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Ivan

@Ivan

Joined June 1st, 2026

  • 14Devlogs
  • 3Projects
  • 1Ships
  • 15Votes
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3h 18m 50s logged

  • Finished coding the conversation with the artist.
  • Added a countdown before the end of the game jam
  • Added a Hints and Tips window
  • Changed background colour and made many new textures for the game
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3h 54m 36s logged

Teamwork is an essential part of any game jam (except of course if you are working alone like me). I started working on a chat app inside the game and improved window graphics.

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1h 6m 57s logged

“You have 96 hours to make a game that fits the following theme : [Countdown]”. For this year’s GMTK game jam, I decided to make a game which simulates those last 10 stressful minutes right before the end of a Game Jam when you actually need to submit something that works. I want this game to consist of a simple Operating System UI in which the player will have to face various challenges before being able to finally submit the game. I decided to use Unity for this project as it’s the engine I am most comfortable in. Started by making a simple draggable window UI.

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2h 27m 48s logged

I’ve been wanting to learn how to use Blender for quite a while which is why I decided to make an icon for Dots using this software. I found it quite complicated a first but quickly learnt the basics of how it works. Choosing the right shades of red and blue took quite a lot of time.

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Ship

I coded Dots, a paper-and-pen game that I loved playing as a kid! The game features several game modes including PvP and PvE. The game engine uses algorithms such as Minimax and Alpha-beta pruning that I learned from Sebastian Lague's series on Chess programming.

  • 9 devlogs
  • 28h
  • 4.62x multiplier
  • 127 Stardust
Try project → See source code →
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1h 55m 13s logged

Added a few menus to make launching the game more straightforward. Also included a short guide.

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8h 19m 57s logged

I got inspired by Sebastian Lague’s series on Chess engines so I decided to create my own engine but for Dots. I implemented the Minimax algorithm with Alpha-beta pruning which is often used in Chess bots. It is worth mentioning that despite it’s simple nature, the computational complexity of a dots engine is WAY higher than that of a chess engine: there are about 10^40 possible positions in chess compared to 10^120 in Dots. Furthermore, there is very little documentation on Dots engines, except for one article from 2002. The image attached is a game between a depth 2 and a depth 4 engine.

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2h 7m 51s logged

Implemented the ability to have more than 2 players! This is not part of the classical game rules but I found this variation to be very fun to play. Currently it supports up to 6 players. Implementing this functionality required me to change the way players are handled which made the code clearer.

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2h 50m 27s logged

Fully separated the game logic from the Pygame graphical interface. I am now considering making a web version of the game using Django

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1h 50m 39s logged

Significantly increased the precision of the dot-capturing algorithm and added a scoreboard.

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5h 22m 35s logged

Implemented the dot-capturing algorithm. A dot is captured when it is completely surrounded by opponents’ dots. This turned out to be much more complicated than expected.

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1h 25m 34s logged

I decided to start off Stardance by coding a pen-and-paper strategy game that I loved playing as a child: Dots (aka Kropki or Tochki). First, I created a grid layout and implemented the ability to place dots.

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