Released: Totem’s Sound

Screenshot 2014-09-21 12.11.23
After 12 month of work I finally finished Totem’s Sound! I am also happy to tell you that it is available for free to download.

Head on over to to download a copy!

It was a great journey for me and I want to thank for getting me on board for this one. The game is also playable at the jacobsen exhibition of the Ethnologische Museum in Dahlem. A big thanks to everyone who worked on this one with me!

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(Game-)ideas for the Apple Watch

I don’t know if I like this new device but it certainly can have some great uses. Most of these are small and based on the actuator in the watch.

1) Zitchtap:
Play together with a friend anywhere. Everytime you see a dog(cat, or something) you tap your watch and get a point.

2) Clickwrist
Never miss a beat again by syncing a clicktrack to your wrist.

3) Marco Polo / Hide and Seek
Actuator gets more intense/faster when near another player.
=> could also be used to enhance geocaching?

4) Cookieclicker client
Something like a clicker/incremental game for the wrist.

You got any ideas for this? Leave a comment.

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Text Games: Short? Simple?

It kinda bothers me that a lot of the text based(tm) games today need to be short. But I don’t want (as in: I’m almost incapable to read!) to read a whole bunch of text so it must be broken up in very small pieces.

In a conceptual artistic context like in climbing 208 feet up the ruin wall by Porpentine or Capsule by Paperblurt there are hardly ever more than 6 lines of text and oftentimes less. This is effective: I read all text that is shown. I even can cope with the occasional wall of text if the game eases me into it. The text is also written in a big font.

Inklewriter might be another example: The presentation makes it easy to read the text and to play the game without getting tired too fast.

So we can’t make games with a lot of text? Or is it just a matter of breaking down the text?

Let’s derive from the current situation. I think it’s time for a manifesto*.

A Manifesto of Text Games(tm)?

  1. Make Text Games
  2. Text Games are made of chunks
  3. Chunks should be as short and simple as possible
  4. Chunks should convey something at first glance
  5. Hide Chunks and Use paging to create shorter Chunks

So we all know that simplicity and complexity somehow are opposite to each other but I am a strong believer that we can tell big stories and have great interaction if we follow the manifesto rules. Or maybe I’m wrong, who knows?

(tm): meaning games where you have to read words of a language as opposed to something like dwarf fortress

  • It’s not really time for a manifesto
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LD30: Annex Kharon

Screenshot 2014-08-25 01.12.50


The Annex Kharon got lost in the STYX-Sector. The guanxi teleportal network is our only hope to gain resources and new tech. Survive long enough to find a way home through one of these wormholes.


The newest version will always be available at

Originally made for Ludum Dare #30.

(Download Compo Version Here)


Screenshot 2014-08-25 01.12.59

Screenshot 2014-08-25 01.13.28

Screenshot 2014-08-25 01.14.11

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Ludum Dare #30: Final Round Ideas

Here are some quick game ideas for the LD final round themes:


Match-3 game with alchemical symbols, target: match to philosophers stone

Another World

Create planet resorts to welcome star travellers on there vacations.

Break The Rules

Not-game where you have to dance to arrythmic music.


“Battle of the wizards”-style game but in cyberspace with hackers

Choose A Path

Drunk Driving simulator

Connected Worlds

You want to make tea but the sugar is empty. Astroid-hike to your neighbors planet to ask for some

Day and Night

post-apocalyptic exploration in a desert, cold and warm balancing

Destroy The System

Android App: Everytime you drop your phone you get 100 Points, international leaderboards and local multiplayer

Don’t Stop Moving

Collect all 140 feet and battle against other feet-wearers

Do No Harm

FPS in \insert war here, twist: you are a pacifist


Blocks are people and can be commanded(flocking), built fortresses to protect


Gardening simulator


QWOP-style: wire different electronics

Lost In Space

Candybox/Populous crossover

No One Can See You

Puzzle Platformer with 2 modes: invisible and not invisible

Randomly Generated

CYOA Short Story generator

Strength In Numbers

Roguelike only with numbers instead of @

You’re Not Supposed To Be Here

Glitch-game where you have to get outside of a area

You Are Already Dead

Beach volleyball with angels in heaven

You Must Leave It Behind

Shopping-game where you have to choose between different items, example: something sustainable(long term, slower, more expensive) and something fun (short term, fast, cheaper), you then have to place the stuff in your house, which gets filled up, either way: you will just die in the end

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Soon for Android and iOS.

