FLAK, Masters of Entropy

Finally, what originally was Cooperkind, then Masters of Entropy, now is FLAK: Masters of Entropy.

I was looking for a short name, but still liked Masters of Entropy, so MoE is now the subtitle.

I know that the Flak cannons were anti aircraft artillery, but… who cares ūüėÄ , the artillery ingame is based on the 88 Flak cannon.

FLAK Masters of entropy POSTER

Sketch Rockets

poster Sketch Rockets

Sketch Rockets is the new name for Aldebaraan.
Despite how much i like the old name, the truth is that name is no good for commercial purpuses.

The new name will be lunched along the new massive update for the game, with new engine, a brand new In App Store and lots of new things!

In the store you can buy Coins. Coins is the ingame currency to unlock maps, to buy extra lives in endless mode or to purchase upgrades for your rockets.

Coins can be also obteined by simply play maps in campaing mode or endless. There may be a daily map for extra coins.
The new campaign mode is builded in blocks of nine maps. Each block must be unlocked with stars (wich you win in each map according of how much points you make) or with coins.

Hope you like the new version of Sketch Rockets!



The war factory

The main reason to develop Masters of Entropy is an old desire to play a good artillery game. Back in the early 2000’s Worms was the artillery game by exelence,¬†and the only one. At least the only good one. The other legendary but even older artillery game is Scorched Earth released in 1991. For me, this two are all the good artillery games ever made, and i felt empty. Scorched Earth is too old and lost some magic. Worms slowly evolutioned and now is no longer an artillery game, but a game where players go right to they rivals and push them. Also i wanted a real artillery game, not cartoon worms fighting (i loved Worms, but i want a flak cannon,¬† real artillery stuff).


The making of the first cannon. Made in Blender 3D,  the parts will be used in 2D ingame.


Ten years ago i asked some friends for help to start this proyect, but what i wanted was too advance for us. Now the time has come and MoE is growing fast.

There are three areas where im focusing:

  • The physics: The fact that everything fly away and collapses turns to be a twist in the artillery genre. And make the game fun to play and observe.
  • The artillery models: I want the “tanks” to be fictional, but with real life feeling. Like the artillery ingame could be a real life cannon model. Inspired specially in WW2 real cannons, like the german Flak 88MM.
  • The ballistic: I want variety of weapons, but there are two important points:
  1. All weapons¬†must comply with the basic rule of every artillery game: To calculate angle and power. I dont want “easy” weapons that automatically fly to the enemy, or “click kill”, like in Worm where you simply click a target and a second later a giant donkey falls from the sky killing 3 players.
  2. They must be beautiful to see. I want them to be mesmerizing and generate a pleasure sensation on the player who shoot it. For this im working in a lot of weapons with cluster missiles, with organic movement, with little random behavior.

The weapon list so far is:

  1. Basic: The free unlimited bomb that have nothing special and do little damage
  2. Spine: Same as basic, buy explodes 0.5 secods after impact, wich makes soil to fly further.
  3. Bomb cluster: Eight bombs fired simultaneously in random pattern.
  4. Nuke: Like basic bomb, but with huge explosion.
  5. Mines: a drop that is fired like a bomb, but will drop contact mines every 0.2 seconds, leaving a dangerous path.
  6. Granade cluster: A middle activable granade that will shot 12 mini missiles that will go to the granade itself wherever it lands.
  7. Machine gun: Fire 30 bullets at fixed power.
  8. Funky Bomb: A granade that bounces randomly and explodes, launching 4 powerfull misiles with random behavior.
  9. Triple threat: Fires three missiles at once.
  10. Spin Six: Fires 6 missiles with 0.2 seconds interval. After 3 seconds these missiles get a round movement patern, then they fall in many directions.
  11. Beacon: Fires a beacon, wich is used as target for many weapons.
  12. zepelin: call a zepeling to attack the beacon.
  13. Multi Missile Luncher: Fires 12 powerfuls missiles with 0.2 seconds interval.
  14. Palm Bomb: fires a missile that always fly right above the player, explodes 3 seconds later lunching three misiles to each side.
  15. Gravitational: a granade that inverts gravity
  16. Mimic Drone: Launches a granade activable in midair, and creates a mimic drone, wich mimics players angle (but inverted) and fires a basic missile whenever the owner fires.
  17. Misile dropper A missile that drops hundreds of mini missiles while its flying.
  18. Rain Granade: A granade that will fire 12 clusters to the ground after 2 seconds
  19. Flak: A missile midair activable that spaw several explosions to get rid of flying objects.
  20. Chicken: Fires a Chicken that do one damage. Ideal to humiliate your opponent.
  21. Aimed missile luncher: Four granades that will fire up to ten missiles to the beacon.

There are still plenty of weapons,  utility devices and passive items to do.

In the meantime… to the work station!

See you.

A “new” game is coming…


In the year 2008 i was dreaming about making a game “worm” style, an artillery game. In 2011 Shoor was funded and the first proyect we focus on was this game.

First called “Cooperkind: The extraordinary duel of the ballishoodtic brother“, this version of the game was intended to have a really good physics on the terrain, wich would have given it a really interesting twist ingame mechanics compared to other artillery games.

We quickly realized that that was beyond our ability, so we left the proyect on hold.

