Ludum Dare #24 Post Mortum

Posted by (twitter: @SassyBotStudio)
August 27th, 2012 2:11 pm

In the rush of getting this done, we completely forgot about writing a journal :(

This was our first Ludum Dare, and only our 2nd Game Jam. I personally think that we did a pretty fine job on making a polished game.

The core of the game was built in several hours on the first day. This allowed us to really quickly start building up levels and messing around with gameplay.  This seems to be the way to go for any Game Jam. Simple mechanics that can be complex enough to be fun.

What will we improve on next time? Definitely a level editor. I wrote an importer that would read .fbx files into Unity and create the levels. While this wasn’t bad, it wasn’t optimal either (it required me to delete all the levels and regenerate them if I wanted to check 1 new thing). I would also like to get more feedback during the development from other people. Right now we only publicly released 1 other version (that was the one that was built during the first few hours), that made it difficult to understand how difficult/fun/frustrating/easy our  game was.

If you’re interested in the first version, it’s still online here: 
http://elwinverploegen.com/beta/cubism/

 

The team consisted of me, Elwin Verploegen (programming), Tino van der Kraan (art& level design) and music from Boulders Below (a friend of the team).
Looking forward to the feedback, hopefully it’ll catch on, as we have a lot of awesome ideas to add to the current version!


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