Here's the view from the Unity-Reception on November 29th. It's the second-highest place in Berlin, and it was breath-taking.

Too bad these over-reflected pictures don't do it justice.



Today I got to hold a talk on Creativity at the Play12 in Potsdam. Also had the chance to meet some cool people and discuss game-design with them, which was great :)

 A video was recorded of it too. Going to post it later, once I find it.

Go check out what else they made, there's some interesting stuff :)


Why I probably won't take part in the IndieSpeedRun

The friendly guys from IndieSpeedRun clarify a few of the criticisms over on the Gamsutra-post of this article. I've taken the liberty of reproducing the comments down below.
//ORIGINALThe IndieSpeedRun is a gamejam that is already going on, up until January 6th. Unlike previous gamejams and competitions, this one changes a few things.
  • You have to pay to take part
  • The winners gets a cash-prize
  • It is voted on by Jury, instead of community
I am eager to see how this new approach will fare, and contemplated joining up. Then I studied the rules, and I have to say: No thanks.


Here's why: 

The Entrance-Fee

This is a necessity of the format, I admit. You can't give out cash-prizes without the cash, and a small entry-fee that would help cover this would be incredibly useful.

After the discussions about the 100$ Greelight-Fee, and the continued irritations about the 90$ to have your game entered into the IGF, 25$ seems kind-of acceptable. 

Clarity of Prizes

What does "Take away 2500$ in cash" mean? Does the first place get 2500$? Do the next-ranked games get something? Is the 2500$ split up between a certain number of highest-ranked games? These are valid questions, yet they are nowhere adressed.

Now, several days into the event it is not clear who will get what in the end. I'd like the rules for such an investment to be a bit clearer about these things. In the state they are now, this is not reassuring.

Then it was announced that more prizes will be announced in the near future, yet this is all the message says. Which in practice means more confusion for the participants and the curious observer.

The Team-Size

The rules specify a team-size of "1-4" people. And here I am out. As previous jams and competitions have shown (Ludum Dare, Global Game Jam, Unity's Flash In a Flash), a team with a large amount of resources will invariably win. Maybe a few teams of 2-3 people will score well, maybe even a single-person game. But going up against 4 times the amount of work-time they can muster up, the larger, experienced teams with several games under their belt will probably make it.

And that kind-of undermines the idea of the "Indie". There is only little competition between these different levels of resources available. It's as if you were to race a F1-car with your bicycle.

The Time

IndieSpeedRun tries something new. Unlike other jams, which are strictly set to run over a certain time, this jam gives every team its own unique time-slot.

Until January 6th there is time to "start" the project. Once you have hit the "Go"-button, you get assigned a theme and have 48 hours time to come up with a game and complete it.

This has upsides, of course. You aren't hampered by ime-period starting at night due to being planned in another timezone. You can chose your own 2 days to use, which allows you a certain flexibility.

Yet the downsides remain. If you complete you game early, other teams can see it and will have an easier time besting it.

More importantly however, is that the "spirit" (for a lack of a better word) is gone. Take the classic Ludum Dare, for example, where ~1500 people work in parallel over 48 hours. At the Global Game Jam it is more than 10000, on hundreds of locations. This feeling is vitally important, and might easily be understated.

The combined excitement, news, reports, and shared deadline are a motivator not to be underestimated. It is what makes us stay awake until the last minute in the middle of the night. It is what keeps us motivated to keep going. It is what makes the event special.

With IndieSpeedRun, the “spirit” might as well not even manifest.

The Theme

Most previous jams have a set "theme", to which your game should adhere. It can be chosen by a single person, by a committee, or voted by the participants/everyone. The important thing is, once the jam begins, everybody has the Same Theme.

Adherence to the theme is not strictly necessary, but your game will invariably be scored lower if it barely contains or flat-out ignores it. The theme is important to a) make sure everybody starts on the same footing, and b) all games have an independent basis for comparison. That way it is even possible to have an objective comparison between a text-adventure and a 3d-shooter.

IndieSpeedRun will assign a random theme to each team. I highly question this.