Almost seven years later, while Juan is working in the port of Aldebaraan, and the rest of us is working on The Dead Astronauts House, a little nostalgic bug bitten me.

Three months ago i started to work again in my first proyect, an artillery game.


The Nuke, some of the first weapons made. Everything you see here are placeholders


Cooperkind’s art style was intended to be steampunk, but this rebirth version will be dieselpunk, so Cooperkind is no longer the proyect’s name.

I already have a working prototype, and i can say that the destruction element in the game will be very relevant.

With that in mind i named it MASTERS OF ENTROPY.

  • Entropy definition
  • ňą…õntr…ôpi
  • noun


    a thermodynamic quantity representing the unavailability of a system’s thermal energy for conversion into mechanical work, often interpreted as the degree of disorder or randomness in the system.
    “the second law of thermodynamics says that entropy always increases with time”


    lack of order or predictability; gradual decline into disorder.
    “a marketplace where entropy reigns supreme”

Im making the game with Construct 2, wich is not good at all managing physics. Wich means that will have an impact in low spect machines.

Thats why Masters Of Entropy will be a free game, on Steam.

If the game have some relevant succes, i will hire some one to port it to Unreal Engine. But in the meanwhile i work with C2, that is what i know.

This is all for now, the little introduction to MoE. You will hear of it again soon, cose im working really fast on it ūüôā


Pew pew pew. A real artillery game.

Some TDAH posters, for art’s sake

poster23Things are going slow in the space, at least in Dimitri¬īs one. We are focusing our great effort on finishing and polishing Aldebaraan, wich BTW, is getting a name change, like the ex 80 Boxes, now Asses and Boxes.

But dont worry, The Dead Astronaut¬īs House is not forsaken! To proof that, here is some new poster artwork.

This one is for the Argentine space program, Argentellar.


And for art sake, again, take some poster compilation.



There are asses everywhere!

Yes, the new name for the game, Asses And Boxes, is vastly justified.

The characters have now perfect rounds butts, the new zombies are assombies or buttomfaced walkers. There is even a flying butt that pullulate around and poops new boxes as needed.

Some concept art:


zombie pintaditozombie sketch



And here are some of the new hats and faces implemented and ready for action.


The Assension!

Hello folks, some news on 80 Boxes!

First of all, that will not longer be the game¬īs name. From now on it will be: ASSES AND BOXES: THE ASSENSION.


The name will be self explanatory, asses here, asses there, and over there too! Asses in the asses and boxes in the asses. So, the new name it pretty ..assertive.

For now thats all!, but i will leave you some of the character customisation art, interface side.


More stars in the sky

Merry Xmas to you! and you, and that guy behind the walls! Our present for yall is a new update for Aldebaraan!

Yes, its not a BIG update, neither a small one.

  • 18 new levels
  • 2 new items
  • Updated UI
  • Some minor bugs fixed

One of the new items is a portal. Classic funcionality: You enter from one side and get teleported to the other side. The outcoming angle of the ship its the portal’s angle. This gives the game a lot of new combinations and crazy situations.


The second item is the random moon. When a ship hit it, it gets destroyed and a random item will appear in its place, even a new random moon could appear.

It also gives the ship a random value to its power. May be rest a lot of power, a little, or give it a boost.


You can find these new items at level 46 and above!

Keep reaching the stars!


Tunning the arcade machine

In Shoor we make games for love. We try to make money out of it, but really this is all about love. Love for the games, for that old magic that use to pop up from our eyes when we were little childs in front of an arcade. Just standing there, watching “the machine” playing.

Today i raise you this: The SHOOR ARCADE MACHINE!


We plan to use it for events, mainly for 80 Boxes. But as you can notice its a “generic shoor” themed vynil, so we can show as many games as we want on it.

There still little details to polish, like the color of the buttoms and handles, time will get it done.

And…. in a dark place, a Shoor Arcade exclusive game is being forged.




The Dead Astronaut’s Background

Hello there space travelers!

While my VGA is melted down (fact that dont let me work in Unreal Engine 4, so i cant work with TDAH),  i took this time to polish the background story of the main character, the historical context and the mythological context, specially this last one.

The time line of the mythological context is so large that goes right to the beginning of the universe and beyond, to the previous universes.

I dont want to spoil anything, i just list some mayor events:

  • The Blind Archeologist destroys the previous universe and create this one using The Octogon
  • The rise and fall of The Ancients
  • the creation of The Three Elder Gods
  • the creation of The Eights
  • Creation of¬†Thoi Sean, his star Aldebaraan and his duty to the mankind.
  • The trial of Dimitri and The Dead Astronaut’s House.


Sounds good right? at least to me ūüėÄ

One good thing of getting this background cooked is the fact that i was able to abord the elements of the game and the art way more accurate to the story. Some reflect of this is the progress of the main poster’s art

This is a (almost) final version of The Dead Astronaut’s house:


As you can see it still have a vintage movie style. This one in particular inspired in 2001: A Space Odyssey 

The drawing of the astronauts is something to polish, but the poster itself will be like this. You can see the¬†aesthetic of the 60’s, you can see Aldebaraan, a star with mayor relevance in the story, you can also see Dimitri and the Octagon.

And now some other old posters that i didn’t show you:









Some of this may, or may not be used ingame.

Well, that’s all for today. Hope to get a new vga soon and finish the game ūüėÄ