About Kuupu (twitter: @kuupudev)


Ludum Dare 35
Ludum Dare 34
Ludum Dare 32
MiniLD #56
Ludum Dare 31
Ludum Dare 30
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26

Kuupu's Trophies

Jupi's Jam Favorites
Awarded by Jupiter_Hadley
on February 6, 2015
SonnyBone's Official 'RAD GAME' Award
Awarded by SonnyBone
on December 19, 2013
The Awesome Brazilian Developers Award
Awarded by Rokaydev
on December 17, 2013

Kuupu's Archive

Free source for a Platformer Game.

Posted by (twitter: @kuupudev)
Wednesday, March 8th, 2017 2:55 pm

Hi folks!
Here I’m again :)

Today I want to announce our new project on Patreon, a free open source Platformer Game, you can download the source code and use it’s contents in any way you want. All the sprites, scripts, sounds, etc.

I’ll update this project from time to time, adding new assets to it.


Please note I’m using Character Controller 2D by Prime31 and Aseprite Animation Importer by Stephan H√∂velbrinks, so check their licences before using these specific scripts on your projects.
If you like the idea, please consider being one of our patrons!

Exodemon (aka Devil’s Hand) on Steam Greelight!

Posted by (twitter: @kuupudev)
Wednesday, July 27th, 2016 1:23 pm

Hey people, the game I made on the last LudumDare (35) is now on steam greenlight!

Ludum Dare and it’s community is one of the main reasons this is happening!

Thanks everyone!

Prease click on the image below and vote yes! ūüėÄ

Devil’s Hand results

Posted by (twitter: @kuupudev)
Tuesday, May 10th, 2016 12:44 pm

Hey people!

Thank you very much for the ratings, the feedbacks and all this ludum dare experience!


It was our game with more and higher ratings of all times
And more importanly, all the feedback was awesome and will help a lot to improve the game

Tha game is on the top 25 on 2 categories, Fun and Overall, what makes me really happy! ūüėÄ

As I said on previous posts, I’m upgrading and extending the game, so please follow Devil’s Hand at GameJolt to receive the updates




Remaking LD35 Game – Devil’s Hand

Posted by (twitter: @kuupudev)
Sunday, May 8th, 2016 4:12 pm

Hey people, I’m officially remaking my Ludum Dare game.

I’m spending something around one hour a day on it but the work is going¬†pretty well ¬†:)

Points I’m working in:

  • I added 10 pixels to the canvas on the enemy graphics and 2 more colors, now I’m working on 100×100 and 10 colors
  • Explosions doing damage on everyone
  • New particles
  • This time the enemies¬†will be a little smarter, patrolling the area, pursuing the player, if they lost the player they’ll return to the start point, etc
  • I’ll remake all the level graphics
  • I adding more feedback to the shooting, trying to make if feel cooler to shot
  • More levels and diversity
  • There will be a special bullet time ability that you’ll be able to use from time to time
  • More organic level design, modeling every corridor and room instead of using tiles
  • Better and faster movement
  • Jump
  • Moving platforms
  • Decalcs


old and new enemies comparison (new on the left, old on the right)


New gifs ————————————————-

Rapid fire


Spread shot


Explosive shot




Blooooooood particles


Enemy behaviour


Level 1 prototype


and a bizzare bug hehehe



I would like to say THANK YOU to everyone who played and gave some feedback, each one of you are responsible for this remake and the future of this game!!!

and if you didn’t play and rate it yet, please give Devil’s Hand a chance! ūüėÄ




Devil’s Hand – Post Mortem

Posted by (twitter: @kuupudev)
Sunday, April 24th, 2016 3:51 pm


I’m gonna list here the same categories as in the Ludum Dare rating system.

0 – Overall
It was my first attempt at going solo on a jam (and first post-mortem as well).
First of all, I didn’t go for what I had planned.
I intended to submit it at the jam category, so I made everything on my own, including music which is something I never tried before.

But due to complications with performance and level design I decided to spend one more day (actually half of a day) to solve some of its issues.

