About Covenant


Ludum Dare 29
Ludum Dare 26
Ludum Dare 20
Ludum Dare 18
Ludum Dare 16

Covenant's Trophies



TimS says ...

Very nice... this is among the most gamely of the games that I've tried so far. The blood covering up my previous death and blocking the spike things was a bit rough, but I guess that was the idea! Fun times.

sowbug says ...

Great! The intro makes a great impression, and the squish of the player with the blood felt oddly realistic.

The overall gameplay strongly reminds me of Galaxy Quest, where they were trying to get through the innards of the ship and needed to time their jumps.

Hempuli says ...

Great fun!

ondrew says ...

Nice graphics and character/wall motion.

5parrowhawk says ...

Quite amusing and very polished. Nice.

Radix says ...

I enjoyed this. Letting the blocks shove the player over spikes is a fun mechanic. But I felt like the whole thing could've played twice as fast, adding a skill element to otherwise slow timing puzzles.

Endurion says ...

Nasty blocks :)

HybridMind says ...

couldn't run this because of missing d3dx9_39.dll or some such. Sorry.

georgek says ...

Really fun, with great graphics and audio, and of course great blood splats. A winner for me.

sinoth says ...

I dig the retro 3D graphics :) Also, the blood splatter when you die is awesome. I did crash once when I died, and the collision detection seems to be off around corners. Solid entry!

Hamumu says ...

Needs some dumb d3d DLL, sorry!

badlydrawnrod says ...

Love the blood splatter and the intro / cut screens. The game itself is a little weak, but that's probably a reflection of my inability to play it.

muku says ...

Charming in an oldschool way (especially those render graphics, I enjoyed those). Player movement felt nice and smooth.

It feels a bit buggy; sometimes the blocks would go right through me, once the game crashed when a block touched me. Gameplay itself wasn't my cup of tea; involved a lot of waiting for some block to move away so I could go fetch a key, etc. It just failed to grab me for very long, sorry. Maybe it would feel more dynamic if the blocks didn't pause for so long before moving.

SethR says ...

The Old Crowley Mansion is a dangerous place indeed.

I like how the walls didn't insty-kill you but had a chance to escape before being crushed against something.

Once I needed three keys on that one level I sort of just gave up.. too maaaany walls! Nice backstory, added to the experience.

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

Timelapse – The Haunting

Posted by
Monday, April 20th, 2009 8:07 am

Here’s the timelapse for my entry… Text got cut off in someplaces because of the font I used… :\


The Haunting – Final

Posted by
Sunday, April 19th, 2009 3:27 pm

Here it is, “The Haunting”.

Game includes all instructions and 12 levels of gameplay. In fact, this is my most complete game in terms of gameplay for a 48-hour compo.


Game can be downloaded from here: Covenant_LD14_Haunting.zip (6 Mb)

C++ source for game and framework is included in the zip file.

While making the levels, I’ve found some bugs, unfortunatly… It’s possible to get stuck on a level (doesn’t happen too often) and sometimes some possessed walls disappear.

Anyway, the game is actually fun (for me, at least)… Reminds me of those old-school games, where it was all about the gameplay…

For the first time in a LD submission, I didn’t make any music for this… Wasn’t inspired enough to do so, which sucks… The sound, although it was done very fast (with SFXR), is also not the best I’ve done (the funny sounds I usually do with my mike work better)…

Anyway, hope you enjoy, and feel free to send comments my way!


Posted by
Sunday, April 19th, 2009 9:21 am

Well, my game is almost done… Added gameflow, splash screen, instructions, game-over and hooray screen…


Just level design and music to go (already have sound effects, cortesy of the awesome sfxr!)…

As you have noticed (if you’ve followed my posts), I deviated from what was my main goal this time: have enough time for level design and balancing…

Making levels is pretty fast (in 30 mins I can probably build about 10 or 15), but they won’t be interesting unless I play them and test them and all that… Unfortunatly, I won’t have time for that, since my guild is raiding Ulduar for 3 hours now, and I wanna go…

Music is also pissing me off… All my previous entries had music in one form or another, but I’m simply not inspired enough to do anything decent that don’t make a person want to shoot himself in 3 mins… Maybe after my raid I can work on it…

After the raid, I’ll probably have 2 hours of solid work to finish my entry properly (need to sleep, I’m dead tired and I have work tomorrow)…

Looking forward to playing lots of stuff that came around… People really streched this (stupid) topic to the limit… :)

Enemies at the ready…

Posted by
Sunday, April 19th, 2009 3:47 am

Just finished the enemy code (pretty fast, as I expected, which is always nice)… Unfortunatly, I found a bug in the rendering system that almost drove me nuts (since it was hard to debug)…

Apparently, stuff was being drawn in the wrong order (which screwed up the shadows and the blood stains)… Apparently, the problem was the particle system flushing the sprite cache, but it was hard to track down (had to resort to Pix, to be sure I was doing everything in the correct order). This bug made me loose almost 2 hours…

Anyway, now that I’ve got enemies, I can probably think about gameflow code… And for that, I need to find a name and a background story for the game… I’d get started on the music, but my wife’s still sleeping after a night out with the girls… :)


Alpha 2 – Lava and spikes

Posted by
Saturday, April 18th, 2009 5:21 pm

Got a second alpha version, now complete with lava and spikes…


Got a nice scrolling effect on the lava and all (useless time gameplay-wise, but it’s fun anyway).

