About Deepflame


Deepflame's Trophies

The Golden Hedge Trimmer Award
Awarded by the31
on December 12, 2010
Mr. Wiggles!
Awarded by edwardoka
on August 18, 2008



Sophie Houlden says ...

I like this game, but I'm not quite smart enought to plan things in my head before laying them down, so an undo would be much loved ^_^

sol_hsa says ...

A very different puzzle game from the others, and pretty good too!

SteelGolem says ...

wow, tough puzzles! make an undo button plx! lol @ music option! ^_^

Hamumu says ...

I really liked this at first, but then later on it got SO confusing. The way you can sometimes put cords over a woodpile and sometimes can't, and things like that. It just didn't seem like I could consistently express to the game what I want to do. Kind of like a text adventure - part of the puzzle was figuring out how the game wanted it to be entered!

What I really would've liked would be freedom to lay pieces down wherever I wanted. I'd always look at the wood in my inventory and say "I want that right there..." but have to wait for my cord to be in place first. Then the ability to pick them back up to fix mistakes would truly improve my life!

If it weren't for the challenge of telling the game what I want, it'd be a great and original puzzle, that really takes a lot of thought to work out. The combo of fast and slow cords is an interesting touch, and gas clouds that get pulled to the exit is logical in a good way.

What I can't figure out is why this cave has multicolored walls.

Papper says ...

Good idea, well executed. Looks pretty polished :)

saluk says ...

I agree with others who complained about the inflexible interface, however it was still an enjoyable game. I got to level 5 and quit because I wanted to keep my sanity :) Level 4 hurt my head enough. I'll probably go back and finish it later though.

gimblll says ...

The interface was a bit cumbersome, but I liked the puzzles so good work!

chaotikZA says ...

Nice work - had fun finishing all the levels!

Interface was painful, especially when I almost had it right and then had to do my layout all over again.

mjau says ...

A nice little game, but the UI could use some work. When placing breakers (also wood, but I'd gotten used to it by then) I kept thinking it'd end up in the current square in stead of the next one and put down too much fuse, which was particularly annoying since there's no way to undo placing a fuse if you accidentally go too far, and there's no way to restart the level either except for clicking the detonate button and wait. Would've been nice to be able to drag-n-drop fuses and click to place breaker/wood, or even to just use the keyboard.

Also, switching between fast and slow fuses doesn't take effect until one tile after the one you switch on. And why do you have to press enter to proceed/restart? Mixing required key presses into a mouse-only game isn't good. And there's no sound, and I didn't like the music. ;)

But apart from that I liked it =)

negativegeforce says ...

cool game. I felt like it had good reward for figuring out the level. The graphics were kinda basic, but thats not important :p.

TenjouUtena says ...

Seems like a good game. I can't wrap my mind around the strategy though. Nothing seems logically correct. No Sound :(

allefant says ...

Nice puzzle game. I only played to the level called "so near and yet so far" (4 or 5), might revisit this one later, likely it is above average fun (as I rated it right now).

drZool says ...

It needs a bit of UI overhaul

Wiering says ...

Nice game! I finished all the levels. It really needs an Undo button though. The music was great :)

greencow says ...

fun and challenging, good job!

Archive for the ‘LD #10 – Chain Reaction – 2007’ Category

Game update

Posted by
Tuesday, December 18th, 2007 6:10 am

Like all games, mine gets a patch short after release. 😉

I was informed that level 5 was remarkably easy to solve and indeed it was, you didn’t need most of the level to do anything. Thus I minorly edited the level 5 file and uploaded my entry to my webspace again. However, I left my original version on the webserver as well, in case people want to play it with the possibly easy level 5. (It can still be difficult unless you see the easy way.)

Old-version: http://deepflame.deeplyswitched.com/ld48-10/CoA-Final.zip

Fixed-version: http://deepflame.deeplyswitched.com/ld48-10/CoA-Final-Fixed.zip

Do with it what you want. I hope level 5 is more challenging now. :)

– Deepflame

Well, that rounds up the last day for me, and I managed to come up with a pretty neat game if I do say so myself. I’m quite pleased with it, it’s been tested by my little sister and she couldn’t break the final version anymore. (Though she pretty much broke all the previous ones.) And I’m going to put it up here for everyone to play and enjoy. :)

Today I started out with adding the last elements I needed for gameplay to commence. After I added those (and their graphics) I added a menu and a HUD, as well as the level transition code. Other than that I spend pretty much the entire day creating new levels and debugging. Debugging, debugging and more debugging. The release build used to crash right away when ran, I had to solve that. Release build also had other quirks that needed to be stamped out. I also had a timing bug that sometimes caused everything to explode, instantly winning the level. That has been fixed too!

In the past few hours I mostly made new levels, discovered a new bug and discovered a work-around for it. I worked around it, too lazy/late to fix it. (You pick the right one.) After that I made my dad play it, but the controls confused him a little. So I added some extra hits and tips on the HUD. (Yay for Confucius quotes!) I am looking forward to seeing who finished the puzzles and who got stuck. (My little sister got up to level 5, someone else I know finished it, discovered a really easy solution to level 5 and helped me make it harder.)

On the whole, I’m very glad I took part in this LD48 again. It was a good way to break free from playing World of Warcraft all day long, and it actually was nice to do something in C++ again. I had been using C# for the past year mostly, and a little bit of Java on the side. This resulted in some funky pointer things at first, like the 1 GB memory leak I had, or the 3mb/second one I had as well. I also started out making some newbie mistakes again, funny how you can lose basic control over a language so easily. Luckily, it picked up really quickly, and before I knew it I was in full control over the language and libraries again.