On this extra time I remade the logo, made a end game screen, solved some performance issues (split the 3 levels in 5 to reduce the amount of objects in the scene and attached some wall and floor pieces) and redone some of the level design, fortunately I think the best parts of the levels were done in this extra time.

logo   Old Logo

devillogo  Rework


for a while I was willing to make a fast paced FPS/ Doom like game, my idea was something with a Quake or Hexen graphics, something about demons/devils/aliens/sci-fi, really fast, focused on shooting and dodging.
Some time ago I discovered Devil’s Dagger and I thought: “well, this kind of graphics and pace still works nowadays” :)

A few days before the jam I asked Kaol (who usually participate on ludum dare with me) and she said she had a lot¬†of work to do and could not participate this time, so¬†I decided to make this little game I was willing to make, but I didn’t had any idea of what to do next.



This game was made using:

  • Unity 3D (C#)
    • The enemies move around using NavMesh
    • Shuriken for particles
    • Custom FPS controller (Made during the jam)
    • Character collision with CharacterController
  • Aseprite
    • For 3D model textures and for enemy sprites
  • Blender
    • All the models and animations
    • The “shatter” effect of the enemy’s death is actually a mesh made in blender
  • AudioSauna
    • It was the best audio web application I found and it’s free for now

1 – Innovation
Well, while brainstorming for the game none of my ideas included innovation. It’s not like I don’t think it’s a necessary or important thing in games, just this was not the case, not with this game.
Here I really tried to “emulate” an old experience, some kind of nostalgic trip.

I think the only “innovation” was in the matter of HUD, I condensed everything around the hand, which in the end was kind of bad, I saw a lot of people only noticing the health and ammo bars at level 3 (of 5), even though this information appeared in the instruction Screen.

Capture   Instruction Screen

destto¬īp¬† ¬†In-game HUD

2 – Fun

Even fun being a subjective matter, I believe I get the half of the way of delivering a really fun experience.

The reason are mainly the level design and enemy AI.
– Fror the level design’s perspective the levels did not explore all the possibilities that it should. Considering weapons, movement and enemies.

-Now for the AI, even though there are 4 types of enemies(with distinct behaviours), in the end they all looked the same(probably due to a Level Design + AI flaw): the enemies almost always ended up trapped in a corridor type area forming a queue. Not cool.

ENIS1   Enemies

3 – Theme
the Idea I get in the brainstorm was, “this person will have a demon hand and it’ll change its shape accordingly with the kind of shots”, something like Resident Evil Birk kind of thing…
It turned out I could not animate a convincing transition between the hands and ended adding the “rune” kind of weapon indicator :(
I don’t think that this was the best way to approach a theme and there are a thousand ways to include shapeshifting as an actual gameplay feature. I should have spent more time on this matter.


4 – Graphic

  • Enemies
    I’m really happy with the enemies graphics, they look just in the way I intended, kind of gross, alien and demon. It was a really fast and straightforward process, I had the behaviours and I drew a sprite for each of them.
  • Level
    Some stuff worked well, some did not.
    I took too long to achieve something nice for the wall, but in the end it’s awfully repetitive.
    Even without much time left to spend on more level assets I still managed to make the “green tubes”, If it wasn’t for it the level would have been even blander.
  • Light
    on my first attempt each wall piece had 2 independent lights, the lights could be powered, blinking¬†or off. Of course it screwed the performance ‘-‘
    I made the ambient base light a little brighter and distributed some random light points along the levels.
    I’m not happy with the results and with more time I would bake a carefully planned set of lights.
  • The Hand
    As it is the main feature of the game, I spent something around 3 hours testing around the hand, size, shape, colors.
    Some of the inspirations for the hand came from Hellboy and Devil May Cry.
    I’m happy with the results except for 2 issues.

    • 1 – I wanted it to look more gross almost disgusting and a little more slender.
    • 2 – I spent a lot of time making the “veins” to fit to the symbol on the palm and it’s not even visible¬†in the game.

1 2 3 4

5 – Audio

I’m really proud of it, not because I think it’s good, but because it was my first attempt at making music.
Some people hated it, some people think it’s repetitive, but I really liked and I saw a guy on youtube really getting into the beat, so I’m happy :)

I just would add a little darker tone to the main phrase if I had more time.


I had the luck to be featured by GameJolt, in 3 days the game jumped from 20 to 2.2k plays.


