About jovoc (twitter: @joeld42)

I've been participating in LudumDare since LD#1 way back in 2002! I've worked in Visual Effects & Animation (ILM, Tippett, Disney), in Game Dev (EA), and am now working at Smule making mobile musical experiences.

I started Tapnik (www.tapnik.com) as a side project and hobby business, and have released several apps and games: The Brainstormer, Droppyship, Planet Minesweeper, and More!

Follow me on twitter, @joeld42

Ludum Dare (and similar contest) entries:
* LD26: Minimalism -- Minimum RPG
* LD25: You Are The Villian -- Evil Lair (in Dartlang!)
* LD24: Evolution -- EvoWord
* LD20: It's Dangerous to go alone -- Take This (3d voxel zelda)
* LD19 Discovery -- Planet Thing
* LD18 Enemies as Weapons -- Iron Reflex
* LD17: Islands -- Crater Galapagos
* LD15: Caverns -- Spaceship in a Cave
* LD14: Advancing Wall of Doom -- Glacier
* LD13: Roads -- Crossroads
* LD12: The Tower -- Moonbase Defense
* LD11: Minimalist -- Cowbell Hero
* LD10: Chain Reaction -- Jumping Chain Guy (barely started)
* LD8: Swarms -- Bugzapper
* LD7: Growth -- Kudzu Commander
* LD5: Random -- Buttonlands
* LD4: Infection -- Bad Food (2nd try)
* LD4: Infection -- BioWar (abandoned)
* LD3: Preparation -- Hannibal's Cannibals (lost the code)
* LD2: Construction/Destruction (Minor Theme: Sheep) -- Trans-Icelandic Express
* LD1: Guardian -- Zillagame (the game that started it all for me)
* LD0: Indirect Interaction (I didn't know about LD yet)
* MiniLD16: Constraints -- Moonsweeper
* MiniLD11: Sandbox -- The Wanderer
* MiniLD9: Audio/Sound -- JamClock
* Speedhack 2003 - Outlands (my first allegro game)
* LudumDare Halloween Hack 2003 - The Halloween Machine
* TINS2006 - Railroad Merchant aka Merchant of Venus
* TINS2007 - Headline Recycler

The code (it's quite a mess) for all of these can be found at my ludumdare code dump on github:

Also, I made a game engine (mostly for iPhone, supports desktop GL with some hacking):
It's terribly incomplete, buggy and totally undocumented. Don't use it! But I built Droppyship with it in a week or two so it can't be all bad, I guess...


Ludum Dare 37
Ludum Dare 36
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 22
Ludum Dare 20
Ludum Dare 19
Ludum Dare 18
Ludum Dare 17
Ludum Dare 15

jovoc's Trophies

The Christopher Walken Award for Hilarity
Awarded by keeyai
on April 24, 2008



X-0ut says ...

I kept it going for ages. Is there any end?

mjau says ...

A bit too slow to be much fun, and it felt a bit arbitrary whether or not I was allowed to place a block sometimes. Mammoths seem to speed up the longer the game runs (like they're freaking out.. is that intentional?)

The effect when blocks are overtaken by the glacier is nice.

jhauberg says ...

Interesting idea :D

Sometimes the sheep (mammoth? lol) seemed to get stuck, and wouldn't move even though there were clear paths for them to take.

Arowx says ...

At last an enviromental use for my tetris skills!?

Nice Idea looks good, as per pervious a bit slow and fiddly at times.

Jach says ...

Kind of fun, kept my interest for a while.

Entar says ...

Cool idea. Would be fun to be able to spin the camera view around the play area a little. This has some potential for further growth.

Endurion says ...

I have some weird Z buffer effect, all the tiles and the water show some interference which makes it hard to see. I've got that effect both on Intel Integrated Crap and FX 5500.

I was able to play a bit however.

The path finding sometimes fails me, the mammoths had a possible way to walk but didn't and got caught.
Also, the game didn't seem to end once the last mammoth got scrapped.

sowbug says ...

I loved the concept during the compo and was looking forward to playing the game. Beautiful graphics, but the UI was just a little too weird for me to get it; either it was buggy or I was missing some constraint. Some moves that seemed like they should be valid were flagged red.

The isometric view was pretty, but I wonder whether the game would have been more effective in classic Tetris-style 2D.

PsySal says ...

