About ZeppelinCaptain (twitter: @ZepCap)

I once made 31 games in 31 days.

I am interested in exploring the relation between game mechanics and narrative.


Ludum Dare 30
Ludum Dare 29
Ludum Dare 27

ZeppelinCaptain's Trophies

You were there *Award* #LD30
Awarded by alvivar
on September 2, 2014
you know about SILX #LD27
Awarded by alvivar
on September 3, 2013

ZeppelinCaptain's Archive


Posted by (twitter: @ZepCap)
Monday, February 23rd, 2015 12:47 pm

I thought I’d have plenty of time this weekend, but it didn’t work out as planned, so I only really started making anything today. Here’s a gif of the main character, Jake:



The way he is drawn is pretty much how everything will be drawn in the game. Naive and childish, with mish-mash colors, and probably only two frames of animation for everything. I’m partly doing this because it fits the theme and partly because I can’t really draw :)

Hope people’s games are coming along nicely :) or disassembling nicely, or whatever you do in this reversed jam.

Somethingsomethingsomething Past-Mortar

Posted by (twitter: @ZepCap)
Friday, February 20th, 2015 4:04 pm

P.S. why does this MiniLD #57 not have a category?

Peace out
Thank you for reading this,

Since the game is completely finished, I only have a WIP title, the game is called somethingsomethingsomething, play it where (seizure warning). Thanks in advance for playing.


  • The code for this game solved world hunger
  • Game earning enough money to buy Spain AND Google
  • All art in MOMA replaced with placeholder sprites from the game

What went wrong


  • Game was banned in 201 countries
  • I died and was reborn a one-legged sloth while making this game
  • The music can accidentally only be heard by dogs

What went right


Ronaldo is best player probably maybe surely

Actual in-game footage



Extremely happy to have finished a game for this jam, although my sense of time is irrevocably destroyed, like when you jump on something that has that green glimmer in Braid. Only it’s my sense of time and not a goomba-thing. Here are (were?) a few of my thoughts:

And congratulations to those of you who finished. I’ve played and rated some truly emosewa games this time around 😀

5 + 1 games of greatness

Posted by (twitter: @ZepCap)
Saturday, September 13th, 2014 6:31 pm

After powering through around 20 games in the last couple of hours, I finally got to 100 played games, so now its my turn to recommend some of them!

Go play and rate them before it’s too late! They’re all compo entries.

Planetary Replan

The best multiplayer game that I tried this jam (out of 3). Pull a friend over to your computer, and have a quick strategic battle.

I always think that it’s the good kind of ballsy to make a multiplayer game for Ludum Dare, since you sacrifice amount of people who will play your game, in order to create what you feel like making.

13 minutes of light

A gripping story with a unique sense of interaction and player influence. I sat at the edge of my seat playing through this, truly hoping that it would end well with my help – and it did, and I was extremely relieved. Go have your own experience:


Clashing Galaxies

Strategic warfare in jam-style at its best. When minimalism gives you a sense of grandiosity:


No doubt the most innovative game I tried this Ludum Dare. It’s that kind of idea that I  had during my brainstorm, but dismissed because I told myself I wouldn’t be able to make a well designed game out of it. Managore managed to do just that, now go wreck your brain:


My favorite game out of the 100, a brilliantly simple puzzler, with beautiful, ensnaring visuals, surprisingly varied gameplay, and a soundscape that sounds like a lush, robotic rainforest. I will return to this many times more, I expect.

And lastly, my own game, Twist and Weave, a minimalist chain-simulator with true challenge and movements as smooth as a newborn’s buttock. I’ll love you forever if you rate and comment it 😀


Thank you everyone for being awesome and making games that I can enjoy squeezing into my spare time. See you next Ludum Darre!

I’M IN!!!

