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Samhain Fever!: A Postmortem Analysis

2016-11-02 22:06:21 by Harlemblack










Samhain Fever! is my fourth personal project of the year and dedicated to Halloween Day 2016. It is an arcade game where player collect score points as high as possible while avoiding several Indonesian ghosts. There are 5 stages in one loop and the game’s difficulty keeps increasing as the loop number increases.

Haven't played the game? check it out here:



The game idea and design

At first, I wanted to make a frightening game. But after seeing Ghosbusters film series and being overwhelmed by its inspiring sound theme, I decided to make a lighter, funny one. I used Indonesian ghosts because I wanted to promote them to the world. Maybe someday they will be as famous as Valaak, Bughuul, and Babadok (lol).

Regarding the design, I still used pixel theme for my games. But this time, I wanted to try building an arcade game engine which was new for me. So, there are few specific principles that I embraced in shaping the game design, taken from several forums in the Internet:

1.      Easy to learn, hard to master

2.      Fast-paced or frantic gameplay

3.      Simple story

4.      Playable in short spans of time

5.      Having no definite end

6.      Having a steadily increasing difficulty level,

7.      Employing a scoring mechanism.

One of the principles (number 7) gave me an opportunity to try incorporating Newground scoring system to my game.


What went right?

I managed to create a simple, fun game incorporating new engines in just 15 days. That was a great achievement for me, considering that I had messy planning and several important life matter that could not be abandoned and the fact that generally it would take more time to build and test new engine. It may be due to the structure of arcade genred engine that I made, which was versatile, generic, and easy to tweak. For the graphics, I created them all myself, focusing on the characters only. I did not draw any backgrouds because it would take more time and effort. In fact, a blank, black background suits the theme and atmosphere of the game very well. I also managed to created simple SFX using software sfxr and found a generous 8bit chiptune composer who provided free musics. Listen to his albums at


What could have been improved?

Some players reported several bugs which were actually intentional to increase the game’s difficulty. But after considering the rationale behind their responses, I decided to eliminate and tweak them a bit. This shows me the importance of having beta testers. Maybe next time when I have a longer span of development time.


Concluding remarks

Overall, I am very satisfied with the game. It was my first try on arcade genre and did not suck. And I am grateful for the feedbacks from several players, especially pixel lovers, who examined the game very throughoutly and showed their enthusiasm. I hope in future I may refine and expand the new engine. Thank you for reading and I hope you could learn something here. Enjoy the game and tell me what you think!

Happy Halloween Day 2016!

2016-10-31 06:16:33 by Harlemblack

A new game for the Halloween Day!

Hit it:

A Sub for Pico Day 2016

2016-05-10 06:07:11 by Harlemblack

V.F.C. II is my second messing around with fighting engines. It was made for Pico Day 2016. I have improved the AIs based on my studies and observations on numerous fighting genred games and added some new features based on players’ feedbacks and some ideas which came out from nowhere. Still, there are many things to improve and to try. I am excited that I have come this far. It’s a hell of adventure!

There is new idea to make its sequel, but still raw and vague. Any suggestions?









A New Musical Game!!!

2016-02-25 00:16:29 by Harlemblack

I started developing this game from a scratch since Feb, 01 until Feb, 25. I had to watch some love films and listened to some love songs to stimule my brain in order to regenerate the theme, mood, and tone of the game. The gameplay was inspired by Urban Champion (a classic NES game!) and the mini game on the credit section of some Kamen Riders game that I forgot in PSP console. As the progress reached 80%, I searched for some chiptune musics and  found some of Anderson’s really fit. It was as if they were meant for my game. In fact, some improvements were inspired by them. Check out his works here. They are awesome. Overall, I enjoyed the development process and  am satisfied with the result. I have learnt many lessons from it, especially about handling the urge of deviating from the plan as new insights and ideas appear and tickle.


Below is the link:

Let's see what's on your mind :)

Happy Pixel Day

2016-01-26 08:15:29 by Harlemblack

It's been a long time since my last submission. I thought I had given up flash. But as Tom announced that there would be a Pixel Day in Newgrounds, the urge exploded again... and ultimately gave birth to this:


It is a fighting game. Well... not the usual ones you have played because it can be so frustating if you don't try to figure out the opponents moves. Don't believe me? Do check the link below if you really got some balls:

just another quick submission made for "you know what day it is". still hope that it would be another B!



Devender, first game in 2011

2011-01-16 10:53:20 by Harlemblack

Recently I have been addicted with old games from the old times so yeah this "Devender" was born. The original title was actually The Defender of Faith, but in the last minutes I decided to make it short and easily memorable: Devender. This game was also meant to be a winter submission, yet I decided to publish it in January because of the fact that the development of the game was not as simple as its gameplay! LoL. I'd like to give my special thank for logicalDefiance because his tracks work great in the game. Visit him to see some really good stuff.


Devender, first game in 2011

Back to the track

2010-11-09 03:37:26 by Harlemblack

After 45 days in isolated place, i have finally returned to my flash life and anything that I had left unfinished. Thanks for my friend-in-project who has incredible patience, waiting for me while I was absent. I think it's enough for sad and sid. Here I come!!

Castle Crashers: FO!!

2010-05-18 06:27:41 by Harlemblack

It may be too late for this but hell with this (thanks to Ajay for reminding me)=0

Here I announce a game made by my peer and me: CASTLE CRASHERS: FATAL OBLIVION
This game was built for PICO DAY 2010 and is a tribute for Castle Crashers game. Thought we had a strict deadline, we eventually managed to finish it. We realize that it still needs some improvements so well yeah we are up to it. Please note that there is a continue of the game so stay tuned. Btw, enjoy the game!

Castle Crashers: FO!!

on a project

2010-03-20 11:11:12 by Harlemblack

I am on a project for PICO day.