While the "random theme jam" has been done before, it works better in jams and events on location without detailed rankings, where you have a bunch of people. In this case the jam becomes about hanging out with people as much as the actual creation of the games, if not more so, alleviating the need for a strict scoring-basis.

Yet a unique (random) theme for each theme brings conflict. As I have learned in a multitude of gamejams, a "bad" theme can break a game, a team even. Some themes are "easy". They allow many approaches, and can be easily slotted into existing concepts. Other themes sound good on paper ("Evolution", for example, which was a disaster of a theme during the last Ludum Dare), but are extremely difficult in execution.

The theme for the last Global Game Jam was "Ouroboros", a theme so convoluted, of the ~25 games of my location (GGJ Bremen) only one team actually made a game centered around it (my team).

Comparison goes out the window as games will probably vary wildly in scope and quality. The missing central theme will eradicate the single baseline to compare games against.

The Motivation

Gamejams have many motivations, the main ones being “having fun”. People experiment, do things that couldn't be done commercially, create wondrous and unique pieces of entertainment.

Not now. The unique aspect of this jam is “win cash”, and suddenly all experimentation goes out the window. Entering the jam requires more investment than others. You need to pay to enter, to show your motivation. You need people to be able to compete.

A game has a much higher chance of scoring well by adhering to an established genre and format (see the results of Ludum Dare). Artful experimentation appears contra-productive to this.

People will start planning the game before the actual 48h-period starts, and then may try to shoe-horn the theme into it. Actual, well-thought-out planning takes a lot of effort and time, which in the jam-period is thought to be better assigned to the “building” of things. It only appears prudent.

Will I compete?

Probably not. Although a chance remains.

The 25$-entry-fee is discouraging, yet acceptably low. Should I enter I feel I would have to use the possibility and compete with high-quality 4-person-teams. In order to have any chance in this I would have to highly compress my game, not allowing any deviation of “the plan”. I feel my creativity would be crippled, and the fun possibly sucked out.

Or I am wrong about this. Maybe IndieSpeedRun won't be bad at all. Maybe it will become a yearly fixture, growing in size every iteration. Maybe we can combine it with other jams (entering the highly-regulated Ludum-Dare-games is a popular idea). Who knows, maybe it's perfect for you.

Probably some interesting games will come out of it. Maybe a few of those will continue to become commercially succesful. That would be awesome.

Maybe calling IndieSpeedRun a "jam" is a misnomer. The organizers themselves state it is only "sort of" a jam, so we might end up arguing semantics. 

Perhaps this might help establish a new class of "higher profile"-jams, which we have already seen in the succesful attempts of 7DFPS and FuckThisJam. This I will grant it, as there are few of those, and more might be useful.



Hey, Mike from Indie Speed Run here. Congrats on the featured post! Let me start by saying that you're completely entitled to your opinion, and that I'm not here to argue any of your opinions. I totally understand if we're not for you, but you have a few unfortunate factual errors in here that I wouldn't want misleading others.

1) "Is the 2500$ split up between a certain number of highest-ranked games? These are valid questions, yet they are nowhere adressed."

The $2,500 is mentioned as a grand prize, and it is. $2,500 goes to the winning team. Period. We have some additional prizes going out to winners of specific categories, but the main cash is going to one place.

2) " If you complete you game early, other teams can see it and will have an easier time besting it."

No games can be seen or played by others during the entry window. All games will be made public simultaneously.

3) "The unique aspect of this jam is “win cash”, and suddenly all experimentation goes out the window."

As you yourself have pointed out more than once through the course of this blog, there are many things that make us different: our judges, the way we handle the 48 hours, the way we handle themes, etc. We love, and I mean love Ludum Dare and Global Game Jam, but they already exist. We're just trying to do something different for people who want something different. Yes, you can win cash, but in no way does that kill experimentation. Another unique aspect is that we have a robust panel of industry expert judges, and if you think they want to see another Mario, you're sadly incorrect. Innovation and experimentation are key.

4) "A game has a much higher chance of scoring well by adhering to an established genre and format."

Again, this is not only untrue, but in fact, the opposite of the way our judges view games and ISR entries.

