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I want your feedback on difficulty !

Posted by
Wednesday, May 4th, 2016 10:48 pm

So, I want to thanks first all the peoples of have played my game and leaved me a comment on improvements. Because of you, I want to improve some issues regarding the controls and the difficulty:

In the newest improved version, I’ve tweaked the space between the walls to be more forgiving than before in the three first levels, since those acts like a tutorial of some sort. My goal here is to have less space the more you complete levels, so you can see a difficulty curves as you progress.

My second improvements is more regarding the controls, which I’ve made the falling a little more forgiving, so if you release the up key button, you’ll fall less quickly than before, but if you stay bouncing at the same place, the falling will speed up a little, making you want to react more quickly. I think it’s a good tradeoff for a less quick falling acceleration speed, since you would want to always progress if you’re stuck between 2 walls.

So I want your feedback again on the difficulty. If you find it hard, what kind of hard is it for you ? Is it hard as a positive thing, like a “feeling rewarded” difficulty like you could find in Dark Souls series or is it hard as a negative thing, more like if it’s a frustrating experience ? I’m wondering this because most of the comments I had so far was about the harsh difficulty, but to follow right after with a : “Good job ! Great game !” … So I don’t really know what the feedback is, since I don’t know if it’s a good or bad difficulty feedback.

Anyway, if you want to test my game, so I improve it more, try the improved version : Click here

Haven’t you played my game yet?

Posted by
Wednesday, April 27th, 2016 10:19 am

If you didn’t played my game yet, it’s here !

Be sure to play the updated version, it has a lot of changes !

Shifto has been improved !

Posted by
Friday, April 22nd, 2016 5:05 am

Hi !

After receiving several feedbacks about my LD entry, I’ve listen and made some improvements. Here is the list of the changes :

  • Where the controls of jumping, pushing and shifting shapes were all tied to the same button before, now I’ve separated the two. You can still jump and push through with the up key, but you’ll “shift” shape with the “Shift” key ! Convenient, no ?
  • Maybe it’s a little hard to guess which form is next before shifting while trying to juggle your way to the exit, I’ve added on the UI a box telling you what’s the next form before shifting. I hope it will prove you useful !
  • Many told me that the 3rd level is wayyy hard for what it is. Well, fear not ! I’ll add soon some levels to fit in between level 2 and 3 to ease the pain of learning how to approach the several new concepts I introduce, so expect them in a near future. Other than that, many people complained about the thigh spaces at level 3, so I’ve cleared up a little bit of space for you ! It will be easier, but will still be a challenge.
  • I’ve added a game title logo ! I love Voxel Art, so I’ve decided to stay in the theme and made a full logo in voxel just for you, check it out :

So, if you want to see the improvements and play my game, well head right there !

The first Ludum Dare that I’m really proud of

Posted by
Monday, April 18th, 2016 10:57 pm

I’ll tell you my story. But first, if you didn’t played my entry, head here!

Saturday, I was really not feeling to make a Ludum Dare, especially after hearing the theme. It was a decision between either doing this Ludum Dare…or playing Dark Souls 3 !

I’ll let you imagine my conflict haha, but I said to myself, how was I able to make a Ludum Dare, just by myself, in 48h, as I wanted to do a compo? So, having lost my friday to Dark Souls 3, I started to brainstorm and making a rough prototype of my game Saturday morning.

This is what I was looking at, but without all the graphics :

But I encountered many problems, especially with this question : How will I make my shape fit in the holes in 2D ??? With my upward mechanic, was I going to make the level on different Z planes and move the player diagonaly, but with a orthogonal camera, so it gives the illusion of moving upward? Will I do the walls in 3D ? Will I put the camera in isometric and follow the player as he goes inside each hole in the walls ? Will I push my player on the Z axis with gravity on the x ?

So many questions that I was not able to find the answers…so guess what ?

Yeah, you guessed it. I returned playing Dark Souls 3 ! :3


But this is not the end of my story.

So after a good challenging Saturday playing my favorite series of all time,  I kept thinking about a way to make my design work somehow with my game mechanic… I mean… Do I really need to make the shapes pass through the holes…you know, physically?

And then it striked me ! If this was going to work, well, it could fix all my problems.

