About Suese


Ludum Dare 33
Ludum Dare 32
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 26 Warmup
Ludum Dare 25
Ludum Dare 23
Ludum Dare 23 Warmup
MiniLD 33
Ludum Dare 22

Suese's Trophies

Suese's Archive

Judging should be 1 week long.

Posted by
Friday, August 28th, 2015 6:32 pm

Every time I do Ludum Dare people I know ask me right away “How did you do?” and I have to explain, “Judging takes 3 weeks” and everyone’s reaction is “that’s stupid” as is mine.

We all know the number of ratings significantly drops after 4 or 5 days. We all know most people aren’t going to rate more than 100 games unless they are in a team. We know that most people won’t consistently play 5 games a day for 3 weeks.

If I had my way, judging would be a 2 day process with experts to sort the final results.

I’d like to propose meeting me half-way. Judging should be 1 week long so that we can tell our friends and family how well we did before the competition itself is erased from their consciousness by virtue of taking over 21 news cycles!

How cookies ruined my life.

Posted by
Wednesday, August 26th, 2015 11:44 pm

Animated GIF


Click here to play and rate.

Arrows – move
Space – attack


Recorded with my $150 Fender Bullet guitar + Studio One. Gotta love Fender, gotta love presonus!

How cookies destroyed my life.

Posted by
Sunday, August 23rd, 2015 11:33 pm
Controls: Arrows + Space Click here to play and rate.

Controls: Arrows + Space
Click here to play and rate.

It’s admittedly super bug-tastic due to it being a brand new platform I’m writing. Oh well, can’t win them all.


How cookies ruined my life.

Posted by
Friday, August 21st, 2015 11:06 pm


Cookies Destroyed My Life…

Posted by
Friday, August 21st, 2015 10:00 pm

Setting: a decrepit bathroom.

Posted by
Friday, August 21st, 2015 9:35 pm

You Are The Villian – I mean MONSTER

Posted by
Friday, August 21st, 2015 8:13 pm

Deja vu dumb asses. C’mon, that theme shouldn’t have made it past the theme destroyer!

Tool Update + Yay VPS

Posted by
Friday, August 21st, 2015 6:17 pm

I purchased a VPS and got it running my base code for LD33.
Now I can take advantage of the server/client multi-runtime features built into my Super Flow API for LD33. Could be interesting.

Here are my final tools before the competition begins!


Suese – LD 33 Warmup

Posted by
Wednesday, August 19th, 2015 2:57 pm

Everything works. I’m ready for LD33…

Lighting, Shadows, Tiles, Objects, SFX, Music, Animation.

I’m In – Since 2009 – New API

Posted by
Saturday, August 15th, 2015 5:49 pm

Goodbye Retro Flow API

Love Bomber - The Cult Simulator Click here to play.

Click here to play.

Click here to player & rate. KEYBOARD + MOUSE W,A,S,D - Move Click - Use Tool Mouse Scroll - Change Tool

Click here to play.

Tiny Civilization with colour

Click here to play.








I developed Retro Flow API in AS3 in 2009 specifically for Ludum Dare.  Once Flash was officially depricated it was time to move on.

Hello Super Flow SDK

The past few weeks I’ve been developing a fresh new Javascript Software Development Kit tentatively named “Super Flow”.

I figured it was time to make my “Dream API” for Game Jams and Ludum Dare, something that had a few specific requirements:

  • Convenient programming.
  • Deployable to the web without plugins
  • One programming language for everything.

I came up with a concept I call directives-based programming.

In practice it’s a modular server/client API.  In reality it’s a bit of a paradigm shift in the way you write multi-runtime software.

Directives may or may not be a new concept, I do not know but they will definitely require a tutorial for me to adequately demonstrate their power.  I feel that once you understand the concept its power will be very evident.

Technically speaking directives allow you to define data and entry points for multi-runtime software in any execution order without repeating code using one language.

Why that’s useful comes down to convenience.  It’s an extremely convenient way to write complicated software for the web such as web games.

// in one file...
trace("a client called this function with arg1 =" + arg1 + " and arg2 = " + arg2 )

send("do_something", 0, 0 )

This doesn’t give it justice at all.   Like I say, some tutorials will clear up how powerful this concept really is in the near future.

Super Flow Prototype 3

Althought I’m developing a complete SDK (software development kit),  complete a powerful IDE (integrated development environment),  I’ll be using Super Flow Prototype 3 this Ludum Dare.

This was the first solid prototype that really took advantage of directives.  It resembles very closely the final design of the API.

Click here (25.2 kb ZIP) – download Super Flow Prototype 3 w/ Net Tank Source Code.