There are many roads to getting indie developers out there creating, and we're just one of them. If you choose to travel ours, then we'd love to have you. If not, we hope you're out there with events like Ludum and the GGJ instead. Thanks for your thoughts, Matthew, and I hope we can convince you to give us a shot, if not this year, then next!


  • Uni is continuing to interfere with my ability to create stuff, hence fewer major titles and articles than usual.
  • Vertical Void DX is still in the AppStore, ready for purchase.
  • I'm holding a talk at the Play12 in Potsdam on Creativity and Ideas, on December 6th. Say hi if you're there
  • Have been participating the last months in the monthly Berlin Mini Game Jam, and created several smaller games (within 9 hours, mostly). Not sure if I'm going to make all of them public. 
  • I'll be at Unity-Reception in Berlin on November 29th. Come say hi!

Vertical Void DX is live!

Hey guys!

My Ludum-Dare-October-Challenge-Game Vertical Void DX just got accepted into the AppStore. Get it while it's hot! (And the 50% launch-discount is on :)

  • An endlessly generated cave-system
  • iOS Tilt-controls!
  • 12 unique caves
  • Awesome glowing crystals!

Go Get It | LD-Entry



Ludum Dare #24 has ended!

Boxy The Boxcat fared pretty well. Results:

Remember, these results are out of 1406 games submitted in total.


I'm happy about my 109th spot Overall, and the very good ranking in Humor and Mood. I also got the 1st spot in Coolness, for the 5th time in a row.

In the parallel Kongregate-Contest Boxy The Boxcat reached the 4th place. This is quite frankly amazing, seeing the high-quality game I had to go against :D

It also got several reviews, including this piece on IndieGameMag and this lovely Let's Play:


Go Play :)


Thoughts on Boxy the Boxcat (a post-mortem, if you will)

What went well

People love the music. If I knew I'd be able to make such a well-received track I would've put more time into it than 1 hour right before the deadline :)

The response to the music-track has been hugely positive, being described as "oddly fitting" and "catchy" and *moves head to rhythm*. After hearing it repeatedly I feel I should've switched the Cello for another instrument

I didn't really have humor in mind per se, just a bunch of interesting/irrelevant stuff to collect for your home, which I presented in a matter-of-fact deadpan way. Apparently it worked :)

Because everyone loves kittens. In the end I got up to 8 cats in total, missing the goal of "1000 Kittens" just short of 9992 cats.

Works well. Note how the game starts immediately, there is no in-game intro. The title is maybe 2-3 seconds long, and changes with the music. After some exploring and learning the rules of the game-world you slowly evolve and learn how to undo said rules, culminating in the ability to blow up the environment, and ultimate wreak havoc on the human race.

The other general consensus is "it's cute". I didn't expect this at all :D

Holy hell this is going well. As of writing Boxy the Boxcat is the 2nd most-played-game this LD, it got a rather big piece on IndieGameMag, and  lot of Let's Plays. Here's a fun one.

This one went really well. The lasers look good, feel right, and the explosions have a good amount of WHOMPH to them. Note how the just says "You now have laser-eyes", and the players naturally figured out how to blow up cars, and then the barrels. I was a bit afraid the latter wouldn't be readable, but it worked perfectly.

One plan for the game was to have an evolving home/base, where you would periodically return to during the game (think the Normandy, or the Bastion). The "nest" is the result of this, changing each time after the player has found something. The items are displayed, and the kittens-effects change from "Feed us!/We're hungry!" to "NOM".

Sadly, players naturally didn't return that often during gameplay. Still, it feels good :D

These seem to become my trademark, it's the third time they appear in a game (the others being Badass Locomotive and the spiritual predecessor Let's Protest!)

What went just adequately

The level lacks the usual long-time-polish and testing I put my level-design-through. It's a bit too big, the hotspots are spaced too far away from each other in an order that isn't occurring to the player naturally. The second half is also horribly laid out, with most players going straight for the other cat, and skipping the melon (which barely anyone found) (yes there's a melon in this game. Can you find it?)