So Sunday morning, I wake up really early, and I start prototyping more on my solution.

And the solution is:

Well, I could just make the wall detect if the form I’m trying to pass through the hole is the same shape, if yes, then when passing near the middle of the hole, change sorting layer order !

That was so simple, and with the right systems, it works with a charm ! So, having only 24h to make it for the compo, I tried all my might to make and polish the first level.

It was looking like this at the end :

I used a neat little graphic engine, it’s called Magica Voxel where you can create cool blocky art and I used music from Newgrounds as well as sounds from freesounds.org.

So when my level was done, I tried to apply to the compo. It was 9 O’clock and I know that there is an extra hour in order to submit.

But guess what, it was 9h05 and the compo option in the submission page…it was grayed out !!!!

So…all I did was for nothing.

But alas, I was able to participate to the jam, so I applied right there instead.

Having already submitted my first level, monday would be a return to work and I wouldn’t have much more time to work on the game, but I wanted sooo bad to add just another level.

So today, at my lunch break, I did another level in just 1 hour! It introduce another game mechanic, and I saw how it was easy and quick to do a level when all the systems are already in place.

So I said to myself:  “well, I don’t want it to end there, I must do a last level !”

So that’s what I did this evening, and this one will be a little challenging, but I’m really proud of how it turned out overall ! I’m really proud as I didn’t saw myself finishing this on the last day of the jam…and again, alone ! I’ll try to find a team next time, as it can give us better contents if the project is, of course, well managed.

Let me know if you have found my game interesting, and again, happy rating for everyone !

So… if you excuse me, I’ll return to Dark Souls 3…Dying…oups, I mean decompressing from this LD !

I’ve added a new level !

Posted by
Monday, April 18th, 2016 3:56 pm

Hi, if you haven’t seen my LD entry : Click here !


Today, I was able to add another level during my lunch time at work, hopefully I can add more tonight before the deadline… if not, of well… I’ll just add more after the jam is over !

I wish I could have had more time, but I entered for fun, so anyway 😀


Cheers to all other participants and enjoy !


Compo – Shifto

Posted by
Sunday, April 17th, 2016 9:03 pm

To see my entry : Click here !

I decided to make this game for fun in only 8 hours (I entered today), so only the first level is done. I plan to add more later, as I can see a lot of gameplay possibilities. If you have an idea, tell me what you want to see in term of level design or gameplay twist and I’ll probably add a couple of more levels later ^^

Sounds from : FreeSounds.org
Art made in MagicaVoxel
Music by : AzureWorm from Newground

I’m in !

Posted by
Friday, April 15th, 2016 12:38 pm

Things I’ll be using :

  • Unity 2D
  • Light2D
  • Dialoguer

Those themes are really good this year ! I’m pumped !

Last minute rating ? Please rate my game

Posted by
Thursday, December 31st, 2015 11:03 am


I wasn’t able to do much since christmas was so near, but I managed to polished my tutorial level. It would give the “general vibe” on what the full game will be, so if you did not try it yet, please visit my entry !


Now, for those interested by the story, it is indeed about Light and Darkness, and a psychological tale about finding one self true meaning in life.  I didn’t wanted to let the player lose interest from the main puzzle path of my level, so I made a clear tutorial and a fairly simple level to complete, but for those who wants to know more about the lore and the universe, I hid a secret room with more some story development, where I treated it like “a reward”. This secret room will flesh the character’s backstory and constitute a “truth”, where it is completely possible for one player to miss it if he doesn’t search enough and will receive a different ending if he succeeds. But, the main story/path is a whole story in itself, so the “truths” are backstory, where it’s still completely optional story wise.

The good

It was the first Ludum dare where I used actual dialogues and cutscenes in order to tell a story. Of course, the player has to solve puzzle and make actions to survive, but I had fun to include some dialogues when the player was triggering some objects in the environnement.

I also prepared myself a lot before the LD, so I could set myself a limit for the amount of things I had to do. For example, I knew that I wanted to work with dynamic Lights and Dialogues, so I prepared in advances some plugins so it could be ready when the theme would be revealed.

