Ludum Dare 36
The Theme is:
Ancient Technology

The Compo ends in
Solo, from scratch, with source, in 48 hours.

The Jam ends in
Solo and Teams, relaxed, 72 hours.

The hindsight

Posted by
December 14th, 2009 5:03 am

hindsight2I just woke up and was able to play through my game. Here are a few things which went wrong:

  • I spent too much time on enemy variants. I should have gone for more variants of the terrain tiles instead, to make the exploration more fun. Terrain tiles are faster to draw since they don’t rotate. A snow area and desert area could have been cool.
  • The title/splash screen has a very flat landscape. I didn’t add any shadows or foggy background mountains.
  • I could have avoided combat altogether and focused on stealth exploration, sneaking by and grabbing the loot. It’s difficult to do a satisfying combat system in just a few hours. I had no time to make fun AI either.
  • The game gets too easy mid-end. I didn’t have time to play through it even once. Anyways, this means that it’s mostly laborsome to find the last treasures.
  • I should have made a few sounds. Without sound, one feels detached from the game. It’s harder to understand what is going on (especially taking hits in combat). Music adds atmosphere too, of course. I had an idea where the tile map drawing routine would generate ambient sounds.
  • I flipped two of the squid frames wrong. I didn’t notice because I had put most of them in a maze with high walls.
  • The main character looks like it is ice skating because of the scroll focus, but drawing 2 walk frames * 4 angles * 2 stances would have been too much work for me. I suppose it would’ve been less of a problem in a game where you move less.
  • Speaking of which, tapping the movement buttons is straining on the hand after a while.
  • Str(ength) should have been Att(ack) in the sidebar. I was thinking of drawing a background for the sidebar, but had no time left. The treasure were supposed to do things, but I didn’t have time for that either.
  • If Health = 0 Then FGameOver() … I guess this made sense at some point, but it doesn’t in the current version. I’m generally careful and put less than checks in because I know I might change stuff around or lose control of value ranges.
  • It would’ve been simple to couple the stats-up mechanic with the player’s current def/att mode, giving the player a bit of a choice for stats development.

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