One common complain was that the cat-speed was too slow. This is a common fallacy in feedback. The cat-speed was actually pretty well, if it would be faster the game would feel worse. It is the level AROUND the cat that is wrongly adapted to the speed, requiring the said bit of tightening.

The "pickup-effect" is awesome. I feel I should've added a sound/fanfare.

Decided to set the picture-intervals to a shorter time, resulting in a rather long video. Go see my post on creating timelapses for a detailed breakdown.

For some reason I thought "Boxy the Boxcat" was too short, and I wanted to an evolution-referencing subtitle. "Evolution Escapades" was my take on creating something akin to "Hooky Hijinks", but in retrospect I feel it doesn't fir at all the rather sombre game (before it admittedly goes off the rails).


So how does it fare? Pretty well. Good score, currently 2nd most-played-game this LD, which is quite frankly amazing. I'll need your help to reach the top!
I also had a great time playing  435 other games so far. Go check out my picks for some nuggets.

Also, I have an actual chance of ranking in the Kongregate-contest. I'd appreciate any quick 4-5 star votes, if you could spare them /puppyeyes/

Go Play | LD-Page


Sad Kitty in Space

The first part of the 0hgame-jam just ended. The goal was to make a game in the daylights-saving-time interval, technically in "zero hours"

Mine is Sad Kitty in Space

You're a sad kitty in space, trying to eat good emotions and to avoid bad emotions.

Critics have this to say:
"Cute as hell"
" 'Squirrel' is not an emotion"
Go play :)


I made a mod for FTL

Have you been playing FTL for 30+ hours already? Are you seeing the same names appear over and over again? Are you tired of having the same old crewmen re-join your ship during your journey?

Well fret no more! For now there is the Extra Names Mod!

The Extra Names Mod adds over 400 new and unique names to FTL, including

140 female first names, like
  • Annika
  • Hannah
  • Selene
138 male first names, including
  • Harvey
  • Douglas
  • Miles
And 129 unisex last Names, in the style of
  • Freeman
  • Jensen
  • Collins

Download Here | FTL-Forum

  1. Install Grognak's Mod Manager (get it here)
  2. Download the file Extra Names Mod 1.1.ftl and copy it into the "mods"-folder
    (Under "FTL - Faster Than Light/mods". If you have it on Steam, under "Steam/SteamApps/common/FTL - Faster Than Light/mods")
  3. Run Grognak's Mod Manager (modman.exe). Select "Extra Names Mod 1.1" and click "OK"
  4. Wait till the manager finished integrating the mod.
  5. Start FTL - Faster Than Light.

With the Extra Names Mod you get a high chance of getting a crew with automatic unique and interesting names, making your playthrough cooler if you don't want to adjust them manually before each campaign. New crew-members that join you on the way also benefit from this.



Indie Mixtape - Spooky Things In The Dark

The impeccable Zoë Quinn suggested the idea of Indie Mixtapes - Small collections of indiegames going well together.

So of course I hade to make my own. I present: Indie Mixtape - Spooky Things In The Dark


And endless staircase, in which (possibly) something might be in. Or not. You'll have to figure it out.

Where am I?

You're stuck in some sort of maze, which doesn't conform to rational logic. Also, you might be losing your grip on sanity.


Science has created the next evolutionary step of mankind, weird-looking humans without eyes. What yould go wrong.

Containment Breach

You're in an underground complex in which weird artefacts and monsters are housed, when the power goes out. Features randomly generated levels and a thing that will kill you if you don't look at it. You also have to blink every few seconds, because otherwise it'd be easy.


A different take on the endless staircase. Features more things that go bang in the night.

Minecraft Weeping Angels Mod

Adds the Weepings Angels from Doctor Who to Minecraft, statues that only move when you don't look at them.


You're alone in the woods. There might also be a guy following you.




So I just played 401 of the 1406 games this LD (How? I'm a wizard). Here are some that stood out in one or more categories / are particularly interesting / are horribly underrated and deserve more plays.
(links to the LD-entries are in the headers/titles)

Cuboid Sandbox - cominu

I have no idea what's going on. Some kind of cube-simulation, I fathom. But it is quite pretty.