You can download it here (AWD_Alpha2.rar). Hope to get some comments, feedback would be nice…

Think I’m calling it for the night… Lots of stuff still to do, but nothing really hard (enemies, gameflow, music/sfx), and then it’s off to level design (want to build at least 10 levels for this one).

This one is shaping up as one my best entries ever (gameplay-wise)… Graphics are as sucky as they come (wish I had time/will to make the maze itself 3d, for example). One of these days I have to try one of those competitions that are similar to this one, but that allows for an artist and/or an pre-made engine.

GUI work…

Posted by
Saturday, April 18th, 2009 11:52 am

GUI work done…


First alpha version (only one level, no restart, etc) can be downloaded here.

Just get to the exit, fetching the keys to open the doors. Exit doesn’t work yet, though… 😀

Anyway, comments are appreciated…

Still to do:

– Functional exits

– Game story

– Gameflow code (menus, title, instructions, game over, end of game, etc)

– Enemies (most code is already present, so this is easy)

– Lava, water and spike tiles

– Level design

– Music and sound

For now, I have some friends over, gonna party a bit, but if I muster the courage, I’ll probably still return to coding today, hopefully I can finish a lot more of the gameplay code. Want to devote the maximum ammount of time for the level design (which was always lacking on my previous entries).

Keys and doors

Posted by
Saturday, April 18th, 2009 9:58 am

Just added the keys and doors mechanic… Keys and doors can have 8 different colors, and a door can only be opened by a key of the same color…

Moving/crushing blocks add to the mayhem… :)


Next stop is to build the lava, the spikes, the enemies, the spawn area and the exit situation (so you can actually win)…

I’m trying to get everything done gameplay-wise today, so that I only have the sound, music, gameflow and level design to do tomorrow… Also have to find a backstory of sorts, so that this looks like it has a purpose… :) Oh, and a name would be nice aswell…


Posted by
Saturday, April 18th, 2009 8:12 am

Got the crushing and the blood working… :)

When the player is crushed between two walls, it desintegrates in a particle system of blood, and the blood splatter continue on the floor, which is neat:



No occlusion, of course…

Now for a small break, stretch out for a bit and afterwards, maybe get the entrance/exit logic in place, along with the door/key system…

Collision detection…

Posted by
Saturday, April 18th, 2009 5:57 am

Collision detection is now working (at least with the walls)…

I also managed to add a small shadow, that makes it look a bit better… Still sucks, need to redraw the wall tiles, if I have time…


Anyway, I just remembered something… The scrolling view is cool, but might kill the gameplay, if the player doesn’t see the tiles moving in his direction… Need to test this more…

Anyway, next step is to get some walls moving and doing their thing…

Player is moving!

Posted by
Saturday, April 18th, 2009 5:17 am

After some difficulties finding a way to draw the player character, I finally got it drawn and going…

First idea was to use something like:


(that’s my cat, photo taken during the compo). But then I realized that I didn’t know how to animate even that crap, so I went for the amorphous gelatinous blob concept, which worked out… Still ugly, but at least usable…


Camera follows the character around, no collision detection yet (that’s my next move)…

Tilemap done, going for player character

Posted by
Saturday, April 18th, 2009 3:55 am

Just completed the tilemap loading and rendering (yeah, yeah, tiles are ugly!):


Anyway, now to get the player character moving and such… Problem is I have awesomely bad drawing skills, so I don’t know how the hell I’m going to make something decent…

Getting ready and framework…

Posted by
Friday, April 17th, 2009 1:06 pm

Looking at my archive, I find that this is my 8th competition ever… Hope that is my lucky number this time, and I can actually submit a game that I’m proud of… I usually deliver a complete game with sound and everything, but I never seem to quite nail it gameplay-wise.

So, my primary goal this time is too try to tone the ambition enough to have time to actually do level-design and such, while keeping it high enough to actually be fun to code the game.

I’ve just finished to build my framework (don’t know if that’s against of the rules or no, I’m just taking some stuff out of the way, like D3D initialization (ripped from the samples) and some stuff I took from my previous competitions (like a particle system, which I love!)). I hope that’s not against the rules, but I’m guessing it goes in the spirit of the compo, considering lots of people program with Flash and SDL and other such platforms that implement that logic from the base.

Anyway, here it is, for those that want to look at it…

Framework Source

I’m using Visual C++ with Direct3d for most stuff, FMOD for sound. For art, I’m using 3d Studio and Photoshop CS3, and for sound, I’ll hopefully use Musagi and Sfxr… If I do any 3d artwork I need to spritify, I’m using IBGen, but I doubt, since my talent with 3d is almost NULL… I wish it wasn’t (and that I had a loader of some format or anything), so I can do 3d stuff for a change, but that’s wishful thinking…

Advise for the first-timers: don’t do 3d… :)

Competition starts at 3am local time, so I won’t stay up waiting on theme… I’ll probably just set my alarm to 3am to see the theme and go back to sleep thinking on an idea… goooooooooo proceduralism! :)

Good luck everyone!

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