Posts Tagged ‘point-and-click’

Check out my entry! Horror Hotel – Room #13

Posted by
Tuesday, December 13th, 2016 2:39 pm

I finished making the game about 30 mins before the Jam ended. Check it over here :


This is my 2nd Ludum Dare and I’m more satisfied with this entry compared to the last one.

Forgive me if the art is horrible, but I tried my best.

One Room is finished (for now)!

Posted by (twitter: @DarkCisum)
Monday, December 12th, 2016 7:14 pm

I actually wanted to write more blog posts, but then I invested all the time into actually finishing the game, which I think was the better way to go. That being said, I brought the game to a finished stage and made a release for the Ludum Dare Jam submission.

Ludum Dare Jam: Submission / Windows Binary / Source Code


If you have seen any parts of the livestream you might be a bit surprised, but as mentioned in the previous post, I changed things around and went with a point-and-click puzzle game. One of the main issues I have when building a game is that I’m really bad at creating any kind of usable art. And when I get something somewhat nice looking, it will have taken me multiple hours.


By now I don’t even really remember how I got the idea, but I suddenly thought of taking pictures of my own room and “stylizing” them to look kind of pixel-art like. The additional advantage of moving around some furniture was that I could also clean up parts of my room. The end result has a wide range. Some screens look a lot like drawn pixel art, while others still contain a lot of detail. I find it amazing how a few pixels aligned properly already make things recognizable. One thing I probably should have tried, is to reduce the used color palette. That way I’d have managed to drop quite a bit of information detail, possibly making it seem more drawn rather than a photo.


The game is now finished, but it’s very short and I still have some ideas in my head what puzzles I could add, but even more importantly how I could make it work better code-wise. A lot of the game is really just defined in one JSON file and I think, I could expand that one even more, allowing for really quick expanding of the game work and puzzles. We’ll see when I get the time.

I hope you’ll enjoy playing my game and don’t forget to rate my game!

Don’t miss a little fun time with Shapeshift fot Cheese

Posted by
Tuesday, May 3rd, 2016 1:00 am

If you missed the game, no soucy ! Play at Shapeshift for cheese here :




Rate it and i’ll make a new puzzle if the game has 100 votes

Posted by
Saturday, April 30th, 2016 4:38 am

Yeah !

If the game gets 100 votes before the final judgment, I promise to program and put a fourth puzzle in the game!



+60 votes for the mouse ! Thank you all !

Posted by
Wednesday, April 27th, 2016 1:19 am

WOW ! +60 votes for Shapeshift for Cheese !

Thank you very much for all your positives comments on

I’m over 60 votes ! it’ s fantastic !

Don’t forget you can play at the postmortem version (no bugs and better dialogs system) by downloading this game on


Shapeshift for Cheese POSTMORTEM repair bug

Posted by
Tuesday, April 19th, 2016 11:37 pm

Yeah ! A PostMortem final version with report bug is online



THIS IS THE SECOND VERSION OF THE GAME (after the legal 72 h of ludumdare 35)

2 major operations priority bugs reported by players :

1) repair the bug “electrical wires”
2) Skip dialogs by clicking the mouse key or spacebar

Bonus : Added Phylactere for a more readable text and more cartoon appearance

Click on this link to download the new version of the game : FOR CHEESE

Thank you for playing and don’t forget to rate my game on

Party like it’s 1993 – Point & Click Console!!!

Posted by
Saturday, December 12th, 2015 6:43 pm


I’ve got item name recognizing, unique sign post text, and animated sea!

Retro Style – Text Console

Posted by
Saturday, December 12th, 2015 9:33 am

I am making a retro-style point and click dungeon crawler thingy-ma-bob. I’m gonna party like it’s 1993!

I am using the growing theme but I don’t know if I should I use the 2 button controls theme as well.

I’ve got a basic text console up and running and now on to creating art for the sprites.


Shape-Shift Escape post comp version

Posted by
Thursday, August 27th, 2015 5:42 pm

It makes me glad that people still love point-and-click adventures. I think they should make a comeback!

