DaFluffyPotato #168

Joined a year ago



Latest posts


I'll be busy for a while because of midterms and I don't have time to rate games at the moment. I would really appreciate it if some of you could play and rate my game Spike Dungeon. At the moment I've got 2 out of the required 10 ratings. I'll try to return the favor next week, but my schedule is unstable at the moment, so I can't guarantee anything.

Comments are also appreciated. :D


I can't use the full 48 hours because of midterms next week. I was only able to put about 14 hours of work into it, but I think it still turned out pretty good. ^-^

>> Game Page <<

Good luck to those still jamming!


I just have a few more world gen segments to finish. After that, I have add eye candy and audio.

The gif recorder added a white bar to the gif because I had to change the recording area while I was playing since I got a vision powerup.

If the gif is taking forever to load (it's 8MB), click here for the MP4 version.


I'm going to go to sleep. I'll work till around 6 tomorrow, then I'll have to be done so I can study for midterms. That means I've probably got 9 hours left (I've spent 6 on dev so far). I still want to add 2 enemy types, a bunch of items for the shops, and more world generation segments.

Good luck all!


I've finished the basics for my game. Unfortunately, I can't make it too fancy because I've got 3 midterms on Monday, Tuesday, and Wednesday. I'm hoping to finish about 27 hours in.


What is the November Challenge?

The November Challenge is an event in which you release and market a game or game related product during the month of November with the goal of making $1. The goal is to use (and hopefully improve!) your release and marketing skills with the goal of making money off of something you made!

What can my product be?

Your product can be a game or anything game related. This includes tools, assets, etc..

What qualifies as a win?

The goal is to make money off of your product and learn about the release and marketing process. The amount of money earned is somewhat arbitrary, but if you want to set an amount, you can use 1 unit of your local currency.

How does the community participate?

People are encouraged to give feedback on each other's products. Even if you didn't buy someone's product, you can still give them feedback on their marketing efforts!

Do I have to start the project in November?

You can complete an old project or start a completely new one! The only requirement is that the project is released during the month of November.

When is the November Challenge?

As the name implies, it's during the month of November. (Nov. 1st 7PM UTC to Dec. 1st 7PM UTC) The 1st November Challenge will be held this November and hosted by me!


Unfortunately, I'll have a lot of other stuff to do during this AKJ. I'll still try to make a game though. :D

Tools and Stoff:

  • Python / Pygame
  • MS Paint / Px Editor
  • Bosca Ceoil / LMMS / Audactiy (I just got an Akai MPK Mini!)

Here's my last AKJ entry:


If this isn't supposed to be posted here, I blame @toasty. He told me to.

Click for Super Potato Bruh Release Trailer


Anyway, Super Potato Bruh has been released. It's a platformer with some bullet hell elements!

It's available here (source included!): https://cmlsc.itch.io/super-potato-bruh


There's no way I'll be able to win this one.

They're all from genres I tend to be bad at aside from MAD SEED and Whirling Blades (mine). It doesn't help that I'm also on a really tight schedule for the Super Potato Bruh development. Looks like @voxel will get an easy first place. :P


I'm a bit disappointed with the results for Whirling Blades, but I guess that's what I get for doing something I'm not good at (isometric). xD

The goal was to make a well rounded game while also stepping out of my comfort zone, which I did. I've never done anything isometric before and knew almost nothing about it when I started. I didn't look up anything and did everything by just figuring it out. It was a great learning experience.

The good:

  • The game was completely different from my other games, which was probably nice for anyone that has played most of my games.
  • The mechanics turned out great. They were simple since you only used the mouse, but also still fun.
  • The character designs turned out good aside from the big tanky one, which I didn't draw by hand before I started.
  • The visual effects were nice in my opinion. (the eruptions and the slashing)

Here's the single paper I used for the idea beforehand. I'm definitely not an artist outside of pixel art.

The bad:

  • The artwork didn't turn out as good as I had hoped. The rating really shows it when compared to Lollipop Ninja. Part of the issue was that I wasn't used to working from an isometric perspective, but I believe the main issue was the dark outline. I've had a few people outside of the AKJ complain about that specifically. The outlines also reduced the space I had to work in, which also reduced my ability to add detail. The over abundance of green in the play area was also a common complaint.
  • There were a few minor design issues, such as the difficulty scaling and the fact that you can get stuck in a corner next to the "stompers" which causes tons of damage.

The ugly:

  • I assumed that adding depth in the form of items and unique traits for each enemy that took some thinking to figure out were a good thing since it was "optional" depth, but this ended up making people not like the game. Humans tend to not like the unknown, so the items that were automatically used and the overly varied enemy traits probably made the game worse for most people.
  • The game at its core was just a game where you kill things in an expanding area. IMHO, it seemed like the isometric elements and everything else were just tacked on to a very generic concept. Nobody really complained about it, but I prefer for the core of my games to be more innovative than that. In Lollipop Ninja, the core idea was that you jump around and use terrain as a shield from "enemies", which is presented in a humorous fashion. I think I did a good job with Precious Cargo, which was one of my older LD games. The core idea was that you were on a moving platform around other moving platforms with enemies knocking you around while you needed to go onto the enemies' platforms to keep yours in the air. It sounds complex, but in a game it actually works really well. I think if I remade this core concept now, it would be a pretty good game.
  • I didn't have time to add fullscreen, so accidentally clicking out of the window became a rather annoying problem for almost anyone playing. Although it seems like a lot of people missed the note that F11 could be used to make the window larger.

The big mistake that resulted in a lot of these issues was that I was somewhat blinded be the desire to make a fast-paced isometric fighting game. I had some cool ideas in my head, but forgot to think about potential issues in design before getting to work. Normally I spend 60-90 minutes on the game's concept, wheras for this one, I only spent about 10. Next game jam I'll try to dedicate more time to design (>= 3 hours) and less to content since it seems to be the major issue with a lot of my games. I wasted so much time on Lollipop Ninja making levels nobody would play and I wasted a lot of time making items and enemy traits that people would just find a nuisance when making Whirling Blades. On The Crushed Sky (one of my LD games), I also spent way too much time making levels that nobody would play. I even made a boss battle with its own set of tiles that almost nobody ever played.

The boss fight from The Crushed Sky:

I'm slowly figuring out game design and hopefully I'll make something great when I enter the next Ludum Dare!

EDIT: I also need to stop going so low-rez with my artwork. >.>