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Johan Helsing

A member registered Dec 04, 2018 · View creator page →

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I think I probably didn’t read the instructions properly and never pressed space, so probably Firefox was working, so my bad.

Not sure what was wrong with chrome will give it another try later.

This was on windows, btw.

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I had a bit of trouble starting the game. Or maybe it’s still in development?

Firefox: After I click start, I hear the music, see the ships and can fire, but they don’t move and I don’t see any walls.

Chrome: Nothing happens when I click start game.

Looking forward to try it! I love Achtung, even so much I’m actually also making a tribute game myself right now.

Love the animations and feel of shooting/teleporting, very satisfying to smash through things!

Very cool idea :)

Had some big a-ha moments.

Love the soundtrack :)

Cool idea and impressive in such a short time! :)

Ah, understandable. Cool idea, though. Maybe try a few different scales and see what comes out? I think random notes from a pentatonic minor scale should be a pretty safe choice.

This is a really fun concept! I got 56 zombies on my best run. Lots of emerging strategies to be found here, which is really cool. Like figuring out how different obstacle patterns affect the flow of zombies.

A few other points in no particular order

  • The animations could have been a bit quicker, or perhaps queue up the input for later. I kept hitting to early so my inputs were dropped quite often, especially after I got better and wanted to play faster.
  • The “wait” action was a bit under-communicated, I discovered it by accident after playing a while.
  • The tilted orthographic view is kind of cool, but also a bit weird wrt inputs, I kept tilting my head.
  • The slicing sound is a bit loud compared to the music, but otherwise really cool.

Great job! had a lot of fun and a lot of playthroughs!

Art style and palette is really cool! The player looks kind of unfinished, though?

As for the controls, it felt a bit easy to slip over the edge since the camera and controls don’t align. But it would be a shame to compromise on the isometric style. idk… perhaps you could have had walking by clicking with the mouse, or just blocked the player from going over the edge. Generally, I prefer games to not be puzzly challenging and platformey challenging both at the same time… but I guess that’s just my preference :P

Pretty cool concept :) Would have been cool to see other shapes unfolding as well.

Squish animation on the character looks really good, and the win animation is also really cool :)

I’m not that good at platformers, though, so unfortunately, I didn’t manage to see all your levels.

Audio is also pretty pleasing.

I kind of wished for the platform tones to be more in-tune and creating harmonies, though. But I guess that might just be an artistic choice, though?

Thanks :) Glad you enjoyed it!

I’m using 2d signed distance fields and exponential smooth minimum.

The cool thing about the exponential smooth min is you can add an arbitrary number of sdfs together smoothly and very efficiently.

The parts of the rings are vesica sdfs transformed by the first part of exp smoothmin with additive blending into a framebuffer. I then do a second pass to “decode” the framebuffer, applying the last part of exp smoothmin and colorizing it.

Sorry if that was a very dense explanation.

Btw, I almost ended up not submitting the game because I spent most of the game jam fiddling with those sdf rings and had no idea what to use them for until the very last hours.

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Thanks! Shame about the audio. WebGL is hard :(

Yeah, not really sure what to do about going into the purple shadows… Some people seem to love the puzzly challenge, while others think it’s unfair. I guess I need to find a way to make it easier without completely handholding the player.


A friend of mine also had that problem with not understanding the controls. Scratching my head how to make it more intuitive once the rating is finished.

Also thanks for reporting on the performance. I suspect more people have issues cause the view/download ratio on the page is a lot higher than usual. Guess I’ll have to do dig up the profiler.

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Great use of colors. Also the menu animations etc. are amazing. Feels super juicy.

One perhaps counter-intuitive thing was that the lightning powerup made the the knight go faster, while I expected the zap to get bigger. idk. perhasps just my expectation.

The animation of the zap is also really cool.

I think the hitbox for spike detection is perhaps a bit large. It felt a bit unfair sometimes in the falling part with the coins.

Liked the sound effects and music as well.

Otherwise great job! :)

165s / 11 enemies / 41 coins :)

Cool and pleasing art style. The music really fits the mood.

It ended in the middle of a level for me while I still had coins left to collect.

Love the ship and the sharks :)

Thanks! :)

Yeah, it’s pretty easy to get lost at that part. In hindsight, I guess I should have added more patterns/detail to the path to make it slightly more “interesting” or eye-catching to prompt the question: “Where’s that path going?”

Cute graphics. I love that you were able to pull off cylindrical spiky trap in such low-res.

Good job on you for having checkpoints, and keeping the first few segments relatively easy.

As for improvements, I think the last part (or it was the last part… the one that ends downwards) had a very sudden jump in difficulty compared to the others, and no checkpoints for a very long while. I guess it makes sense with a final challenge, but I felt really frustrated by finally getting past what to me was very difficult obstacles only to be set back by the next difficult bit. It would probably make sense to introduce low-jumping in a part where it’s quick to try again before adding it to a really long segment. I mean the traps and level was ok, I just think it would’ve been nice with one or two extra checkpoints.

Otherwise great job :) I’m really curious how it ends… perhaps I’ll watch the video below of someone not so horrible at it :P

Heh, this was really cool. And short.

I liked not being explicitly told what the mechanic was. I sort of got that aha moment when I figured out what was happening. But then it was over :’( I kind of looked forward to try to track two objects at once and stuff like that.

I liked the style. Good idea to draw inspiration from Mondrian :)

Despite having such simple mechanics, this was quite enjoyable :) Like the other two, I really appreciated the serene/chill mood of the game, and I think in that way it benefits from not having any obstacles, or stuff to shoot at or stress you.

What kept me interested at first was seeing how the different upgrades affect the ship differently, then I experimented with how to thrust to get as far as possible in a single run. It was interesting enough that I didn’t get bored or felt like I was “just grinding”.

