About fidaner

Software engineer from Istanbul, currently in the second semester of PhD in Boğaziçi University Computer Engineering Department.


fidaner's Trophies



Jach says ...

You didn't create the sound, right? (According to the readme.)

Kind of interesting, not entirely clear what to do. (I hope I didn't miss much as a result of playing it in Wine.)

5parrowhawk says ...

Very smart game. I would have gone with grey rather than purple for the background, though.
Only... The advancing gas doesn't feel "wall-ish". And the walls do not advance.

Sparky says ...

Esthetically I quite like this game. Personally, I feel it would have been much better if in addition to good atmosphere and a good story it had a more tactile feel to it.

rogual says ...

Eh, this game was depressing. I realise that games are an art form and they don't always have to be uplifting, but I can't play a game from the perspective of a holocaust victim and call it fun.

Also I understand you didn't create the music, and while it's very fitting, the contest did ask for all original content.

This game has something, but it isn't graphics, sound or gameplay so it's hard for me to justify a good rating.

It was intriguing, though. I hope you keep making games.

Covenant says ...

Very interesting, although artsy... The game component wasn't very good, imho, the art+concept was excelent... The simulation was also very goood!
Overall, I say: good work!

Radix says ...

Seeing the evolution of this entry is almost as interesting as people's reactions to it.

Endurion says ...

Depressing and interesting. The end is always the same i reckon?

ondrew says ...

Really creepy atmosphere. I really liked the backstory. Not much game to play though.

noonat says ...

Cool, and depressing. Disappointing to find out you didn't create the sound, it was one of my favorite parts. :( I agree with Radix, pretty awesome to see the game change over time in the journal. Also: your breakfast looks delicious.

dessgeega says ...

this game was pretty effective for me: the first time i played, the story was about a character with my name, looking for her daughter. she found her, and they died together. i got the impression these characters and stories are put together randomly; i can't bring myself to play again, though.

lucasshrew says ...

Nice storyline, i played as guy that lost his sister...i really inmerge myself in the story, even without realistic GFX...Nice done.

erik says ...

Very ambitious for a 48 hour project. I'm impressed with what you pulled off.

Direct control over the character (arrow keys instead of mouse), and the ability to push the NPCs out of your way would have given the gameplay a less frustrating feel.

I read your postmortem before I played the game, so I'm certain it influence my view. I think it's interesting that you put a lot of time and thought into the emotional impact of the experience you created. It gave it a bit of an 'art game' feel. However, unlike most 'art games' you developed an interesting and potentially very fun play mechanic. I see the value in what you did with the setting and story. But on some level I wish that you had went with a lighter theme, and attempted to create fun gameplay with levels that present interesting challenges.

The gas simulation is neat. I'll have to look into the paper that you linked to.

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

The Final Solution – Postmortem

Posted by
Sunday, April 26th, 2009 12:35 pm

If you did not play my game “The Final Solution”, you can get its win32 binaries and source code from my previous post.

This is my first LD.

I recently attended Global Game Jam [1], which was another 48-hour game competition held in 53 places around the world. We were 48 developers in Ankara divided into 13 teams/individuals, working like bees in our cubicles. My two friends joined separate groups and I started to make a game myself.

Having people around to test your game really changes the development process, as in the case of Itchy! in GGJ [2]. However, as LD is a solo competition, and I wanted to allocate my full attention to it, I did not see anyone during LD, and did not go outside except for getting food.

To mention a few lessons learned in LD;


The Final Solution

Posted by
Sunday, April 19th, 2009 12:14 pm

The game is the story of a different prisoner every time you start it. It is a short game with seven scenes. Your progress is not saved, but current scene is restarted when you die.

The Final Solution

Download “The Final Solution” (Windows)

Download source code (MSVC, C++)

Gas chamber

Posted by
Saturday, April 18th, 2009 9:35 am

In the beginning is an empty room with little people (white boxes) in it. The poisonous gas starts to flow downward from the top. The people start running from the gas (red boxes) when they smell it. They die after some time (black boxes). You build additional walls to manipulate the gas. By manipulating the gas, you can poison people differently, and make them flee to different directions. The control is somewhat indirect. This can be the level editor, or it can rather be the gameplay itself.


As you can see, this is still a toy. When it becomes a game with a backstory, you’ll probably have to kill some guys and rescue others. There’ll be some sound and graphics too, hopefully.

You can test and comment on the prototype:
Download fidaner-LD14-prototype1 (Windows)

Enter – Restart
LMB – Put wall
RMB – Delete wall
MMB – Put agent

I’m open to new ideas too.

Flowing through

Posted by
Saturday, April 18th, 2009 4:10 am

Ideas anyone?


Inspiration: The scene from Shining where hallway is filled with blood

The Shining

It’ll be less disgusting, I promise.

Good morning!

Posted by
Saturday, April 18th, 2009 12:50 am

Eating and thinking of walls and dooms.


I will survive.

Let’s create!

Posted by
Wednesday, April 15th, 2009 11:09 am

Hi everyone!

I used SDL, SDL_image, SDL_mixer, SDL_gfx, SDL_ttf to develop Itchy! in Global Game Jam. Probably I’ll use them in LD too.

I hope we choose a flexible theme that can lead to a variety of creations.

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