About demonpants

I was born in '86 and have been a professional engineer in the game industry for a few years now. I've worked on an unpublished XBLA/WiiWare title and 3 published iPhone games (GodFinger, Valet Hustle, dizm SKATE). I currently work at ngmoco and am working on an upcoming game.


Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
October Challenge 2010
Ludum Dare 17

demonpants's Trophies

Coolest Exproasions
Awarded by Zac
on December 8, 2008
Most Ridiculous Stereotype
Awarded by Ondure
on December 7, 2008



5parrowhawk says ...

I wanted to like this, because the concept is great, but there were just too many annoyances.

One, not enough obstacles (especially on stage 3).
Two, the controls are awful even when all wings are intact.
Three, I'm sorry, but those are sound defects, not sound effects.

If you have time, though, it could turn out to be something pretty special.

Doches says ...

The idea of this appeals to me somehow. It's like a rail shooter, only you want to run into things and damage yourself. Within reason. Damage within reason.

Also, for 8 hours (as you say) this is graphically pretty sweet.

scionkiller says ...

Very impressive for the 8 hours you had, especially graphically.

Cool concept.

The sound effects you had spoken were fine, but the crash sound effect really hurt my ears, so I'm afraid I have to rate that down.

X-0ut says ...

Technically and graphically this is very impressive for the time span.
Unfortunately as you are aware the gameplay is a little lacking. With a bit more time I think this could be something special.

Endurion says ...

Interesting idea, however the execution is kinda flawed. The controls are not very responsive; esp. in stage 3 i was not able to get rid of all parts. I somehow couldn't get closer to the rotating quad parts.

erik says ...

Neat concept. I found it hard to tell how close I was to the obstacles.

PsySal says ...

Hmn, not too sure what to say about this one. I think the main problem is difficulty understanding what's happening on screen, e.g., how far away are obstacles. Control seems a little awkward, too. What's good:

- I like the super glowy graphics
- Concept actually sort of was coming together for you, I could see what was dragging against the walls, etc.; I guess the main difficulty was getting a sense of "space" as you were falling/etc.

v1234 says ...

Ah, this one doesn't run properly on Wine, it's way too slow. But the graphics were terrific, very cool the way they glowed, slightly trippy.

noonat says ...

I really loved the concept and visuals, and desperately wanted to play the game... but the game is kind of unplayable. :( I couldn't figure out a good way to break things off of my ship and the camera kept getting stuck inside objects. I would love to play it if you continued working on it though.

robot_guy says ...

Nice idea but I have great trouble guiding the ship towards the bits left once I've blow up the wall on level 3. It also seems to burn CPU time so the sound effects were augmented by the fan on my laptop spinning at high speed.

agj says ...

Really neat visual style. Liked the audio, too!

HybridMind says ...

Great concept! I made it to level 3 which frankly seemed pretty broken. I didn't find the sound effects that bad and the things you say and the way you say them with your voice is hilarious so mega humor points for that! ;)

Seems if you actually had time to finish your idea you'd have something solid here but as is 8 hours of work does not leave something very playable yet. I had no idea how far away I was from the planet or any sense of good controls to maneuver my ship. I liked the dragonfly ship model. Seems that you could improve it with more parts to smash off or effect the player with. The whole controlled damage mechanic is pretty cool idea.

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

Too Heavy for Re-Entry Timelapse

Posted by
Monday, April 20th, 2009 11:02 am

Here is the timelapse for my game. It’s very short because I only spent about 8 hours developing.



Posted by
Sunday, April 19th, 2009 8:58 pm

So yeah, got my first comment on the game and I thought I would respond to it (and all future comments). This game is not fun and didn’t get at all where I wanted it to because I literally only had 8 hours to spend on it. I made the sound effects in 20 minutes (so I guess they suck too) and was unable to test them out to see how I liked them (sound effects are usually really important to me in my games). The levels are definitely designed like a 3-year-old did it and I absolutely did not succeed in making a fun difficulty curve. I also was not at all able to make the ship control very good… in fact losing both of your wings doesn’t even seem to do much in that department. Plus the static from losing your antennae is way crappy.

But, I still had a bit of fun rushing to make this and I still think it’s a pretty cool concept. It’s also a bit pretty and maybe you can play it and ruminate over how it has the potential to be a fun game. :-)

Either way, thanks for playing!

Too Heavy For Re-Entry

Posted by
Sunday, April 19th, 2009 4:05 am

I lied, I ended up making a game all tonight. Tomorrow is going to suck because I’ll have had no sleep. Oh well, so it goes. I made this one in Unity. I sort of sucks because I wasn’t able to spend any time balancing it (I spent about… 8 hours start to finish on this, including design). Still is a pretty nifty entry, I suppose. It’s even got 5 levels.

The idea is that you’re in a space ship and you’re trying to land on a planet, but your space ship is too heavy to do so without burning up. So, you’ve got to ram your ship against various obstacles in space in order to break pieces off and reduce your total weight. As you break parts off, your ship loses functionality. Breaking off your wings reduces your maneuverability, breaking off your antennae reduces your ability to see around you, and breaking off your cockpit actually kills you. If possible, you want to break off the body of the ship by ramming into something just as you pass it – once the cockpit is free.

Anyway, you can it for PC at:


And for Mac at:




No LD for me

Posted by
Friday, April 17th, 2009 7:04 pm

I’ve decided I don’t want to be stuck inside all weekend – I want to explore the town I just moved to. So, no LD. I was hoping for Attraction, but that clearly lost a lot. Advancing Wall of Doom is pretty cool but no thanks. Good luck all.

My Desk

Posted by
Friday, April 17th, 2009 6:22 pm

You can’t see it, because I don’t have a camera. Rest assured, it is a wood-colored boring IKEA table with a laptop and an iMac on it, and that’s it. Why? I just moved here last weekend. Not much in the way of furniture…

About to make some yummy risotto for dinner, then I’ll be ready to go. Depending on the theme, I may or may not do this contest, actually. I’m just sort of zonked at the moment and not looking forward to the prospect of being chained to my desk until Sunday night. We’ll see.

LD 14! Yeah!

Posted by
Saturday, March 21st, 2009 10:33 pm

I’m excited for LD 14, I’ll definitely have a go at it. I was also pondering what language or dev platform I would use. Java is my staple, but I’ve learned or mastered so many other technologies lately I thought I would give one of them a go. Let’s see, there’s XNA, which I recently made a game in, there’s Unity, which I’ve got a good amount of experience with, there’s Objective-C/iPhone, which is always cool because then it can be published, there’s Flash (I still haven’t made anything in AS3)… hmmm…

I don’t know at this point, but it’s likely I’ll go with Unity or the iPhone. Trouble with doing an iPhone game is that nobody can play it unless I release it on the app store, and aside from that being more or less impossible in 48 hours I still think the audience who could play my games would be very limited. Still, I’d love to mess around more with the iPhone – using the accelerometer and the touch screen leave some big possibilities.

Well, we’ll see…

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