Breaking apart BREAK! – A Post Mortem

Posted by (twitter: @LPavownage)
December 19th, 2012 3:52 am

Well, I’ve thrown my entry into this December’s Ludum Dare, and I’ve come out happy and better for it!
Without further ado, let’s get to reflecting upon my entry in to this year’s jam.

The Good

  • The Gameplay Worked, and it was polished!
  • The tileset looked pretty.
  • I was able to write a grid-based movement system after scrapping a smooth-moving system that was proving to be incredibly troublesome when it came to sticking to walls. That recovery was what set me back on track.
  • 7 Levels + Start and End. Lots of variety.
  • A musician friend of mine told me that the music I used was kick arse.
  • I discovered that #’s are Line Breaks in Game Maker.

The Bad

  • My choice of sprites for the main character was poor.
  • As was the choice of sprites for the guards.
  • There should’ve been more enemy variety, or different types of Guard AI, even simple things like Left to Right/Up to Down.
  • A narrative written at 3 in the morning to accommodate the theme was probably not a good idea.
  • I didn’t make much use of the crawl or lean mechanics in the later levels.
  • In spite of the polish, there were some minor movement bugs I didn’t quite anticipate that other players picked out.

The Strange

  • The ‘goat of disapproval’ makes no sense unless you’re paying attention to the narrative. (Spoiler, the main character is a Were-Goat/Satyr/Something)
  • There was a bug that I fixed which disabled you from saving if where you came in was in the same place as the save point, on the X or Y axis. I had to change some things at the last minute to prevent this from occurring.
  • There’s a -very- subtle bug with the cameras. You’d notice it in Room 4 (after the crawl room) – the Camera sight follows the camera perfectly, allowing it to see you around a corner sometimes. Whoops!

That aside, I had a lot of fun! I’ll see you next time!


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