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Hacking away at security layers

Posted by (twitter: @steamgirlgame)
Saturday, April 26th, 2014 9:40 am


Due to time constraints I’m trying to make the simplest possible game. I’m aiming to make an idle/cookie-clicker game where you hack away at various layers of security. Not fleshed it out yet – trying out the organic/emergent approach this time rather than pre-planned.

Seashell Upgrades – 18 hours

Posted by (twitter: @steamgirlgame)
Sunday, December 15th, 2013 11:37 am

Tadaaa! A pretty (but not yet functioning) upgrade screen. :)


Eeek! Only 7 hours left, I better hurry!

Seaweed and Fish – 16 hours

Posted by (twitter: @steamgirlgame)
Sunday, December 15th, 2013 9:10 am

Progress on One Breath has been coming along nicely. Been listening to the Pirates of the Caribbean soundtrack to get some music inspiration while adding bits of gameplay.


It is now possible to collect seaweed and goldfish, progress! Sadly these are extremely static at the moment… a bit boring. Also, the ocean desperately needs BUBBLES!

onebreath4On the upside, you can get MONEY for your seaweed and fish, so it’s not all bad, right? Next it’s UPGRADES and something better than an almighty GAME OVER crash message when you run out of breath! And that will complete the main game.

For the end game I want to put a little bit extra… like you need to reach the ocean floor to find the ONE RING *cough cough* wedding ring I mean. But that’s only if I have time spare… which is kind of unlikely…


One Breath – 12 hours in

Posted by (twitter: @steamgirlgame)
Saturday, December 14th, 2013 4:42 pm

Phew what a day! Looking at the game it doesn’t feel like I got very far – there’s just a breath bar and that’s about it. BUT the foundation has been laid – I’ve drawn most of the upgrade screen, and implementation for upgrades has been prepped.


So what’s One Breath all about? Basically – you get one breath to dive with and as you go deeper and collect stuff your breath quickly runs out. Come back to the surface with your goodies to upgrade your lung capacity (amongst others) and have another go!

If I have time I might also put a nice bit of end game in it, but that’s a big IF!

Well, off to bed now. Good luck everyone!

One Breath

Posted by (twitter: @steamgirlgame)
Saturday, December 14th, 2013 5:16 am

onebreathI think that aptly describes the direction I’m going in. :)

Any female jammers?

Posted by (twitter: @steamgirlgame)
Tuesday, December 10th, 2013 3:28 am

Please don’t hate me for asking, but are there any other female Ludum Dare compo/jammers?

Gimme a shout! I’d like to know I’m not alone! :)

No Heroes Allowed – 6hrs

Posted by (twitter: @steamgirlgame)
Saturday, December 15th, 2012 2:23 pm

Right-o! Six hours in and the game slowly beginning to take shape. There is hope yet for Heroes No Touchy/No Heroes Allowed (working titles). Most of the basic features are in.

I started off with the concept below. You are a bond-style villain with a lair. The hero tries to reach your throne room, but you put evil traps in their way! The more heroes you defeat, the higher your villainy score. The higher your villainy score, the stronger the heroes you will face. Meanwhile, your evil minions (bankers) are out there collecting gold so you can afford better traps.


Heroes No Touchy – Concept

Posted by (twitter: @steamgirlgame)
Saturday, December 15th, 2012 7:21 am

Thinking about villains, I cannot help but think about the classic super-villain. They always come up with elaborate plans to capture or destroy the hero. Like a bond-style villain, your aim is to delay and ultimately defeat the enemy. But not in a simple “shoot the guy dead” sort of way. In the “maze of deadly challenges” sort of way. With sharks. And laser beams.

I have some serious concerns about how much time I actually have to do this. But I’m definitely going for it! The plan is true McFunky style. Finish rough today. And then polish tomorrow. Or at least I hope so!

Green planet, blue sky, and 14 hours in

Posted by (twitter: @steamgirlgame)
Sunday, April 22nd, 2012 6:44 am

Happy with how the game is progressing, though I haven’t found the “fun” yet, I decided to work on polish today and try to get the game assets finished. Hopefully I’ll get time to tweak it later. I just need the game to detect the “win” scenario, and all the basic features are there!

After that, time to work on the robot sprite and animation I think!

Tiny square planet, 6.5 hours in

Posted by (twitter: @steamgirlgame)
Saturday, April 21st, 2012 12:15 pm

So I’m 6.5 hours into development. Decided to ditch the round planet in favour of a square one. It was honestly taking too long for me to figure out how to walk on a circular path… something with tan and sin and cos and all that. But who said a planet couldn’t be diamond shaped? Anything’s possible – especially if it’s easier!

I’m nearly finished with my basic mechanics, planting seeds and watering the plants. Just the weather tower left… Still I feel like I need to add a little little something to make it that little bit more fun. :)

I can’t wait to get going with real artwork… will be so much fun!

“Hello tiny world” says tiny robot after 30 minutes

Posted by (twitter: @steamgirlgame)
Saturday, April 21st, 2012 2:35 am

Hope I’m doing this right… >_<

So, I got up this morning and following McFunkypants advice, I looked up the theme (Evolution loses the battle again) and had a shower. Then I spent some time thinking about it in bed. Then I had breakfast (food = fuel). I’ve settled on this idea: you are a lonely robot whose mission is to turn his tiny world green.

Started at 10 o’clock (UK time), so I’m half an hour in. Here’s my screenshot. ^_^ Not much to see yet!

The first screenshot taken for Steamgirl's Tiny World


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