About wg_phancock (twitter: @wg_phancock)


Ludum Dare 35
Ludum Dare 33
Ludum Dare 32

wg_phancock's Trophies

"Cream of the Crop" - LD32
Awarded by Dreyan
on May 12, 2015

wg_phancock's Archive

Glorch has launched on Steam!

Posted by (twitter: @wg_phancock)
Monday, April 3rd, 2017 5:34 pm

After making it through Greenlight (thanks to everybody who voted), the full version of our game from way back in LD32, Glorch’s Great Escape is now on Steam! You can check it out at http://store.steampowered.com/app/549790. Here is the release trailer on YT:

Thank you to everyone who voted for us in LD32!

Blasting Stuff is Always Fun

Posted by (twitter: @wg_phancock)
Friday, April 22nd, 2016 6:06 pm

View post on imgur.com

Our game, Reconfigure, is a bit of a bullet hell shooter with a bunch of rapidly changing crazy weapon combos. Our goal for this LD was to do an action game involving some sort of shooting with varied weapons. Our last entry in LD33 (Massacre Monday) was a melee action game, so we wanted to try something a bit different in the same genre. We struggled a bit with coming up with an idea that fit the theme, so we weren’t quite sure where to go with the game for a little while. That left us with a bit less time than we would have liked, but we did manage to finish the core of the game’s design and do some polish, which is always a win.

I hear that playing and rating Ludum Dare 35 games is all the rage these days, and we love to hear feedback, so here’s the link:

>> Play Reconfigure Here <<

We try to make an effort to play the games of people who leave review comments by the end of the voting period, and we’d love to see some more of your games too!

We’re in! (probably)

Posted by (twitter: @wg_phancock)
Tuesday, April 12th, 2016 9:52 pm

Third LD for us, a small team of one coder and one coder/artist/sound guy. Missed the last LD, but we did the previous two with “Massacre Monday” and “Glorch’s Great Escape.”

Hoping to try something different again, and of course make the top 100 again! There are quite a few interesting themes in the voting this time around, so feeling excited and hopeful.  Will probably end up doing something in Haxeflixel again, but we’ll see what ideas spring up.

Massacre Monday – the Post Mortem

Posted by (twitter: @wg_phancock)
Friday, September 4th, 2015 7:20 pm

We’ve gotten a ton of great feedback from our fellow participants (thanks for that!), and I decided it was finally time to write a little post mortem of our entry Massacre Monday.

The goal for our two man team during this LD was to create an action game with a visceral feel — lots of visual and audio feedback, a feeling of general carnage, and just a good “feel” to the controls and gameplay. We had never done a full-on action game before, so it was a very good test for us. Based on the feedback we have gotten, I’d say we managed to do a pretty good job pulling it off, but there’s always room for improvement.

You can play Massacre Monday HERE if you haven’t already, or read on for my long-winded post mortem notes:

The Good

  • OpenFL and HaxeFlixel performed admirably with the amount of sprites and alpha/blending effects we threw at it. Framerate and performance were a little bit of a concern for us but overall it worked out great as a framework choice.
  • Based on feedback and watching streamers play, I feel like we really got the frantic/chaos feeling down in the end. We learned a lot about good techniques for “juice.”
  • We did a pretty good job focusing on the MVP features and time management. Nearly everything major was done by the end of the second day. Very happy with our organization on this one.
  • We got a ton of positive feedback on the victim names and our “ending.” We were hoping it would be impactful, but it seems it was even more impactful to some people that we thought it would be. We were glad to see it evoked the feeling we were hoping for.
  • I didn’t originally set out to go for a GTA1 feel to the art, but once it started to get put together, I went with it. Glad to see that mentioned in the comments.
  • The blood spatters for the squished pedestrians were a fairly late addition, but I think they really helped reinforce a feeling of permanence and chaos.
  • I was glad to see some folks get a laugh out of the few random wilhelm screams we threw in. Those were literally added 5 minutes before we compiled the final build.

