A game made for the 31st Ludum Dare.
« This is the story of a ninja's electronic pet too dumb to fetch his food, so the ninja has to go inside the tamagotchi and shoot shurikens at skull monsters while guiding the dumb pooping pet to candies. »
-- A mental institution patient
I was running for the Compo but gave up during the week-end because of a lack of physical strength and ideas I liked..
I entered again today (monday) for the JAM, making this little game with the compo rules and in one day. Do not expect too much from this game ;)
A launcher made in 48 hours for the 28th Ludum Dare.
I was not pleased with the gameplay, and have started over since this Ludum Dare with interactive background, new graphics and new gameplay mechanics.
However, the development is paused until I find more gameplay ideas.
Ludum Twin, where Twinoid meets Ludum Dare!
Follow the event, give your feedback, share your findings.. or even dare!
This application is meant for Twinoid users and/or Ludum Dare participants. It features highlights of Twinoid-made Ludum Dare games, devblog posts; you can also find pictures taken during Motion Twin's live, etc.
Currently working on this website mainly made for projects management. Other features are in development (or already coded, or just planed): a blog system, an online resume, a personal upload manager, personal git servers, centralized admin panel for all applications, etc.
Second flash game, first MiniLD participation. We had 7 days to make a Real Time Strategy game from scratch. I was away the first two days and was busy the other days with packing for my relocation (moved from Vannes to Bordeaux).
The feedback was really good, and the game ranked 6th in 3 categories.
Third participation, first flash game and first game made with a team (graphist + compositor). This game was fun to make, and had good feedback as well as some reviews on external websites.
Made with Gnux (graphics) & LeoL (music / sfx).
Made at Motion Twin's as a guest :)
An UserScript enhancing user experience in a flash game, Mush. Its main feature is its messages management features, allowing users to communicate easily and faster.
I stopped the development of Ctrl+W because I couldn't play the game any more; I plan on adding a few features when I can play again.
Blob Revolution was my second Ludum Dare participation, and the second game I created. A little off for theme interpretation, but aside the same issue with computer performances as for Ludum Dare #24, this Ludum Dare went way better.
I trained on game making by forking a game by Motion Twin, Naturalchimie. First version was made in HTML5, second in flash with Haxe/NME.
I stopped the development of Naturalchimie Trainer to focus on other projects.
My first 'real' game for my first Ludum Dare participation. I was uncomfortable with the theme, and lost too much time procrastinating so I entered the 72h competition instead of the 48h one.
Mathieu Hallouin made the music for this game, check his soundcloud profile!
This game was made on a slow computer, and I realized too late it was way too fast on almost any other computer..
Haxebin was a Pastebin-like made in Haxe. It stopped working because of some libraries incompatible with latest versions of Haxe / Neko.
SDS Extend was an UserScript for a facebook game, dynamically generated via PHP depending on the context. The game had been abandoned by its developers, so SDS Extend added new functionalities, statistics and a bot agent.
SDS Extend counted several hundreds of users.