Good technical points. I think the goal is to build a land bridge using tetris blocks to let the sheep escape the glacier? Good theme-based idea, graphics look nice but I get really bad depth-buffer fighting. Cool concept, you probably just needed more time to make this a fun game.

5parrowhawk says ...

Bit too slow and easy, with the pathfinding bugs that other people have mentioned, but the concept is clever and the visuals are nice. Glacier should speed up as the game progresses. More use of alpha would also be nice.

noonat says ...

This was a good idea but the execution didn't seem to quite work out. Pathfinding glitches a lot and it's hard to understand why you can't place blocks at times. Speed is waaay too slow, mammoths would often run off screen and I'd be waiting for a good 60 seconds doing nothing before I saw them again.

That said, the gameplay seems to have a lot of potential... maybe as a simple 2D game it might be easier to play?

HybridMind says ...

Quite innovative use of Tetris blocks. I played the first level for a really long time before finally giving up as it seemed to go on forever. Wasn't quite sure what the point was but as a lover of Tetris I had a blast playing this. I would often be so close to the foreground though that it became quite frustrating to try and place blocks because the mouse cursor wouldn't let me position them that close to the edge.

Great idea. Seems like it just needs more time to be finished.

Deepflame says ...

Interesting game idea, but it doesn't quite seem finished. :(

agj says ...

Too bad that you didn't finish, as it seems like a solid enough concept.

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

Glacier Final

Posted by (twitter: @joeld42)
Sunday, April 19th, 2009 7:19 pm

Sorry it’s about 20 minutes late, I had a last minute problem with my release build. It’s still really incomplete, so it’s not like I’m going to win anything anyways. 

Here it is.. in all it’s horrible incompleteness. 

Glacier Final

The idea is to save the mammoths from the oncoming glacier by placing ice blocks (tetris pieces) ..

i’ll put up a post-compo version with docs and stuff later.. phew… dinner time

Glacier: the game

Posted by (twitter: @joeld42)
Saturday, April 18th, 2009 6:24 pm

You are the glacier. You move ever southward. Your job is to ensure the extinction of the mammoths, neantherthals, giant sloths, and other pesky ice age animals.  That is the way of the glacier.


Those are temp mammoths. I’ve got the wall building working pretty well, but there’s still a ton of gameplay missing. For example, the mammoths don’t move. They just stand there. Which might be accurate mammoth behavior, but it’s not very interesting.

I’ve got a long ways to go on this one, but so far it’s coming together.  Hopefully it will end up being fun, it’s not quite playable already, and that doesn’t leave a lot of time for tuning. 


Posted by (twitter: @joeld42)
Saturday, April 18th, 2009 12:34 pm

Not a ton of progress, but more than it appears:

I’ve got a scrolling map, and the red block is the mouse cursor that allows you to place down new tetrominos. Well, just a block for now. But it’s a start.

More hints about the gameplay: You are building the doom-wall out of tetris bricks. It’s kind of an anti-tetris, you want to fill up as much of the board (and there’s no disappearing lines or anything)

Progress and Tuning

Posted by (twitter: @joeld42)
Saturday, April 18th, 2009 12:32 am

I’m about to have some “Thin Mint” ice cream and go to sleep. But I’m pretty happy with my progress.

As you can guess, my game involves a wall of Tetrominoes. But that’s all I will reveal so far. It’s also about mass extinction. 

I’m trying something different this time. I put some of the gameplay tuning numbers into a config file (which is not that new), but I’m also checking the file time every time the game loop updates, and reload if it changes. I might set this to only happen in debug builds, but it doesn’t seem to slow anything down so far. The cool thing is that now I can tune my gameplay values in real-time, just changing the number and saving the file. This was inspired by Ben Garney’s clever google spreadsheet trick over at CoderHump (worst blog name ever). So far I only have one value, how fast the game scrolls, but we’ll see.

Advancing Wall of Huh?

Posted by (twitter: @joeld42)
Friday, April 17th, 2009 7:35 pm

Ok.. I’m in! I’ve been looking forward to this.

But… I have no ideas. There’s plenty of possibilities with this theme, but none that I’m really excited enough about to work on all weekend. Yet.  I forgot this item was even on the list (though I may have voted for it).  But I’m sure I’ll think of something.

So for now I’m just starting with generic stuff – opening a window etc – and hopefully an idea will come.

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