Dig Dog - Dev Video
Dig Dog, my roguelike platformer, is now live on Nintendo Switch!
What is Dig Dog? How did I make it without using hands? Watch the video! 🙌
Buy it here!
⛏🐶
Keni
todays bird
let's talk about Bridgerton tea, my ask is open

ellievsbear
Aqua Utopia|海の底で記憶を紡ぐ
styofa doing anything

roma★

★

PR's Tumblrdome
Claire Keane

No title available
art blog(derogatory)

tannertan36

Janaina Medeiros

#extradirty
Cosmic Funnies
PUT YOUR BEARD IN MY MOUTH
Three Goblin Art

祝日 / Permanent Vacation
Xuebing Du

seen from Bangladesh

seen from Austria

seen from Argentina
seen from Chile
seen from Chile
seen from United States

seen from United States
seen from United States
seen from United States

seen from United States

seen from United States

seen from United States
seen from United States

seen from United States

seen from United States
seen from United States

seen from United States

seen from Türkiye

seen from Germany
seen from United States
@rustym
Dig Dog - Dev Video
Dig Dog, my roguelike platformer, is now live on Nintendo Switch!
What is Dig Dog? How did I make it without using hands? Watch the video! 🙌
Buy it here!
⛏🐶
Dig Dog
BIG NEWS — Dig Dog, my little action roguelike platformer, is coming to Nintendo Switch on Friday!
✓ Make tunnels ✓ Find bones ✓ Bark ✕ Anger the shopkeeper
Pre-Purchase today!
My little doggo is very excited to find a bone. Hello Dig Dog!
The Deluxe
Astro Duel Deluxe was released yesterday on Nintendo Switch! Besides being on a console for the first time, there is a ton new in this version.
Team Annihilation
This combines the Pilot Hunters mode with Team Deathmatch. You'll need to eliminate the enemy pilots to win. It’s likely the preferable way to do team games now. I do like the classic “one hit kill” from the ship modes, but the pilot modes are just way more fun. I mostly play those now.
6 Players
Six player support is under a new mode called Chaos. In Chaos, player spawns have been moved to support the additional ships. Usually it means spawning closer to opponents. The levels have been opened up and more powerups spawn in this mode.
There is quite a bit of flexibility when combined with CPU opponents. Try teaming up with a friend against 3 or 4 CPUs.
New Pilots
Previously only available through cheat codes, Box Cat and Chomper now officially join the cast of pilots. There is also now a proper player select menu, so each player can select their pilot without swapping controllers. :)
Party Mode
Basically it’s Astro Party but with access to the new deluxe features. Each player only gets two buttons. Shoot and Turn. Ships always move forward and you can only turn one direction! It’s a bit sillier, but still competitive and fun. The levels and powerups have been redesigned for this mode.
On top of using controllers, you can use the touch-screen in this mode too! For example: two players can use a Joy-Con while two others use the touch-screen. Because it’s only two-buttons, using the touch-screen works great.
Sudden Death
If a round starts to go on too long, beams ignite on both sides of the level. They move slow. but they’re absolutely killer. Fight, run or die. They can be disabled in the Custom game menu.
Instant Replays
Shows the last few seconds of gameplay after each round ends. Good for learning, bragging, or just taking a breath between rounds. You can disable this in the options menu.
New Music
My friends made some thumpin’ new tracks! Really helps round out the Astro soundscape. Check out more of their work here:
Damien Di Fede - http://www.compartmental.net Johnny Betts - http://johnnybetts.com Matt Meyer - https://mattmeyer.bandcamp.com Matthew Grimm - https://8bitmatt.bandcamp.com
Stereo Sound
The original iPad only had one speaker, so I didn't bother with Stereo sound. But with Astro now in the living room, this needed to be fixed. Happy to now hear sounds firing from both sides of the screen.
Localization
Astro Duel is now a bit more accessible around the globe. All the text is now in English, French, French Canadian, Italian, Spanish, German, Portuguese, Brazilian Portuguese, Dutch, and Japanese.
New Menus
Redid pretty much every menu for the console.
Misc
Pilots can pickup powerups. If killed before spawning, they drop ‘em.
