About Trasevol_Dog (twitter: @TRASEVOL_DOG)

I'm a french guy who likes to make games. I'm working on my first real project, Super Fairy Crusher, right now. You should probably find me on Twitter and follow me !
I like chatting too ! :D


Ludum Dare 37
October Challenge 2016
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 32

Trasevol_Dog's Trophies

Trasevol_Dog's Archive

Post-Jam Update for the One Room Dungeon

Posted by (twitter: @TRASEVOL_DOG)
Saturday, January 7th, 2017 8:16 am

Hi! I hope you all had great holidays!

One Room Dungeon was my entry to Ludum Dare #37 compo and it got #50 on the overall ranking! ūüėÄ

I¬†was going to make a quick post-jam update to add the polish I couldn’t fit in the 48 hours of compo but I ended up spending 3 whole days on the update. The game is better-balanced, has slightly more content, things are clearer, and I made¬†more sfx and a whole bunch of new¬†musics!


It’s good fun, you should try!

!!! PLAY IT HERE !!!

See you next Ludum Dare everyone!


Getting ambitious in this One Room – One Room Dungeon post-mortem

Posted by (twitter: @TRASEVOL_DOG)
Wednesday, December 28th, 2016 7:24 pm

You can also read this on my blog.

One Room Dungeon is a mini-roguelite in which you push a room around while avoiding enemies.

In the game you have to step on a number of activable tiles before being able to throw your character hard on one of the walls, making the room move in that direction, onto new grounds (literally). Enemies appear and all you can do is avoid them until you can move the room, which will kill them. After clearing a sufficient amount of rooms, you get to the ice zone, with new enemies and then to the hell zone with still more enemies.


~ One Room Dungeon ~

It’s my entry to Ludum Dare #37 compo and it was the first time I put so much content in a LD compo entry.

How did it get to this?

When the theme was announced, I had no idea what I was going to do. I was feeling pretty lazy then and I thought I would do something simple on the first day that I could spend the second day polishing. For me (in France) the theme was announced at 3 a.m. and I couldn’t find anything before going to bed at 6.

The next morning I had it. A game where you moved the room around and then the floor would change and spawn enemies and you had to unlock the room again after you moved it and the goal would always be to move the room one more time, every time.

Simple enough, I sketch a few situations on paper and I boot up Pico-8.

~~ Side-note:
If you don’t know Pico-8, it’s a fantasy console by Lexaloffle in which you can both¬†play and make games (and then export them to html) and also modify existing games.

It’s also a¬†restrictive game-engine, giving you only 16 colors to draw with, a screen resolution of 128 x 128, limited cpu and memory.¬†A code editor, a sprite editor, a map editor, a sfx editor and a music tracker are all included in Pico-8. The coding is done with a subset of the Lua language and the Pico-8 API.

Pico-8 is an incredible tool, amazing for prototyping in particular but can also be used for making more complete games. You should check it out, plus it’s really cheap for what it is.
~~ End of side-note

The first things I did was spriting a few place-holder tiles and coding the room display. I also made a quick algorithm to have a trippy background very early on. After something like 1 hour, I had that first gif there and one more hour later I had the second one.


The rest of the day was spent doing pixel art for the tiles and the animations for the player character and for the activable tiles and coding the game logic for activating those tiles and moving the room. At the end of the first day I had this.


But throughout the first day I was still feeling pretty lazy and I wasn’t going very fast. Still, I was very happy with everything I had done and felt that implementing the enemies, the sound, the UI and polishing would all fit very nicely within the next day. I thought I would do something like 4 enemies at this point and the UI would just be the number of room you’ve cleared and a lifebar.

However, on the next morning… I realized I had a pretty solid base for something more ambitious. And suddenly I wanted to do something more ambitious. I started imagining several worlds and a bunch of enemies which would be separated into the different worlds. I knew it was madness because I also wanted to submit the game to compo, not jam. It was madness. But I went for it.

I decided to keep the number of zones down to three: the ‘normal’ zone, the ‘ice’ zone and the ‘hell’ zone. Of all the enemies I had imagined, I kept 8, 6 of them being more specific to one or two of the zones.

The biggest task of that day was to make the sprites for all those enemies. I don’t do pixel art very often. I like to do it but I don’t have many occasions for it. So to achieve a good result, I had to spend a lot of time on it.

Then coding the behaviors for all the enemies. That took ~2 hours, only making rather simple behaviors, based off the animations I had made earlier.


“leave me alone~!”

Implementing the different zones, making tiles for them, making different algorithms for the background and making the enemies spawn in the right zones was pretty straight-forward.

But then I had only 1 hour left and I still had to do all the sound and UI. So I did them. Fast.

In the end I submitted to compo as late as was possible, but still did it. I knew the game would suffer from a small lack of polish but that was that.


the final game

What do we learn here?

Here are my thoughts on all that and then on the game, after getting a good amount of feedback from other people.

What went badly:
– I took it slow on the first day, effectively losing precious time.
I changed scope right in the middle of the allowed development time, doubling (maybe tripling) the amount of work left to do.

