About Devon


Devon's Trophies



Surrealix says ...

Became impossible in some situations, so was mostly just luck how long I lasted. Good idea though, and graphics were interesting.

SethR says ...

Unfair collision detection! Neat idea.

saluk says ...

A little too random, I found myself in impossible situations far too often. I liked the graphics and idea though.

pekuja says ...

The collision detection seemed to be weird. Sometimes a tank next to me would hit me, sometimes not. Anyways, nice game idea, although the game gets pretty hard quickly. The graphics had a cool style, although the grasshopper looks kinda sketchy. (a lot of pure blacks, I guess)

Wiering says ...

Yet another game using one-button controls! The game looks nice, but becomes very repetitive after a while. There seems to be a small problem with the collision detection (different for left/right).

GBGames says ...

I think you're right. This game has potential, and I love that you tried to get philosophical about it. Even in this minimalist game, there is a message.

keeyai says ...

Very impressive for just learning python and pygame. It's a good start, and your extreme expressionism (at least what you were planning) is entertaining. Biggest complaint - no way to restart. Maybe its a bug, but when I die it just sits there, tanks keep falling, and that horrible death noise plays every 10 seconds or so.

dgriff says ...

Weird... The grasshopper looks like a skeleton. I like how you can't reach the heart blocks in the first screen. The bad collision system and the lack of scoring made the game not very re-playable. Good job for one of your first games. This was my first 'finished' game, too.

HybridMind says ...

as i've said in non-ratings area comments, loved the art style- very well executed. Would have loved to have played this in a more finished state as the idea of only being able to jump introduces some interesting minimal game elements to the strategy (mainly focusing on timing only and pattern recognition of what/where jumping will take you.) Anyway- didn't survive too long on 'tank level' due to odd collision detection code in places. (Seems when tanks 1-tile left of grasshopper, you die)

robot_guy says ...

Nice idea with good monochrome graphics but between the inability to choose the direction of jump, poor collision detection and inability to restart when you died, not really playable.

DrPetter says ...

I love the graphics, obviously. Jump sound is very soft and sweet on the ears, as opposed to the death sound. Collisions are unforgiving and rather nasty at times. The idea is interesting and could be a lot of fun if the player was faster and more responsive. The current long delay between hitting space and actually jumping away leads to some delicacies with timing and prediction, but it also means that it's often pretty much impossible to get out of a situation. If the jumping had been a lot more zippy, then maybe you could have frantically jumped around back and forth to sneak out of an impending tight spot. I dunno, it might be worth exploring.

drZool says ...

I like the style

Hamumu says ...

I love the art, but uh, not so much the gameplay or lack thereof. It's very interesting to read where it was supposed to go, like a whole art thing. The first screen certainly suggests that.

I thought I was scoring points by making jumps, as I watched the numbers go by in the console window... then I got to the right edge and started heading back only to discover that was just my X coordinate.

Anyway, I'm glad you discovered the wonders of 48-hour developing. It'll teach you really quickly what matters and how to actually produce something instead of futzing around with things (incidentally, I am judging games right now to avoid working on my actual game project, so the lessons aren't particularly permanent).

phren says ...

Nice graphics and the physics are ok, except for the collision detection at times (which is quite unenjoyable). Pretty minimal gameplay, but it could've been nice with levels or a score meter and proper collisions. Pretty nice work, learning new stuff this fast. :)

jolle says ...

I like the graphics, but the game isn't fun to me, especially since there's no scoring.

philhassey says ...

Really cool look :) I'd like to see this game with a bit more gameplay :)

pansapiens says ...

Pixel art is awesome .. I like the black and white asthetic too. Gameplay fits the minimal theme, and it's basically fun, in a "single minigame from Warioware" kind of way. Sound was decent (although when it comes to reverb, 'less is more' if you are playing a pixelated game). I would have like a a little 'death' animation upon tank collision, but I can see that you ran out of time. Probably worth putting in a few hours more to make a finished minigame (lives, score, "You died" losing sprite).

mjau says ...

What Hamumu said.

gustav says ...

Good art and as Hamumu said, it was cool reading about what you where aiming for, good luck in finishing the project!

jlnr says ...