Pilots are team colored in the team modes.
Pilots have a "pulse ring" when their ship is destroyed.
Pilots can wiggle a bit when the round is starting.
A bunch more small tweaks and changes. :)
That’s it!
I really enjoyed expanding Astro Duel for the Nintendo Switch. Besides being a natural fit for the Switch, there was a ton added to make this version feel special.
Now go buy it here. :)
Astro Duel 2.0
I've been working towards a big Astro Duel update for a while. Early last year Apple started requiring 64-bit support in all app updates. Astro Duel on iPad relied on Joypad, but unfortunately Joypad was never updated with 64-bit support. So Astro Duel was stuck as is.
It's been frustrating. I've wanted to add new features and content, but couldn’t. To fix this, I needed to either remove iPhone controller support or write a new controller app from scratch.
Astro Remote
With the launch of Apple TV, I decided to "bite the bullet" and built Astro Remote, a controller app for the Apple TV version. It took a bit more time, but now I'm finally adding Astro Remote support on iPad. Astro Remote adds widescreen iPhone support, improved connectivity, and visuals+sounds tailored to the game.
New Features
There's quite a lot of changes and polish. Here are the highlights:
New Dash ability – Originally in the Mac version, the dash now fully replaces the original Dodge Boost. Double-tap Thrust to dash forward. Each dash consumes one ammo.
Three new maps – includes a bomberman-inspired conveyer belt level that moves in a loop.
No Powerup option – Many players requested this. Particularly here for tournaments.
Unlimited Dash modifier – Players can now dash without using ammo, but with an increased cooldown.
More details in the changelog.
Astro Duel 2.0 and the accompanying Astro Remote update are now live! Play on iPad or Apple TV.
I'm relieved to finally have the game back under my control. Astro Duel wouldn't have happened without Joypad and the amazing folks who created it. But over time the cool iPhone remote feature became a shackle that was not easily broken. This experience has made me wary of creating future core product dependancies. A tough lesson to learn, but it feels good to be free.
Astro Duel 1.2
Astro Duel 1.2 is out now! The biggest change is a new game mode. (And it's totally awesome.)
Pilot Execution Mode
Previously in Astro Duel, the pilots had no effect on gameplay. They were merely helpless survivors. Onlookers on a battle they had already lost. This all changes in Pilot Execution mode. Instead of earning points by shooting down other ships, points are awarded in Pilot Execution mode by shooting or running over enemy pilots.
Pilots also have a means of escape. Each is equipped with a thruster. If you find yourself without a ship, hold down the thrust button to take flight. If you can survive long enough, your ship will respawn!
This totally changes the gameflow. Players shot down now have a second chance. Kills can be stolen. Some of the best Astro Duel moments I've witnessed were watching pilots desperately trying to escape as an opponent ship chases them down. At any second they'll either be run over or revive and perhaps turn the tables.
New Dash
The Mac version also has a redesigned dash mechanic. The original Dodge Boost was performed by double-tapping left or right. This technique is difficult to perform on a gamepad and especially so with an analog stick. It's been replaced with a more straightforward Dash. Simply press Right Bumper or Right Trigger on a gamepad.
Unlike the Dodge Boost, using the new Dash consumes 1 ammo. This prevents players from just using the Dash all the time and it helps give shipless pilots a chance at escape. (The iPad version still has the original Dodge Boost.)
Get Killing
There's a bunch more small polish additions. (Here's the full Changelog.) The iPad update is live now. The Mac update is on the Mac App Store and on itch.io.
Mega thanks to Kyle, Steve, Cory, Erin, and Burley at IndieHouse Phoenix for convincing me to add Pilot Execution mode to Astro Duel and helping me make sure it feels right. Steve called it the definitive game mode. I think he's right.
Raft Release
