First LD: Castle of Doom, a post-mortem.

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December 16th, 2012 7:21 pm

So, while I’ve prototyped things quickly before I’ve never actually tried to finish a game fully in a short period of time. I decided to try my hand this time around and it was pretty fun! It makes you make a lot of quick decisions about the scope of the game and what’s achievable and that carries back to big projects I imagine.

 

 

What went right:

I had an idea pretty much straight away, and settled on a graphical style early on. Development of the basic engine was painless and I was happy with the animations I threw together quickly. I was pretty happy I managed to get 3 levels in, since level design is my least favourite part of the game design process overall.

 

What went wrong:

I fell out of love with the idea halfway through, as I’m sure many people do. I ran dry on enemy design ideas that would be easy to implement too, but I think I got enough done for it to be varied. Also the sound was a last ditch effort, but it’s kind of funny in a bad way (it’s all my voice). The enemy selection system was, and still is, a bit broken / frustrating.

Obviously it’s not too polished but, hey, not much time!

 

I had quite a lot of fun, even though I could only give about 12 hours combined working time to the game over the 48 hours. Next time around I’ll definitely be participating, depending on the theme. Hopefully I can give a bit more time overall too.

 

Check the game out here:  http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=17921

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