Requires NodeJS,

type “node sf.js server” to run.

Browse to http://localhost:8080 to play the game.


Sorry, there are no docs yet.


Past Ludum Dare Performance

Posted by
Tuesday, May 12th, 2015 7:05 pm


I did pretty good but I’m still sad.

Posted by
Tuesday, May 12th, 2015 3:03 pm











Top 3% in audio/music

Top 4% in graphics

Top 5% overall.


I made it onto the top 100.  I am consistently in the top 10%,  so I know I don’t fluke-out on my results like many do.

I still feel like an utter failure…


I want to improve.  I want to be better than good,  I want to be great.

What do YOU think I can do to improve my results?


Here’s an example of a game that did WAY better than me


What makes this game better than mine?

Post Mortem – Love Bomber – The Cult Simulator

Posted by
Wednesday, April 22nd, 2015 6:48 am
Love Bomber - The Cult Simulator Click here to play.

Love Bomber – The Cult Simulator
Click here to play.

What went wrong

– Tiled: I’ve never used this tool before and it was a jack-ass idea to think I should use it and not expect to be slowed down.

– My custom tool kit had no map import functionality.  I had to spend a few hours implementing one.

– My custom engine was missing depth sorting and I had to write that too

– I didn’t warm up.  Normally I do a few things including a walk animation and a complete run-through of all my tools culminating in a small and complete warm up game.  Not this time.

– Animation: I didn’t warm up and my animations sucked deluxe and took way too long to make.

– Animation tool:  My animation preview tool is a bit clumsy and awkward and made it take a little longer to complete a nice animation.  I wish GIMP just had decent animation features.

– Time management:  I promised myself a game that I could complete in 10 hours then ‘polish up’ on day 2.   Although I completed the game 5 hours before submission, I was still doing basic polish items to the bitter end.

– Content:  I wanted my game to have three levels.  One inside the church where the player is exposed to the love-bombing concept.  The third would be a ‘boss battle’.

– Beginning & Ending:  I didn’t have time to replace the place-holders.   I wanted to tell more of a story with the game flow.

– Animation pace:  Normally I like to pace out animations.   Incorporate more visual and audio feedback.  For example when you are converted I would have liked a bit of an animation and delay before the scissor transition to the next scene.

– Police nets: I didn’t get to implement that.  So the tanks just run around

– The level was too big!

– Sleep: It was too hot and I had too little work completed.  I slept 11 hours night 1 and then had a very unsatisfying 3 hour nap on the last day.

– Graphics: I spent too much ‘think time’ on details. I should have worked more on graphics and music when my brain was fried rather than wasting my highest cognitive resources on something I don’t need a ton of brain power to do.

What went right

– Dot eater: I went in thinking “I’m going to make a very simple dot eater or a basic brick smasher”.  It helped to have something I knew I could complete in a very short period of time.

– 10 hours or less:  My idea was to make a game in 10 hours or less.  That didn’t happen, though I am certainly capable of doing that.

– Retro Flow API:  My custom API stood its ground pretty good.   I didn’t waste time importing resources or doing stupid tasks because my Retro Flow API automated a lot of that process.

Feedback I got

– The level was too big.  There was too much content to fill.   I think this is my biggest lesson.  I could have done a lot more with less.

– The ending was lame:  I am all too aware

– Cathartic input:  People told me the controls are cathartic and lots of people were actually compelled to complete the game.   That to me is a huge LD accomplishment because you play so many games that it’s not always easy to plow through them.

Click here to play

What are you favorite compo entries?

Posted by
Monday, April 20th, 2015 8:32 pm

Some of my favorite titles so far.  Please share your favorites too!

Symmetric Torpedo

 by francoisvn Compo Entry    

It’s fun.  It’s a good puzzle every time.  I played it for 15 minutes before deciding I needed to move on.

Symmetric Torpedo
Click here to play & rate.




 by hexagoreCompo Entry    

It’s very pretty.  That’s the main things that stuck out here.



Click here to play & rate.

Slow Extinction

 by KeyboardCatCompo Entry

It presented well.  The game play is instantly obvious and the visual feedback is great.  The animations are exciting and interesting.

Slow Extinction
Click here to play & rate.



Posted by
Sunday, April 19th, 2015 10:52 pm



Love Bomber – The Cult Simulator
Click here to play & rate




Love Bomber – The Cult Simulator

Posted by
Sunday, April 19th, 2015 8:36 pm

I was trying to go easy this time around.

It’s not as polished as I wanted it to be,  but it’s okay.

I wanted to have something ‘done in 10 hours’ that I could add content to but it still wound up taking me to the bitter end.



Love Bomber – The Cult Simulator
Click here to play & rate



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