I experience jam guilt. It's hard for me to just make something and move on. Back in January I made Riff Raft with Sara Gross, Damien Di Fede and Ken Kopecky for the Global Game Jam. As most game jams are, it was a very fun and exhausting 48 hours.
Riff Raft was made to be a simple co-op game where rowdy campers raft down a river, learn to drink booze, dodge flaming arrows, and piss out fires. We could have just left the game where it was, but I'm never able to do this. We all wanted to tighten it up and add some of the features that almost made it into the 48 hour version.
So we kept working on it. Not much. Just here and there over the last 8 or 9 months. It's still basically the same tiny arcade game, but we've added a single player mode, controller support, leaderboards, a title screen and additional music.
Rift Raft is a free download for PC and Mac. Happy rafting!
Goodbyes Are Good
It wasn't much more work, but I'm quite relieved to finally release this. Even if they're small, unfinished projects take up a fair amount of my mental energy.
Also, I think Riff Raft will be my last game made in Flash. Though I've enjoyed working in ActionScript for the last few years, I'm fed up with the lack of portability and the dev tools. Goodbye Flash!
Astro Duel
Some of my favorite memories growing up were made while playing Super Bomberman, Mario Kart's Battle Mode, NBA Jam, and similar games with my family and friends. My brothers and I spent a stupid number of hours playing Super Ships II, a two player shareware space battle game on the family Macintosh Peforma.
Ever sentimental for the good old days, I started working on a game that tries to recapture these warm feelings. A staying-up-till-2am-battling-my-favorite-people simulator. After on-and-off work for a couple years, I'm quite excited and pleased to say this project, Astro Duel, is done and is available now on the App Store.
Astro Duel takes this four player deathmatch game style and adapts it for iPad. Like a cocktail arcade cabinet, Astro Duel is playable from any angle. Set it on a table or play on the floor. It plays great at bars and, well, almost anywhere!
Up to two players can play directly on the iPad. Additional players control their ships wirelessly with an iPhone using the free Joypad app. The new fancy iOS 7 Bluetooth controllers work too.
The game plays like a cross between Bomberman and Asteroids. Players battle to the death in various deep space arenas. Scattered around each level are asteroids, hazards and various powerups. Much like Mario Kart, most of the powerups are single use weapons, but a few are persistent.
I've tried to match the arena variety found in Bomberman. Most of levels have a characteristic feature that greatly changes the gameplay. In the level CACHE almost every barrier is destructible. In BEAMS two perpendicular death beams reward player patience and control. And BLKHOLE, a giant Black Hole sucks everything ever.
Huge shout-out to Matt Thorson's TowerFall, my favorite game from last year. This masterfully designed game was very influential to me as I was finishing Astro Duel. The addition of a Headhunters game mode in Astro Duel is directly inspired from TowerFall.
I hope Astro Duel is a welcome addition to iPad. It was an attempt to help create more great memories. For my family, it already has.
Complementing the iPad version, Astro Duel is also available on Mac! Similar to that old shareware game I used play with my brothers, the Mac version is straightup free.
Retro Game Crunch - Worldwide Release
It's done! The project that is Retro Game Crunch is finally released. (How I've dreamed for 18 months to speak these words!) The full 7 game collection is now available on the Humble Store and on retrogamecrunch.com.
I made a trailer to celebrate!
I haven't done any film stuff in a while, so getting to make this was a real treat.
Full Steam Ahead
Retro Game Crunch is now on Steam Greenlight! (Greenlight is how new indie games get on the Steam store.) We need lots of “yes” votes to progress through the Greenlight program, so click here, and give us a thumbs up.
Bloop and Box Cat: Now on Android
