On Saturday I made this game in <7 hours at Berlin Mini Jam and on Sunday I fixed scaling on Android and made it a bit easier. On Desktop you'll need LÖVE to play. Music used from my music streak entry.

PSA: don't let your cat explode!


My first one screen point and click adventure demo is finished. I finally settled on an art style and finished all the assets that I needed to create.

The only real error remaining is that one of the arrows displays incorrectly, but that is because I changed the game resolution a dozen times and screwed up the art asset.

I've compiled the game for Windows and attached it. Just extract the zip and run the TestGame.exe to play. If you run winsetup.exe it lets you configure some display settings. It doesn't install anything. If you want it bigger run WinSetup.exe then change the filter to 4x Nearest Neighbor, or whatever zoom you prefer.

EDIT - uploaded a new version. This one has some minor bug fixes, adds a status bar that shows you clickable areas, and changes the default resolution size but more importantly adds a couple pieces of dialog that make clearing the game possible. You might stumble onto the solution in the first build randomly, but it would require just random trying of things.

Explore Windows Version.zip1mb

It's not really a game, it's more like a tiny dialogue thing. But I had fun painting it and it got done on a sunday, so I'm happy that it's not totally broken.


(Unity Web Player because the WebGL Build has a bug I could not figure out.)

'Kronan, the Librarian' is a short adventure game for the Adventure Jam. (Link to the Jam: http://jams.gamejolt.io/adventurejam).

I am bending the description of one game a week a bit here because it is not ready at the moment. To be exact, there is no gameplay for now, just two scenes to walk in. But that is according to my own plan, as next weekend is Ludum Dare, where a game will be produced, and I thought, why not use the first days of next week for this adventure, too.


So I will update the game in the next few days with content.

Art-wise, I cleaned up the main character and painted the bag for the interface, otherwise, most time was spent on other stuff.


Uploaded the final game to GameJolt

"A foreign planet. The people have lived in peace since centuries, safe and secure in the living towers on the upper side of the world. But an uprising shook the society, many had to flee. Some of these remembered the old tunnels and caves at the surface level.

You are not one of those. You are a peaceful mutant that does not want to get killed by these anxious people."

This is really, really short. But it works, has beginning and end. I am rather happy about it considering the short development time. (Sunday + concept image on Saturday) So, maybe I'm getting better at time management?

Would of course have liked to add much more dialogue, but had to hunt down some bugs whick cost me some hours.

Windows: http://www.craftinglegends.com/games/prototypes/th...

Linux: www.craftinglegends.com/games/prototypes/therearen...

Mac OSX: http://www.craftinglegends.com/games/prototypes/th...

"Botti" is a little memory game targeted for kids. It's about a robot finding his way through a minefield to get to the plutonium energy he desperately needs.


The system shows you the correct path, you have to memorize it, there is a short pause and then you click and drag the robot the same path. (Had touch controls in mind for this.)

It is not really finished and it is possible that I will add one or two things later/tomorrow. Another possible scenario is letting it rest for a few weeks and then returning to it.

UPDATE 1: added difficulty levels and countdown timer

A very simple math game which I made this afternoon/evening. And it's my first try at "flat" graphics.

I am not really happy with it, as the gameplay is kinda boring and the style and interface could use more animations. But it's playable, so that's that.

Improvements would be adapting the difficulty to the player, balancing the numbers and perhaps mix it with other types of quizzes. And the owl could use more personality.


The goal of this minigame was making the easiest possible game demo that has movement and collision detection for teaching purposes. Here's the source with German language commentary:

