Cacodemon’s Barbecue Party in Hell
I proudly present my fourth done-under-7-days game: Cacodemon’s Barbecue Party in Hell. Actually it’s my first Game-In-A-Day (GID for short) game. Not surprisingly, the idea of GID is to create a game in day. To be honest I did cheat a little, I created the game in the course of four evenings and the total time spent on the development is 23 hours 30 minutes. So in theory its done in a day. Well anyway it’s done in under 7 days and that’s what matters to me.
Cacodemon’s Barbecue Party in Hell
Download
Cacodemon.zip (5.2 Mb) (Release 1)
Instructions
Mr. and Mrs. Cacodemon are organizing a barbecue party in hell. Unfortunately that means there’s some work to do. You play as Mr. Cacodemon and you have to pluck and grill the kittens.
To pluck the kittens you have to spin them in the air rapidly. After all the hair is gone, throw the kitten in the hell grill (the opening in the left side of the wall) for even better score.
Esc - Will quit the game.
Alt + enter - Will toggle fullscreen.
Credits
Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )
Music: Evil Horde - Hangarmageddon (e1m1). Big thanks to Evil Horde (Janne Roivainen) for letting me use his song for the game.
Sound Effects: kitten_burn.wav: The Recordist and the rest from Noise Collector’s aNiMaLs -collection, licensed under a Creative Commons Sampling Plus 1.0 License.
Thanks
Physics model is based on Markus Ilmola’s tutorials.
Inspiration source: Experimental Gameplay Project.
Cacodemon’s Barbecue Party in Hell uses: SDL, SDL_Image, SDL_Mixer and SDL_RotoZoom



December 1st, 2006 at 2:31 am
Another deviously simple yet addictive game. The controls are tight but manageable, and work great on this new idea. Good job on the graphics too.
I hope the “next” version has a highscore table.
December 1st, 2006 at 2:38 am
Hahhah, I should take a one day break from school and work to create a reuseable highscore table.
And thanks for the nice comments on the game. I’m a little afraid that game is too difficult, but we will see how people will respond to it.
December 1st, 2006 at 4:03 pm
You should create a highscore table. Also, highscores should be communicated over the internet to your website and put into an html file for everyone to see :-).
I got about 41000 and its a really enjoyable game. I do however have a bug; there appears to be some mouse lag moving the character around. When I move the mouse fast the Demon takes about 0.2 seconds to catch up. I don’t think I saw this in your other games, but can’t be sure.
December 1st, 2006 at 5:32 pm
This game is more fun than I thought on the first try. Nicely done. Spinning the kittens takes a little training, but then it’s quite entertaining to play. I don’t get how you always forget the highscore table, though :d
David: I do have the same bug.
December 1st, 2006 at 5:34 pm
Oh, and I forgot:
You could have named this “Pussy Shavers from Hell!”
December 2nd, 2006 at 4:45 am
@David: I dreamed that I could do a global highscore for my games, but I’m a little worried about the security. My games tend to by very easy to mod, so it would not be very hard for someone to tweak them so they would get very good scores. So I would have to figure out a way to do them securily. If there’s some developer out there reading this, who has done a global highscore, please drop me an email. I have few questions I would like to ask.
About the bug or lag in the controls. Basicly I limited the speed the cacodemon can move. The reason was that, the physics became unstable (objects penetrating each other) if the cacodemon moved to quickly. So easiest fix was to give it a maximum speed it could move.
@Joysticker: I always run out of development time, when I’m developing these games
That’s the reason whythere’s never a highscore table. Also I think people underestimate the time it takes to create a good reusable highscore table. It’s possible that it takes more time to create the highscore table than it takes to for me to create the game 
“Pussy Shavers from Hell!” had me and few friends of mine laughing out loud for minutes. There’s a huge temptation for me to rename the game. It has been out for only few days, so I could get with renaming thing.
December 2nd, 2006 at 11:57 pm
[...] Cacodemon’s Barbecue Party in Hell is Petri Purho’s fourth game in his Monthly Experimental Game series. In fact, this particular game was made over a 4-day period, in 23 1/2 hours total. And it’s a lot of fun. Simply use your mouse to control Cacodemon. Spin the cats to get all their fur off, then bounce them onto the grill. Mmmm… fresh Hello Kitty! [...]