I'm thrilled to finally share Box Cat and Bloop with my Android friends. Noodlecake did an amazing job making both games feel great on Android. So glad we can finally release these out into the Android wild.
Both games are on Amazon and Google Play:
Box Cat: Google Play — Amazon Appstore
Bloop: Google Play — Amazon Appstore
This is my first time in Android waters, so it's exciting to see what it's like over here. My fingers are crossed. :)
And as a bonus, Box Cat is now on the OUYA! Now you can smash cars and dash trucks at 1080p. Xbox 360 or PS3 controllers work great too! :)
I'm personally still really excited about the OUYA. There's a ton of crazy weird games to try and lots of couch fun to be had. And the console has only been out six weeks! I think (and hope) the OUYA future is a bright one.
Oh, and Box Cat is already a featured game on the OUYA store. :D
An exciting day of releases. Hit me up on twitter and let me know what you think and show me them high scores!
Small announcement today for a small game. The "flapformer" Angle Isle is now [on the App Store][appstore]! Play it with your iPad, iPhone or fancy new widescreen iPod.  My favorite new feature: the Shark. I drew him almost a year ago, but he wasn't in the original 48-hour Flash version. (Ran out of time.)  Ok, back to crunching on [RGC][rgc] Game 2. [appstore]: https://itunes.apple.com/us/app/angle-isle/id521577767?mt=8&partnerId=30&siteID=xdRZTpc7nhI [rgc]: http://retrogamecrunch.com
2012 Was Awesome
This was my first full year making indie games. I loved it!
I started 2012 with a clean slate. No projects in progress or in mind. The first few months were spent looking for interesting ideas to chase and building prototypes.
In March I attended my first GDC. Many talented, amazing people shared their insights and work. Also: crazy multiplayer parties, friendly indies, and fun times all around.
Chasing Four Players
At GDC I told Todd and Lou from Joypad that someone should make a multiplayer game using their iPhone app. Post GDC, I started prototyping four player iPad games. Trying to capture the feeling of late night Bomberman Battle Mode, I created Astro Duel: a tabletop asteroids arena game for four.
While working on Astro Duel, I became frustrated with the complexities of wireless controller setup and lag. While complaining to my friends about this, I came up with Bloop, a much simpler four player game. Bloop was finished six days later.
Blooping Fun
Tickets for WWDC sold out before I woke up, so in June I drove to SF during the conference to hang out and show off Bloop and Astro Duel. Much cheaper.
And I discovered people liked Bloop! It was a finalist at IndieCade 2012, official selection at Games for Change ANZ, official selection at IndieCade East, and one of Touch Arcade's Best Group Games of 2012.
But the coolest part from all this was attending IndieCade. This festival was out-of-control-fun. I met dozens of fellow indies and played Bloop with hundreds of people. And the night games were incredible. What a great event. Recommended!
Game Jams
Twice this year I was able to participate in Ludum Dare. For the April Combo I made the flapformer Angle Isle. Then in August I teamed up with Shaun Inman and Matt Grimm to make the evolutionary metroidvania Super Clew Land. It went well. We took second place in the Jam, expanded Super Clew Land into a full game, and launched a kickstarter to make six more games. Woohoo!
And then I read Twitter
A December retweet led to a Skype call which lead to me moving to Austin(!). Retro Game Crunch was about to start, so there was no time to waste: I packed up, said goodbye to Sacramento friends, and arrived in Austin two days before the new year.
If the year started empty, it ended full. Full and good.
Less than 72 hours left to get in on Retro Game Crunch, six games in six months (plus five bonus games)!
Signing Apps for Gatekeeper without Xcode
Some of the completed games for [Retro Game Crunch][rgc] will be Flash projectors. Unfortunately users running a projector in Mountain Lion receive a nasty error.