The Bad

  • A lot of people we watched play seemed to want to be able to destroy the tanks and other military. We wanted the military involvement to be more of a “timer” to keep play sessions from dragging on and force you to dodge and avoid getting blown up more the longer you played. Either this was a poor design decision or we didn’t do a good enough job of conveying their invincibility to the player; not sure which one.
  • We wanted to keep everything to as few buttons as possible, so we went with one action button. I think in the end, however, having two buttons for dash and attack probably would have been a good choice, especially when using a gamepad.
  • We probably could have included more battlefield feeling with some car parts staying around after getting blown up, and some scorch marks from bombs and explosions. We had originally planned to try to do some of that but simply ran out of time.
  • We originally wanted to have more car varieties, like cop cars, school buses, vans, and SUV’s, but we ran out of time to make the art. Cop cars driving up with cops jumping out would have been a great addition for the early game before the tanks show up.
  • We also wanted to have a little more variety to the city, such as a park or courtyard/square. Time constraints hit us again.
  • The game could benefit from a little more variety. For a Jam session where most players play at most 5 minutes, I feel like we probably hit the sweet spot as far as play session length, but if this were a full-fledged game there would need to be quite a bit more to it.
  • I would have liked to have experimented a little more with some shader effects, like blur, pixellation, or red tinting when getting hit or low on health. A little more visual feedback when near death or after a large health loss probably would have added to the chaos and immersion. We also wanted to try to add a “deafened” audio effect after losing a large amount of health, but never got around to it.
  • I misspelled “memoriam.” Got corrected a couple times on that one 😉

Are we going to expand on this game and do a post-jam version? Maybe, maybe not. We have plenty of ideas, but at the very least we will take what we learned here and apply it to future projects, like the JRPG roguelike we’ve been working on for the last year or maybe a future action game. There’s always more games to be made!

It’s no longer Monday, but it’s always time for a Massacre

Posted by (twitter: @wg_phancock)
Sunday, August 30th, 2015 6:50 pm

Our game, Massacre Monday, gets pretty crazy as you can see by the above gameplay GIF. Our two man team set out to try and make a visceral arcade action experience, since we had never really made a full on action game before. We’re pretty happy with the result of 3 days worth of no sleep!

We’ve gotten a lot of good feedback so far thanks to the other LD’ers out there, but we’d love to hear from more of you! You can play (and rate of course) Massacre Monday here:

>> http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=51056 <<

We try to make an effort to play the games of people who leave review comments by the end of the voting period, and we’d love to see some more of your games too!

It’s Monday, time for a Massacre

Posted by (twitter: @wg_phancock)
Monday, August 24th, 2015 7:48 pm



We did it, just in time! Our second LD entry is done, or at least as done as it’s gonna get in 3 days. Monsters like to smash stuff, right? YOU like to smash stuff, right? Hopefully nobody gets hurt.


I’m in (again)

Posted by (twitter: @wg_phancock)
Friday, August 14th, 2015 9:17 am

Looks like we will probably be participating in LD again! Looking forward to maybe trying something new, like a genre we haven’t really done before or some new tech. LD is such a great opportunity to try out new stuff…time to go outside the box!

Also, our entry from LD32, Glorch’s Great Escape, is nearing completion and we could still use your votes on Greenlight! There is also a demo of the latest build available on itch.io or Gamejolt. We wouldn’t have even come up with the idea without Ludum Dare, so thanks to the community!

Glorch trailer video:

Glorch’s Great Escape demo is now available

Posted by (twitter: @wg_phancock)
Monday, June 22nd, 2015 11:19 pm

We have just uploaded a demo of the first few levels of the reworked version of our LD32 jam entry, Glorch’s Great Escape: Walking is for Chumps! It’s available on itch.io.

>> Get the demo here <<

Here is the most recently updated gameplay trailer to help refresh your memory:

You can also support us on Steam Greenlight if you feel so inclined. All votes are greatly appreciated!