December 3rd, 2006 at 12:34 am
I can’t help you with the highscore, but I might be able to help with this:
“About the bug or lag in the controls. Basicly I limited the speed the cacodemon can move. The reason was that, the physics became unstable (objects penetrating each other) if the cacodemon moved to quickly. So easiest fix was to give it a maximum speed it could move.”
At the moment, your speed cap seems to be in the form
if(speed.length>maxspeed)
{
Normalize(&speed);
speed *= maxspeed;
}
This might feel a lot nicer:
#define A 1.0f
speeddir = speed;
Normalize(&speeddir); //You now have a speed unit vector.
speed = speeddir * maxspeed * (1.0f - exp(-speed.length*A));
Basically, this makes the speed APPROACH a top speed, without ever exceeding it… a bit like air friction and terminal velocity. Personally, I much prefer this to simply “capping” a speed, because that can feel arbitrary. With this, you can *always* feel the friction, rather than it suddenly capping.
If you adjust the value of A, you’ll approach the top speed faster/slower.
I love exp(), especially in the range of [0..-infinity]. I find it really useful for movement code, physics etc.
Basically, if you put a negative value into exp, it will ALWAYS return a value between 0 and 1. The smaller the value, the closer to 1 it is. The bigger the value, the closer to 0 it is…. however, it never actually reaches 0. It’s acentotal.
I really like the game, by the way, but I do recommend getting to grips with using exp(). It’s a life saver.
December 3rd, 2006 at 1:27 am
@Aubrey: Yeah that’s exactly how I capped the speed. I really didn’t put that much thought into it, but your absolutely rigth, it’s not a very good way to limit the speed.
Big thanks for the code and mini tutorial
I have never bumped into such a resourceful way of using exponential functions. I really have to look more into it.
I’ll test your code as soon as I get to a computer with a compiler (probably tomorrow). And then I’ll report the results here (and possibly release a fix to the game).
December 3rd, 2006 at 7:15 am
Groovey! I hope it actually helps!
Is the Cacodemon always “chasing” the invisible position of the mouse cursor, or is the delta position of the mouse updating the position of the cacodemon? It’s a bit hard to tell just from playing, but the exp idea will probably work best with the latter.
December 3rd, 2006 at 1:44 pm
At the moment it’s chasing the invisible mouse cursor. Which can also lead to some lagging, because the mouse cursor’s movement area isn’t limited, but Cacodemon’s is. So if you move the mouse cursor far right (799,y) and Cacodemon can only move to (700,y) the there will be a small lag of 99 pixels when you move your cursor to the left.
It would be alot better if the game used mouse delta, but again the invisible cursor was easier (faster) to implement (I didn’t have a support for mouse delta in my home made game engine). But I think I’ll have to implement mouse delta.
December 3rd, 2006 at 9:30 pm
I’ve just thought of something else. The “Guru Spinner” text is very large, so large it is difficult to see the rest of the screen. You might say this is intentional tho, because if you are a guru you don’t need to see the screen, but I thought I would mention it anyway.
@Joysticker : lol
December 4th, 2006 at 10:53 am
Yep, the “Guru Spinner” text turned out to be bigger than I intented. I wanted it to be a little massive but it turned out huge.
I should probably tweak it a little bit.
December 5th, 2006 at 1:36 pm
Hey,
Nice Game, nice Music.
But what I don’t get is that you loose a kitten/life everytime you drop one of them into the oven. I thought you were supposed to do that.
Anyway, nice work!
December 5th, 2006 at 5:27 pm
The logic behind the kitten meter, is that it represents the number of kittens you have to grill. The point is the grill them as good as you can.
The logic behind it is a bit cloudy and I could have explained a little better (in the game). It’s good that you asked, because I didn’t really put any thought on explaining the purpose of meter. Thanks.
December 5th, 2006 at 7:14 pm
But… you get more points when the kitties go in the oven, rather than in the lava?
Maybe a better metaphor would be, instead of lava, an unsanitary dirty floor-style surface, which would render the food unfit for consumption?
Because there’s definately some confusion about what the difference is between the oven, and the flaming barbequeue below.
Still, it’s a minor thing.
December 5th, 2006 at 8:13 pm
Yeah, you get more points (and bonuses) when you manage to throw the kittens into the oven.
The floor isn’t a bad idea at all. I wish I had thought of that during the development.
I think I should explain a little bit about the development of Cacodemon. The development process explains a little the reasons why the game turned out the way it did. (I was going to explain this in the postmortem, but you’ll get a sneak preview).
