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I’m In!

Posted by (twitter: @Switchbreak)
Friday, April 25th, 2014 9:04 pm

I am going to be making a Jam game with a couple collaborators this time. I’ve got an idea based on the theme, a kind of fan game of Welcome To Night Vale, one of my favorite podcasts. In the game you play as the underground city of tiny warlike giants that lives in a cavern connected to the pin retrieval area of the Desert Flower Bowling Alley and Arcade Fun Complex. A secret organization is sending in agents to make off with buildings from your city, and you must mount a defense of it in the name of your child-king and your malevolent god Huntokarr.

I’m building this with Cocos2D-x JS, it will be an isometric HTML5/Javascript game. It is maybe too ambitious for a Ludum Dare project, but I’m down to see how much of it we can get done by the end.

Finally, since it’s tradition, a picture of the first dinner of Ludum Dare 29:

Plantain and chorizo sandwiches

Plantain and chorizo sandwiches

I’m Done!

Posted by (twitter: @Switchbreak)
Sunday, December 15th, 2013 6:31 pm

I am done, you can play my game by clicking the image:


That was a fun experience – Phaser.io was pretty strange, but I think I got the hang of it by the end. Now I’ve got some sleep to catch up on.

Playable Prototype #4

Posted by (twitter: @Switchbreak)
Sunday, December 15th, 2013 11:06 am

Alright, here is another prototype with 8 hours to go. Still needs a lot of work! Click the image to play:

Playable Prototype 2

Posted by (twitter: @Switchbreak)
Saturday, December 14th, 2013 10:31 pm


Click the image above to play. Football game controls are starting to come together, it is still not very much a game though. Much to do.

Messing with controls (playable)

Posted by (twitter: @Switchbreak)
Saturday, December 14th, 2013 1:28 pm


Still messing with controls to get an entertaining football-type game going, you can play my first test at it by clicking that image.

I’m in

Posted by (twitter: @Switchbreak)
Friday, December 13th, 2013 10:05 pm

Okay! I’m in once again, I’m using phaser.io and making an HTML5 game. I’ve even got an idea for the theme: Cyberpunk Football.

The idea is that you are invading a system in cyberspace with a group of programs carrying information that you need to smuggle past the defense systems. However this information contains a scanned consciousness, and it cannot ever be copied, only moved from one agent to another. That way, you only get one payload. Your agents behave like football players, making plays and blocking for the advance of the agent carrying the payload information.

I’m honestly a bit too tired to tell if this is a terrible idea or not, we’ll see tomorrow when it starts to come together.

Until then, this wouldn’t very well be a Ludum Dare blog post without a picture of food, so here is some awesome ramen I’m eating for dinner:


I’m in

Posted by (twitter: @Switchbreak)
Friday, April 26th, 2013 4:38 pm

Going to give this a try again. I’ll be using Cocos2D-Javascript to make a JS/HTML5 browser game, unless I find a framework that’s better. This will be my first try at making a Javascript game.

Sun God: A New Version!

Posted by (twitter: @Switchbreak)
Monday, August 27th, 2012 6:22 pm
Sun God

Sun God: Jam Version

So, just in time to submit it for the Jam, I’ve made an updated version of Sun God – now with enemies!

So the 48-hour compo gets the pacifist, relaxing Sun God game and the Jam gets the challenging, violent version. You decide which is better!

Sun God Timelapse

Posted by (twitter: @Switchbreak)
Sunday, August 26th, 2012 8:00 pm

Did the trendy thing and made a time-lapse video of the development of Sun God. You can watch it here: http://www.youtube.com/watch?v=I3CUGS4V7Ng

It’s done and submitted!

Posted by (twitter: @Switchbreak)
Sunday, August 26th, 2012 6:21 pm
Sun God

Sun God

This game is in and playable! Click the picture to get to it.

There’s a lot of stuff I didn’t manage to finish in time, but that is what the Jam is for I guess. Good night everyone!

