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It’s not much

Posted by
Friday, December 13th, 2013 8:02 pm

But it’s something!


In as well

Posted by
Friday, December 13th, 2013 5:23 pm

I think, though, I’ll just end up making a really basic game; more I’m gonna join for the sake of joining than anything else. I’m pretty bummed I missed the last one…

Regardless, I think I’ll use Construct 2. First time using it for a game, almost no experience… But I think I’ll manage decently enough.

And done!

Posted by
Sunday, April 28th, 2013 11:54 am

What would you do

And I’ve finished! I have to say, this is probably my best one yet, which is pretty ironic since I didn’t really get as much into this Ludum Dare as I have the others, due to a late start and various distractions. However, this is also my only game that isn’t a crappy game maker game, and I didn’t have to try to focus on music and stuff. The story is very interesting, and somewhat based on a game I played a few weeks ago, but can’t remember the name of! >:/ If someone knows the game, the alternate timeline one with The Tempest, tell mea and I’ll fix it.

Anyway, to the point, try downloading the game here! There are 9 endings, and to understand the game you need to play them all or well most of them. Thank you!

Aaaaah almost done

Posted by
Sunday, April 28th, 2013 10:43 am

What would you doYay for spoilers but I doubt it matters.

Also, someone please answer me; is it against the rules to ask people to beta test the game and report bugs to you if they find any?


I was originally not going to do this but

Posted by
Saturday, April 27th, 2013 9:05 am

I love Ludum Dare too much.

What would you do


Can’t get much more minimalist than a text adventure.

And Completely Done

Posted by
Sunday, December 16th, 2012 4:16 pm

Ludum 2 Image 6


In the end, I’m fairly happy with how it turned out. Download it here:



Main Gameplay Done!

Posted by
Sunday, December 16th, 2012 11:23 am

Ludum 2 Image 5


I now have:

  • Threats in the air and ground
  • Fully controllable dragon
  • Everything spawns randomly
  • Music!

Now I just need to work on asthetics: A sound effect or two, a main title screen, fine tuning the difficulty just a bit, and making the game over screen not comic sans.


Playable Build!

Posted by
Saturday, December 15th, 2012 5:23 pm


The version is sortakinda complete, with you starting as an egg allowing your enemies some time to set up, them having full firing ability, and you having a good way to attack


Pretty simple. If you notice something, have an improvement, or anything really, please leave a comment.

Ludum 2 Image 4

Suddenly the Game Seems a Tad More Exciting!

Posted by
Saturday, December 15th, 2012 3:49 pm

Ludum 2 Image 3


Still no amazing game, but at the very least the difficulty has been sharply raised! Still working on a few issues (a minor glitch, and how to make sure things don’t get decimated in the very beginning of the game) but things are looking quite good!

Build 1 Done!

Posted by
Saturday, December 15th, 2012 3:09 pm

Well, build 1 is done!

  • The towers only shoot once
  • Everything can only sustain 1 hit, including the playable character
  • Still only one terrain level
  • No music or sound effects
  • Incredibly easy

So still working on it. If you want to test it, however, I uploaded the beta.

Ludum 2 Image 2

First Basic Build!

Posted by
Saturday, December 15th, 2012 10:43 am

Yeah after roughly an hour and a half of programming, I have a dragon that can breathe fire, trees that randomly spawn and grow, and basic interaction between all that (like how the fire burns the trees)

To do list:

  • Program the villagers and have them be able to make houses and towers
  • Make a second (and third?) platform to add difficulty
  • Make some sort of reason to keep you moving
  • Difficulty, music, more aesthetic things

Things are already going somewhat better than last time though, in which I basically had… colorful dots.

Ludum 2 Image 1

0 Hours in While the Rest are 13…

Posted by
Saturday, December 15th, 2012 8:40 am

I have my idea though. I’m really striving to make this year better than last years.

Final Words

Posted by
Sunday, August 26th, 2012 4:51 pm

Well, I’m done.

In the end, it’s still a game about dots.


  • Hard mode is now more challenging, but fair.
  • Fixed screen resolution
  • Fixed mutation mode map.


Almost There!

Posted by
Sunday, August 26th, 2012 12:07 pm

My super simple game is becoming just a little (seriously, very small) less like its namesake.


  • Hard Mode is now harder, with dots only of the same color destroying each other.
  • Added a controls button for simple control use.
  • You can now change the music anywhere in the game.
  • Added a “mutation mode” where dots can collide to create offspring with two colors; this means they won’t kill off each other but the wipeout dots are more powerful.

This may or may not be the final version, with a tweak or two to the mutation map (I left the brown dot in which doesn’t really matter, but is bound to irk me/some people).

The Game is Evolving!

Posted by
Saturday, August 25th, 2012 7:11 pm

…But no seriously I improved it.


  • The game now has background music.
  • The game now has three difficulty modes, as well as an in-development lunatic mode.
  • In the hard mode, a new, brown dot color is added.

I’m also beginning to work on a “mutation mode,” where the dots can collide to make color combinations and they don’t die when they collide, but at the same time it’s easier to wipe out huge waves of them.

Painfully Simple Game

Posted by
Saturday, August 25th, 2012 1:13 pm

What looks like an overly simple game

IS an overly simple game!

Basically, you’re one big red dot who’s being pursued by various smaller dots. These dots destroy anything they touch, including each other. Tricking the other dots into hitting each other is a simple way to get points. On to evolution, however, if you crash into one of the three smaller dots, you evolve, change your look a bit, and wipe out any dots of the same color. Kind of stretching “evolution,” I know, but I’m not much of a programmer here and I only had three hours to do this. Despite being (very, very) simple, this game still has some of that arcade goodness. Possible difficulty settings added later on.

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