Not a too bad idea for a minimal game, and would probably have been a favorite if it were complete :)

negativegeforce says ...

sweet retro bw art. one button gameplay. how much more minimal can you get?

Archive for the ‘LD #11 – Minimalist – 2008’ Category

Leap [Final], at least it’s something…

Posted by
Sunday, April 20th, 2008 5:55 pm

windows exe in zip file

run leap.exe to play

source code and media in zip file

run leap.py to play (PyGame and Python required, but should run on mac and linux then)

feel free to do whatever you want with the source code and media

Press SPACEBAR to jump, avoid falling tanks -that’s it!


I was working on this until there was 15 minutes left, so this is mighty unfinished. But it is playable and at least okay to look at. I think it has a lot of potential…

I haven’t ever used py2exe before so I’m sorry for the mess of a zip file. Just run leap.exe. Hopefully it works for you guys, it works on my end.

Leap was(is) planned to include more of a strategy element with raising blocks and a real objective.  Initially I thought it up of being reference to Kierkegaardian existentialism  and the “leap of faith” (notice the religious icon blocks in the spritesheets..) and the initial leap from objectivity (notice the emotionless faces and math symbols in the grasshopper’s home…) to the hearts, love platform that you can’t reach in the beginning.  Tanks and money and gameplay and love were going to make some statement about religion, but none of that is probably evident in this buggy “physics” demo.  And it may not actually be successful as a thoughtful philosophical game if it does get there… hopefully I can make it fun at least :). I like the grasshopper in anycase!

I spent 50/50 graphics and programming on this. I should’ve spent more time programming!  Since this is the second program I’ve ever written with user input, I think it isn’t too bad for roughly 20 or more hours work.  Sadly this is more finished than my first game that I’m still making with PyGame after starting 3 months ago with python.

All in all this competition was a lot of fun and a lot of work, I’m getting the hell out of this apartment! I can’t wait to play the other games and maybe download an IRC client and join the group, since I didn’t have time to do that this weekend!

Good game everyone!,


End of Saturday

Posted by
Saturday, April 19th, 2008 8:36 pm

So I spent all of Saturday making Kirby-esque gameboy style graphics, which I have a feeling was a mistake as I’m going to have to code all of the game in one day and I’m still all too green with python. Oh well, hopefully something comes out of it and at least I have the graphics pretty much done for what I have in mind. And no, it’s not really going to be a platformer and no, that’s not an alien (it’s a grasshopper I swear). If low-res 4-shade black and white graphics isn’t minimalist enough I plan on it being a one-button affair. Here’s hoping I get this done tomorrow!



Posted by
Saturday, April 19th, 2008 6:38 am

There seems to be people with prototypes already so maybe it was a mistake to see my girlfriend last night…

Oh well, let’s have some breakfast and play catch-up!


I hope you guys are prepared…

Posted by
Thursday, April 17th, 2008 6:47 pm

I just made my first giant clock! I am so ready for Ludum Dare now that I have this incredible custom library at my fingertips:

import os, pygame, random, math, pgu
from pygame.locals import *
clock = pygame.time.Clock()
screen = pygame.display.set_mode((800,480))
timer = 0
seconds = 0
minutes = 0
timertext = str(minutes) + “:” + str(seconds)
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((250, 250, 250))
font = pygame.font.Font(None, 500)
text = font.render(timertext, 1, (10, 10, 10))
screen.blit(background, (0,0))

quit = 0
while not quit:
for e in pygame.event.get():
if e.type is QUIT: quit = 1
if e.type is KEYDOWN and e.key == K_ESCAPE: quit = 1
background.fill((250, 250, 250))
text = font.render(timertext, 1, (10, 10, 10))
screen.blit(background, (0, 0))
timer = timer + 1
if timer == 60:
seconds = seconds + 1
timer = 0
if seconds == 60:
minutes = minutes + 1
seconds = 0
if seconds <= 9:
timertext = str(minutes) + “:” + “0” + str(seconds)
timertext = str(minutes) + “:” + str(seconds)


Posted by
Monday, April 14th, 2008 7:06 am

I’m planning on trying to participate in LD 11 this year.  I just started using PyGame and programming in general in January and have yet to finish anything, so maybe this will force me to at least make something playable and simple.  We’ll see!


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