function love.load() -- hier werden zu Beginn einmalig Befehle ausgeführt
  sx,sy = 700,300 -- stehen für Spieler X- und Y-Koordinate
  cx,cy = 50,300 -- stehen für Computer X- und Y-Koordinaten
function love.draw() -- hier werden Bilder und Formen gezeichnet
  love.graphics.circle("fill", sx, sy, 50) -- Großen Kreis (Spieler) zeichnen
  love.graphics.circle("fill", cx, cy, 25) -- Kleinen Kreis (Computer) zeichnen
function love.update() -- hier werden Veränderungen berechnet
  if love.mouse.isDown("l") then -- falls Mausknopf/Touchscreen gedrückt/berührt
    if love.mouse.getY() > sy then -- wenn Maus/Finger höher als Spieler ist...
      sy = sy + 10 -- Spielerbewegung nach unten
    else -- ... in allen anderen Fällen
      sy = sy - 10 -- Spielerbewegung nach oben
  cx = cx + 5 -- Bewegung des Computers nach rechts
  if cx > 800 then -- Beim Berühren des Rechten Randes
    cx = 0 -- wird der Computer nach links versetzt
    cy = math.random(1,600) -- wird die Höhe des Computers zufällig berechnet
  -- Wenn Spieler und Computer einander nahe sind
  if math.abs(sx - cx) < 50 and math.abs(sy - cy) < 50 then
    cx = 0
    cy = math.random(1,600)

I figure some of you could use this to learn some German! :D

Needs LÖVE to run

minimal.love759 bytes

So I finished a good portion of Catabalt. I didn't get as much done as I would like because I was traveling this weekend and ran out of time.

List of things that didn't get done:

  • There is some difference between how Haxe parses data between when it compiles to Actionscript vs C++ with how it parses strings. So some of the animation frames for the cat are messed up. So that's bad.
  • The boxes when you hit them lower your speed for only one frame, which at 60 FPS isn't even noticeable.
  • The controls feel wrong.

In the spirit of publishing every week though, this is what I've got. I learned a lot about what works and what doesn't (for instance, in this game the player is actually stationary and the world moves past it. Every asset is recycled over and over again, etc.) So oh well.

Play at your own risk!


So this is kind of cheating entering the same game for two weeks in a row, but all my development time this week has been taken up with streamlining my Ludum Dare Entry and incorporating the feedback that I've received here and elsewhere. Here is a short list of the differences:

Options menu - You can adjust the length of the debate and the thinking time to make things easier or harder (that was for you @Anja).

Word list - The word list is greatly cut down from 50,000 words to about 5,000. I am a native English speaker and have a fairly extensive vocabulary and I had never seen half of the words before. Younger audiences or individuals who don't speak English as their first language can enjoy the absurdity of the debate more if they know what the words mean (Thanks for pointing this out @Stephan) Plus, I enjoy it more with the change also.

Game speed - I eliminated some of the prompts and the messages that didn't add anything to the game but did slow it down. I also reduced the default number of rounds to 6 from 10 (although you can move it back up again if you want in the options menu). Each debate takes less than half the time that it used to.

You can play the new version here.

I have sinned.

I wrote the ugliest code in my professional careeer.

I have been punished.

I have seen my weaker self laughing at me terrible, because of being succumbed to take evil short cuts.

I had nightmares to finish this game, because of my sins.

I'll never do this again.



Jesus! What a rodeo ride the creation of this game was. Due the inner whisper "Ah just one more line and it`s finished,...no, you don't need any annoing OOP stuff or event system or component based entity model....just look! One more little if and else and you can catch this problem." I wrote the worst spagethi stuff.

As a result in this condition the game is right now, I´m not able to correct a fault I made and to adjust the AI....to be smarter than a brainwashed hamster.

My goal for the future is: Not to finish at any cost within the week limitation, instead having a clean, clever reusable code to be proud of.

The result can be played here.

So I finished this game yesterday since I knew I wasn't going to be able to work on it on mothers day. This week was a bit rushed and there was more that I would have liked to add, but so goes life. Completely forgot to post it here yesterday and haven't gotten around to posting it on my website yet. So I guess this counts as week #6??? Hope you guys enjoy and will gladly take any feedback you can offer.

Off to start this week's game...still have no ideas...doomed!!

Only You.exe17mb

I did a ton of art the past couple days for my Ludum Dare entry, called Release the Monster. You play as a monster that was summoned by the nefarious Dr Destructo to investigate his minions and find the incompetent ones and destroy them! It was made in Adventure Game Studio and plays like the old Lucas Arts games (complete with 320x200 graphics!)

If you are interested in playing you can check it out here.

My first attempt to produce a litte game in under 10 hours.

The goal of the game is to reproduce the shown color with the help of three colorpots.

