About SkullPixel

I make games. Duh.


Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31

SkullPixel's Trophies

Jupi's Jam Favorites
Awarded by Jupiter_Hadley
on October 28, 2016
Self-Given Retrosaur Humor Award
Awarded by SkullPixel
on September 1, 2016

SkullPixel's Archive

Vaultum Submitted!

Posted by
Monday, December 12th, 2016 2:41 pm

Well, I somehow managed to finish way ahead of the deadline.


Feel free to go play it.


Bouncing Bullets

Posted by
Saturday, December 10th, 2016 1:38 pm

Well, I managed to get the main mechanic in place. It’s still not what I’ve pictured, and has a long way to go though. 😛

LD37 Example 1

Making some Artistic Progress

Posted by
Saturday, December 10th, 2016 7:23 am

Title. 😀




I can never make my own palette, but I guess today is my day.

Ah, the joys of LD.

Chadwik the Charismagnetic!

Posted by
Monday, August 29th, 2016 8:53 pm

We finished! I just got this thing uploaded, and am now ready to go and get some sleep. Good thing I can rest tomorrow because all I have to do is go to school.


Chadwik Big Thumb


Play it here!

Progress – 1 Day to Go.

Posted by
Sunday, August 28th, 2016 7:04 pm

Well, we restarted yesterday at about 10:30, and then from 4 yesterday to about 3 today I haven’t been able to work on the new game, but for only a few hours I think it’s going great.

Chadwik the Moving

We have dubbed him Chadwik the Magnetic. 😀

UI is not final, though most art is. Now we just need sound, some effects, content, and menu type stuff. No biggie.

Restarting… already. :P

Posted by
Saturday, August 27th, 2016 10:14 am

We actually didn’t get started until this morning, and 4 hours in we’re restarting from our fps (y’see why we’re restarting?) on to a super secret game involving magnets. More to come soon!

We’re In! (Round 6!)

Posted by
Friday, August 26th, 2016 12:42 pm

Well, it’s my 6th go at this, but I’m bringing a buddy so he can have some fun with it too. 😀



Unity for Code

Pyxel Edit for Art

Soundation for Music (Not my job thankfully)

BFXR for Sound

and Travis (another friend) for motivation/ideas/playtesting etc.


Good luck everyone! I look forward to see what we all accomplish!

Unity WebGL Black Sprites

Posted by
Monday, April 18th, 2016 7:51 pm

Unity WebGL has this weird bug where sprites get turned black.

Web GL Bug.

Anyone else having this bug, or know how to fix it?

ShiftSword Completed!

Posted by
Sunday, April 17th, 2016 9:53 pm

Ugh, I got this uploaded at the nearly exact end of submission hour. Not cool. 😀

My excuse for almost being late? A nearly unexplainable panic-inducing bug 30 mins before submission hour. Like I said, not cool.

So! This was my 5th LD, and I think the best I’ve had of yet.


I hate this thumbnail. It required some awkward scaling and whatnot. But don’t let that stop you! Go check it out HERE!


Posted by
Saturday, April 16th, 2016 7:21 pm

I’m posting progress a bit late I guess… but here’s some cool stuff!

It’s not YOU who shapeshifts, but your weapon!


Progress 1

Progress 2

Progress 3

I’m In Again! (5th time’s the charm! :D) Some TIPS Too

Posted by
Monday, April 11th, 2016 7:57 pm

Spoiler Alert: I said 4th the charm last time. I also said that I bet I’d be saying 5th time’s the charm.

Ludum Dare is coming in less than a week! The only other two things I’m this excited for within the next 3 months are Captain America Civil War(Because of Spiderman), and No Man’s Sky.

Anyone who’s not yet sure of whether or not to join, I strongly urge you to give it a go. It’s super fun, and you learn A TON each and every time.


1. Simplicity is key. Look at most of the winners for the compo, and they won because of stupidly simple ideas polished to perfection.
2. Try and get everything done on Saturday. Really. If you can do that, you have a full day to polish the game to perfection.
3. Make sure you have a clearly and fully planned design before sitting down to code. It helps to keep out confusion, and allows you to polish the game to perfection.
4. Take care of yourself. Being able to stay awake and think can really help with those nasty coding bugs. And less time spent fixing bugs allows for more time to polish your game to perfection.


Make sure that after the 48 or 72 hours, you rate as many games as you can. Be sure to rate well, and leave a constructive comment. I like to try and rate all the games of people who comment on my game. Lets see if we can make that a thing.


My Tools:
Pyxel Edit(Go ahead and buy it. Worth $10 definitely)
And as for music… well, I just pretend it doesn’t exist. 😀

Good luck everyone!