One Day To Breed - Hazel

You are a cat. Find a partner, breed, and continue as the offspring until you have reached the peak of cat-dom. Quite cute. Also, the second game to feature boxcats :)

Happy Vegan Birthday - Huitre

Ridiculously good-looking point+click full of nice little gags.

EvoRide - inakrinat

It's essentially Rainbow Road, but with a self-creating dna-path.

Species - mappum

I'm stil amazed by how this game manages to pull off what it does in 2d. More information would spoil the experience :)

FOR THE darWIN - TravisChen

You are Darwin. Dig out fossils to prove evolution, all whilst avoiding the church! Also, this game has the most sensible use of the NumPad ever. Top that!

Where am I? - AgentParsec

Play this game blind. Do not read the description. Do not read the comments. Every bit of information will cloud your playthrough. Just do it.

My Time - GamesByZed

1-day-extra-game by Zed, which is quite focussed. You are the Ludum-Dare-Theme "Evolution". Show the other themes who's boss!


Ludum Dare, Evolution

So last weekend was the Ludum Dare GameJam, with the goal to create a game centered around "Evolution" in 48 hours.

 So I made one about Radioactive Cats with Laser-Eyes.


  • Cats
  • Lasers
  • Boxkittens
  • Nuclear Waste
  • And much more!

Play | LD-Entry


Press round-up

The amazing Nick Reineke of Indie Impressions talks 25 minutes about the game. Go watch

Rob Remakes of RetroRemakes has his own extensive take:
“How do you make a Locomotive badass anyway?”, you may ask. “Easy”, I reply. “Stick a bloody hat on it”.
Go read


Steam Greenlight

So I just submitted Badass Locomotive to Steam Greenlight.

Now the community (i.e. "You") can upvote it for a chance of being published on Steam.

Would you kindly do so? :)

Or go check the Badass Locmotive-site for more info on the game.


Badass Locomotive got reviewed

Gotta love this review of Badass Locomotive over at Bytten:
Trains with hats! Right, I don't think I need to say anything else - that sums up Badass Locomotive in a nutshell, really.
Go check it out.


Matthew's big list of public-domain songs


Due to popular demand I've decided to make this public. It's my list of music-works that are essentially free to use (commercially and non-commercially), by virtue of either being a folk-song (and thus belonging to "the folk"), or because they are so old they precede copyright and are generally accepted as public domain. This can help save you a lot of time when scouting for music to use in your film/game/podcast/etc.

I have compiled this over several years, and add interesting titles whenever I stumble upon them. Since I picked these from all kinds of different places there are no unified sources.

Some notes:
  • While a certain title might be public domain, most modern recordings are NOT. Kilgary Mountain is free to use, Metallica's cover Whiskey In The Jar is not.
  • Due to this I advise just creating an own version. It is possible to create something reasonable with simple audio-software (i.e. Guitar Pro) and some sheet-music.
  • I take no ultimate liability for this information. It is supposed to point you in the right direction. While I am fairly sure of the availabitly of these songs, I implore you to check for yourself. In which case you might very well end up saving a huge amount of time and/or money anyway.
  • This list is by far not final. In fact there are tons of more pieces, these are the more "popular" ones. Go dig through some Chopin-CDs for the truly underused (und underrated) stuff.
  • There are few games with a primarly classical soundtrack (Flotilla, Unstoppaball DX). Other games often add these in a few places. In Vampire: The Masquerade: Bloodlines, for example, a "high class"-character has some Beethoven running in his room.