The Bad

I still have some difficulty with my scene management and how to structure my game. I had to do external research in order to make a game state and a scene manager and how to mix both of them together in Unity. It was really a good learning experience, but I wish I just had more time to learn how to do so. Now, I will save those research as external plugings, so if I want to use them again, I will just need to export them 😉

I had also time management problems, where personal life had to take over LD time, so that didn’t went well for a time. Next time I will try to reserve myself more time, and will probably do something simpler.

Unity Unity Unity…why do you make my life so hard sometime… sometime, I wonder if the engine is made for short LD projects. I had a lot of technical problems this time around, so I wonder if I should use next time something more simple, like Construct 2 or another game making engine.

Managing Dynamic Light has been difficult, since I was dealing with a third party plugin and had to learn how to make it work last minute. I was placing a light between 2 obstacles, so the light would collide with those. Sometime, when moving out from this light with the camera, it didn’t took into account the collision and the light was going through the walls. So I’ve made a little research and found the problem and fixed it, but it cost me a lot of production time… now that I know how it works, I won’t have this issue next time around 😉

To Conclude 

It was a very good LD that gave me a good perspective of what type of game I could do next time. I wanted to add more levels in the end, but that will be for the full game. So have a good time searching for the “truth” and completing this short experience I made for this LD.

Thank you for playing !

I wanted to do so much more !

Posted by
Monday, December 14th, 2015 9:45 pm

So, if you haven’t played it yet, the tutorial level of Born by Light is available here : Ludum entry 34

Second Ludum Dare has been rough! Wanted to do at least 5 levels, but due to personal stuffs cutting into production + some problems to solve with a plugin, I only managed to make the tutorial level. Some elements are also missing (like sounds, music and dialogues) : if you have played it, you may have heard of a secret room :) Well, this secret room is supposed to contain more lore on the past of the main character and is supposed to give him a boost in vitality (by making him grow in size as he gets closer to the truth about his past), but for now, there’s nothing. Though I’m planning to add more secret rooms in the future, those secrets are very important to find in order to unlock the “true” ending. Please be patient until the next updates 😉

So, for now, although the first tutorial level has been added, I will give myself 2 weeks to complete the game, so until then, please vote and give feedback on what you would want to see in futures levels 😉

Happy Ludum Dare to all and I wish everyone to learn from this great experience !

I’m in !

Posted by
Friday, December 11th, 2015 9:17 am

Second Ludum Dare for me, I swear to me that I would participate and make it mostly very simple, since I’ll be the only one. I have plugings already prepared in advance, so I’ll be able to set myself already some limits on how I will do that overall:

  • Engine: Unity / C#
  • Graphics: Photoshop
  • Plugins: 2D-Light-Of-Sight / Dotween / Dialoguer / Event Manager
  • Organisation: Trello

I want to emphasise this time a more personal project where I can develop a story instead of pure gameplay. See you monday for the results and I wish everyone else a good Ludum Dare 34 !

Update : Temple Swapper Post-LD Entry

Posted by
Sunday, December 14th, 2014 6:19 pm

We need your feedback !  If you like the concept, we had maybe an idea of continuing by adding levels and making more use of the swap mechanic shown here, something like involving a puzzle-adventure type of game with pacing sections where different kind of enemies would attack you like in our LD!

Anyway, we got a lot of bug fix and improvements in this new version ! Let us know what you think :

Click here to play the Post-LD version

If you want, why not get by our entry page and rate our game ?

Click here to access our LD entry page and vote !

To the menu :

  • Bug fix for spiders turning 180 degrees and not following you when they spawn.
  • You’ll not be stuck sometime in the Game Over screen.
  • Added a tutorial for those who don’t want to read the entry description.
  • Added a few visuals and visual effects for more understanding and juiciness !
  • Objects have been replaced at their original position at each restarts.
  • The spider will now react and attack if you get to close to her.
  • Finally : A target will be displayed on the ground when starting the swapping action . This is where the object will swap.

Let us know if you like those changes or if you would like to see some more improvements !


