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A member registered Jun 29, 2019 · View creator page →

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First Few Blocks not necessarily Final Update

Not much to say about it; I just wanted to adjust a bit the movement of the character. Now you shouldn't feel like you're on ice anymore.

You can play it here:

Let me know what you think about it and if the movement feels good ;)

In the meantime, have a great day! :D


Thank you! I'm happy the design is delivering. Making sure your game is simple to understand is important, because the player has more time to focus on actually enjoying the experience rather than learning how the game works.

GREAT job! The atmosphere is set up really well, the level design is top notch, the main mechanic follows the theme and is well used... really a gem. Hope to see you in the top 100!

Thank you very much! Yeah, the last level is maybe too difficult, but I have plans to update the game a little bit... :)

Yeah, I played the browser version on Chrome... still, I was able to make it to level 4, so I didn't lose much!

Thanks! I'm happy you enjoyed it! ^^

Thanks for the kind words! I'm happy you all liked it!

I'll surely check out your game! ^^

Thank you very much! Happy you liked it! ^_^

Thank you! Yeah, I'll think a way to tone it down and implement it after the jam. Thanks for the feedback!

Thank you! Happy you enjoyed it!

Cool concept and cool level design! I only got to play the first few levels because of some technical problems (probably on my side lol) but I really got to think ahead and plan my moves and all in all, it was a fun experience! Good job! :D

Thank you very much! I wish there were more levels too. Maybe after the jam... :)

Thank you very much! Always happy to help other Godot users, it's the first engine I'm using and learning with regularity and I'm having a blast!

*cries in level 10*

Still, very cool game! I loved it! The level design makes a very good use of the main mechanic! Good job!

Thank you very much! If your reaction is this, then the game is working as intended :)... Happy you liked it! :D

Thank you! I would love to work a bit more on the game and polish the mechanics!

Thank you so much! I really wanted to make the theme central to my design and I'm happy you liked it!

Thanks for the kind words (and for the tweak!) :D

Thank you very much! The difficulty ramp is between the 3rd and the 4th; I planned a level between those two to make the shift less dramatic but I couldn't make it because of the tight timeframe.

Of course I'm willing to divulge, I love talking about these things! I think I used the least elegant solution possible, but basically I gave four 1024-pixels-long raycasts to the player, with directions right, up, left and down. Then to the moving objects (enemies), keys and doors, I gave an additional Area2D with an expanded CollisionShape2D, so the raycasts can collide with these additional areas (in the enemies' case, the areas cover their path), while the player collides only with the physical object. I could go in more detail, but I think a private messaging system would be better (also I would need time to recollect ideas and explain in a decent way the details :'D)

As for the tweak you're suggesting, I don't know why I didn't thought of it before. Thanks for telling me, if you're okay with it, I will update the game with it in the future after the Jam is completely over!


So it was for the theme! It was a good call, after all. I beat Nega Scott at the second try, when I actually started to use a strategy after trying different things the first time, but I still had so much fun! The second one was soooo close!

Thank you! I'm really happy you liked it this much! ^^


I shouldn't tell you, but there are 4 levels. Don't tell anyone I told you!

Thank you very much!

Don't worry, it makes sense! I had to make a choice early on. If, using your example, the player could see the key when the enemy isn't in between, I thought the player would feel safe to just go right to grab it, when in reality there's this bad boy that could intercept them. This could cause the player to feel the game "isn't fair" and just abandoning it in frustration. So I decided to let the player see the whole enemy's path, so they could deal with it in a "fair" way, even though you're right that this means there's no thinking ahead. This "I don't know what's next" feeling plays well too with the mildly unsettling atmosphere that I was trying to convey.

I'm really happy you liked it! Thanks for playing and giving feedback! :D

Thank you! Yeah, it is, and honestly I like it this way :')

Really liked this one! Also dealing with these issues in games is already difficult, doing it in 48 hours, well... you nailed it!


I don't know if it's intentional or not, but the only battle in the game is the final one (or maybe there's another but I couldn't find it). The game designer in me would tell you to put at least another battle before the final one to let the player learn what they can do before battling their fears and doubts. But all in all, it's adherent to the theme and the timeframe was tight too, so I don't see it as a problem. Just wanted to give my two cents.

I would love to see an improved and expanded version of this. Good job!

I'm here for the Godot crew! I made a top-down game where you have to exit a dungeon, but you can see only one thing at a time!

This was very cool! My favorite thing about it is how it handles the "being underground", it's a very clever solution. I would love to see a more polished version of this, it has lots of potential! Still I don't know if I'm ready to handle that newfound knowledge...