I came up with the barbecuing theme on the very last moments of the development. The original idea was that mr. Cacodemon was working at the Eternal Soul Burning center. And it’s a well known fact that burning kitten fur in the fire’s of hell causes a lot of pollution. So the solution is to burn the kitten fur and the kitten separately in their own dedicated flames (that’s why there are the signs in the game).
The problem with the Eternal Soul Burning center theme was that it took a lot space and time to explain to the player. The barbecue theme suggested the gameplay mechanics much faster and easier (if your going to grill a kitten you have to remove it’s hair) than the soul burning theme and I thought that the barbecue was a bit funnier. So I went with BBQ.
The kitten meter was originally going to be a meter that showed the pollution amount and if that amount got too big then game was over.
After deciding to go with the barbecue theme I realized that the oven didn’t really play big enough role. It didn’t really matter if you dropped the kitten or throw it into the oven.
The thing that I considered (and tested) to increase the importance of the oven, was to change the scoring system. Instead of directly increasing your score every time you banged or spinned the kitten, you would collect a score for that particular kitten. And you would cash in the score by throwing the kitten in the hell oven. If you fumbled up and dropped the kitten in the the flames below, you would get zero points. So this way the throwing of the kittens in to the oven would be turned into a major goal (the only way to increase your score). The problem with this was that it didn’t really turn the game into a more intensive experience, as I had hoped. Rather it changed the game into a more frustrating one. And I also felt that, that scoring system would punish the new players too heavily. So I went with the little bit foggy, but more newbie friendly scoring system.
December 5th, 2006 at 10:29 pm
I tested your game and liked it. Although I played it with my laptop and only touchpad available

I quickly noticed, that you don’t even want to put kittens to oven, cause you get more points just keeping them “alive”… I suggest that you get points only when you succeed in puttin kitten to the oven. Also it should be done in quite a fast, or kitten vanishes… Maybe they explode or something, I dont know
But this would make more sense. You could play risky and try to roll kitten once more or just keep more time on putting kitten to the oven.
December 6th, 2006 at 5:31 pm
I also encountered the same urge of not putting the kittens into the oven. The gameplay is basically just the spinning of the kittens. At the moment the oven is kinda of an extra feature or a bonus place. The game would be pretty much the same even without the oven.
So here’s a quick test build of the game with the per kitten scoring enabled. So you only get points if you manage to throw the kittens into the oven.
cacodemon_test1.zip
Just extract the zip and copy the “cacodemon_test1.exe” into to folder where the original “cacodemon.exe” is located. And run the “cacodemon_test1.exe”
There’s also the new movement algorithm implemented. (Thanks to Aubrey) It still uses the invisible mouse position instead of mouse delta (couldn’t get the mouse delta working very well, I guess I have to work on it a little more).
The exploding kittens idea could be neat. That way there would be a bit of a rush to get kitten fur off and throw them into the oven. I have to try that one in some test.
December 6th, 2006 at 8:35 pm
Oh yes, much better! I like
My next idea is making those kittens explode, but also make different kind of kittens. Bigger, smaller, fattier etc.. with different attributes. So some kittens are heavy and last longer before explode, and some kittens need good long spinning before you get fur off and so on.
This is another cool game. Now it’s little bit too simple, but with little tweaks it can be even better than pluto. Good work!
December 6th, 2006 at 8:45 pm
Ah, you’re such a great person, Petri.
Thanks for the test release, it’s hard and a lot of fun.
Now if you could do that Revenge of Pluto game with destructable planets… you’d be the hero of my heart
December 6th, 2006 at 11:01 pm
I’m glad that you liked the new version.
@-B-: In my original vision I thought of doing a lot of different types of kittens (possibly other animals as well), but as usually I ran out of time. Basically I didn’t think they would add anything to the gameplay (I didn’t think of giving them different attributes). But they would fit perfectly with the exploding kitten idea.
@Joysticker: Destructible planets is in my todo -list
You just have to wait till I get around to it.