Screenshot - 28082015 - 00:35:08

Thanks to everyone for the comments and bug reports on the original submission!
## Post Comp Fixes
+ The coffee cup falls sideways when spilled, and the security guard no longer says “hands off” when you try to take it (even when he was knocked out by the gas).
+ Fixed the shape-shift animation glitch.
+ Prevent guards and scientists from saying something random when there are words on screen.
+ Lower music volume. It overpowered the game sounds.
+ Loop game music when it ends, instead of restarting the music when re-entering the hallway.
+ Better placement of the lab exit hotspot.
+ After the scientist tells you not to touch the knockout gas, resume his working animation.
+ Restart the game on fail, instead of exiting.

## Additions
+ Draw pictures on the security room tv’s. Add descriptions for the tv’s and bulletin board.
+ Replace the key with a security pass.
+ Add the level exit as a new room. The door requires a security pass.

Rate my original entry

Post comp GNU / Linux

Post comp win32

(Instructions included with

Behind the Fog – Postmortem

Posted by (twitter: @fullmontis)
Tuesday, December 9th, 2014 4:40 am

Three days ago, there was a naive me who believed things would go smoothly this time around.

“After 5 Ludum Dares, now I know everything. I cannot do anything wrong!”.

Oh, myself. I want to punch you in the coclea, so much.

So the Ludum Dare came and went, and after some trouble and some fun moments, there is a little, shiny game in my lap, Behind the Fog. It is so unpolished, so crappy, and yet I like it. Ludum Dare never fails to deliver on accomplishment.

Now it’s the time to look back to the past and see the lights and darks of this weekend, and hopefully learn something for the future.

Day 1

Or: How to start on the wrong foot


Woke up at 8:30 am. I go on and look at the theme. And I feel confused. Is that even a theme?

I scowled at the screen for a few minutes, then I thought I might as well start thinking about something.

I jotted down a few ideas on a piece of paper.

Then, a cool little idea came foward. What about a multiple room point and click game that fits all on one screen? I really enjoyed the idea, the programming looked simple enough, so I open up Emacs and start devving away.

A few hours later, I have a working engine, and I feel like this LD is going to be a cakewalk.

Then I started working on the graphics. And here the shit hits the fan.

I didn’t consider the amount of graphics I had to make for such a game. Even if the screen is small, the amount of rooms was high, and drawing graphics and story and puzzles that fit all of them was just too much to ask for 48 hours of work.

I could make a very simple room and use it as a template for the rest, but then the main purpose of the game, puzzles and room diversity, would fall.

I could do instead a single room point and click. This seemed like a better idea, but then I discarded it because I hate myself. So, multiple room point and click it is. Time to work those graphics up.

I open up Krita, and start drawing, then I close it because I think that traditional graphics  would take too much time.

I open up Paint.NET, then I close it cause I don’t know shit about doing pixel art.


It shows

I open up Inkscape, then I close it since vector graphics don’t fit the idea I had for the game well.


Nope, not working

Then I realize that I’m an idiot by not considering the graphical part into the equation from the start. My mistake was believing that programming would be the biggest hurdle, when in fact graphics are a much bigger obstacle, especially for a point and click game.

Also, I guess that this problem stemmed from my inexperience in doing graphics for games. I never worked much on this, and it shows.

In the evening I leave my work with a few unfinished backgrounds and a bad taste in my mouth.

Day 2

Or: The Fall And Rise


Things start out grim.

I boot up my game and for some weird reason it gives an error I’ve never seen in an HTML5 game. I stare at the screen, in disbelief. I watch my git log, and it looks like the last commit was more than 200 lines ago.

I stare at my half finished assets.


I give the middle finger to the screen as hard as myself (in reality, that one is pointing at me). Alright, let’s start from scratch. New day, new idea. Fuck it. I have more than 18 hours to spare.