Code-wise, well, if I had turned this in when I was at uni my teachers would probably have died of a stroke. Several. I think I violated a bunch of programming standards again. 😉 The most satisfaction I got was when I got the A* algorithm implemented and working. My game has gas clouds that follow the shortest route to the origin, and to calculate that I needed a pathing algorithm. So I looked up how to do A* and I got it in. Took me about 3 hours to get it to work, and I’m pleased it did.

Other fancy feats include the omgRecursion of the detonation chain. I don’t think I ever programmed anything with this much recursion. I have two types of recursion in the chain links, one or two in the A* implementation, and another one with generating the arrows when you want to place the chain links. At some point my brain started to cry over all this recursion, and I managed to confuse myself once or twice. Debugging recursion is not fun I tell you. :(

Anyway, the game can be downloaded at: http://deepflame.deeplyswitched.com/ld48-10/CoA-Final.zip

I hope it will run for you.

Have fun!

– Deepflame

Screenshot of a level:

Level 5; Or is it?

Time to get my game on!

Posted by
Sunday, December 16th, 2007 12:54 am

Woo, after a refreshing sleep (And one hour longer than I wanted, cursed oversleeping) I managed to get a lot done again. I added the last remaining items I needed to add for gameplay, I added some limits to the placement of the chain links, and I finalized my level file layout. Now I need to work on a nice game menu, level transition and make some actual levels. All in all, it’s going pretty nicely.


I have this peculiar bug when I compile my game in release mode where my last placed link overrides the second last placed link, regardless of location, if this second last link is a wood link and the last link is a breaker link. And now it actually seems to crash in release mode. I’ll have to check that out now I think. Weird stuff.

– Deepflame

End of day 1 for me.

Posted by
Saturday, December 15th, 2007 12:47 pm

Well, I just spend 14 hours semi-straight programming. It’s been a great refreshment after slacking off playing MMORPGs for all that time. I made some unbelievably newbie mistakes, for example my 1GB memory leak because I forgot to initialize an integer. Go me!  I was initially dissappointed in the selected theme, I was hoping for Time Travel. But I quickly worked out an idea, and I set off to flesh it out pretty quickly.

I made some great progress on the game. I actually have it somewhat playable now, although I really have to add 2 more objects to the menu to finish it up. Then I have to add limits to make it actually challenging. Finally I will have to create more levels, because one level in a puzzle game aint really a puzzle if you know what I mean.

My code is a hacked up pile of text now though, maybe I can clean it up some tomorrow. Although I doubt I will, because I’ll probably end up adding more features to the game to make it more interesting. I got some neat ideas still.

Man, I’m so wasted. x)

– Deepflame

Aaaah, arrows!

Posted by
Saturday, December 15th, 2007 12:12 pm

You tell me:


I need to add some sort of intelligent checking for occupation or something. This is nuts! 😛

– Deepflame

*Sneaky ninja-edit*

Fixed! :D

Fixed! 😀

Run Away Cloud

Posted by
Saturday, December 15th, 2007 5:31 am

Huzzar! After about 3 hours of Recursive Pain I finally discovered what I did wrong with my implementation of the A Star algorithm. This has now been fixed and my clouds are making a regular run for the exit! I am really pleased with this, because I was getting frustrated. 😉

Run Away Clouds!

– Deepflame

Sparkle sparkle, burninate!

Posted by
Saturday, December 15th, 2007 12:56 am

My game is progressing nicely, and already I am starting to see signs of what the game will be like when it’s complete. There’s a little movement going on now, and the detonation cords are rendered. And I can now easily make the game end with a “Great Success!” when the bomb is hit. This was worrying me for a while, because I didn’t want to do some kind of ugly tile checking. Lucky, my chain tree is working without a hitch.

Det Cords! Sparks! Whee!

Also, as an example why hardcoding a recursive data structure is a bad idea, even if it is just for testing purposes and will be deleted once it’s confirmed to work:


I wont do it again, I promise! 😉

– Deepflame

Put on your engineers hat

Posted by
Friday, December 14th, 2007 11:54 pm

Because we’re going mining! Or rather, we were, until we discovered that we didn’t yet connect our detonation cord to the bomb. And rubble fell down in our way. And there’s gas clouds. And.. Where’s my coffee?

Ok, so, the theme is Chain Reaction and my idea involves blowing stuff up. Everyone likes blowing stuff up. Right? RIGHT?! Since the competition is now about 5 hours in and I got a bit of work done, it’s time to spam this place up. With pictures.

During the first 2 hours I worked on the level loader and world tileset. Right now it looks fancy colours because I need that to make sure what tile is which tile in the tile set. The result became something like:


Another two hours worth of coding and drawing later, and I had The Bomb™ and the detonator, as well as gas clouds. And I created level 2. Which looks roughly like this:


Then I implemented the chain reaction part, and my game is looking like it might become a game sometime. (There’s moving things on my screen!) This took me about an hour to do, but there’s a bug somewhere in my massive list of pointers. (Note to self: Hardcoding a recursive tree for testing purposes is not good on the brain. Really.) I’d upload a video but it’s not that awesome. 😛

During the next hours I will be adding the pictures of the combustibles themselves, allowing the user to select and place combustibles and add this to the chain. Then I gotta work out some other things such as how the gas clouds try and make a break for it to get to the exit. And explode when they intersect a fire. Stuff like that.

– Deepflame

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