December 7th, 2006 at 5:49 am
I seriously love this game, it’s now replaced Pluto Strikes Back as the game I default to playing. Unfortunately ACA Capture doesn’t work with it, and niether does fraps (Not even in fullscreen); so I can’t make a movie :/
I’ve also posted a topic in the Doom3world.org forums, I hope they like your game
December 8th, 2006 at 12:17 am
Wow thanks, this game is now even more fun than pluto. I agree that differing cats would not add much to the experince for the tim taken to program them especially for a GID. A golf style scoring for a low nuber of touches would take away from the need to just spin and spin. The satisfaction from a one touch , long shot, wall bounce kitten grill would be immense. I think the risk of dropping the buggers is already punistment enough without them exploding and also allows freedom to really go to town on spin/? combos. The only thing i can thik of to combo with spins is hammering them a ridiculous amount of in the air(made risky by higher speed of descent).
December 8th, 2006 at 12:21 am
Yeah, not much more to gameplay with different kitten or animal types. Just different touhces needed with different animals.
How about multiple kittens at the same time?
December 8th, 2006 at 12:53 am
that actually happened to me when the game bugged(i loaded it at the same time as i started ad-aware i think. It wasn’t much fun, felt more frantic than skilled.
December 8th, 2006 at 3:20 am
Finally did it and i see a one touch bonus is already there, cool. I can’t get the double cat glitch to hapen again. Perhaps a mouse click to drop the cat would be most flexible? Who knows, anyway thanks for the game.
December 8th, 2006 at 3:27 am
I did the multiple cats thing a few times (it’s actually just two cats at a time, quite possible to play that way) by right-clicking the screen as soon as the game loads.
December 9th, 2006 at 12:02 am
Wow, thanks for the lively conversation. Sorry that I was away for a day and couldn’t participate.
It’s true that different kittens would not add much to the actual gameplay. But they would add a bit of much needed variety to the game. At the moment the game plays pretty much the same from the first kitten to the last one. The best case would be if there where ten different kind of kittens, all with their unique properties (heavier, spin easy, hard spinning, bigger, skinnier…).
The “golf” idea is a good one. So thanks Q_Q. But now I feel that the problem with both exploding kittens and the golf idea is the following. The game was based on a physics toy that I used to play around with. In the toy one the really fun things to do was bounce around other objects with the mouse cursor. This was where I got the idea for Cacodemon’s gameplay. When I experimented with an early prototype I also found out that the spinning was really fun, so I created the gameplay around those two activities. So at least for me the funnest thing to do in the game is play with the kitties. Bounce, bang and spin ‘em. The problem with limited time kittens is that it limits the fun-o-activity. Which is exactly the opposite that I wanted to do.
I haven’t actually tested any of limited time to play with kittens, so all that was purely theoretical. Although the limited touching of the kittens was one of the fun things to do (thats why there is the one-touch bonus), but I choose the spinning and bouncing as the main element of fun. Still I’d like to test the exploding or golfing idea. It’s possible that I’ll hack them into the game and release them here as tests.
But the golf idea got me thinking and I game up with completely different game idea. Maybe I’ll do Cacodemon’s Golf Course. Just as I typed the last sentence I came up with another game idea that would work with the time-limited/ exploding kittens.
Thanks Joysticker for turning my bug into a feature
At one point of the development there was a bug that caused literally hundreds of kittens to fall at the same time. That was pretty chaotic.
The biggest problem with the multiple kittens is that it really turns up the difficulty level in the game. With two kittens it’s not so much twice the difficulty as its more likely ten times the difficulty. One way around this problem is to figure out a way to release multiple kittens only for the more advanced players.
The solution that I came up with (based on the -B-’s limited kitten time idea) was to display a timer in the upper right corner that would show when the next kitten would fall. The kitten would also fall if you dropped the current kitten-in-play in to the lava or to the grill. This way by adjusting the time between kitten drops, you could create a bit of a hurry for the player to pluck and grill the kitten or you could give the more advanced players bit of a more challenge. There could actually be a bonus for anyone who managed to juggle more than one kitten.
Hope this isn’t too long of a blog comment for anyone to read. I’d like to know what you guys think of these ideas.
December 9th, 2006 at 1:11 am
Good thinking Petri. I think that many of these problems could be avoided by adding different levels or missions. Sometimes you most hurry, sometimes you have time to play and spin your kittens (maybe you need 30 000 pts or something) and so on. And sometimes you get multiple kittens etc…
But your final idea about kitten-fall-time ™ sounds great! If you wanna play risky you just bounce kitten long time and probably and bouncing multiple kittens!
New test release thanks
December 9th, 2006 at 2:21 am
Thanks.