  • Auld Lang Syne
  • Dixie
  • Greensleeves
  • Korobeiniki (Tetris-theme)
  • Levan Polkka
  • Oh Danny Boy
  • Scarborough Fair
  • Whiskey in the Jar

Classical Songs
  • Bach - "Little" Fugue (G minor, BWV 578)
  • Bach - Brandenberg Concerto No. 3 - Allegro(1721)
  • Bach - Brandenburg Concerto No. 3
  • Bach - Concerto No. 4 in A
  • Bach - Concerto No. 5
  • Bach - Fantasy and Fugue
  • Bach - Partita No 1. - Gigue
  • Bach - Toccata and Fugue in D Minor
  • Beethoven - Egmont Overture
  • Beethoven - Für Elise
  • Beethoven - Piano Sonata No. 14, "Moonlight Sonata", First Movement: Adagio sostenuto *
  • Beethoven - Sonata No. 14 "Moonlight", 1st Movement.
  • Beethoven - Sonata No. 14, 3rd Movement.
  • Beethoven - Sonata No. 23 "Appassionata", 1st Movement.
  • Beethoven - Symphony No. 1, Finale
  • Beethoven - Symphony no. 5 in C Minor: Allegro
  • Beethoven - Symphony No. 5 in C Minor: Allegro con brio
  • Beethoven - Symphony No. 5, 1st Movement.
  • Beethoven - Symphony No. 6 "Pastoral", 1st Movement.
  • Beethoven - Symphony No. 9, 4th Movement.
  • Beethoven – Symphony No. 7, 4th Movement: Allegro Con Brio
  • Bizet - Les Toreadors
  • Bizet – Habanera
  • Boccherini - Minuet
  • Brahms - Hungarian Dances No. 5
  • Chopin - Ballade No. 1
  • Chopin - Concerto No. 2, 1st Movement.
  • Chopin - Concerto No. 2, 3rd Movement.
  • Chopin - Etude No. 11
  • Chopin - Etude No. 3
  • Chopin - Impromptu
  • Chopin - Prelude No. 15
  • Chopin - Prelude No. 17
  • Chopin - Prelude No. 3
  • Chopin - Waltz No. 6
  • Chopin's 'Funeral March
  • Delibes - "Flower Duet" from Lakme
  • Dvorák - Humoresque Op. 101 No.7
  • Dvorak – New World Symphonie
  • Dvorák: Symphony No. 9 "From the New World"
  • Grieg - Hall of the mountain king
  • Grieg - Peer Gynt Suite No. 1 - "In the Hall of the Mountain King"
  • Grieg - Peer Gynt Suites Suite No. 1 - "Anitra's Dance"
  • Handel - "Hallelujah" from Messiah
  • Handel - Arrival Of The Queen Of Sheba
  • Handel - Music for the Royal Fireworks
  • Handel - Water Music (Handel) Suite No. 1 in F Major
  • Handel - Water Music Suite No. 1 in F Major (Overture)
  • Khachaturian - Sabre Dance
  • Léo Delibes - Coppélia Ballet Suite, Act 1, No. 1
  • Liszt - Funerailles
  • Liszt - Hungarian Rhapsody No. 2
  • Liszt - Liebestraum No. 3 in A Flat Major
  • Mendelssohn - Spring Song
  • Mendelssohn - Violin Concerto, 3rd Movement.
  • Mily Balakirev's 'Song of the Volga Boatmen'
  • Mozart - Concerto No. 21 2nd Movement.
  • Mozart - Der Holle Rache
  • Mozart - Eine Kleine Nachtmusik (1787)[2]
  • Mozart - Eine Kleine Nachtmusik, 2nd Movement.
  • Mozart - Haffner Serenade No. 7 in D Major
  • Mozart - Marriage of Figaro - Overture
  • Mozart - Serenade No. 13 in G major, IV Rondo - Allegro
  • Mozart - String Quartet in G Major - 2nd Movement
  • Mozart - Symphony No. 40 - 1st Movement
  • Mozart - Turkish March
  • Mozart – Lacrimosa
  • Mussorgsky - Night On Bald Mountain
  • Offenbach - Gaiete Parisienne - Can Can
  • Pachelbel - Canon In D
  • Paganini - 24 Caprices
  • Rachmaninov - Piano Concerto n.2, I. Moderato (part1)
  • Rossini - Barber of Seville Overture
  • Rossini - Call to the Cows (William Tell Overture) (1829)
  • Rossini - La Gazza Ladra
  • Rossini - Largo al Fatotum
  • Rossini - Overture from The Barber of Seville
  • Rossini - The Thieving Magpie
  • Rossini - Wilhelm Tell Overture
  • Saint-Saëns - Danse Macabre
  • Saint-Saëns – Aquarium
  • Schubert - Ave Maria
  • Scott Joplin - Maple Leaf Rag
  • Scott Joplin - The Entertainer
  • Sousa - Stars and Stripes Forever (1897)
  • Strauss - Die Fledermaus Overture
  • Strauss - Leichtes Blut Fast
  • Strauss - The Blue Danube Waltz
  • Strauss - Tritsch Tristsch
  • Strauss – Thus Spoke Zarathustra
  • Tallis - Fantasia on a Theme
  • Tchaikovsky - "Dance of the Reed-Flutes" from The Nutcracker
  • Tchaikovsky - "Dance of the Sugar Plum Fairy" from The Nutcracker
  • Tchaikovsky - 1812 Overture
  • Tchaikovsky - Nutcracker Suite
  • Tchaikovsky - The Sleeping Beauty Waltz
  • Tchaikovsky - Violin Concerto, 1st Movement.
  • Tchaikovsky - Violin Concerto, 3rd Movement.
  • The Blue Danube
  • The Charleston
  • Verdi - La Traviata
  • Verdi - Rigoletto
  • Vivaldi - The Four Seasons No. 1
  • Vivaldi - The Four Seasons No. 2
  • Vivaldi - The Four Seasons No. 4
  • Wagner - Lohengrin Overture
  • Wagner - Ride of the Valkyries
  • Wagner - Rienzi Overture
  • Wagner - Tannhaesuer Overture
  • Wagner - Twilight of the Gods
  • Waldteufel - Skater's Waltz

