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Post-Compo Version of Brainless Attack

Posted by
Monday, September 7th, 2015 1:07 pm

Hi everyone,

I could finally take some time and revisit my LD33 entry: Brainless Attack. It’s a reverse tower defense game. Thankfully, a lot of people have left their feedback, even though I couldn’t play as many games as I would like (thus, my coolness is not very high :( ). As some have pointed out, the game often felt like you can’t do much, besides spawning as many monsters as you can. I wanted to improve on this. It took me quite some time to find an acceptable solution.

You see, when I started the competition, I thought of making the towers quite slow. They would lose time turning and could be overwhelmed by sending hordes of monsters from different vectors on them:


It is a lot of fun to see hordes of little monsters, but it turned out to be quite chaotic, leading to some not seeing a strategy at all. The compo version utilizes a global launch cool-off (visualized via a green circle around your monster-cursor). In the end, I decided this was not a good idea to start with. I switched to having a cool-off for every individual launch-pad:


The cool-off is visualized by a “clock”-like bright area inside, which starts filling the launch-pad as soon as you’ve used one. This leads to a new possibility: overwhelming a tower by sending multiple monsters at it at the same time. Luckily, this allowed for some quite intricate levels, which can be solved by proper timing and the correct order of monster-launches:


I spent some time on exploring possibilities of additional elements on the map. Since the game is called Brainless Attack, I wanted to keep the monsters dumb. All they do is running brainlessly towards the castle. But the environment can be as clever as it needs to, creating a challenge for the player. The first additional element I tried and liked is sand:


OK, this might not look like sand too much, but you have to believe me here πŸ˜‰ Sand slows down the monster, allowing for new situations and a bigger challenge. Hopefully, I will be able to explore many more possibilities, like moving platforms, catapults, water (don’t know what it would do, yet) and other tower types, like area-damage-tower or freezing-tower. I wish I had much more time for this!

That’s it for today

Posted by
Saturday, August 22nd, 2015 3:26 pm

I added a couple of levels (6 in total, have to improve this tomorrow), added sounds, added some animations and fixed some bugs.

So here some screenies. Good night.

4 3

Food Break

Posted by
Saturday, August 22nd, 2015 4:26 am

Three and a half hours in and I need food already :)

Here the progress:

Still need to add monster launch-pads AKA areas where you may put new monsters. Also, need to add a monster limit.

Since I promised myself to go Playability-fist this time, I’m gonna make some levels afterwards and also add a WIN/LOSE screen.

Two hours in

Posted by
Saturday, August 22nd, 2015 1:48 am

Here’s a screenie:

It’s gonna be a reverse tower defense where you can place some brainless monsters, that will chanrge straight at the castle in the middle of the screen. The towers have a certain rotation speed and you can only place monsters in specific areas. Of course, you have limited monsters. My plan is to make this a game of timing and position. Where and when you deploy your monsters decides if you win or lose.

Ready for LD

Posted by
Thursday, August 20th, 2015 2:14 pm

For the third time, I’ll join! Will be using

JavaScript with HTML5 Canvas
Procedurally generated graphics OR Photoshop (prefer the former)
Bfxr for sounds (probably)Guitar or piano + Mic for music :)
Cats (for cuteness)

Hoping for a nice theme. Like, maybe: “A world in the skies”. We’ll see.

Have a good LD everyone.

Some Decoration

Posted by
Sunday, August 24th, 2014 6:29 am

I’ve switched the color palette and added some decorative elements and animations. More sounds, music, some game-play tweaks and more decorations are on the way.


Roughly half-time

Posted by
Saturday, August 23rd, 2014 1:14 pm

So, one day is gone. Game-play is simple, but implemented. Just added a main-menu and a help screen and most importantly a “YOU LOSE” message :)

Screenie4 Screenie5 Screenie2

Let’s hope tomorrow will give me some time to improve the graphics, to bring in sound and maybe even add an advanced type of levels… with arrows!

First progress

Posted by
Saturday, August 23rd, 2014 6:40 am


Well, the visuals still suck a bit, but the game-play is done so far.

Nope, this game is not about creating stellar constellations, though, you could πŸ˜€

It’s a puzzle about connecting stars (worlds πŸ˜‰ ) without ever creating triangles. Triangles are evil!

I join, though a bit late

Posted by
Saturday, August 23rd, 2014 12:18 am

So I’m in, too. Going to try to finish this time :)

My tools are:



Random generator: seedrandom.js


Generated in code


Hope to add some this time, but not sure yet what to use

Good luck everyone!

Final update

Posted by
Sunday, April 22nd, 2012 4:20 pm

I finished! Well, not quite. Of course I’d like to spend another week completing this game. But all in all iit was a very enlightening experience. I’ll be sure to come back for more. Thanks everyone! I’m looking forward to playing all the games and even slightly more I’m looking forward to my bed πŸ˜€

Good night folks!

Oh and a final screenshot:

Welcome player interaction – Update #4

Posted by
Sunday, April 22nd, 2012 5:10 am

Here I am on day 2. Has been a couple of hours now and I have some player interaction implemented.

Still way to go… a lot of missing behaviors and graphics. I’m afraid there won’t be any time for balancing or proper polishing :(

Day 1 ends – Update #3

Posted by
Saturday, April 21st, 2012 2:52 pm

That’s it for me on the first day of the competition. It’s been very interesting. Nah, it’s been a BLAST ^^!

Here’s my progress:

– House for the islanders: check

– Self-sustaining behavior without player intervention: check

– Overhead display: check

What’s missing: unfortunately the whole player interaction. Without the player’s intervention the islanders Β stroll around , grab food from the house when necessary and sleep when they are sleepy and breed 8).
But they won’t gather food and won’t build new houses. That’s where the player comes in. Well, at least that’s the plan. Don’t ask me about the goal of the game, yet. Tomorrow will be a busy day. I’m looking forward to it.

I created people – Update #2

Posted by
Saturday, April 21st, 2012 7:29 am

Now I have populated my island. The guys and girls run around quite randomly right now, but the guys do hunt for girls occasionally πŸ˜€

I thought I’d also mention that the island is created randomly every time.

3 hours in (update)

Posted by
Saturday, April 21st, 2012 5:01 am

Well it’s been 3 hours now and I had to fight a strange problem with giant firefox memory consumption due to gradients…

Here’s my island so far. I guess, I’m way to slow…

My first entry

Posted by
Saturday, April 21st, 2012 1:06 am


so I’ll be doing this for the first time. And, unfortunately, I won’t have the total of 48 hours. So we’ll see how it’ll turn out.

The idea: A tiny island with tiny people. You have to guide them to do necessary work to survive.

I’m gonna do it with JS, HTML5 maybe Kinetic.JS and maybe something for sound, I don’t know what, yet.

Have fun everyone!

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