Umbra Machina – Post Mortem

Posted by
August 27th, 2013 3:21 pm

Hey guys, TheMaster99 here, bringing my post mortem for my 2nd Ludum Dare entry into the Jam. Let’s get right into it, shall we?


The Good

  • I came up with a very good (IMO) idea for the theme. We actually came up with ideas for the 2 most popular themes (10 Seconds and Death is Useful) before voting was over, so we wouldn’t have to waste any time brainstorming.
  • The programming went (relatively) smoothly, didn’t encounter many bugs that took much time to squash.
  • Finished (excluding a few things that either I forgot to add or wish I added in hindsight) in time. That’s always a good thing, right?
  • Learned about the ‘for each’ (Don’t know how I managed to go without knowing about it until know, but eh.)
  • The response, so far, has been quite positive.
  • Made a game I’m proud of.
  • Had a blast!


The Bad

  • Graphics artist didn’t have enough time due to school and other things to finish all the art.
  • Didn’t have time to implement enemy/boss special attacks (although in hindsight, the fights are hard enough anyways, so special attacks would probably have made the game impossible, so maybe this isn’t really a bad thing.)
  • Forgot to add a timer to show how much time until the shadow got to the next checkpoint, would have prevented some confusion and would make the game fit the theme a bit better.
  • Didn’t implement any way to restart from the beginning unless you won, which made it possible to get stuck in infinite loss scenarios where you have to re-launch the game to solve.
  • Restarting after victory is bugged (it doesn’t reset you to the beginning, but rather to the last checkpoint prior to the boss fight)
  • Collision detection is imperfect (most of it is due to flaws in the level generation.)
  • Faced a few major bugs that put me behind.



Overall, I had a great time. Will definitely be doing many more jams to come!

If you haven’t already, you can play my entry here:

Happy gaming!


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