 Damaged? Move to Trash? This is not good. To solve this the app must be signed by a known Developer ID. Successful Software has an in-depth [post][ss], but I'll summarize my process. To properly test the signing you must be running OS X 10.7.5 or later. 1\. Sign up for the [Mac Developer Program][mdp]. $99 a year. Ouch. 2\. [Request][req] a Signing Certificate. 3\. Create a projector with the [standalone Flash Player][sfp]. *File* menu -> *Create Projector*  4\. Open Terminal. 5\. Navigate to the directory containing your flash projector. 6\. Use *codesign*. Here's how: codesign -f -v -s "" .app Your *Developer ID Common Name* can be found within Keychain Access. Open Keychain Access and look for a certificate starting with "Developer ID Application". Double-click the certificate to get more info. The common name is listed under the details section. Here is exactly what I used for Super Clew Land: codesign -f -v -s "Developer ID Application: Rusty Moyher" SuperClewLand.app If everything is correct, *codesign* will ask for access to your keychain. Allow it. ## Testing To test the signing you must first "quarantine" the app. 1\. Set allowed applications to "Mac App Store and identified developers" in the "Security and Privacy" preference pane. (This is the default option in Mountain Lion.)  2\. Upload the app to an online server. I used [Transmit][t] to upload via FTP to rustymoyher.com. 3\. Download the app in a web browser. The first time you open the projector a dialogue box like this should appear:  If you see the open button, it worked! [rgc]: http://www.kickstarter.com/projects/shauninman/retro-game-crunch-six-games-in-six-months [ss]: http://successfulsoftware.net/2012/08/30/how-to-sign-your-mac-os-x-app-for-gatekeeper/ [mdp]: https://developer.apple.com/programs/mac/ [req]: http://developer.apple.com/library/mac/#documentation/ToolsLanguages/Conceptual/OSXWorkflowGuide/CodeSigning/CodeSigning.html [sfp]: http://www.adobe.com/support/flashplayer/downloads.html [t]: http://panic.com/transmit/
Retro Game Crunch
Clew Land blew up into a six month project! Yesterday I launched a kickstarter with [Shaun Inman][si] and [Matt Grimm][mg] called [Retro Game Crunch][rgc]. We're planning to make six games in six months. I put together a short video explaining the process. It features Shaun's art and Matt's music. [][rgc] I can't wait to see where this goes! [si]: http://shauninman.com [mg]: http://8bitmatt.com [rgc]: http://www.kickstarter.com/projects/shauninman/retro-game-crunch-six-games-in-six-months
Super Clew Land Postmortem
[][scl] I've participated [before][1] in [Ludum Dare][ld], but [Super Clew Land][scl] is my first experience entering the three day Jam or working with [Shaun Inman][Shaun] and [Matt Grimm][Matt]. After this roller coaster weekend, I know I'll be doing both again. A week before Ludum Dare, I asked Shaun if he wanted to make a Jam game. He was interested, but concerned how we'd break up responsibilities. Shaun and I are do-it-all guys, so we didn't know of a good way to split the work. We decided to sleep on it. (Which actually meant not making a decision until the last minute.) ## Day 0 We met up on Skype an hour before the Jam to finalize plans and workflow. Before splitting responsibilities we'd wait to hear the theme. Shaun had worked with Matt [before][fe] and we sent him a Twitter DM in hopes he'd join us. At 9pm EST we received the theme: Evolution. We came up with a dozen bizarre ideas including a colored vine puzzle game that the player would grow through to proceed. After four hours of brainstorming both of us were wearing thin. We almost slept on it (again), but finally chose the idea we'd spent the most time fleshing out: an evolving Metroidvanian puzzle double-game. Imagine a split-screen or Nintendo DS double view. Players would encounter a platforming world above and unlock new abilities in a top-down gene sorting game below. Even as we shrunk the gene sorting into a HUD minigame, the idea seemed ambitious for 72 hours.  To make the creation manageable, we made a last minute framework switch. Shaun and I were both eager to try out [Futile][f], a new 2D Unity framework. But the scope of our idea required tile map support. Rather than trying to roll our own for Futile, we chose a framework more familiar: [Flixel][f2]. We also (finally) decided on the responsibility split. Shaun would design and I would develop, but we'd switch things up as needed. We heard back from Matt too. He would do music and sound. 