Sun God: Playable Prototype

Posted by (twitter: @Switchbreak)
Sunday, August 26th, 2012 1:01 am

So the game doesn’t have any enemies in it yet, so there is not much barrier to going straight to 100% completion yet, but here is a test of my (very weird) controls and evolution mechanic:

You can play it here

Sun God

Click Image To Play

It’s a bit hard to figure out how it controls or what the goal is, so I’ll try to break it down:

  1. Pull back and release on the yellow asteroids to launch one, then hold the mouse button down to control it in flight
  2. Scroll wheel zooms in and out
  3. Planets have two bars: the red one (left) is health, the green one (right) is evolution. Health will refill on its own, evolution will not fill itself from empty, and will fill more quickly the more full it is.
  4. After seeding some planets with life, you can come back and harvest the life off of them by crashing an asteroid into the planet. This will take health and evolution away from that planet, but will give you an asteroid loaded with bacteria to fly to another planet and get its evolution bar started.
  5. Flying close to a planet without hitting it will rain bacteria down on its surface, increasing the evolution bar. You can only rain on planets that are at full health.
  6. The goal is to get all planets to 100% evolution.

Alright, it’s 3 AM and way past my usual sleeping time. Time to sleep, then scramble to get enemies and sound into the game tomorrow. I would love to hear what anyone thinks of the prototype and suggestions for improvements.


Halfway Through Saturday

Posted by (twitter: @Switchbreak)
Saturday, August 25th, 2012 12:08 pm

Getting the controls and the basic physics sorted out on Sun God, I hope to have this fully playable by tonight and then spend all day Sunday working on the graphics. We’ll see where it’s at!

Now for a nice big steak lunch.

Orbits working

Posted by (twitter: @Switchbreak)
Friday, August 24th, 2012 11:39 pm

Okay, a few false starts and a quick refresher on Verlet integration and I’ve got planetary orbit physics working and a basic framework ready for me to start working on the actual game part tomorrow. Now, for sleep.


Planets orbiting, doesn’t look like much yet but it’s moving how it should

Sun God

Posted by (twitter: @Switchbreak)
Friday, August 24th, 2012 9:15 pm

Alright, after wasting a lot of time on an idea I didn’t like, I’ve got one I’m running with now. You play as a Sun God, attempting to bring life to your solar system by throwing bacteria filled asteroids at it.

White Board

White boarding the game idea

So the idea is this, basically:

You play as the Sun God with your own lifeless solar system. You have a number of respawning asteroids orbiting close, and you can pull back and release on those with the mouse to fire them out into the orbits of your various planets. Every planet has a health and evolution bar – if there is life on the planet, the health bar is constantly recharging. The evolution bar goes up when it’s hit by an asteroid, and the health bar goes down. If the health bar gets too low, biodiversity goes into a spiral and the evolution bar starts to drain. If it hits zero, then all life is wiped out and evolutionary progress is reset.

There are various complications that can be brought into this design, depending on the time I have to build it out fully. Skipping an asteroid off of one planet into another for life bonuses! Planetary defense systems near the top of the evolution bar shooting down incoming asteroids! Extrasolar alien invaders! Intrasolar wars! Combo multipliers! Getting an asteroid into a stable orbit as a planet’s moon for huge points!

We’ll see what it turns into.

I am in!

Posted by (twitter: @Switchbreak)
Friday, August 24th, 2012 4:25 pm

Alright, in this thing for real. I sure hope the theme isn’t 1000 kittens.

I’ll be using FlashDevelop and FlashPunk to make a game, probably bfxr and audacity and GNU image manipulation program and all that as well. Here we go!

New jam version of Waterfall Rescue

Posted by (twitter: @Switchbreak)
Monday, May 2nd, 2011 1:11 pm

I just had to make a version of this game with character sprites and music, so while the competition version is still sitting there on my site for the voters to play, here is a newer version for the jam that I put up on Kongregate:

Waterfall Rescue

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