The multiple levels could work. But Cacodemon’s gameplay isn’t really based on the levels. And I feel that it’s a bad idea to turn a game that doesn’t really depend on the different kind of levels into a level based game (Just check out Slimy Pete’s Singles Bar for a reference how to not do a multiple level game). On the other hand if the game where to be tweaked into a more level based game, meaning there would be different kinds of kitten spinning arenas. Not just a simple tube, but a tube with little platforms, rotating blades, elevators, walls… Then I would feel that multiple levels would be justified.
The big problem with this type of game is that the gameplay is pretty much as good as the levels are. Meaning you have to create good levels for the game to be enjoyable. And making good levels is 5% implementation 95% tweaking. And that means that it’s going to take a lot of time. And that’s usually the resource I really don’t have when developing these games.
I’ll try to find some time next week to test some these ideas out. And possible write the highscore code
December 10th, 2006 at 11:57 pm
[...] And while I’m at it, Kloonigames has a new game up. Go check it out. Bookmark at:StumbleUpon | Digg | Del.icio.us | Newsvine | Spurl | Simpy | Furl | Reddit | Yahoo! MyWeb [...]
December 12th, 2006 at 10:47 pm
Thanks for the new version.
The tester-version is defenitly better than the other one, now it’s starting making sense to let go of the kittens. Maybe it would be even better to not decrease the number of kittens (lives) when you drop one into the oven?
December 12th, 2006 at 11:06 pm
Thanks, I’m happy to know that the test version is doing some goodness.
I thought of exactly the same thing as you did. Not decreasing the kitten count if you managed to throw the kitten in to the oven. But I decided to go against that, because I thought it would be too big of a punishment for the new players. Maybe this time I have been too kind to the new players (in Pluto I was too cruel for the newbies).
December 16th, 2006 at 3:31 pm
[...] Cacodemon’s Barbecue Party in Hell is on the verge of a new release! But before I release a new version of the game I’d really love to hear your comments about few gameplay tweaks that I have done. These tweaks where born from the great discussions on the Cacodemon’s Barbecue Party post. So big thanks to everybody who commented. [...]
January 6th, 2007 at 9:53 pm
This is way coolio, as is the rest of your games
Bookmarked, keen to see more of your creations. I am ratheer addicted to Pluto strikes back, top score 45305. This rapid prototyping thingy is interesting. Your blogg has led to a lot of pages to be bookmarked, thanks!
January 6th, 2007 at 11:05 pm
Thanks, I’m glad you enjoyed the game. And I’m honored to be part of your bookmark collection
I hope you give rapid prototyping a test and let me know how it went and what you accomplished.
January 9th, 2007 at 11:54 pm
[...] Little over month ago I released a small done-in-under-24-hours game called Cacodemon’s Barbecue Party in Hell. This is a little summary of what I learned from the development of the game. There are two ways you can prototype a game. Either you have a very clear goal (and possibly a written design) of what your doing or you have a very vague idea and you pretty much make the game as you go along. Cacodemon was of the later kind. [...]
January 24th, 2007 at 7:02 am
Wow… 58,830 points… One kitten in the oven using the lose-a-kitten-lose-your-points test build. I guess I’m pretty good if I get a one-touch guru-spin long-shot bank-shot extra-damage grilled kitten.
Uh, I mean FLUUUUKE
I get really, really frustrated at the “laggy” controls. I’m hoping the simple addition of a mouse cursor helps; it’s too bad the physics clips.
January 25th, 2007 at 7:47 am
I am addicted to this game. My only problem is that I have a wacom tablet plugged in constantly, so the cacodemon is a little erratic at times. (I tried playing with the pen, but that was a serious no go. It works better that way with Pluto Strikes Back, though. I recommend it!) Anyway, I think this game is uber-fantastico, and I do hope that you release a new version with high scores. I got 118980 a few minutes ago (on the normal build, though. I’m not up to weasel’s level yet!), and I wanted to immortalize it ^_^ (2 one-touch master-spinner long-shot bank-shot extra-damage grilled-kittens in one round helped!)
Kinda feels like there’s a “soft top” to the pit. Just the way the kittens land after a particularly high spin. Is this the case?
Anyway, thanks for a great game! You rock, dude.
January 25th, 2007 at 10:45 am
@Joel: Hmm…. Pluto with a Wacom tablet, now I have one more reason to get me one of those.