A lot of people is giving very useful feedbacks there and some people are¬†making¬†youtube videos of the game, it’s awesome because I can find exactly where each person is getting stuck, how many time it took to discover the game mechanics, which room is overpowered, etc.

For this reason I recommend everyone to put your games on GameJolt :)





Thanks everyone for the support, I hope this will help in any way and if you want to know or want to suggest ANYTHING, just say it :)




Posted by (twitter: @kuupudev)
Friday, April 22nd, 2016 7:32 pm

My #LD35 game is the first game on the home screen of GameJolt!!!!!
It’s the first time any of my games was featured on any site!

Thanks for all the support and feedback! ūüėÄ


Game page at gamejolt:


Devil’s Hand submitted :)

Posted by (twitter: @kuupudev)
Monday, April 18th, 2016 4:13 pm


Thanks everyone for the support!

The game is finally here <o/

ANY feedback is valuable, so, don’t hesitate to speak your mind! :)

If you need a build for any other platform than Windows and Web, just as in the comments and I’ll provide it :)

Gonna sleep a few days now, see you next week! hehehehehe






Can’t make to the compo, let’s go for the jam! <o/

Posted by (twitter: @kuupudev)
Sunday, April 17th, 2016 10:05 pm

Had some issues with performance and level design, beacause of this I decided to drop the compo and do the jam submission instead :(
Level 3 map – too big and droping the frame rate, gonna split it on 2 levels


Level 3 inside view

2 4 3

Current gameplay :)





Also, for the first time I’m trying my way on the music, as I was planning this game for the compo so I had to do it myself

Menu versions


what do you think? :)

Maybe I’ll make it to the Compo! :DDDDDD

Posted by (twitter: @kuupudev)
Sunday, April 17th, 2016 12:49 am

A simple first level with the entire flow

First door opens by approximation, an enemy appears, second door opens when you kill the enemy giving access to the teleport to the next level :)



I thought I would not make too much progress on the first day, maybe I’ll have time to submit on the compo :)

What do you guys think? It’s worth? (first time trying solo)
Thanks :)

Level assets <o/

Posted by (twitter: @kuupudev)
Saturday, April 16th, 2016 8:36 pm

first time trying this style of 3D myself

not quite happy with the results… but it’ll do I guess ¬†:)



now I gonna start to think about level design and review mechanics :)

Here, a very strange thumb up!


Enemy sprites? Checked!

Posted by (twitter: @kuupudev)
Saturday, April 16th, 2016 3:41 pm

Agressive enemy – try to stay at a short distance while shooting


Suicide¬†enemy –¬†run towards the player exploding when get near or when dies


Defenssive¬†enemy –¬†try to stay at a mid/long distance from the player, high HP


Coward¬†enemy –¬†run away from the player, tryes to keep the player on¬†sight while shooting


Gameplay test


Still missing some particles and effects on this base gameplay :)


Thanks <o/

Some progress

Posted by (twitter: @kuupudev)
Saturday, April 16th, 2016 12:06 pm

Worked on the player’s “weapon” this morning

The texture:


Ingame idle animation:



Going to sleep :)

Posted by (twitter: @kuupudev)
Friday, April 15th, 2016 11:29 pm

Made one enemy sprite:
enemy1 monster_P400H

And the base controller for movement and shooting:



Hope you like it  <o/

Smart monster :D

Posted by (twitter: @kuupudev)
Friday, April 15th, 2016 9:47 pm

I’ll end up making a shooter 3D with pixel art sprites :) Something like a poor version of Doom or something like that heheheheh

Here a complete smart and strategist enemy searching for the player, then finding the player, then going to a safe position, then loosing sight of the player, then starting to search the player again, and on and on and on


I’m in!

Posted by (twitter: @kuupudev)
Friday, April 15th, 2016 7:48 pm


First time going solo but I’ll not going to try the Compo, mainly because I’ll not compose the music and sfx for the game :)
Wish me luck! ūüėÄ

Unity3D C#

Good jam everyone! ūüėÄ

You can play Night Walk here <o/

Posted by (twitter: @kuupudev)
Monday, December 14th, 2015 10:08 pm

So, LD is over


You can check our game on the link

Please report any bugs and give us your feedback :)





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