Thank you! Glad you liked it ^^

This was an absolute BLAST. I laughed so hard the whole time! The theme is implemented well and the spacebar-only mechanic doesn't feel forced and it even lets you strategize once you get used to it! (Even though I just go in berserker mode and charge the pirates knowing that I'll get hurt but that's besides the point). Well done! :D

Thank you very much! Finding the right execution was difficult, but rewarding!

Thank you very much! All these comments mean a lot to me!

Thank you very much! It was a real challenge doing it (and making the level design too!)

This is really cool yet simple! What a clever idea!

By the way, I reached a score of 60, so I'm proud of myself u.u

Used it in a past Jam and using it in this now! :D

Oh hey!

First Few Blocks is now playable on browser!

Go ahead and give it a try!

The game doesn't work on Safari but it should work on Chrome and Firefox. Try refresh a couple of times if it doesn't work; if you have issues of any kind, don't hesitate to contact me. Have fun!

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I'm happy you liked it! I know the character slides a bit but I left it that way so it's more difficult. Also, the "perching" is technically a bug but I laughed so hard when I saw it the first time that I didn't correct it!

Thank you for playing the game and for the feedback! It really means a lot to me. Have a magical day!

I finally got to play this! I was looking forward it! Even though visual novels/dating sims aren't my jam (the only one I've ever played is Doki Doki Literature Club...), I really liked the experience. Also, for a two-week project, this is some quality product. Thank you!


I didn't played the whole thing, I arrived at the point where I tidy Berry's room. Should I be worried that I relate to the android when they overanalyze situations/people? Probably not. The characters are funny, I understood half of Angelo's lines but the other half I found it hilarious, and I love some options (inventing ways to overtake humankind is my favorite hobby) and the "background music stops" moments (like the one at the end of the first encounter with Sanga). Good job with the visuals too, perfect for the theme. And the Barstucks line was gold.

Keep up the good work, this was real fun!

Oh hey, this is cool!

I played it from start to finish and I actually liked it a lot! I was expecting the dark turn since there's the big warning but the contrast is well done and man, those eyes are creepy!

I had some problems with the floaty controls, which from other comments I read don't seem intentional, but in some way they added "creepiness", I think. Stay with me here: it's not that I'm scared of low gravity mechanics, but in this context, it seemed... otherworldly? I felt some kind of disconnect that in some way helped me feeling uncomfortable (which is one of the goals of the game, right?) Also, this made the game more challenging.

All of this said, very well done! Keep up the good work!


We made it!

With the official title of First Few Blocks, my project is now available for Mac, Windows and Linux here on! Let's talk about it!

What's new?

These last days were difficult for me: very little time to dedicate to the project and the deadline was rapidly approaching.  But we got a playable, one-leveled game, so let's dive into it!

  • Added main menu and "Congratulations" scene;
  • Death animation and sound effect! Now our misplays will be a bit more glorious — just a little bit.
  • Music finally added!
  • A challenging yet (hopefully) fun level for your platforming needs!

What's next?

Well, I think I'm going to consider this project closed. This Jam was a truly rewarding experience, and while there's no pride theme in the game, I am really proud of what I was able to pull off. Maybe it's a bit unpolished, sometimes buggy and one-leveled, but it's a lot more of what I thought I would be able to do. I really do hope you enjoy it as much as I enjoyed doing it.

As for next projects, stay tuned! You can follow me on Twitter (@LudosGD) and Tumblr (here) for more content and updates on future projects.

Thank you.

I want to thank the MyFirstGameJam community for being so awesome and I want to thank you, yes you, whether you're part of this community or a curious visitor. Thanks for reading and thanks for playing!

Have a fun day! See ya soon!

Hiya, LudosGD here!

A... background!?!

What's new?

  • Improved graphics overall. Now the player feels more alive! Hurray!

What's to come?

There are quite a few things to do before... completing the game!?!

  • Music and more sound effects;
  • Death animation for the player;
  • Level design;
  • Decent main menu and credits scene.

Thanks y'all!

As always, there's a new video on my Twitter (@LudosGD) and on my Tumblr blog. Follow me for more on my project (and future projects!)

Thanks for reading, and stay awesome!

Hiya! Welcome back!

The Work Continues...

The Enemies are alive!!!

Finally, our enemies have a face! They seem angry for something. Too bad.


  • For the 100000th time, I refined the player/bad blocks collisions because they caused a freeze sometimes. Well, now they shouldn't give problems anymore.
  • Enemies have a sprite that's also animated! It's just two frames, but it works so I'm proud of it.
  • I implemented the jump sound effect for the player. Now it makes the "boing" sound and it's fun!

What's next?

  • Improved graphics;
  • Animations for the player;
  • Music and other sound effects;
  • Level design;
  • Main menu and credits scene.

Thanks for reading!

I've posted a new video on my social media: @LudosGD on Twitter and my Tumblr blog! Check regularly this devlog for updates, and follow me on social media for more on the project!

Have a magical day!