About Papper


Papper's Trophies

The "Victory Message of the Year" Award
Awarded by Morre
on August 22, 2008



TenjouUtena says ...

A great take on a shooter! I think something like this could be developed into something really fun.

SteelGolem says ...

agh exit on gameover booooo! the game coulda been more though

Wiering says ...

Nice idea, very hard to play!

Samiljan says ...

Cool idea that works pretty well.
Needs some nicer graphics and
more variation though.

Hamumu says ...

Got the working version! But not entirely working. The keys wouldn't work really often, like I'd head down with space held, and then hit up to go back up and I'd just stop dead. Had to let go of all keys to get it going. This made it virtually impossible to play, and most of the boxes got away. But I got some of them!

I like the simple concept. I wanted the bombs to move forward more slowly, so I could accumulate a lot more of them. It always felt like I could only pop one small area of them instead of flooding the screen and blasting it all at once. I also wish they had a bigger blast radius, because it didn't feel right that my pile of bombs somehow managed to miss one of a set of 3 boxes.

I like the scrolly level intros, although I was so busy trying to get bombs out for the boxes, I couldn't really read them.

I like how it works conceptually... it's like being the Demoman in Team Fortress, except that lets you hide behind a wall and hit the button when you think it's the right time.

Aha, I figured out the key problem: if you push up while you still have down held (or same for left and right), you just stop. Even once you let go of the other direction, you don't move in the direction you still have held.

Endurion says ...

Thanks for fixing the glut stuff.

Nice idea, it could live up with more different elements.

gimblll says ...

Needs much more gameplay elements, now it couldn't hold my attention for long. Also, the bombing seemed to not work really well, less bombs and bigger explosion radius could work.

Deepflame says ...

It is not immediately clear as to how to play the game, I spend the first 15 seconds spraying bubbles and then 5 seconds lasering stuff before I realized I had to make bubbles and then laser then at the right time.

The fact that the controls don't always pick up that they are pressed make it very difficult to play the game. Often I'd end up missing a lot of blocks because I couldn't laser for some reason. I had to release the bubble button, wait a fraction, then laser them.

The idea is pretty good, but I think the bubbles stray away from eachother too much for the chain reaction to truly kick off. I often had the idea that the popped bubbles were simply caught in the laser anyway.

chaotikZA says ...

This was a good idea and somewhat fun (could be lots of fun with some tweaking). Also Agree with everybody that said it needs better graphics and maybe a little more variation.

Well done on finishing an entry for your first LD!

PS. I also had some trouble with the controls being a bit unresponsive; especially when the boxes were close and I wanted to quickly fire and detonate some bombs. Specifically I can hold space to drop bombs, but I have to release space, then press control to detonate - would be better if I could just tap space even while dropping bombs.

mjau says ...

I really like the idea, could have been a lot more fun if the game had been more finished I think =]. As it is the game ended up feeling somewhat 'empty'.

Also, this is another game that gets hit by keyboard hardware limitations (google 'keyboards are evil'). Don't mix holding space with arrow keys! The space key blocks movement. (I think there's something else wrong too though, since ctrl seemed to block the arrows sometimes too, which isn't usually the case when it's just the hardware's fault)

I liked the level intro text scroller =)

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

Short post mortem + Deskphoto

Posted by
Friday, December 21st, 2007 11:30 am

This was my first ludum dare ever so I didn’t really know what to expect of it. Also it’s my second little-time-internet-game-compo ever, the first one the last pyweek. I think it was my 3rd or 4th game I’ver ever made, but I’ve programmed other stuff before so it’s not all new to me. All that considered I do have some things I wished I could have done better..

Bad things (in no particular order):

  • The choice of using Glut to draw fonts, because I was lazy. This led to my game being impossible to package and I think I missed out on some ratings because of it. ( I updated it with new font-rendering and working packages after the compo was over though). This choice was made purely because I was lazy, i didn’t know any other way to draw text in opengl so I ran with it.
  • Taking too many breaks.. Yup, I took breaks. Plenty of them, I even played some games! Now, this is not bad, you need breaks every now and then to function properly. But taking to many will throw you off just as well, and of course leave you with less time to work.
  • Not spending time on art. This was a big mistake, I started out with boxes for everything and that’s pretty much the way it ended up in the final game.I should have taken the time to make some ugly sprites, even that is better than boxes.
  • Not leaving enough time to make some decent levels, I think the game could be great fun IF it had some fun levels. And I should have made a better ‘system’ for loading levels and controlling the enemies.
  • Using single-point particles as an explosion effect. Doing this in python, the quite possibly bad way I did it, turned out to be slooooow. Who would have guessed? Had I gone with something else maybe it would have run a bit faster. Also drawing lots of points in opengl immediate is slow in itself, should have bother being more fancy with it.
  • Thinking “I can’t do that, I have no idea how to do it and I’m not a good enough programmer” too much. Turns out I sat around thinking about stuff I thought was really hard to do, that were in fact simple to do once I started. Not because of me coming up with a great way to do it, but just because the problem was simpler than I had imagined and/or I was not as daft as I thought.