I got there in launch 17, which I guess isn’t great, cause I had some misfire :P. I might give it another go later :) Would probably have been cool with a highscore list, but I guess that’s probably hard to do with Construct/Itch and within a jam timeframe…

Yeah, like I said, mood was great. Games don’t always have to be stressful. Good job!

Awesome retro feel :)

Hey, sounds fun :) I’ll be there!

Hey, really nice use of colors. The tutorial and menus fit great with the game. Cool with the story, may have been cool to have more segments between levels… Nice animations.

A couple of random notes:

  • Getting the jumps the exact right height was very hard in the level where you climb upwards with spikes on both sides. Maybe if you’d made the jump slightly higher compared to the player hitbox it would have been less of a physical challenge.

  • Also, on that note, I felt the game fluctuated a bit between having physically hard platforming challenges and puzzles.

  • I liked the star system, it kind of lets you choose whether to obsess over getting the platform challenges right, or just getting on with the story. I even think you could have removed the lives altogether, stars and getting through the levels is enough challenge.

Cool soundtrack and the visual style really remind me of Downwell :) A surprising amount of detail and life for so low-res sprites.

I spent 3 hours trying to get GPU instancing to work for a custom sprite renderer shader with a material property block, only to figure out it’s a known bug that Unity decided not to fix and not to warn about. I mean they could at least have printed some warning in the console that setting a material property block on a sprite renderer will break instancing.

Anyways, once I found out it was their bug, I spent 15 minutes switching over to the mesh renderer and instancing is now working smoothly.

So I still get four draw calls, but at least most sprites with the same shape are now drawn in the same draw call. That’s happening because currently, each of the primitives have their own material. I guess maybe it would make sense to make them all use the same shader and just branch based on an enum value (instead of using #ifdefs like I do now). Anyways, I’m probably going to postpone that until I encounter performance issues to avoid doing too much premature optimization.

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So the only shape I supported up until now was the vesica, which was a bit weird. So I cleaned up some code and added support for rectangles and circles as well.

Not sure if this is a rabbit hole or not. Perhaps I should get back to making games.

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Continuing work on the 2D soft shape renderer. The plan is to make something akin to mudbun/clayxels, but for 2D.

While the shapes now seem to blend rather smoothly (pun totally intentended), today I worked on getting colors to blend as well.

I spent a lot of time botching it up.

But finally I got something I was happy with. It’s a weighted average color where the weights are the negative distance from the source shape + some offset to the power of 3.19, which is kind of weird. It probably makes sense to make it configurable per shape (right now it’s on the material).

I was also struggling to keep the number of render passes low, because I needed 3 color channels, alpha, distance, and weighted average total. Eventually, I figured out how to properly do multiple render targets in one pass, which means that for the moment I have plenty of room (4 render targets * 4 channels = 16).

In any case, I’m quite optimistic with how it works, and I think I can make something that is both very performant, author-friendly and flexible.

As intended, scaling now produces no artifacts :)

So I was quite happy with how the rendering for the loops in my Ludum Dare game turned out, so I ended up cleaning it up and making an upm package out of it. Hopefully I can continue expanding on it to create some juicy things later :)

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Still just playing ludum dare games, and trying to catch up with lost sleep, work and physical exercise.

Also, when did this turn into my diary?

Anyways, I have two new favorite ludum dare games:

Sounds cool :) I want in!

I just did a ludum dare game, is that good enough?

Also, if you have time: I was quite happy with how chronillogical (for brackeys jam) turned out.

Today I just played ludum dare games, and fixed a simple bug in my submission.

Rat inc is my favority ludum dare game so far:

I submitted a game for Ludum Dare :D

I got inspired for Ludum Dare after all. Making a petri dish inspired game/toy.

So I skipped this Ludum Dare as I failed to get properly inspired by any of my ideas. Experimenting with how characters work in Unity instead. I set up a Kenney character that I intend to use as a base/placeholder.

So, I’m doing this thing. My goal is pretty simple. I want to check in once a day, improve or tweak something, however trivial, and take a screenshot of it.

Today I tried some new palettes for a stylized renderer I’m working on:


Hopefully I’ll find some use for it during Ludum Dare.

I like the color palette and the rectangle/round kind of shapes. The glitch effects are also pretty cool :)

- Really mood graphics
- Feels juicy. Nice job. Cool level change animation
- I like that the puzzles are mostly easy to do once you understand what the solution is. I.e. no fiddling or hard jumping (except maybe for level 12, which was a bit fiddly, and also 17)
- Insta-death restart is normally something I'm annoyed with, but felt ok, since the levels are so short.
- Cool menu. A lot of fun touches otherwise.
- Great progression in the levels.

Great game, played it to the end. Cool references to portal (I think?) :)

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Couple of notes in no particular order:

- Amazing idea! A lot of fun and some great tips for people new to game dev :) Very meta!
- It was a bit hard to understand what was happening at the start in the platformer level... I thought the character was moving left automatically until I realized it was a wall coming from the left.
- Like others said: Checkpoints! The game is too hard for me to replay it from the beginning. I tried maybe 15 times, but I always screwed up some jump or those nasty eyes.

I'd love to see a more polished and/or easier version of this after the jam!

Oooh. This is a really cool mechanic. Unfortunately, I played it on a laptop, which means the jumping tricks are almost impossible to do with a trackpad. I wish that the slowdown thing would also slow down the bullets... And maybe last a little longer, I dunno. Maybe I should just go get a mouse :P

Pretty decent music as well. And good job creating all those sprites.

The tutorial backgrounds are really cool :)

Some of the tiles with computers (?) on them and a much lighter grey background were a bit confusing... I thought they were walls while they we're actually a background. Anyway, just a minor thing :)