Last updated on August 2nd 2012



Mini Jam

Yesterday I took part in the Berlin Mini Jam, and it was a whopping success.

Got to hang out with some fun people and discuss the finer points of game-design, and I finally had a chance to create Trainkiller, all within the allotted 9 hours.

Trainkiller is a pretty good approximation of what it would feel if a de-railed train would speed along a city road, complete with chaos and overturned cars.

Go Play


Making Games


So apparently I am in the current Making Games (major german gamedev-mag). Pick up your copy and go to page 11. Or alternatively, look down

There's me at Amaze (with the black/red shirt), also featuring Sosowski and c418 in the foreground.

"But that's ridiculously small. I can see the pixels" you might say. And you would be true. But I always wanted to appear in the Making Games, so I'm giddy anyway :D



Badass Locomotive just got released on Desura!

Desura Digital Distribution
 All the builds can be found there, including Mac & PC-demos.

Badass Release!

The world's premier hat-based train-simulator is now available for Mac and PC!

Go check out the shop for all available services. You can get it from Indievania, Indiecity and Directly from me

Coming soon: Desura.

More information on

Badass Trailer

Hey everybody,

Go check out the new trailer for Badass Locomotive:

Out June 29th.

Glowing Lines

So I figured out how to build an audio-visualizer in Unity. Enjoy

I'm not sure what to use it for. Yet.


Badass Locomotive Package

So I made this

(there's a game on that disc too)

Badass Locomotive will be out June 30th for PC-download. There will be an online-demo.

I'll release it to iOS once I've figured out how to port the controls.



So I dug through my old files and found this little trailer

Yes. This game

I worked on in at game-design-school in 2009 (meanwhile my trailer-skills have improved considerably ).

Dodos!!! is a pc-board-game about a pride of sabretooth-cats fighting against the zombie-like dodos.

I made the trailer after the project actually ended, using static concept-art. I'll admit it's a bit drawn out sometimes (i.e. nothing happens), but I love the music and editing.

Features Artwork by
Maurice Döhle
Alexander Bugge
Niels Puschke
and yours truly.


My Little Planetoid in top 6% of Ludum Dare

Ludum-Dare-Results are in!

And they look good.

My Little Planetoid ranked 24th in Theme and 85th Overall from 1402 games in total, which is a very good rating. I'm also happy about the 94th place in Mood. This is also the 4th time in a row I'm the first place in coolness, which is cool, but was kinda expected.