I spend the rest of the morning brainstorming for ideas. It is not a good feeling when you have less than a day on the clock and still no idea of what to make.

Then, a cool, simple idea came forth. What about an exploration game? A game where you had a map the size of the screen and had to explore it? The idea intrigued me, and it was much simpler to implement than any other idea I didn’t have.

I developed a quick engine from scratch and it worked very smoothly. (I also discovered that HTML5 canvas has an excellent masking library, a little hard to get into but versatile).

The graphics here weren’t much of a problem, since it meant to draw a simple map. I booted up Inkscape and breezed through it. I wanted to get an old treasure map feel, and somehow it came out quite nice. It was both fun and fast, which is a first for this LD.

So I have the map, now time to implement the collisions… Wait, fuck. I drew a map without considering at all a possible grid for collisions. How the hell do I implement a collision grid quickly? How do I implement logic so that collisions can disappear and appear?

This may sound obvious to some of you, but it took me a while before I remembered that the excellent map editor Tiled exists and is at my disposal. I didn’t believe I could use it at first cause last time I used it it didn’t have json export, so it wasn’t useful. But it looks like that the later version implements it. I was creaming my pants with joy.

Implementing the collisions was a breeze, althought quite long.


Based Tiled

Based Tiled


But time flew by and didn’t realize it. It was midnight and I still had to implement logic, story and otehr stuff, I was tired and there were only 4 hours before the end of the compo. I could have stretched it but I didn’t feel it was worth it. So instead I just dropped the compo and aimed directly for the JAM.

Sleeping never felt so sweet.

Day 3

Or: The Good Ending


The 8th of decemeber is a festivity here in Italy, so I had plenty of time to clean up my game.

The morning I spent doing some house chores. I went on with the game in the afternoon. Not much to say here, things went smooth and no real problems arised. The game was “done” before the deadline, as much as a game done in 3 days can be done.

And here it is. Behind the Fog. It’s real, and you can play it here!

Behind the Fog 2

So yeah, that was a wild weekend. I’ve learned a lot, which to me was the most important thing. And I also have a game to show for it! I hope you will play my game and ejoy it as much as I enjoyed making it.

Now for the best part: playing stuff! I have already played some stuff and it’s wicked. Can’t wait to see more.



‘Plan M’ – Enhanced Edition!

Posted by (twitter: @GameDevIdeas)
Saturday, September 1st, 2012 5:54 pm

The eagle-eyed amongst you might have noticed that the Enhanced Edition of Plan M went up earlier today.

It adds a laundry-list of brilliant stuff, and you probably owe it to yourself to play it. Not that I’m biased or anything.


  • A complete soundtrack, which will get stuck in your head for days.
  • Sound FX for loads of important actions and events, and also for several completely useless ones.
  • A menu (wow!) which allows you to load a previous save without having to watch the entire intro again.
  • Two (count ’em!) completely new scenes, which further develop the characters of Dr. M and Señor Banana (it makes sense if you’ve played it).
  • Many new interactions and animations, to make the world seem more alive.
  • A re-written ending, to properly end the story.
  • Literally tens of bug fixes and tweaks to make the game more fun, based on your feedback.

There may even be more features which I have forgotten about. That’s right – I can’t even keep track of how awesome it is compared to the original release.

>>> Download ‘Plan M – Enhanced Edition’ <<<

No voice pack as yet, I’m afraid. If the demand is there, I’m sure a few days can be set aside for the recording of one.

Eternal Life Flash

Posted by
Sunday, July 22nd, 2012 6:46 pm

I just finished porting My Ludum Dare #35 (Originality) entry, Eternal Life, to Flash and yesterday I uploaded it to Kongregate…where it already has 329 plays!

What would happen if we could really live forever? Take a look at the answer with Death as your tour guide in this game made for Ludum Dare #35 (Originality) in 48 hours and converted to Flash as an exercise in learning the language.

Play it here!

Thanks to ThirdEyeWild for helping me with the Flash version! :)

[cache: storing page]