PS: If it appears in the theme voting, downvote Kittens. 😉

Why are all of these new posts so loved?

Posted by
Monday, January 4th, 2016 9:07 pm

Like this one if you wonder too!

Some of the Cooler Games from Us Little Guys

Posted by
Wednesday, December 23rd, 2015 8:20 pm

So, over the 30-some-odd games I’ve rated, I’ve actually seen quite a few cool games, and so today, I would LOVE to show you guys some games from us little guys who aren’t complete geniuses, yet.

First up is All Ways Down, which while it’s not very fancy, there is DEFINITELY some cool potential for this one.
Here it is!

Next up here’s the Rap Game, a fun, oddly strategic, fighting game, where you actually don’t hit anyone.
Here it is!

The Serpent’s Shadow is by far the most innovative game I’ve seen. It’s use of shadows, bunny eating, and the classic Snake mechanics is genius. Check it out here!

These are my favorites so far, so check out my game maybe, leave a comment, and I’ll see yours too!
Hero Feed Co.

Hero Feed Co. – A Post-Mortem

Posted by
Friday, December 18th, 2015 10:01 pm

Well, before I get started, are Post-Mortems supposed to be when you’re done with a game, or just looking back at the weekend?

Anywhoozle, I made this thing in 48 hours, and, after about 30 minutes of deep, deep consideration, named it Hero Feed Co. and here it is: …in a thiserly direction… I think… yeah, here it is!


So, in this hectic-ish and horrifying place, you pop out of a little cage labeled “Snack”. Then the janitors start pouring in. Now that I have the story out of the way, the weekend went as such: Theme came out at nine ‘cuz I’m an Eastern-Coast… dweller, and then I started bouncing a few ideas off of some friends and doing some art for the game. Then, about an hour later, decided to turn in for the night. Next day was the usual semi-relaxed rush to build the basis of the game, and I had the game itself done by bedtime that night. On Sunday, the awe-inspiring day of rushing, I had the majority of a game done, and was able to focus on polish. I spent the morning and beginning of the afternoon doing cool and fancy stuff, like knockback, flashing-hurt-colors, and two new enemies. Of course, like a good little jammer, I left the music and sound until the end. I actually think I wasted quite a bit of time on the sound, as I scrapped what I had after an hour and reverted to BFXR. Music also wasted about 30 minutes, and I ended up with none at all. Deadline came and went, and it was quite a success in my opinion. And, feedback from the community has enlightened me on quite a few interesting details.

What I think went right:

Art- I had a ton of fun doing it, and have gotten a few comments on how much they liked the art style I used… which I don’t really know what I did differently from normal, so maybe they just like my art.

Concept- the statement of “Keep It Simple Stupid” is completely genius, and a must-have piece of advice to follow. Every time with Ludum Dare, I’ve gotten the comment “Nice idea, bad execution”, and now I’ve learned that time for polish is essential to limiting the number of these comments.

Sound… ish- I guess I could put a “what went okay”, but I’m actually kind of impressed with the sound this time. Watching that Magfest 48-hour game jam tip session-panel-thing taught me the tip of “When on BFXR, just hit the Randomize button a few times”. It worked a charm, with some really cool and somewhat-smoother-than-normal sound effects. Sound was a little incomplete though.

What I think went wrong:

Music- Not applicable, again. Nice job man.

Controls- Again with the “Nice idea, bad execution” thing. I went with a similar control scheme to Mobs inc. from LD 33, and by similar I mean VERY similar, and the execution was very easy to do, but ended up with a slight “icy-floor vibe”, as one comment put it.

Difficulty- Combined with the “icy-floor vibe”, and some cramped level design, quite a few people found the game too hard. I went with what was a comfortable difficulty, and ended up making it far too hard for anyone else to do very well. Which unfortunately also means that not everyone got to see some of the later content, like the all-powerful Death Pugs. They come in wave 4 for those of you who may want to see one. Good luck.

I really learned quite a bit from this LD, had a ton of fun, and can’t wait to see more of what you guys have made this LD, and try again in April.
If you want to try my game, it’s here: in this link.

Good luck seeing a Death-Pug.

Hero Feed Co.

Posted by
Tuesday, December 15th, 2015 5:03 pm

So, here’s the game I made for LD this time around. I’m actually quite happy with it.


If you want to give it a go, here it is! Hero Feed Co.

“Hero Feed Co.” The Result of LD #34

Posted by
Sunday, December 13th, 2015 9:47 pm

I believe this is the BEST LD that I’ve done to date. I had a really great time over this weekend and look forward to playing some of the other games submitted for this LD.


Now submitted, you can go check it out at this place..

I’m going to try and play everyone’s game who leaves a comment. 😉

[cache: storing page]