Posted by (twitter: @ZepCap)
Sunday, August 24th, 2014 3:52 pm

Never got around to making one of these posts. I used

  • GameMaker: Studio
  • Photoshop
  • Audacity
  • The microphone on my iPhone earplugs
  • Amazing people at the Århus, Denmark meet-up

to make this game, that I just submitted, called Twist and Weave: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=27032

Has anyone made a game about Nokia: connecting people?


My third Ludum Dare game, and my best entry so far. Go try it! It’s fun and unique and buzzword!

Her Touch – Her Post-Mortem

Posted by (twitter: @ZepCap)
Thursday, May 15th, 2014 5:10 am

A little late to the reflections party this time, even though it is my favorite kind of party. My game: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=27032

Exclusive in-game footage!

Exclusive in-game footage!

A bunch of things went very well this time, and I made a both subjectively and objectively better game this time than last LD in August. People seem to generally like it, although commenters on this site are notoriously horrible at voicing critique. I’d wish more people actually told people what’s wrong with their games, but that’s for another post.

Right now, here’s one of them lists the kids dig.

Where I Rocked

  • Was stubborn at trying to find a good idea. I instantly discarded all ideas that included going under a surface of water or ground, since those were the most obvious ideas, and I was going for something unique. So I used at least an hour thinking about different ways to use the theme in a way that combines mechanics and story, and ended up with an idea that I was confident would work.
  • Time management! The only things I was not able to implement because of Not Enough Time were an end boss (which a lot of people wouldn’t have seen anyway) and another lover. The game did not suffer very much from lacking any of those two, and I managed to put in lots of other stuff: passable story, good sound, decent graphics, unique game-play.
  • Had all tools set up, and I knew the main tool (Game Maker: Studio) very well. This is a big one, since I wasted almost no time with trying to make them work.
  • Abundant-music.com! Seriously! USE THIS! I got a lot of compliments for having music in my game, and it only took me like one or two hours to get a fitting soundtrack. Just make sure to also look at how SynthFont works before the jam (it’s a bit complicated), because otherwise you’ll end up with boring midi files.
  • Tried my hand at things I had never tried before, like designing color palettes and making sound effects, which was a lot of fun and a great experience. It also went well, and I ended up getting a lot of compliments for sound and graphics, which are things that I’ve formerly jumped over lightly or completely ignored.

Where I Sucked

  • Although I had a good idea from the start, the story wasn’t fully worked out from the beginning, which just resulted in a very vague and not extremely tight story. The majority of my writing happened at 10 pm – 3 am (deadline) between Sunday and Monday, and it suffered accordingly.
  • Difficulty: I don’t actually think that the game is too hard, but it was definitely too hard for a LD game, because people play the games in a very cursory way, and if the game is too hard, people don’t see much of the game.
  • Communicating a crucial part of the mechanic (the fact that when your lover shoots enemies, they are stunned) was not good enough. This is something I always struggle with, because I often try to create new experimental mechanics.
  • I did not solve the problem of telling the story in a satisfying way. This is obviously a huge design problem to be solved in games, and I think I did it better than in many games, but it was definitely too hard to read, because it was told during action.

All in all, I am very satisfied with the game, even though some things could have been better. I cannot wait to see the results.

See you all next Ludum Dare!



Posted by (twitter: @ZepCap)
Sunday, April 27th, 2014 5:50 pm

Whew, this has been fun. My game this time is a lot better than last time I participated. I hope people will like it.

In-game footage!!!

In-game footage!!!

Tomorrow, I’ll port it to Mac, and I’ll add some more screenshots. For now, I hope you guys had a good time, I look forward to playing your games! Sleep tight.


Posted by (twitter: @ZepCap)
Saturday, April 26th, 2014 1:53 pm

First screenshot!

Believe it or not, it's probably the prettiest game I've made.

Believe it or not, it’s probably the prettiest game I’ve made.

So far, basic mechanics, some graphics (player, first enemy, important buttons, walls), a few sounds, and a bit of the story are done. I’m having a bunch of fun, and I’m pretty happy with the game so far. I hope it at least turns out better than the awful chilli con carne, I just made for myself…

To-do: music (I’m working on that right now, using abundant-music.com), more enemy graphics, more story, more sounds, and levels. But, uhmmm, I’ve got all Sunday, eh?

Hope you guys are enjoying yourselves, good winds to you.

The zeppelin arrives

Posted by (twitter: @ZepCap)
Wednesday, April 23rd, 2014 7:34 am

The (air)ship is loaded with:

  • Game Maker: Studio Pro (with HTML5 export)
  • Photoshop
  • A microphone I bought for a single British pound in Scotland
  • Audacity
  • Toblerone and tap water

One of my goals for this time is simply to do better than my first LD rating-wise. I was satisfied with my last game, but this time I’m using a tool I’m much more confident in using, and I’d like to think that I’ve gotten better at making games since last August. Otherwise <brag> making 31 games in 31 days </brag> would have been a waste.

Another goal of mine is to make a game that feels like it’s not a waste of time. I feel like I succeeded at that last time, since people found it unique, which is important to me.

I will probably try to explore the relations between mechanics and narrative, like I did last time, and try to make the mechanics feel in sync with the mood and story of the game (extremely hard to do! 😀 ).

I’ll also try to add some sound to the game this time, although I haven’t made the mike work with Audacity yet. And maybe even some graphics that aren’t just colorful squares and half-circles!

Most of all, however, my goal is to have fun ! Even though I’ve only been able to participate once, I love Ludum Dare, and all you people who’ll be making games this weekend. Soar high and enjoy the ride!


The Time of Half the Time – A post-mortem

Posted by (twitter: @ZepCap)
Tuesday, August 27th, 2013 1:56 pm

So this weekend I made a game.


So this weekend I made a game that I am actually proud of.


So this weekend I made a game that I am actually proud of AND people in the comments seem to like it*, especially the story which is what I am the most proud of as well.

The feeling I get from that is indescribable.

If people keep posting comments like that, I think my head might get so light with happiness that I float all the way to the moon. This might have been my first Ludum Dare, but it sure as heck won’t be the last.

But anyway, since I really like all the post-mortem lists of rights/wrongs, I am going to copy that very idea. Here goes:

Where I rocked

  • Good idea choices. Got an idea that I liked very quickly. I scrapped that after a few minutes of thoughts. Then I had breakfast and showered and got a much, much better idea, which is pretty much unaltered in the final game.
  • Awesome work ethic. I looked at the theme, went to eat, shower, stuff like that, had the idea and then worked pretty much uninterrupted until night, where I actually went to bed at the responsible time of 11 pm (which seems to be an extreme exception to 5 am in this jam). I was then well rested for the next day, and worked till 12:30 pm the next night (2½ hours before time limit). Never lost motivation, probably due to how much I liked the idea.
  • Story. Wrote a, in my humble opinion, touching little story, and put it nicely into the game. And the thing that I am much more proud of is that the gameplay actually supported the emotions of the story, especially towards the end. I’m very very happy about having achieved that.
  • Gameplay. Although not as flavored or challenging as I would have liked, I am rather content with the gameplay. The main mechanic, spinning, feels very good.
  • Game feedback. Something that I once had a lot of problems with, now came pretty easily. It is quite clear to see/feel when you get hit, when you hit enemies and so on. <3 particles <3
  • Finishing. Yay! I could have added a lot more, and there are some small tweaks that I could have made, which would have improved the quality of the challenge a bunch, but which I only thought of later, but I had to sleep, and so I just told myself that it was finished and submitted. Feels good.

Where I sucked

  • The tools. I had not prepared them, so lost at least an hour downloading and setting up Flash Develop and Flixel. And I wasn’t really comfortable using them, since I haven’t made a game with them for a while, so had to spend a lot of time refreshing as well. Rookie mistakes, I know, but it is my first time.
  • Sound. Never made/got it. A nice quiet soundtrack could have improved this game by miles.
  • Art. Just look at it. I am not good at art, and I never had time to even try.
  • Testing. The only ones who I had time to test with were my parents, and neither of them know how to play video games. Part of the reason why the game is too easy, probably.
  • Challenge. As stated before. The initial idea involved more types of enemies. Another way to make it more challenging in a good way that is glaring me in the eyes, would be to require the player to kill a set number of enemies before being able to grab the night stash. Boom.

All in all, I am so happy about participating and about my game, that something VERY important will have to be scheduled in the next LD weekend for me to not participate again.
Thank you for reading this 😀

*Of course, on all the games people are very polite and mostly say the good things, so I can’t really be sure if it’s actually any good, before I see the ratings. I am aiming for a relatively good mood score most of all.


Posted by (twitter: @ZepCap)
Sunday, August 25th, 2013 3:20 pm

I am done. My first Ludum Dare: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27032


Now sleep.

I hope it went well for everyone else as well!




Posted by (twitter: @ZepCap)
Sunday, August 25th, 2013 6:08 am

After hours of thinking about this, while showering, running, sleeping, coding other stuff, then finally, my proudest achievement in this weekend:

P = NP

So. Simple.

(it changes the 8-way movement of a topdown character so that when he moves diagonally, he doesn’t move faster than when travelling vertically or horizontally.)

2nd day 2do

Posted by (twitter: @ZepCap)
Sunday, August 25th, 2013 1:02 am

Today I have to finish the following:

  • Implement the story
  • Make moar enemies (at least 3)
  • Make moar levels (like 5?)
  • Menu + game over screens
  • Correct the character movement (if anyone has any experience with making realistic 8-way movement, it would be much appreciated!)

Finishing those things would make me satisfied, and would let me consider the game “finished”. I also have some “stretch goals” so to say:

  • Sounds! And music! I have no idea how to this! Free online sound files I guess!
  • Polish!
  • Art update!
  • Exclamation points!

And 3. 2. 1. GO

Good luck everyone!

His and Her time

Posted by (twitter: @ZepCap)
Saturday, August 24th, 2013 1:31 pm

First real screenshot from my game, Half the Time!

Painted by Pablo Picasso

Look at those HALF CIRCLES

I’ve implemented the main mechanics (except for win/loss conditions) and the most basic enemy. I feel like it is going soooo slowly compared to all you guys (been at it for almost 11 hours now). I think it is partly because I was not as comfortable with Flixel as I thought I was. A lot of googling is being done.

I know the art is very boring, but I’m either keeping it like this, or making a last minute art update. I’m still very pleased with the main gameplay idea, though. Pretty sure it’s unique :D. Now I just have to find out if it’s fun…

I’m loving the feeling of finally being part of this (I’ve been a lurker for over 3 years), it’s so great watching everyone’s progress (even if it makes me feel a little bit inferior…).

Good luck everyone!
-The Zeppelin Captain

Finally begining

Posted by (twitter: @ZepCap)
Saturday, August 24th, 2013 3:20 am

Hello everybody!

This is my very first Ludum Dare, and I really like the way people post about their progress on this site, so I’ll join the choir.
So far I am off to a not very good start. I started late (around 10:30 my time (GMT+1)) and I was sure that I already had the tools ready for work, but when I wanted to boot up Flash Develop, it was not on my list of programs… Apparently I’ve uninstalled sometime in the past, and never reinstalled it.
But now, after one failed attempt at installing, I have finally made my own little “Hello World”:

Ludum Motherfucking Dare

The new and improved Hello World (also: FLIXEL)

At least I already have the idea for gameplay and the basic story of the game down, so that’s good, I guess. It will be very simple art as that is my weakest skill (well, maybe apart from sound. We’ll see about sound…), but there will hopefully be a sweet little lovestory and some (wish me luck!) entertaining gameplay. The whole story and gameplay is crafted specially for the theme, which I think is a wonderful theme, with so many possibilities if you dare be a little creative with it.

Working title: Half the Time
Cheesy phrase of the day: “She completes me.”

Good luck!

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