Some good things:

  • The idea! I liked the idea and had great visions for it, but the way I implemented it was no good and the game ended up being pretty dull. I might revisit it later and make something out of it. Done right I think you could make people spend some time on it.
  • I finished! I’m very pleased I actually made a somewhat working game in 48 hours, I’m really pleased with that.
  • Explosions, I think it looks really cool when you chain together a long line or a big bunch of bombs. And that’s what matters most…right? right?

That’s pretty much it. I really loved doing this, it was great fun and you are all nice people. I will be back next time, hopefully coming up with something better. :)

Oh, deskphoto! It’s a bit late, but better late than never. (Beware of dust)


Updated version of my game

Posted by
Wednesday, December 19th, 2007 6:28 pm

I’ve changed the font-rendering in my game as to avoid GLUT and letting me build a working package you guys can run.

Nothing even remotely related to gameplay has been changed, only font rendering is different.

Here it is: PewPew Laz0r

And here’s an uptaded source version


Final submission: PewPewLazor

Posted by
Sunday, December 16th, 2007 1:59 pm


I’m calling this done. I’m not happy with it at all but at least it’s playable.

My code and Python just wasn’t fast enough for what I wanted to do, I really think I could have made it a bit more fun had I gone with C++ instead.. More bombs.. more enemies.. But then again, being the slow coder that I am, I might not have finished if I did it in C++ ;>

Here’s the final file: Pew Pew Lazor
Here’s a version built with py2exe: Pew Pew Lazor py2exe
Here’s a version built with pyinstaller (not actually an installer though):
Pew Pew Lazor pyInstaller


And a screenshot to go with it:


First really playable version

Posted by
Sunday, December 16th, 2007 9:42 am

Finished with my very simple system for advancing levels, spawning waves and stuff.. So you can actually play it now, although it still looks crappy and there aren’t many levels and you can’t be killed yet, just lose by failing to kill enough of the horrible block enemies.

From the looks of the other entries I’m definetly in the lower end as far as fancy graphics go, but I hope I can make some fun enemies and levels to counter it. Over all the game needs som tuning at the moment, especially the bombs…

First playable version

Also, for those brave enough to try there’s a test-version here: http://www.kekbur.se/pewpew.zip

It’s written in pygame with pyopengl for drawing. It will try to import and enable psycho to speed things up, hopefully it won’t crash if psycho is missing :)

You play with the arrow-keys, spacebar and left control. Move with arrows, shoot bombs with space, detonate them with left control.

I can haz starfieldz?

Posted by
Saturday, December 15th, 2007 3:15 pm

Yes you can!

Time to get cracking on the enemies… and then maybe some sound? I heard that kind of stuff is great to have.

3rd screenshot

Progress progress…

Posted by
Saturday, December 15th, 2007 2:07 pm

Things are moving forward and it’s feeling great. My game idea is far from innovative but it’s fun to code it anyway, and that’s what counts for me.

So far you can spew out tons of bombs and set them off with a pewpewlaz0r, and the chain-reaction part is the bombs chaining together of course.. The plan is that you will use this to combat hordes of enemies (the blue boxes (they can’t do anything yet (Hey! is this what lisp is like?)))

Anyway, here’s a quick screeny.. Green bombs are waiting to be hit by the laser or other bombs.. the red ones are about to detonate.

Bombs and stuff

First screenshot, featuring lazers, quads and.. Well that’s it

Posted by
Saturday, December 15th, 2007 7:57 am

Here’s a first screenshot from my game. Writing it in python and spent a few hours on it so far. I hope I have time to put some better graphics in it (sprites at least ;)) but we’ll see how much time I got left after finishing the gameplay parts.


First screenshot

[cache: storing page]