Here are the full results:


I'm also pretty sure I would've gotten a very good community-rating, if that category still existed.

Go Play | LD-Entry | Review


Ludum-Dare picks

There are currently 1402 games in Ludum dare. Going through games can be difficult, especially with the high number of them, so here are some noteworthy picks. (except mine, which already is awesome :P)


Beautiful twin-stick-shooter/adventure on several spherical worlds.

Angle Isle

Everything is 45°! Also, you're a bird. Lovely platformer.

Cruel Space

Twin-stick-shooter on multiple planets with leveling-up-mechanics. Beautiful presentation.


Ferry people around town without causing too much collateral damage. Or destroy the city, should you get pissed off.

Trucking the Universe

Rednecks in space. Also, one-button-controlled.

Atom Planet

A lovely little 2d-sandbox starring a dinosaur. What else do you want.

The Tiny World of Fiorella

Incredibly polished and beautiful dungeon-crawler. It's positively Zelda-esque (or was that Isaac-ular?)

Oh Boy, oh boy

You rotate a planet trying to land asteroids, plants and wildlife in such a way that they survive, and cultivate an own environment.

Beef War

It's tower-defense with beef. Also, insane.

Life in a Jar

You control a colony of sentient cubes, build stuff and assign jobs. A lot of parallels to My Little Planetoid.


Defend the freedom with 80s action-heroes. Laugh-out-loud funny.

Inside my Radio

Rhythm-bases platformer. It's beautiful, and sounds great.

Enjoy :)



Amaze. Was. AWESOME.

*Ahem*, allow me to elaborate.

Last Thursday and Friday was the A Maze Indieconnect in Berlin, the first prominent Indie-meetup in Germany (and most of Europe). It consisted of two days of interesting talks, discussions and workshops.

The talks were interesting and mostly great. Martin Nerurkar elaborated on f2p-gamedesign, which can be a useful basis, even if the game isn't actually free-to-play.

Douglas Wilson talked about basic gameplay and "decorative things". While Indies often care about the basis, they sometimes tend to neglect the stuffing, which could increase the meaning and fun of a game exponentially.

 Most of my pictures suck, so here's one courtesy of Jana Reinhardt.

Vlambeer hit it out of the park with their elaboration on the "sensible nonsense" and fiction in games. As it turns out even minimal games without story or narrative should have some sort of fiction (even it is unmentioned in the game), to base the game on.

Two workshops were held in parallel, one about implementing interesting sounds using LibDB, the other on creating geo-location-games. I took part in the latter, and my concept "Super Insane Fun Challenge" rocked the floor. It's basically about trying to accomplish challenges, which might kill you. It's fun.

A large part of the second day was spent playing an impromptu set-up session of Johann Sebastian Joust. Us newbies mostly failed against veterans who have been playing the game at conferences for years. I think I even managed to take someone else out, but mostly I fragged myself. It was glorious.

Here's me trying to play First-Person-Joust. It doesn't work AT ALL, mostly because I need my left hand to defend and attack, and am quite exposed with the controller in front of my face.

The Amaze-Award, this lovely gelatinous cube, was awarded shortly thereafter. I entered Unstoppaball in the competition, but didn't make it to the final round.

 It wobbles. Does [generic award] wobble? I think not.

It was awarded to the artsy Proteus by Ed Key and David Kanaga, who won against a fierce competition of frankly brilliant and beautiful games.

I hope next year they'll have multiple cubes in different colors. I want a green one (and I will get one, mark my words :P ).

So what was the best thing? The talks? The award? The surprisingly good coffee served?

No, it was meeting other Indies. It mas truly magical, suddenly being face-to-face with people I already knew online, exchanging stories, and realizing that we're not so different, them and I. I even got recognized multiple times, and the "I played your game!" "I played your games too!"-exchanges were magical.

So I'll go again next year. I'll go again if they actually make the monthly (or tri-monthly) Amaze Light. I'll enter my games again, and I would surely participate in a jam, should there be one (and kick ass).

Let's do it again, guys. It was fun :)