Glorch is now on Greenlight

Posted by (twitter: @wg_phancock)
Friday, May 22nd, 2015 2:20 pm

Our entry to Ludum Dare 32, Glorch’s Great Escape: Walking is for Chumps, has been refined with improved controls, more levels, updated art/sound, and we are continuing general polish now. We’ve submitted to Greenlight, so if you liked the game from LD32 and would like to see a finished version available on Steam, lend us your votes!

Vote for us on Greenlight here!

Here are some gratuitous screenshots:

Screen Shot 2015-05-09 at 2.24.47 PM

Screen Shot 2015-05-09 at 1.49.38 PM

Screen Shot 2015-05-09 at 3.20.00 PM

Thanks for your support fellow jammers! Shameless self-promotion over.

Glorch Continues his Escape

Posted by (twitter: @wg_phancock)
Saturday, May 9th, 2015 5:30 pm

We are busily working on our post-jam version of Glorch’s Great Escape! New art, new mechanics, and lots of new levels! The plan is to try and release a PC/Mac version on greenlight and humble. Here’s some screen shots of the WIP. I’ll probably also tweet/post a video of gameplay in the future.

>> You can play the LD entry version here. <<


Screen Shot 2015-05-09 at 2.24.47 PM

Glorch stops to enjoy the view out the window

Screen Shot 2015-05-09 at 1.49.38 PM

Navigating the station air ducts

Screen Shot 2015-05-09 at 3.20.00 PM

Dealing with those pesky jammers

We want to thank everyone who has rated, provided feedback and streamed playthroughs! You really helped encourage us to finish the game.

Post-Jam Glorch is Under Way

Posted by (twitter: @wg_phancock)
Saturday, April 25th, 2015 3:42 pm

We have started work on a post-jam version of Glorch’s Great Escape: Walking is for Chumps, possibly for a greenlight release. Lots of new levels, new puzzles and mechanics, and some new art for higher-res. WIP:

Screen Shot 2015-04-25 at 1.37.03 PM Screen Shot 2015-04-25 at 12.36.50 PM


Based on the great feedback from all of you at Ludum Dare, we are adding a checkpoint system, some more visual feedback for grenade throwing and enemy effects, and of course lots of new levels to help smooth out the difficulty curve.

>> You can play the jam version here <<

We did it!

Posted by (twitter: @wg_phancock)
Monday, April 20th, 2015 6:43 pm

I just submitted our LD entry, Glorch’s Great Escape: Walking is for Chumps. You can play it here:


Screen Shot 2015-04-20 at 3.51.04 PMScreen Shot 2015-04-20 at 3.51.59 PM Screen Shot 2015-04-20 at 3.52.51 PM

Our “unconventional weapon” is a teleportation grenade. The game’s hero, Glorch, doesn’t really enjoy walking or jumping much (he will grudgingly waddle around if he must), so he relies on his telenades to get around and defeat enemies. We had a good time with level design around the concept.

The Good:

  • We finished nearly all of our goals for the basic mechanics, enemy types, menus, etc.
  • We didn’t allow feature creep into the project, and stuck to the basics first (this was a big concern)
  • We learned a lot about the Nape physics engine
  • We actually got some sleep
  • We had a lot of fun

The Bad:

  • We wanted to finish a few more levels
  • The game could use a high score system. Right now you just have to compete with your own best times and try to get through the levels.
  • Didn’t have a ton of time to test/tweak the difficulty curve. Levels get pretty hard pretty quick! This is more a symptom of not enough levels in total though.
  • I would have liked to have added a few more “flair” elements to the level design to spruce them up visually a bit

10/10 would Jam again.

I’m think I’m finally ready to say I’m in!

Posted by (twitter: @wg_phancock)
Tuesday, April 14th, 2015 10:18 pm

A coworker and I will be participating in the 72 hour jam.  I’ve got experience creating games for the last 7 years or so, but this will be my first LD and first attempt to finish something in just a weekend, so I’m very excited.

Planned toolset:

Engine: Haxe/Haxeflixel

Graphics: Pixen, PyxelEdit, Photoshop

Sound: Good old bfxr

Other: a whole lot of Rockstars and Red Bulls

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