Post Mortem III: “Two Weeks in a Community”

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December 26th, 2013 6:12 pm

It feels like a lot of what I’ve learned from Ludum Dare; I learned from the people after the experience, rather than during the actual event.  In this part I share some of those gems.

  1. Consider the player at all parts of the design process. If a piece of art is barely visible, don’t waste time on it; if the player isn’t going to understand how to do something, make sure it is explained etc. Do this before implementing more features, because it is pointless if they can’t follow you.
  2. Get an alpha out to test as soon as possible. People can’t tell you how it works on their device or about glitches on all devices unless it is out there; they also can’t tell you how much they like/hate a particular feature.
  3. Just because the frame-rate is excellent on your device doesn’t mean it will be for everyone it is deployed to. Consider quality settings, etc. in order to address this problem.
  4. Newgrounds -does- accept Unity games; they just have to be embedded in HTML5.
  5. If intending to release online-only HTML5 and Three.JS is a better way to go than Unity. If planning for phones and console development though; Unity’s ability to be multiplatform easily is desirable. For this reason I’ve decided to learn HTML5 and may attempt a 3D Java Online-only application for next LD. At very least I am going to offer a version of my art portfolio coded in this language.
  6. Press is important for any project to succeed; try to make anything you want to be your focus an interesting story for the press as well as a good game. Also try to communicate with them if you are trying to run a Steam Greenlight, or crowdfunding campaign or trying to self-publish.
  7. There is no feeling quite like watching someone livestream your game. 😀
  8. Release as many places as you can; something negatively reviewed and garnering no attention one place can be loved in another.
  9. Even if a game was perfect for you some people will hate it for relatively stupid reasons. Do not try to cater to everyone.
  10. Both what you want to make and what others want to play is important. Any game project you put your efforts into should be both.

Overall; I’ve never really had the feeling of belonging to a group quite as much as I have with this online community. It helps my feelings for making a post-compo version of this game and in general, creating and promoting my own projects. There’s so much that this relatively short experience has brought to the table with me that my formal training in college did not.


One Response to “Post Mortem III: “Two Weeks in a Community””

  1. Photon says:

    I experienced #7 for the first time this LD. