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Once more into the breach!

Posted by (twitter: @davidfarndt)
Friday, April 25th, 2014 2:41 pm

…wait a minute, there’s no breach, there’s just this huge wall!

Where’s my Semtex?







This will be my fourth time doing #LD, and like last time, I’m going to take it easy and see where the weekend takes me.


I’m going to take advantage of Ludum Deals and try out PlayCanvas. Seems like a pretty cool tool.

Plus, all code will already be on line, so you can follow my progress here:



Other tools that might be used: Blender, Photoshop, Ignite, NanoStudio


Best of luck to all participants & remember: have fun, be creative!


10 Seconds of Light Alpha 3

Posted by (twitter: @davidfarndt)
Sunday, August 25th, 2013 7:54 am









Rejoice! For the Alpha 3 release of 10 Seconds of Light is here!

Now with a menu, difficulty & level selection!

Almost feature-complete, jump mechanics are still wobbly, but shooting works well.

Also: first music track is finished (level 4). Next: more music, more effects, more in-game menus.





10 seconds of light alpha 2

Posted by (twitter: @davidfarndt)
Saturday, August 24th, 2013 12:44 pm









Alpha 2 release of 10 Seconds of Light is out!

Now with 300% more awesomeness (2 more levels)


Finishing the main features today, tomorrow: tutorial level, menu and music!



10 seconds of light alpha build

Posted by (twitter: @davidfarndt)
Saturday, August 24th, 2013 8:09 am









The first alpha is finished!

Very small and simple level but most of the game mechanics are in place (although some not visible).

Use WASD to control the ball. Use left ctrl or left mouse button to switch on the light.

But beware! You’ve only got 10 seconds of power! Try to reach the end.

Play it now: http://david-arndt.de/games/10secondsoflight/


Here’s a dev screen:


Ideas, ideas…

Posted by (twitter: @davidfarndt)
Saturday, August 24th, 2013 1:44 am

Getting up at 3am was totally worth it!

As soon as I got back to bed the ideas were popping up one after the other:

– a 10 seconds to defuse the bomb game,

– a memory game with 10 seconds to look at the solution

– a light-cycle race in which you need to turn once every 10 seconds or loose

– a bomberman-like two-player game in which the walls grow every 10 seconds

– a shooter in which the enemy can only be seen briefly every 10 seconds or if he fires a weapon

– and the last idea, which I’m not going to tell you right now (:P) because I’ve got to build a prototype first …





Round Three

Posted by (twitter: @davidfarndt)
Friday, August 23rd, 2013 8:20 am

Although I do not particularly like most of the themes in the final round, I will be making something game-ish for this LD.

Maybe it’s going to be a game on why 10 Seconds of Alchemy, even in an Alternative Reality without any Connections to the real world are ever the source of Corruption and Darkness. When Death is Useful and Evil vs Evil it seems like a Glitch in the system for the Hunted of the Lifecycle or maybe for the Machines, I wonder? In a Multi-layered world or Parallel Worlds its always the same Replication of Space (I like space) and Strange Power-ups but whether Surveillance or Survival, in the end You must leave it behind.

I think I might be getting in the mood for LD now :)

Tools: Unity3D, depending on the style probably some 3DSmax or Cinema4D and Photoshop stuff and maybe a little NanoStudio for the sounds.


As always, best of luck to everyone & have fun!


Cubecatcher post mortem

Posted by (twitter: @davidfarndt)
Wednesday, May 1st, 2013 5:32 am


Here’s the post-mortem I wrote for my blog. Great way of reflecting on the game dev process!

My last LD experience in December didn’t quite go as planned, but was still lots of fun. This time I had even less time than the meagre 48 hours given to compo participants. I had played Volleyball all Saturday and was too tired to even switch on my computer in the evening. Sunday morning I slept in, woke at 11 a.m., had breakfast and only then took a peek at the Ludum Dare theme: minimalism.


The Cubecatcher is ready

Posted by (twitter: @davidfarndt)
Sunday, April 28th, 2013 7:24 pm

cubecatcher_screen1Cubecatcher is game with a simple principle:  You control a red cube with WASD or the arrow keys.  Use it to collect coloured cubes and score points. Small cubes are more difficult to catch and thus count more.

But beware! If you collect cubes that do not correspond to the active colour (indicated by the menu colour), you will loose points!

Randomly flying potatoes count 50 points, often winning a level.

After passing a level, you can retry on a harder setting.


Tools used: Unity3D, programmed in C#, Illustrator (textures) and NanoStudio (sound).

Play & rate: http://www.ludumdare.com/compo/ludum-dare-26/?uid=18208



14 hours may be enough (to make chips)

Posted by (twitter: @davidfarndt)
Friday, April 26th, 2013 1:36 pm

Worst timing ever, this LD, I’ll only be having about 14 hours time on Sunday. Can’t we postpone it? No? Why not? Am I not the most important thing in the universe? No? Damn.

14 hours should be enough for something, though. I’m in.
It’s include a [pəˈtātō] / [pəˈtātə]. I don’t care how it’s pronounced as long as you can make chips from it (yes, those that come with fish, which you may or may not have to fish yourself).

Tools: Unity3D, C#, a kitchen knife, a sack of potatoes, frying pan, salt, vinegar …wait is that still a recipe for a game?

Good luck everyone!

The villain’sdream is done … more or less.

Posted by (twitter: @davidfarndt)
Monday, December 17th, 2012 7:52 pm











Lots of bugs left, but the last 5 hours were lots of fun!


Entry page:



Windows & web (Unity player) are online, Mac & Linux are still uploading.






The villain’s dream is moving to jam ;-( >>>> ;-D

Posted by (twitter: @davidfarndt)
Sunday, December 16th, 2012 4:29 pm







Well here we go: the game is unfinished, I’m tired and need to get up early tomorrow.

About three hours ago pretty much everything I tried constantly failed to work the way I wanted so I broke down and borrowed some code from one of my other games. Since 10 minutes ago everything is working pretty well, but I’m still missing one core feature as well as some music and lots of optimization (i.e. bug-fixing).

Meaning: compo’s done (failed). Good luck to all remaining contestants!


But the jam is on! I will finish the game tomorrow as a jam entry.

Another night to dream for all villains out there. Here’s a last screenshot for today:

the villain's dream




The villain’s dream – the goat is watching you!

Posted by (twitter: @davidfarndt)
Sunday, December 16th, 2012 1:37 pm

villains dream devscreen





I thought this was a nice way into the last 5 hours (hopefullly less for me).  Lots of bugs to fix & but most of the base code works!



The villain’s dream – kittens & goats artwork

Posted by (twitter: @davidfarndt)
Sunday, December 16th, 2012 11:08 am

Not that there isn’t enough programming to be done but I needed a break.

Doing Artwork under pressure is always bad … I’m also not a very good artist^^

the villain's dream red kitten artwork

the villain’s dream red kitten artwork


the villain’s dream goat artwork


the villain’s dream blue kitten artwork










No there’s not going to be an epic battle between kittens and goats, but there’s going to be an infinite number of kittens and one, and only one, goat.


The villain’s dream – villain name generator finished

Posted by (twitter: @davidfarndt)
Sunday, December 16th, 2012 3:48 am





Hah! Finished my villain name generator.  Arguably, BioBed-Mite3567 is a cool villain name, right?

Spent 10 minutes clicking ‘Random Name’ ^_^

(The other menu items aren’t not active yet.)

Try it out here: http://david-arndt.de/villainsdream/alpha2/index.html (Unity Player)

Flash is still uploading…..why is it always 2x as big?


The villain’s dream – first preview

Posted by (twitter: @davidfarndt)
Saturday, December 15th, 2012 5:05 pm








The game is coming along, not quite as quickly as I would have liked, but okay for day 1.

Here’s a first preview on the look & feel: http://david-arndt.de/villainsdream/index.html

Good night & happy coding everyone!


The villain’s dream

Posted by (twitter: @davidfarndt)
Saturday, December 15th, 2012 6:31 am

Wooho, after only one quarter of the time I’ve already got 1) a title, 2) nintro dialogue sequence and 3) a concept that will surely fail!

1) Name: The villain’s dream

2) Part of the dialogue tree on the right, small, so not to spoil everything :)

intro dialogue choices

intro dialogue choices

3) It all plays out in a dream. Dialogues with your newly acquired conscience and an epic fall into infinity (literally, unless Unity doesn’t allow that).


Time for a break.


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