About Redbone


Ludum Dare 22
Ludum Dare 21
Ludum Dare 20
Ludum Dare 19
Ludum Dare 18
Ludum Dare 17
Ludum Dare 16
Ludum Dare 15

Redbone's Trophies

Awarded by moltanem2000
on April 27, 2011
the "ill give pants12 3 pants12 approvals in on pants12 apprval" pants12 approval
Awarded by pants
on August 19, 2010
The Sand Boboil Trophy of Mentioning Sand Boboil
Awarded by Redbone
on April 26, 2010
The Cloudy Procrastinator Award of Waiting for later
Awarded by moltanem2000
on April 25, 2010
The Boboil Referencer Trophy of Redundancy
Awarded by moltanem2000
on December 14, 2009



scionkiller says ...

Good game. Simple concept but well polished, nice progressive difficulty levels. Jumping mechanic and enemies pretty well tuned. Nice to have music.

5parrowhawk says ...

Didn't complete it. The silly level with (1) lasers on either side of the window, (2) a jump that makes you hit your head on the laser 9 times out of 10, and (3) a platform just underneath a constant stream of cans was just too frustrating. Tried it approx. 30 times. When I found that the last platform was almost impossible to pass due to the cans, I gave up.
I would love to rate your game down simply because it pissed me off so much, but my conscience won't let me do that.

SethR says ...

In most of these LD games, we get the mechanics working at the last minute than spend like 3 minutes designing levels, but your game surprises.. there is an assload of content!

I'm proud to say I won.

That music is.. well, not music. ;)

greencow says ...

very nice! crazy boss ;D exhilerating at times when death became imminent, quite the test of reflexes with randomness. alice in wonderland type description of 'advancing wall of doom'

Endurion says ...

Simple game, but rounded quite well.

Banni says ...

I found this quite hard. As in old-school-platformer hard. There's a few brutal levels in there that are entirely down to lucky timing (what's with that switch that makes the platform you are landing on disappear right as you touch it?)

However, I did persevere to the end, and had no idea what to do on the boss fight. I just kept dodging them until they died. Maybe give them health bars, or a damage indicator/animation each time they get hit. That would at least give some feedback to the player.

Oh, and that background sound is so annoying after you've been stuck on a level for 20 tries!

mjau says ...

Had fun with this. Almost gave up on the level just beneath the roof where you have to jump under a laser that blocks your path, but eventually got it after many, many tries .. was happy to see the roof next then, and thought the game would be over. Nice twist there =)

Hiding the first key behind the ladder was pretty unnecessary, specially since it's the first level with locks/keys. Also, could've used some checkpoints inside the big hotel area perhaps (was getting tired of dying for the nth time on that ladder up again..), and a health meter for the boss would've been nice.

The red brick wall was a bit of an eyestrain.

The music was terrible. Short repeating loops like that tends to get annoying, and the random notes of the boss music wasn't exactly pleasure for the ears either. The game would've been better without it. Sound fx was ok though.

Nice level design. The difficulty curve felt right, and I think new elements were introduced at a good pace. The sudden boss fight and subsequent ending was a bit of a surprise though.

Didn't find any secrets. I guess they're inside the hotel, since there was a bunch of inaccessible doors and such, but I don't feel like going through all that again to hunt for them, at least not right now =)

sowbug says ...

Nice Donkey Kong vibe. Game made a great first impression with splash screen, music, and scene transitions (fading).

Minor pet peeve: it bugs me when platformers let the character change velocity/direction mid-jump. Unless the character has a jet pack or is carrying a very strong table fan, that's impossible. Joust got this exactly right, which might be what made it hard for people to play at first.

Entar says ...

Reasonably fun, but it got a little lame when I got to the point where guys wouldn't pop up before they threw, and they threw where ever they wanted, and the jump control was kinda hit-and-miss / laggy?

agj says ...

I can't believe you added secret areas, because this game is already so long. Nice level design! I also liked your mouth sounds! (I beat it.)

noonat says ...

I couldn't get past the stage with the two ladders. :( I liked what I played though. Jumping felt good. Music worked well on the menus but the music in game was too repetitive.

v1234 says ...

Would have loved to have played this, but it looks as though the Game Maker bloat kills the speed when it's running under Wine. Looks like it would have been a lot of fun.

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

FINAL – The Hotel Advance

Posted by
Sunday, April 19th, 2009 4:43 pm

How is this related to Advancing Wall of Doom? Well, the player has to get to the ladder of the level to advance higher up. The ‘doom’ would be the cans, lasers, and the bottomful pits. The part after you get into the chimney are just ‘final’ levels that have no relation to the theme.
Read READ MEEEEEEEEEEE LD14.txt for more info.

There are two secret areas, can you find them?


EDIT: Uploaded the image to the site.
EDIT2: Game Maker 7 source: Download

Boss and Secrets for Lunch

Posted by
Sunday, April 19th, 2009 11:20 am

I’m adding a boss, and some secrets.

After lunch.

Hooray for more noodles!

Boosting Graphic Quality

Posted by
Sunday, April 19th, 2009 8:36 am

Shaded Graphics!

From someone’s opinion, I shaded most graphics. I didn’t shade the baldies or the windows though, I’ll probably do that last.

Good Morning, lasers.

Posted by
Sunday, April 19th, 2009 7:20 am


Something I meant to show yesterday, but the Internet was b0rked. So here are the Deadly Lasers of Doom.

Lets Call it a Night for now.

Posted by
Saturday, April 18th, 2009 6:46 pm

I’m tired now, developing the game with only three breaks in between. I’ll call it a night, and hope the Internet fixes itself overnight.

Dinner VS My Internet

Posted by
Saturday, April 18th, 2009 5:02 pm

I’m back from dinner, and it seems NONE OF THE WEBSITES I OPENED ARE LOADED! D: And my service provider says “Right click the connection and click repair”, even though I even stated I tried that. :( Apparently Ludum Dare is the only place that actually loads. So nothing is gonna happen until this is fixed.

At least my dinner was awesome. I near the end of today, as stuff happen.

Fancying Footwork

Posted by
Saturday, April 18th, 2009 12:18 pm


I’m currently working on the levels, and trying to make the game harder as you progress up the building. I find making Fancy Footwork be even fancier is hard.

This is also the first screenshot to have cracks in the ledges. They of course, break on touch.

Noodle Lunch for Lunch

Posted by
Saturday, April 18th, 2009 11:26 am

What’s a Ludum Dare contest without a lunch? Off to eat my noodles!

Oh, and baldies can now throw double cans.

Advancing Development of Gameplay

Posted by
Saturday, April 18th, 2009 10:35 am


Finally got a functioning game! You control the bug, and you have to get to the top by jumping on the ledges. Oh, and don’t get hit by falling cans.

Advancing Snack Break of Yummy

Posted by
Saturday, April 18th, 2009 10:14 am


Doritos New Unidentified Flavor!

This has been lying around in my house for a week. “Why not have a snack?” I asked myself. Tasty, these are.

Back to work!

Canned Baldies

Posted by
Saturday, April 18th, 2009 8:58 am


Baldies! And they throw cans down. Next step: Make the player.

Advancing Wall of Nothing

Posted by
Saturday, April 18th, 2009 7:43 am

Well, it’s a start…

Because I can’t think of anything except climbing an infinitey wall.

[cache: storing page]