Well that was a mistake

Hello everyone.

I did a noob mistake. I started polishing before the mechanics. Also, I switched engines 3 times during the construction phase.

I dont think I have to say that I almost had to give up.

But **then** an idea has strike and I’m working on it since yesterday – Why not make it a text-based, turn-based, “swim & kill-a-guy” game?

More updates as soon as I have them.

Pub breakfast first. Then onwards with this.

Notes of the alternative version


It’s like combining swimming and strangle a guy.

I got one!

Many years ago I almost memorised the whole standup routine.
Now its the perfect time to put that image in practice.

LD41 – How do you combine the uncombinable?

So the theme is out and its: “Combine 2 incompatible genres”

I mean, the problem is that even if you get 2 good ideas, you will eventually make it into a crappy one. Also, it sounds like a lot of work for just 6 hours.

mmmmm… I’ll give myself 4 more hours until I come up with something.

Ludum Dare 41

Am I going to participate?

You’re goddamn right I will!

This time I may even change my loyal Unity engine for Godot 3.0.

I’ll keep you guys posted on wether this was a good move or not 🙂

See you at http://LDJam.com


So last weekend I did another “game”.

I’m not very proud of this one technically.

I believe that it was a good interpretation of the theme from the Jam, but the technical development could have had more polish.

I ran out of time, didn’t take the project very seriously and felt like quitting a few times.

Having said that, I present to you, Malabar – You are a Juggler.


Let me know your thoughts!


Ludum Dare 40

So I’ll be doing something at the very last-minute for Ludum Dare 40.

Its Christmas and I need to brush up on my skills. The themes seem fairly good this time which means I’m either very hungry to build a game or the themes are actually good.

The last one was a bit crappy as I remember.

Let’s keep it playful then!


Hi everyone!
Did you miss me?
I sure missed you!
I had to take some time out in order to get a job and get some more money to pay for my game dev habits.

So now that I have a job, I need to spend all my time learning the tools for the job so I can have less stressful days, so I can get home with some mental space to kick some game dev again.

In a nutshell the next few days I should be working on “Boxing”, and see how I am for the 18th of December date.

Hopefgully my job won’t throw me a lot of deadlines at that time and I’ll be able to get some not-too-buggy-version out for you guys with android.

Finger crossed!

See ya soon!

Boxing – Back to the grind

And I’m back to working on “Boxing”.

Sometimes its good to have several unfinished projects so you don’t get cabin fever.

The good news is that I managed to get a new IDE and so I’m using Visual Studio for this instead of the dreadful Monodevelop.

The plan for today is to redo the AI and potentially add controls for mobile. 

Slinger – A jump into infinity



So the last weekend I have produced a small demo game in my first participation in Ludum Dare. For those who don’t know, Ludum Dare is quarterly game jam in which the aim is to do a complete game in 48 hours. You can also apply to do one in 72 hours with different rules though.

At the beginning of each jam, a theme is selected and revealed to all participants. This year the theme was “Running out of Power”.

So my first instinct was to produce some political game about some gov body who is losing power.

Notes for LD39

However, the thing to keep in mind is, theres only 48 hours and you have to produce the mechanics, music, menus and polish.

Fortunately for me just a few hours before I saw this video from Quill18 which helped me substantially. The rules of the game really imply that you keep calm and scope short. So I followed these simple rules and delivered the game 8 hours before the end of the contest.

  1. There are no perfect ideas so stop trying too hard.
  2. You must want to play that game to keep motivated.
  3. Don’t reinvent the wheel. Copy and transform.
  4. Keep the scope very small. You can always add later.
  5. The mechanics should take between 2 to 4 hours to make.
  6. As a rule of thumb, polishing takes the same number of months as mechanics did in days, so take it easy.
  7. Finish. Your. Game.


So I had an idea. It was not perfect and it was not unique, but I still wanted to do it. I opened up eclipse and started coding it.

I faced quite a lot of problems and bugs and things didn’t go the way I wanted them to, but hey, I expected that.

After a day and a half I wondered if I could call it a demo game and published it.

And that was it. Have a look and enjoy.