Stonedraft is a thaumarchaeologic game about raising pillars of stones from ancient times.


Dig down 16000 levels of earth to find the mysterious buried stone – the batelum. On your way down, free the creatures embedded in boulders and make them your friends or enemies. Collect resources, open secret treasures and upgrade your stone sorcery.

Screenshot 2014-07-05 09.41.37

Based upon the LD29 Entry Kinetectonic:

“Very very fun game. Best game I’ve played yet!” bzizizi

“I loved this game. Simple, to the point, but still deep due to upgrades.” josefnpat

“5* everywhere! SO ADDICTIVE! I love you.” Pitoum

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PFXR is back up

To popular demand my little weird sprite generator is back up on:

Screenshot 2014-06-29 21.42.50

Forgot to put it back after the last relaunch. (still working on the frontpage!)

I hope to revisit the generator one day and make it a lot better. But for now, I would like to know what you guys think of it?

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Ludum Dare 29 – Results

The Game

My results for my LD29 entry

# 3 Innovation 4.51
#9 Fun 4.23
#9 Overall 4.31
#38 Theme 4.05
#74 Audio 3.72
#74 Mood 3.84
#167 Graphics 3.85
#570 Humor 2.42

I’m really happy about it. Working on a post-compo iOS/Android version right now.

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Making Games Is Hard

I am far from being good at game design and my view on this subject is very personal but I want to shed some light behind the (=my) process of game design. It always is a struggle and maybe talking about it more might help in the future. Here come the ramblings:

The setup

To make a game you might need an initial impulse. This can be anything. A word, a drawing or some kind of sensory input. It may be some kind of external idea that you want to improve or change. Game Jams provide a fairly effective impulse mostly in forms of words, phrases but also sometimes in form of other media (see the heartbeat sound of GGJ 2013). These ideas are very general and leave enough room for interpretation and creativity.

Let’s take Ludum Dare 29 as an example. The theme was ‘beneath the surface’. A lot of games involved submarines and water or oceans . The initial theme might not be so important because execution is the most important. For me, I interpreted the theme as part of the question: ‘what lies beneath the surface?’. I decided to make this question central to the design.

Logic / Illogic

It isn’t easy to make a game that feels cohesive. Logic might help if you need it. Since my central design was a question I could get a lot of answers for myself by answering the question in a logical manner. If I need to decide what kind of interaction the game has I asked ‘How do I find out was lies beneath the surface? I pull stuff out of the ground.’. This answers the question but leaves enough room for

Logic isn’t always necessary and at some levels of design it needs to be shut out. But you need some kind of consistency in the logic of your game world. This might be like Tolkiens secondary world approach in literature. It might be very different to our world (and unrealistic) but it has a internal mechanic that can be understood. Of course some games don’t need to be cohesive and understandable but when this is necessary the quality of internal and external logic is quite important.

Be specific, sometimes

I try to do this as early as possible but in a living design this should be possible at any point of the game making process. If you set up some ground rules for your game, you get a better field to play in. Limitations are good because they give you borders and focus your design. My specifics (or specification) are like axioms for a mathematical proof.

If I decide that I want there to be only mouse controls I cut out a lot of other possibilities for the game – and that is good. A wide open space is bad for you if you ever want to complete a game or want a game that feels harmonious.

Section Modulus or That Bad Feeling

Ok, section modulus isn’t the right term. But what I mean is that you need to feel out the flaws and edges of a design. Things that don’t feel right or out of place. It is important that you are extremely honest with yourself and others. You should at least write down any kind of impulse that you feel where you think that the game lacks.

It is hard to extrapolate from missing assets so use something visually appealing and some sounds early on so you can focus on problems with the design. Listen to your testers. It might hurt but you need to be open to criticism in order to make a game that is not only for you but also for others.

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