I’ll try to crack out the new version of Cacodemon next week and it’ll feature the high score tables
There is a top in the pit and it’s somewhat high, but its possible and very likely that you’ll hit the top if you throw a kitten very high.
January 26th, 2007 at 1:23 am
This game is so excelent made! It is allmost playable for blind ppl. What needs to be done is:
Pan the sounds from left to right depending on their positions.
Add a sound when the oven is open and when it closes
Add a sound when a cat apears
Add spoken comments when a cat is grilled. + other stuff you have.
January 26th, 2007 at 4:16 pm
I love this game, it’s the first thing that’s made me smile all day.
I really, emphatically wish that Mr Caco was instantly responsive to the controls though. Maybe a real caco wouldn’t be able to move that fast, but in both versions of this game, I can move my hand quicker to catch the kittens faster than he can catch up, and since it’s my hand doing the catching it just doesn’t feel right at all.
I also think you should put in some real kitten sounds - I sped up the sounds, and it was much more kitten like, so I think some real kitten samples would much improve the hillarity. They have a very distinctive sound, mewling kittens do.
And I second the suggestion for the announcer voice. If I didn’t have the flu, I’d be tempted to dig out a microphone and record some right now…
January 27th, 2007 at 5:39 pm
@Johan: Thanks I’m glad to know that game is almost playable by sound only. Because there aren’t that many changes I could probably hack to the new version.
The announcer voice would be great. I’d really have to find some one to do them for me, because my Finnish accent could easily make them just plain confusing.
@Chiv: I’m happy to know that you enjoyed the game. The more responsive controls are a bit tricky because first of all they make the physics model unstable and second of all (can you say that) they could make the game too easy.
The real kitten samples… I’m not really a sound effects guy, I just use what I find on the internet
I tried to find some real kitten samples, but the best I could find where the cat sounds that you hear now. And I don’t have a microphone or kittens 
January 28th, 2007 at 12:23 pm
To give you an example, the third Prince of Persia game, which I was really looking forward to having max-completed both the others, vanished from my hard disk because they thought it was a good idea to put a mouse limiter on the turn around speed. I’m a skinny, unhealthy lazy jerk, and even I can scare the crap out of you If I spin around quickly…. but now Prince turns around at the speed of a minivan, because its more realistic?
If it becomes too easy, then find other ways to make the game a challenge, like making the player juggle multiple kittens.
February 3rd, 2007 at 2:55 am
@Chiv: I have to say that I agree with you 100%. Never ever should the game’s difficulty be based on poor controls. Or lets put it this way, if you have poor controls you probably have a poor game.
I had second thoughts about the “they make the game too easy” part of my previous comment. I was about to delete it because I really didn’t feel like it was how I really felt on the subject, but then I thought that nobody reads these comments so I’ll just press submit comment. It was a positive surprise to see that I was wrong.
So the real reason for the luggish controls is that I would have to figure out a way to make the physics stable enough to allow an instant movement of the Cacodemon.
March 22nd, 2007 at 1:32 pm
I love Cacodemon’s barbecue party in hell … game over …1 211 785 muhehe
March 22nd, 2007 at 6:22 pm
Based on your score I actually believe that you love the game
March 22nd, 2007 at 9:26 pm
another fun game, wow @ Cooper’s score, i could only get 112 thou lol
March 23rd, 2007 at 12:16 am
Thanks for your comments Nidor. Cooper’s score still amazes me too.
April 7th, 2007 at 9:21 pm
This is another fun game. I don’t know if someone has mentioned this, but possibly having an arrow at the top following l/r movement when your cat head goes off screen would be nice.
April 21st, 2007 at 2:40 am
Hey,
I love what you’e doing!
Don’t ever change and best of luck.
Raymon W.
April 27th, 2007 at 12:33 am
Here’s my little tidbit…
I love the game, it’s completely insane, and it’s a ton of fun. There is one thing you could do however, that would improve it immensely. It should be relatively simple, but the difference would be huge. Whenever I accidentally smash the cat above the top of the screen, I have no idea where it’s going to come down. An arrow or something to show where the cat is headed downwards would be very helpful so you don’t lose because you don’t know where your cat is..
Kaz
May 31st, 2007 at 11:27 am
I just submitted an entry for this game on MobyGames.com … soon it will be immortalised in the annals of gaming history! Cheers.
June 1st, 2007 at 10:37 pm
Hi all, sorry for the delayed reply. April was really a killer month for me, but things have eased up a lot. I’ll try to keep the blog alive and reply to comments in an acceptable time
@RaymonWazerri: Thanks for the encouragement.
