lot of tech problems with pathfinding and collisions late in the piece.  Even the wall collisions which were working stopped working.  Anyway – expect a post-build when I sort those out.  Here ’tis.


Not so easy to pilot

Posted by
Sunday, December 15th, 2013 10:22 am

Might take a while to get the hang of piloting a mech.  😀

Sequence 02_6

Robot Animated

Posted by
Sunday, December 15th, 2013 9:54 am

Pretty rough but usable in my game, the robot is now animated.  It will be fun to ride in this and see what the viewpoint is like.

Sequence 01_5

Robot modeled

Posted by
Sunday, December 15th, 2013 9:02 am

The robot the player gets to control has been modeled here.  I think I’ll make slight variations on this for the robot mechs – perhaps there is no actual cockpit for the robots just a big brain box.  This still needs to be animated.


Sunday Update – Maze is underway

Posted by
Sunday, December 15th, 2013 3:11 am

Here’s a screenshot of the room components stuck together and lit in Unity.  I’m making a maze, and the player will be rewarded for going down dead ends, but “you only get one” way out.


Rooms constructed

Posted by
Saturday, December 14th, 2013 9:22 am

Only a little bit done tonight. Made room segments to cover a bunch of different combinations. Need to get them into Unity and make some robots next.rooms

Robots and 3D

Posted by
Saturday, December 14th, 2013 7:19 am

I’m going to make a small part of a larger game idea I’ve been thinking of for years.


You’re in the middle of a robot manufacturing plant, you only get one robot suit and you only get one way out… blast everything to bits.

Concept pic next.

Bahhh… too tired!! Wanted to finish but didn’t

Posted by
Monday, August 26th, 2013 9:45 am

I tried, with the limited time I had.

I got to this point, with the peeps flocking to the red marker, but there’s another 2-3 hours of work to add to it and I just need to sleep.

Will finished it off tomorrow and put it up post-jam so you can play it anyway.


The brown Cloud status update 4

Posted by
Sunday, August 25th, 2013 4:44 pm

I’ve created some features with Sketch Club on the iPad  like shops, houses, street corners and included the big fat Theo (mocked up pixel art at the moment) who farts when he walks. I’ve put it into Unity now I’m going to test it and see if it works. :O :)


Game screen idea and Fat Bumstead

Posted by
Saturday, August 24th, 2013 9:27 am

Here’s a sketch of the play screen and my latest version of the fat man.  I am just so average at art at the moment.  I wish I could draw what I see in my head, but time for revisions later.  Next I’m going to start drawing the city, and then to coding!  I figure the little people will run around randomly and you click on them to shepherd them away from Fat Bumstead as he staggers down the street.  He will try to pick up people with his knife and fork.  For every person you get off the street you get 10 more seconds of play.  It’s going to be survival so I’ll need to randomly generate the city blocks.

fatmanshot1 fatman6

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