8-bit Voltron was formed. Shaun came up with our hero's name, [Clew][c], and designed four of his evolutionary forms before heading to bed. It wasn't as late for me in California, so I spent my last four hours awake setting up platforming physics and a [TMX][tiled] level loader. ## Day 1 I woke up to find over a dozen animations in our shared Dropbox folder.               Hizzah! Clew was real. I started building the "Protein Puck" minigame as Shaun drew food and enemies. Shaun and I communicated almost entirely through FaceTime on our iPads. (He found it useful during a [previous][mil] collaboration.) This made it easy to bounce new ideas around while working. By using our iPads as dedicated video devices, we never had to manage a floating iChat window. It was so helpful we left the stream open throughout the entire jam. By the end of the day we had most of the character animations done, a pretty-much-working minigame and an fun retro soundtrack from Matt. Your browser does not support the audio preview. ## Day 2 All three of us live in different timeszones, but by the second day this seemed like a [plus][timezone]: > Working with a dev in another timezone is awesome. Go to bed with an idea, wake up to a working implementation. Could get used to this. As Shaun finished up animations and wrote the Flixel animation timing, I started implementing the player, food and enemies. Halfway through the day Shaun switched to code and implemented [autotiling][at] to make world building faster. About this time I started adding Matt's sound effects. Your browser does not support the audio preview. Your browser does not support the audio preview. Your browser does not support the audio preview. When the autotiling was ready, Shaun started building the world in [Tiled][tiled]. The pieces were coming together, but a mountain of polish remained. As the day grew long we came to an unspoken understanding: there would be no sleep tonight. ## Day 3 (I think) While the sun rose, I squeezed in a few good playtest sessions. Shaun programmed the enemy pathing behavior and then kicked level design into high gear. Matt had to leave for his day job, but was able to write a few final sound effects in his off hours.  Nearing the end of the Jam, we we're all exhausted. At some point I took a shower to try to clear my head. Picking the game's name took near an hour, but this was mainly due to our exhaustion. In the last thirty minutes we added a title, an ending, and Matt's final piece of music. And....submit! ## Epilogue We're all thrilled with what we pulled off in three days. Shaun broke down Super Clew Land [by the numbers][numbers]: > 3 guys, 72 hours, ~3k lines of code, ~128 frames of animation (100+ for Clew alone!), ~4 minutes of music, ~120 screens Working with Matt and Shaun was a blast. Each Ludum Dare I've participated in has been more rewarding (and exhausting) than the last. I’m not sure I can stop now. (And we haven't. For the last three weeks we've been building an enhanced "Directors' Cut" of SCL, but that's for another post.) If you haven't checked out Super Clew Land yet, what are you waiting for? Go play it [now][scl]! [ld]: http://ludumdare.com [1]: http://rustymoyher.com/ludumdare/angleisle/ [scl]: http://shauninman.com/ludumdare/superclewland/ [Shaun]: http://shauninman.com/ [Matt]: http://8bitmatt.com [fe]: http://itunes.apple.com/us/app/flips-escape/id546109449?ls=1&mt=8 [f]: http://struct.ca/futile/ [f2]: http://flixel.org [c]: http://en.wiktionary.org/wiki/clew [tiled]: http://www.mapeditor.org [mil]: http://shauninman.com/ludumdare/millinaut/ [at]: http://flixel.org/features.html#tilemaps [timezone]: https://twitter.com/shauninman/status/239708905935077377 [tw]: http://twitter.com/rustym [numbers]: https://twitter.com/shauninman/status/240456519756427264
Angle Isle Postmortem