@ismellawumpus:
@Kaz:
Thanks a lot for the suggestion. The arrow thing has been suggested before and it’s coming if I ever manage to do the new version of the game. I’ll try to crank out the new version as soon as I have a little extra time
@Pseudo_Intellectual: Thanks a lot for submitting the game to MobyGames.com. Can’t wait to see it there.
June 14th, 2007 at 1:50 am
You can now find it at http://www.mobygames.com/game/cacodemons-barbecue-party-in-hell … it looks like you’re developing a little following there since The Truth About Game Development introduced us to you… someone else added Moo at the Moon and I made an additional entry for Forbidden.exe and am just going to toss one off for Pluto Strikes Back — we may eventually get a “complete” set of entries for your games up there, and have to compete to see who gets your new games listed first
June 14th, 2007 at 9:02 am
@Pseudo_Intellectual: Big thanks for submitting Cacodemon and Forbidden.exe to MobyGames. I noticed them week ago and was positively surprised. Well I knew that Cacodemon would be there, but Forbidden.exe was a nice surprise. But Moo at the Moon also. Wow.
It’s great to see my games on mobygames. Maybe I should contribute some developer insight trivia to them.
June 14th, 2007 at 8:41 pm
hi all.
June 19th, 2007 at 6:21 pm
I just showed my mate and he loved it (played it for quite a while), the current high score is 144025. I realy like the simplistic yet awsome style you have.
June 19th, 2007 at 11:40 pm
@Thomas: Thanks for the kind words. I can’t anymore remember what my high score was, but I have a feeling that it was less than 120000. I really should do that high score table
It’s still in the works
And it’s not completely impossible that I’ll release a new version of Cacodemon.
June 20th, 2007 at 5:29 am
Well to be Honest that was my mates score not mine, i have yet to reach past 100000
July 5th, 2007 at 12:23 am
Just to keep you abreast, Mobygames is now current with all of your experimental games! (Between you and me, now that the spotlight’s on you, I expect it will remain that way
You can find your very own game group at http://www.mobygames.com/game-group/kloonigames-monthly-experimental-done-in-under-a-week-games/
When you have time (but don’t let it cut into your intensive design and development schedule
it would be awesome to get some developer notes as trivia items there because who better to tell the whole tale?
… and sometime soon I hope to write an article about your works here for theculturalgutter.com — cheers!
July 5th, 2007 at 1:11 am
Thanks for the mobygames link. I got a heads up from Sciere that all my games would be there. Even The Divorce
My “concept art” is really ugly. I mean really ugly. It’s not really “concept art” as it’s more like total crap.
I’ll try fill the game pages with some trivia and developer notes. Perhaps even exclusive “concept art” pieces
Oh and I’m really looking forward to that theculturalgutter.com article. Let me know when it’s out.
July 22nd, 2007 at 1:28 pm
My son (who is 7) and I (45) love this game and I find it very addictive, if tricky. I’m not a game pro, so I don’t have any well-informed comments to add, but thanks anyway.
September 3rd, 2007 at 5:04 pm
Jjust to say I love most of your games, however with some, one minor annoyance is at hand. The games arent full screen, this means you can move the windows around, however when I try to move the window, it falls to the bottom of the screen, I simply wouldnt move the window, but for whatever reason, the second time I play, its further down than the first so I try to move it back up. Im on Vista, do you know how I can fix this?
February 24th, 2008 at 8:34 am
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May 2nd, 2008 at 1:58 pm
damn this game is great!! i love controlling a cacodemon, that’s a new experience for me.. and it made me discover that remastered song!! i encourage you to do other doom games, that’s funny.. like.. i don’t know , cyberdemon’s orgy in hell?
October 8th, 2008 at 8:32 pm
I just LOVE this game!
My actual highscore is about 345.500 and I´m still keeping it up
October 16th, 2008 at 5:44 pm
Now I hope I can show you how much I like this game…
The first time cacodemon was shown to me by my best friend.
After that she told me she had never seen me that excited before. Now it´s a kind of a passion to play it.
To express my love to this game and to honor your work, here´s my actual highscore but it should not be the last… http://www.abload.de/img/cacodemonrkn.jpg
Yours sincerely, 6rimr3ap3r a.k.a Dominik. Greetings from Germany!
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