Daniel Renkel
Daniel 'sirleto' Renkel is a true indie game developer (at heart ;) and a part time simulation engineer (space- & aircrafts). He's studied computer science at the university of Darmstadt, Germany and has a background of 8 years as game developer (assistant projectmanager, game designer, associate producer and technical artist). He worked on a whole number of PC and console games including the Aquanox series. Visit ludocrazy.com for more information about this current android mobile phone games.
Website: http://www.ludocrazy.com/
By Daniel Renkel on March 19, 2012
I’m in a very happy mood as i’ve just finished my next small game.
It is available for FREE (not even ads!) on Android Market (for HD phones and tablets).
Download it via: https://play.google.com/store/apps/details?id=com.ludocrazy.afternoontrip
Find more screenshots and details here: ludocrazy.com
I’m playing a few of the 9 modes
Because it is free, you would do me a great favour if you could tell [...]
Posted in Game Design Scrapbook
By Daniel Renkel on March 15, 2012
Just a very short notice:
I’ve nearly finished my next small game for android phones and tablets.
Anybody care to try it out?
Comment here on this post or send me an email.
I will also announce next version(s) on twitter, so would be great if you follow me:
twitter.com/sirleto
Find some screenshots, trailer and details about the game here: ludocrazy.com
Posted in Game Design Scrapbook
By Daniel Renkel on October 4, 2011
Bugfixing is done, some more polish was given and here it is:
Excit for Android – full 91 Levels of addictive puzzle flow.
If you haven’t yet played the demo, go try it out: Excit for Android – Demo.
(click the above links to directly download the game from the Android Market site )
I’m playing 14 levels, mixed from easy to amazingly hard
Thanks go [...]
Posted in Game Design Scrapbook
By Daniel Renkel on September 15, 2011
While Silent Totems is still on summer vacation, I worked hard on bringing the Excit-Experience to the Android. Now that the game is nearly done – only one menu is missing and of course bugfixes – i released the Excit for Android – Demo.
I would like everyone with an Android phone arround to download the demo from android market and give it [...]
Posted in Game Design Scrapbook
By Daniel Renkel on August 30, 2011
I’m a bit in a hurry, so this post will end up not grammer checked and won’t even show a pretty picture.
Last thursday i received a Patent Infringement Claim from the Texas based company Lodsys LLC. Via mail (not email) they did send me a multi page cover letter + abstracts of 4 of their patents. [...]
Posted in Game Design Scrapbook
By Daniel Renkel on May 15, 2011
Back in march I was hoping to have the ALPHA demo done in mid of april, but as usually everything slips if you can’t work more on your games than 24hours a week. So now its mid of may and it’s done. The schedule I made 7 weeks ago has been reached, all major features [...]
Posted in Game Design Scrapbook
By Daniel Renkel on May 10, 2011
In parts 1,2, 3 of this developer diary I explained the building-blocks of our newest game. Part 4 was about how the parts should come together in our sandbox game, by giving collectable cards as rewards to the player.
(Part 5 was an intermezzo i had to write to blow of some steam about performance issues).
Today i [...]
Posted in Game Design Scrapbook
By Daniel Renkel on May 3, 2011
While trying to get a game done, bad luck always tricks with you.
So this time my intentions to implement everything needed into the game,
to fulfill my “featuritis” (actually a nice german word creation, for feature creep), has gone to a screetching halt: Everything has gone to slow.
Today: Developer Blues.
Quite intentionally I do not develop on a fast [...]
Posted in Game Design Scrapbook
By Daniel Renkel on April 26, 2011
After explaining the build-blocks of Silent Totems in my last three Tuesday-Developer-Diary Entries (part 1, part 2,part 3), its now time to show how all comes together.
Initially the game was planned to be about the game world, its strangeness, and a little classic-adventure-like unfolding story. This would have included setting up puzzles in a linear order [...]
Posted in Game Design Scrapbook
By Daniel Renkel on April 19, 2011
Probably what one should call the main gameplay of Silent Totems will be the gathering of totem parts. The game design intention is to have a clear goal driven gameplay available.
With the game having many sidetracked puzzle ideas, which sometimes are selvserving or fulfill extra tasks, there is also the need for a central task [...]
Posted in Game Design Scrapbook