[][0] [Angle Isle][0] is my second [Ludum Dare][12] game. Here's how it happened. ## Friday The theme "Tiny World" arrived at 6pm PST. After throwing out the first 60 minutes of work on a bad idea, I started sketching in Photoshop for inspiration. Soon after I developed a 45 degree angled art style. It seemed interesting enough, so I spent the rest of the evening creating tilemaps and characters. ## Saturday During the morning shower I tried to figure out what the hell I was making. I liked the world, but most of the characters didn't fit. I only liked this angled bird and before I dried my hair, the bird became the hero. After a quick cup of coffee I started the code. Angle Isle was coded in Flash Builder on top of the excellent [Flixel][1] engine. I don't have much experience with Flixel or Actionscript, so I was often reading [Flash Game Dojo][2] and the Flixel [documentation][3]. I hoped to create the levels in [Tiled Map Editor][7], so I first worked on [importing TMX files][4]. This took longer than I anticipated. By the time I got a test level loading, I needed to break for lunch. In the early afternoon I coded and animated the player. The desktop playtesting was done with an [Adaptoid][5] and my original black N64 controller. Once the bird's flapping felt pretty good I started thinking about levels. A large chunk of time was then spent on level transitions. I could have made it simple, but I wanted the levels to change dynamically. The player would seamlessly fly between one level and the next. It took awhile, but I think it was worth it. At this point it was late. I needed to start designing levels, but there was much to tie up including touch controls, the breeze, and the shark. (More on this later.) I was delirious by 4am and went to bed a half hour later. ## Sunday I slept two hours and awoke a bit groggy, but anxious to start. First task: writing music. The gameplay theme was written in Textmate with [MML][6]. The tunes didn't flow, but In four hours I had a passable melody.
Your browser does not support the audio preview. I moved on to sound effects and finished them with six hours remaining. The levels still weren't designed. I set a twenty minute repeating timer and tried to make, playtest, and finish each new level before it went off. This was a tall order. I spent extra time in the early levels trying to figure out what the player should experience and learn. I also found the tileset incomplete and had to spend more time adding tiles. Halfway through level design I stopped to create the title and ending screen. This took another hour. When it was time to submit I had squeezed in 8 levels. ## What Didn't Happen I had started to add an antagonist to hunt the player in later levels. The shark would jump out when the player was trying for the lower hanging berries. But time grew short and the shark was cut. I also hoped to add a continuous day-night cycle with parallax stars. Ran out of time. ## Clearer Communication When the player collects more than half of the fruit on a level, a wind appears to the right and the player can ride it to the next level. A bird chirp sound effect signifies the "exit wind" is available. Although I like the chirp sound, it doesn't communicate a connection between the berries and the wind. I should have used a wind visual and sound effect instead. ## Mobile Port I submitted an iOS port to Apple the morning after Ludum Dare. But as I've been playing it more, I'm less satisfied with the performance on older iOS devices. Instead I'm looking into porting to [Axel][10] or perhaps Objective-C for the post-compo version. UPDATE: It's now [on the app store][appstore]! ## Conclusion Ludum Dare is awesome. I'm amazed by the results of some good ol' pressure. Angle Isle blew away my [previous][11] entry and I'm pretty happy with the results. I'd love to hear your feedback. If you entered the competition, please take a chance to [rate][8] my entry. [0]: http://angleisle.com/ [1]: http://flixel.org/ [2]: http://flashgamedojo.com/ [3]: http://flixel.org/docs/ [4]: http://pixelpracht.wordpress.com/2010/03/31/flash-tmx-parser/ [5]: http://www.adaptoid.com/ [6]: http://shauninman.com/archive/2010/02/13/an_mml_bundle_for_textmate [7]: http://www.mapeditor.org/ [8]: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4571 [9]: http://twitter.com/rustym [10]: http://axgl.org/ [11]: http://rustymoyher.com/ludumdare/audire [12]: http://ludumdare.com/ [appstore]: https://itunes.apple.com/us/app/angle-isle/id521577767?mt=8&partnerId=30&siteID=xdRZTpc7nhI