About Morre


Morre's Trophies

Ludum Dare Donor
Awarded by PoV
on May 7, 2009
The Mask Award
Awarded by Hempuli
on April 23, 2009
The Bad Driver Acknowledgment
Awarded by demonpants
on December 9, 2008
Tower + Ball + Ball = Innuendo
Awarded by Hamumu
on August 23, 2008
The Forum Stability Test Award
Awarded by PoV
on August 22, 2008



Redbone says ...

Unique concept, especially with the drawing arrows to guide stars.

Sparky says ...

Ah, the tuning is much better in this version! It's a lot more fun now. I don't know that I'm quite sold on the game concept, but there are some very interesting things at its heart.

I'm glad to have seen this turn into an actual playable game, and it's been a lot of fun brainstorming with you.

ondrew says ...

Very nice graphics and presentation overall, I would have liked some more variation in the background so that you can more easily tell, if the camera is moving to the left or to the right.

The arrow drawing was awesome, but sometimes I would click out of the window. Some mouselocking/fullscreen would be nice.

agj says ...

I like the idea of the arrows. Feels like a game that should be played with a stylus.

jhauberg says ...

Simple fun.

I'd have liked a larger window though, as I keep ending up losing focus to windows in the background when trying to maximize the length of my arrow strokes :D

skalle says ...

Just like shrt says, it's possible to lose focus, which can be a little annoying :P The game was pretty fun, though a little repetitive. More gameplay elements would be cool, and more kinds of enemies.

mjau says ...

This was fun. At first it felt a bit pointless since there didn't seem to be any way to lose, but then I noticed the minimap =). It does get a little repetitive after a while though.

Also, like others have said, clicking outside the window is a problem. Would've been better in fullscreen because of that.

Btw, I lost on level 4, but then progressed to level 5 anyway. Bug?

Also also, the little terminal window doesn't close when you quit the game (windows exe). It insists that you press a key. =)

rogual says ...

I loved the concept of this game. It's really nice to play -- almost relaxing. Some more variety would have been good, in the enemies and perhaps the falling objects too. Graphics are great, I love your magnified pixel art.

Arowx says ...

That is fun! ;0)

X-0ut says ...

Very polished, nice gfx, sound worked well.

One gripe, that bugged the hell out of me though - losing focus when clicking outside the window.

Well done :)

dstrysnd says ...

Great game and polish, as others have said, it does get a bit repetitive.

Tenoch says ...

You get my vote for the vector graphics fun :)

hroon says ...

It's a neat concept and fun to play. The only thing that is really lacking at the moment is content - I wish the layout would change between levels. The level of control over the direction the stars go could also be a tiny bit tighter but I am really not one to lecture anyone on that topic. ;)

Covenant says ...

As others said, it's fun for a little while, lacks variety...
The concept is very interesting, though...

Endurion says ...

Very well done. Good polish.

It's getting more of the same though later, but also quite frantic ;)

erik says ...

I really liked the visual style.

I found I wasn't sure when I had won or lost.

I also felt like winning or losing was a little bit out of my control.

Pretty cool though.

Hempuli says ...

Nice job, even though the star aiming doesn't let you do very amazing tricks or aim very well.

HybridMind says ...

I'd love to do more with this mechanic for sure as it is quite enjoyable to sling the stars around. The sounds worked well to provide tangible feedback of damage vs not. The graphics are a lot of fun as well. As mentioned gameplay in current version grows quite tedious. I managed to play till the end of level 5 where the doom finally killed me. I think that you could add more variety in here and that would make it a lot more fun for sure. I like this drawing of arrows to control projectiles on the fly. Very fun.

nilsf says ...

Cool concept, but unfortunately it doesn't stay fun very long. The art is quite good.

Entar says ...

Cool idea in general, but it got repetitive pretty fast.

ChadyG says ...

This belongs on the iPhone *winkwink*

YourNakedUncle says ...

Neat little concept, gave the arm a mini work out.

Like the graphics, echoing what others have said about it being a little repetitive.

hamburger says ...

That was fun. Great concept, very unique. You should totally port this to DS homebrew, that would be perfect. I found it a bit slow paced and monotonous... some more wall types, which move in different ways, would be welcome. I wonder, did you play around with having more walls onscreen at a time and giving them just 1 hit point? That might (or might not) help.

muku says ...

Rather unique concept! Have to agree that it gets repetitive fast, though. Still lots of fun for a while. Pretty graphics, and feels reasonably polished overall. Good job.

DrPetter says ...

Level 5. Kind of interesting idea with the star-flinging, but it doesn't really work out in practice. There's a feeling of stuff slipping between your fingers, which isn't satisfying. It's also a bit annoying that stars can pass right through walls if they come down from above. Maybe they should have bounced to give a better sense of solidity? Kind of dull that all levels are more or less identical. No real sense of challenge or strategy to the gameplay - just swipe the same old arrows across the screen and hope there's enough stars to kill the walls before it's too late.
Perhaps it would have been possible to do a different kind of slinging mechanism where you could swirl up a large number of stars using circular mouse movements and then hurl them all at one target? I dunno, I think the main failure here is that it feels to "slippery" and unpleasant to control.
Graphics are ok.

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

“Sky Upon Us!” – Postmortem and Stick Figures

Posted by
Sunday, April 26th, 2009 1:48 am

I came up with the idea of making a shooter based on drawing arrows after seeing a concept sketch for another arrow game by fellow LD participant Sparky. In the week before the contest, I entertained the idea and tried to think of ways to make it “themeable”. I came up with what I thought was a great idea for “Rain” – falling stars, that you would use as ammunition. When I saw the theme “Advancing Wall of Doom”, I decided to keep the mechanics from “Rain” and just work the actual theme into that. In retrospect, this might have been a mistake. Read why after the break.


Sky Upon Us – tiny bugfix

Posted by
Sunday, April 19th, 2009 10:48 pm

Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart:

Sorry about that!

Sky Upon Us

Posted by
Sunday, April 19th, 2009 6:38 am


Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart. I realize that this may not be taken into consideration when judging the entry, but I thought I should at least upload the entry as it was meant to be (and as I was certain it was!)

Sorry about that!


Okay, here’s the final version of “Sky Upon Us!”, my entry for LD14.

I tried to upload the zip file containing launch files for Windows, Linux and OSX to the blog. Sadly, WordPress wouldn’t accept it even if I changed the file extention. Meanwhile, the game can be downloaded or started from all the following links:

While the game didn’t quite turn out the way I hoped, I’m still happy with most of it. However, the gameplay does get a bit repetetive; excuse!

As always, any comments are warmly appreciated!

A screenshot from the game:

Further progress

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

I’ve made some further progress, but I’m not quite sure where I’m going with this:

Progress 10


Posted by
Friday, April 17th, 2009 9:13 pm

Well, it’s not much so far, but here’s what I’ve been working on:


If you think 48 hours isn’t enough…

Posted by
Friday, April 17th, 2009 7:13 am

Motivational Towlr

LD14, yay!

Posted by
Monday, April 13th, 2009 8:40 pm

I am in! Well, I have an exam on the day after, but I’ll do my best to study enough beforehand that I can comfortably participate in the compo… we’ll see how that goes! :)

I’ll be using either Slick, which is a hardware-accelerated 2d Java library, or ActionScript3 for this contest, I think. Or fall back on Java2D if I don’t want to use the others for some obscure reason. :)

I’ll be using some of my SlickTemplate if I use Slick, or my Template4k if I go with Java2D, I think. Both are very short, smallish templates that really don’t do anything besides setting up a frame and saving input states.

That’s all for now. Good luck in the competition, everyone!

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