– the wall at the bottom is not low enough and hides important game elements, such as enemies and activate tiles.
– the sfx are incomplete, with bombs that don’t make any sound for example.
– the one line of instructions of the whole game, which is supposed to explain the main mechanic of the game is badly formulated and confused most players about the controls.
– the progression display (the numbers in the up-left corner) confused pretty much everyone I think.
– visual cues would be welcome to make sure the player knows where their character is at all times.
– the game is not very well balanced.

All in all, the game lacks polish in various areas, which can make all of my notes go down for the final ranking. (oh no)

What went well:
– I did do a good job of the pixel art.
– the code is also very solid and as far as I know, no one encountered any bug.
– even after changing the scope, I managed to do everything in time somehow.

– if not for the really bad title screen (literally made in 5 minutes), the game is good-looking. The animations for the player are the best I ever made and all the other animations are also quite good and expressive.
– even when slightly confused with the controls, the player generally understands what’s happening and has fun.
– the game is challenging AND beatable.
Рthe sfx that I did make fit well into the game.
– it’s the jam game with the most content I ever did.

Basically, the game is what I wanted it to be.


Final words

In the end, I’m actually really happy with the game. It’s fun and all the time spent on the pixel art paid off. I feel like I learned a lot of small things from it. And maybe next LD I’ll get ambitious right from the start!

I also feel like I could take this game further and make it “a full game” with more zones, more enemies, traps, items, secrets… I also feel like I could sell something like that to a publisher and that’s what I’m going to be trying to do! Wish me luck!

Also, do play the game, it’s pretty good fun!!

Find more of my stuff:
on Itch.io: https://trasevol-dog.itch.io/
on Twitter: https://twitter.com/TRASEVOL_DOG

See you next Ludum Dare everyone!

Take care!


It’s a video game!!

Posted by (twitter: @TRASEVOL_DOG)
Sunday, December 11th, 2016 11:16 pm

Hi! I’m done with LD37!

Here is the what-I-did!

!! One Room Dungeon !!

Explore a mysterious and exciting dungeon filled with exciting mysteries without ever leaving the same room!

Why would you change rooms when clearly this one has all the danger and excitement and danger that one could possibly need?!

Come to the One Room Dungeon and live the rest of your newly mysterious-and-exciting life there!!!


The submission page is right here on this text!

And you can play it directly here or here!!


Progress of day 1

Posted by (twitter: @TRASEVOL_DOG)
Sunday, December 11th, 2016 9:43 am

Hi! So I originally tweeted this yesterday right before going to bed but I just remembered there was ludumdare dot com as well!

I don't like that floor, nor that one, nor that one

moving the room around

So yeah! It’s one room but it moves around! Am I cheating? I dunno but I like it so I’ll just keep making it! ūüėÄ

For more updates, you could follow me on Twitter! :X


Good luck for the last 12 hours everyone!!

!! Pixel Session Vol.1 is out !!

Posted by (twitter: @TRASEVOL_DOG)
Friday, October 21st, 2016 12:26 pm

Pixel Session Vol.1 is a collection of 5 extra-polished eye-candy arcadey jam-style games, exploring experimental and minimalist gameplay and graphics!

And it is also my entry to the October Challenge!

Here are the title screens for the five different games!


You can get the games right there!

BRICKS happened!

Posted by (twitter: @TRASEVOL_DOG)
Sunday, August 28th, 2016 9:24 pm

Go grow some bricks to get that big fat pyramid!!

Did you consider playing it?

You should really play it!



BTW I’m in!

Posted by (twitter: @TRASEVOL_DOG)
Sunday, August 28th, 2016 1:18 am

I learned Ludum Dare was going on yesterday morning (here in Europe) as I was going on a family trip to far away (still am). I’m doing something though! Look at that totally original and inspired character!

Desert guy

This time I’m using Pico-8 because I don’t have a lot of time at all!

I sincerely hope I’ll be able to finish! Wish me luck!


Posted by (twitter: @TRASEVOL_DOG)
Sunday, April 17th, 2016 8:47 pm

It is DONE!

I present to you Figurophrenia, a game about shifting!! And yea there’s shapes alright too!

Oh and do you like Hotline Miami? Because this, my friend, even though it lacks music because of life and time, this is Hotline Miami inspired! Which means I meant for it to be creepy and I may have failed totally, which could just give you a laugh anyway so just test it will you?


Good night!!

End of day 1

Posted by (twitter: @TRASEVOL_DOG)
Saturday, April 16th, 2016 7:12 pm

I’m making a Hotline Miami inspired thing. Progress is not going great but should be faster tomorrow… Here’s a tiny bit of what I got done today!

Feel the chill

Feel the funk

I’m off to sleep now, good night!!


Posted by (twitter: @TRASEVOL_DOG)
Wednesday, April 13th, 2016 6:29 am

Third Ludum Dare and hopefully third compo.

Gonna try to make something a bit different on the graphic side this time. Maybe.

I’ll be coding in C or C++ idk yet…¬†MSPaint and GIMP for the graphics, FL Studio for the music and SFXR for the SFX.

… Or maybe I’ll just use Pico-8.

I’ll be posting progress¬†on Twitter!¬†You can follow me if you want! Like, whatever right?