Temple Swapper – Post-Mortem – Part 1: First time organization

Posted by
Thursday, December 11th, 2014 1:12 pm

This is our entry ! Check it out if you haven’t already 😉

When we decided to participate to a LD for the first time, we didn’t knew at all what was coming at us. We didn’t investigated, or made research about the rules or anything. We simply wanted to participate and be thrown up with a theme and trying to figuring out, on our best capacity, on how we could handle it ourselves for a limited period of time. At start, we thought it was 48h, because everybody we heard about it were alone and were doing the Compo, so we decided for the most part that we needed to make a simple, yet very short and easy to do game, so we could focus the most of our time on the core experience, the game design and the game balancing and not on programming problems like we already faced in the past. After all, we all took a game design degree class and one of the most challenging part was to design a game and trying to concertize most of its part within a set deadline.

A week before the LD, we still didn’t investigated the website for information, so we though it was a good time to search for past LD’s post-mortems in order to seek out how this event were unfolding for other people. It turns out that we learned that :

When you do a Ludum Dare, it’s not about making a game in 48h that felt the most challenging, it was about being organized within that time limit.

A tons of post-mortems were talking about time management and how an idea or a feature could have been implemented if they had previously planned efficiently their weekend. We read that some people were stumbling and thinking too much on ideas during the first day that they couldn’t have implemented other things they cared about. Sometime it was about bugs or other problems that were too much ambitious to implement and took too much time to fix.

So with all that knowledge, we knew that to be sure to have a game at the end of our first LD, we needed to stick with something simple and I think the theme did really proved to be the right training for us.

As for the organization of the weekend, we sketched a schedule that would set our main goals and guidelines on how we would be tackling the LD. It was important to make it as much open as possible and that this schedule was only for us a temporary guideline, something we could relate to if we lose focus on the next task at hand. We were fully aware that if something was going to go wrong, that schedule would be scrapped and we would’ve need a new one to fit the current situation.

Anyway, we decided to share with you our schedule, if in any case it will be your first LD or if you need something to relate to. Remember that this schedule has been made for a team of 3 in mind and that we made it before knowing in the end that it was 72h instead of 48h :


Goal of the night:
Getting an idea and a core mechanic before the end of the night. The more fast we discover the “fun” factor and the core experience we want to deliver to the player, the more time we can focus on balancing and bug fixing.

Schedule proposal for the night :
21:00 : Theme discovery and brainstorming on possible ideas, concepts and experience that would make a short game in 48h.
23:00 : Prototyping the core experience. It could be a simple gameplay mechanic that would define the game or a way to play the game according to the chosen design : this has to be as much realistic in term of technical difficulty and simple as possible to test, but not mandatory. For graphics and sounds, there would be an extended research on the artistic vision and sounds we would like to have for our game.
1:00 : End of first prototype, whether it’s finished or not. We must be strict about that part, since sleep is not something we will have the luxury to mess with.


Goal of the day :

At the end of the day, we must at least have a playable version of the game, with some art assets/sounds ready to be tested. The focus should be aimed at getting the gameplay and the experience to feel right by pushing the fun factor and the theme to its max.

Schedule proposal for the day:
1:00 à 7:00 : Sleep time – We need that sleep to regain our energy for the day to come.
7:00 à 8:00 : Breakfast (Eggz ?)
8:00 à 12:00 :  Prototyping of version 2 : Continuing on refining the core gameplay experience. On the side, we create some graphics ready to be implemented at the end of the day and we search and try for potential musics and sounds.
12:00 à 13:00 : Lunch time.
13:00 à 17:00 : Prototyping of version 3. We implement the first graphics, sounds and music. We also make sure that the core experience is defined and can be played, even if the result is still representative of shapes (cubes, placeholders, etc).
17:00 à 18:30 : Supper
18:30 à 00:00 : Prototyping of version 4. The goal is to make sure that the game is playable at that point and that it reflects really what the experience is about. This need to be set in stone at that point and make sure everything is alright before going ahead with the final day and the final art/sounds assets. We decide also at that point if the game needs levels and if so, trying to implement a few ideas that can expand upon the base design.


Goal of the day:

Final touches on the gameplay, adding some levels if possible and implementing the final graphics/sounds assets into the system. The end of the day should focus on playtesting, balancing and bug fixing.