- Add one color by pressing the brightcolor buttons on the right side.
- Remove one color by pressing the darkcolor buttons on the right side.

The Game is stored here to play it online.

Have fun!

Edit: V.1.1
- Fixed the button problem
- Changed the input, so you can hold the LMB
- Changed the colorpot colors somewhat cosmetically.
- Added 5 more levels.

Thanks to all commentators for giving great feedback to improve it!


A generator of cute planets - every planet is unique! Create your own tiny planet.


D'aaw. Seconds too late...

I made a tiny game you can play using LÖVE.

I guess I have a week to tweak it since I insisted submitting in the last, last second ^^

Video: https://youtu.be/HyHCpQzARGY

The music speeds up with every level. This is directly inspired by Anja's Mixit.


Here's this week's game MetaRPG. I have all the basic mechanics in place except buying equipment. Basically it is an extremely linear RPG where you just walk to the right along a set path until you win. Battles are fought automatically in the background so you don't have to do anything.

As a matter of fact, it is easier to just hold the right arrow until you win. Dying sends you back to town with full HP. You lose half your gold, but right now the only point of money is to stay at the inn and refill your HP. So just hold right.

I didn't have time for actual content creation this week because I worked 50+ hours and spent this weekend cleaning the basement. If I decide to finish this it will have multiple towns, NPCs, dungeons and many more jokes and tropes about the RPG genre. But for now it doesn't.

Play it here!

Inspired by a VR experience at A MAZE. / Berlin, I started a scene to walk through in first person with Oculus Rift in mind (but not in use... yet?). Made at Berlin Mini Jam.

The genre is fantasy, biographical, biblical (old testament) or cartoon.


Away from my computer right now. Made an extremely basic space shooter using public domain assets. Wasn't feeling particularly inspired. Will build and upload later.

EDIT 1: I have to admit, I totally underestimated the difficulty of making a memory. A cool learning experience for myself!
I fixed the bug, now I can find the right cards and dismiss them when found.

Still there is a ToDo List:

- AI which is plaing against the player
- The juice around the logic, like for example the showing and hiding of the cards....
- More juice: Music and soundeffects.

I will continue this project this week to get hopefully a nicely playable version of it.


This sunday I created a Memory. But I have recognized somewhat late that I've produced a mistake in my card sorting logic. So I have to fix this tomorrow, because I'm getting tired now.

To mix it up, here the look to the inside of the game:

A criminal adventure in a fantasy inn. You are the investigator and inquisitor. A murder has happened, and the Oracle suggests that mysteries lie hidden in this age-old inn.

Again, horrible time management this week. I'm getting worse at this. :(

And the game is also smaller/more broken than planned.

Unfinished version (Unity Web Player): http://www.craftinglegends.com/games/adventures/wa...

(Game is missing dialogues and greater part of the investigation.)

I will not finish this. Will impose a new rule on myself: No overtime. Either it get's ready sunday evening, or not. This should hopefully force me to get better with my time management. Probably also not a good idea to make a story game in a week when not fully committed to this.

A half-baked attempt at making a sci-fi lap racing game.

At least the speed-changing sound works but its implementation is questionable and it seems to have blocked any other sound effects...

Unfortunately, there's no win/lose condition implemented

Requires blender (use blenderplayer) to play.

1 download

So I don't think that I'm going to get any additional time to work on Catabalt this week, so I'm posting it as it is now. This is a near direct port, of my old code although with some of the additions I was able to add features that I didn't get to the first time around.

There are a couple problems still:

1. There is no main menu or game over screen. It just brings you back to the beginning and shows you your score.

2. Luxe handles collisions funny (I am doing them in a strange way though, so that might be it). Basically it is the tunneling problem where if the game is loading something or the cat moves too far between frame updates Luxe doesn't detect the hit and you randomly fall through the floor.

If I haven't scared you off, the game is here. Space, X or Z jumps.

I was at re:publica on Tuesday and had the joy of attending a workshop where we put a recordable greeting card sound module which was already rigged with conductive textiles instead of buttons inside a self-sawed puppet. I'm cheating and using this as my weekly submission even though it's just a toy. :)

More info about the puppet: https://youtu.be/XA6SLtrSsSE?t=1m45s