Also, I’m finishing my #LOWREZJAM entry right now but there’s still a few days for that so if you wanna make a thing that fits in 64×64 pixels, come make it! ūüėÄ


Have fun everyone!


Posted by (twitter: @TRASEVOL_DOG)
Saturday, January 2nd, 2016 6:54 am

Hi everyone!! I hope you’re all having nice¬†holidays!

About a week ago I said I would do a list of cool arcade-ish games from this 34th LD and then the holidays came up ūüė°

But hey there’s still more than two days to vote so here we go!

Here is my top 4 favorite arcadey games and after that, honorable mentions!

ORB LORDS by KilliganIndustries
Like a huge and very pretty Pinball table which has actually way more than that to it.


SICKLE & SWORD by MSiddeek
A minimalist strategy game with two button controls. Ambitious concept and brilliant execution!


BUTTON BETTING by torcado194
Ridiculous and ecstatic fun. Amazing punishment and reward feels!!


VINE by dvdking
I’m not gonna lie this game looks absolutely terrible. But OMG it’s so much fun!!! Amazing game-feel, really.


Honorable mentions !!!

ARC¬†by¬†ChuiGum¬†– An Arc-adey game indeed… Very nice and fun concept! Well juiced execution! Great audio too!

SNAP! by domo_demo РVery intense. Amazing mood in this. A lovely job.

PISTIL PISTOL: BOTANY BLAST II by HacksawUnit РBeside having the best title, this entry is actually very fun and would definitely have been in the top if you could actually lose in it :/.

VINE by salmonmoose РArcadey games can be zen too!! Bonus points to this one for the very clever use of control sensibility.

ELDRITCH TRANCE by TheWzzard РSuper groovy trippy weirdy rythm game!! Amazing audio!

\\God Machines by yhsper РVery very nice concept and great execution overall. Could definitely make it to a fully fleshed out game with some polishing!


This is it for this little list! I don’t think I will reiterate it but if you really think I missed some games, do send me links!!

Have a nice end of voting period!!


PS: WAR GROWTH¬†by Trasevol_Dog¬†– I dunno, I guess it’s pretty good… There’s screenshake and pretty colors. What do you think?



Posted by (twitter: @TRASEVOL_DOG)
Thursday, December 24th, 2015 9:39 am


Drop them games and go do stuff with your family and friends (unless you’re playing the games with them, that’s fine)!!


Posted by (twitter: @TRASEVOL_DOG)
Sunday, December 20th, 2015 4:21 pm


I am a huge lover of arcade-styled video games, i.e. simple mechanics, simple controls…¬†With one of the theme being two button controls, I just know there are a lot of gems just of that kind out there!
That’s why I want to make a list of the best arcadish games of LD34. Of course I already have some contestants I discovered by myself: check out GrowSeedPinball by freaknarf, Vine by dvdking or PISTIL PISTOL: BOTANY BLAST II by HacksawUnit for example!
So if your game is of the arcade style or you think it is or you’re not sure, do let a comment to this post or hit me up on Twitter @TRASEVOL_DOG! I’ll check your games out, rate and comment them and they may end up in the list which I will publish several versions of, the first one in a few days!

If you want to you can also check out my own entry! (I may as well promote myself right?)

Can’t wait to play your games!!


I’m done!!!

Posted by (twitter: @TRASEVOL_DOG)
Sunday, December 13th, 2015 8:19 pm

And I present to you… WAR GROWTH!!

It’s a game where you have to push buttons to prevent people from pushing two very dangerous buttons! Weird eh?!

The build might be broken as I’m having issues with Windows at the moment. Please let me know if it is.
Otherwise, Let me know what you think of the game!

I’m tired now, good night everyone and good luck to all of those who still want to upload their game for the compo!!


Hope to finish: about 70%

Posted by (twitter: @TRASEVOL_DOG)
Sunday, December 13th, 2015 6:43 am

Here is what the game looks like right now. No audio yet. No win or lose condition yet. Lots of stuff still missing. Hey it might be doable!!

Can you spot the two button controls?

Can you spot the two button controls?


Posted by (twitter: @TRASEVOL_DOG)
Saturday, December 12th, 2015 3:29 pm



I hope the LD34 is going well for everyone even though it probably isn’t!

I have an issue. I am coding my game in c with sdl2 on Linux, and I haven’t done that in while and it seems I can’t cross-compile it to windows. Well I can but the executable just doesn’t do anything. The code runs just fine on Linux itself. Here is the command line I use to cross-compile the thing:

i686-w64-mingw32-gcc code.c -o exe -lmingw32 -lm -L/mySDL2folder/i686-w64-mingw32/lib -I/mySDL2folder/i686-w64-mingw32/include -lSDL2main -lSDL2 -lSDL2_ttf -lSDL2_mixer -lSDL2_image -mwindows

So yea, I am using mingw64, the sdl2 dev files should be alright as I did successfully cross-compile with them in the past, although it was for Windows 7 and I am now on Windows 10. I can’t cross compile a simple hello world application either so I guess I’m missing one or two mingw32 flags maybe?

Does anyone have any idea?


Thanks and happy jamming to you!

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