Schedule proposal for the day:
00:00 à 7:00 : Sleep time – Big energy was given on Saturday, it’s time to get charged up for the final day.
7:00 à 8:00 : Breakfast
8:00 à 12:00 : Version 5 implementation. Final assets are done and ready to be implemented.
12:00 à 13:00 : Lunch time!
13:00 à 16:00 : Version 6. If time is on our side, creation of some more levels. If it’s not the case, the focus should be on visual effects, juiciness and other visual improvements the game could gain from.
16:00 à 17:00 : Fast Supper
17:00 à 21:00 : Finished or not, the last version should focus on playtesting the final product, balancing and bugs fixes.
21:00 : The game is done and posted on the LD entry webpage. We drink a cup of tea and cheer up by playing other LD games.


Until we knew that the jam was 72h, we still continued to stick to the plan because most of us would have worked the next morning, so we still took into account that we had to make a game in 48h.

Now that the jam is over, we can say that we sticked to at least 80% of this schedule and in the end we still needed to fix bugs, add stuffs and last minutes touch up and balancing in the last 8 hours, but the most important was that we had a fully playable game at the end of Sunday night and we’re proud to have followed to the most part our schedule, because without it, we don’t know if we would have make it in time, really 😀

In Part 2, we’ll explain in details what happened during the weekend and we have tons of footages, pictures and videos to show you in that regards, so stay tuned !

The Eggz Team

My daily favorites

Posted by
Wednesday, December 10th, 2014 11:18 am

Since everyone posts games they liked playing, I decided to play a bunch of LD in my lunch time and pick each day 2 that I really liked and present them to you :

  1. Space Taxi  : Click here

You’ll like if : you like playing “QWOP” type of games with some neat humor at each chunks of levels. What I loved the most about that game is the clunky, but well executed physics and tight controls you must have while playing.

  1. Ring Ring Ring :
  2. Click Here

If you like : Survival horror type games. The goal is to get to the phone ringing, but the path is fulled of creepyness. If you see one : one advice – RUN the opposite side until you don’t hear it again!!! What I liked about the game is the athmosphere, the music and the tension of surviving. It seems also that each level is randomly generated.

Bugs fixes and tips for Temple Swapper

Posted by
Tuesday, December 9th, 2014 11:35 am

Hi all !

We’ve fixed some “typos” bugs making the game more enjoyable since the “swap” mechanic was messing around with some objects colliders, so now, dropping an object on a spider will feels right (hopefully), so please try it right away and tell us what you think !

Also, some tips to make it in one piece and score high :

  1. Wait for the last second before a spider touch you and time your swap right at that last second to strike hard !
  2. Swap BIG objects if you’re not sure to kill a spider with what you have around you.
  3. If you hear the spider making a “tssss”, better prepare to swap with an object 😉
  4. Run in the opposite direction of that spider if you miss a swap, because the spider can spot you easily and track you down to your death.


I hope you enjoy our game more than when we made it ! Big cheer also to the maker of the music (Coffee-Break), it really puts the moods to the gameplay!

Oh yeah ! The Eggz Team made it !

Posted by
Monday, December 8th, 2014 8:55 pm

What a Ludum Dare it was !

A lot of fun, struggles and challenges we got ! We tried to captured what was defining the theme “playing a game only on one screen” and we got instantly nostalgic !

It was our first Ludum Dare, so we prepared beforehand a planning on how we could made it under 72h. It was also our first time that we used the features of Unity2D, so we learned a lot! We hope to explain you what happened in our Post-Mortem in a few days, but overall, it went surprisingly well : at least more than what we thought !

Don’t forget to visit our entry page and vote if you like it!


The Eggz :

Carl Beaumier

Anne-Li Porlier

Philippe Bouchard

The Eggz Team is in !

Posted by
Thursday, December 4th, 2014 6:49 am

Hello fella,

This LD will be our first one, so we’ll stick to something very simple. We’ll be a team of 3 and we’ll be using Unity 2D for our game. For graphics and animation, we’ll use either Photoshop or Flash, but we will maybe opt for Pixel Art assets (http://www.piskelapp.com/ or http://pyxeledit.com/get.php) as a possible visual style. We might use 3rd party materials, but some assets would be also created from scratch.

Can’t wait to see what the theme will be about !

Good luck to all other contestants, we’re thrilled to try your games !

-The Eggz Team

Carl Beaumier

Anne-Li Porlier

Philippe Bouchard

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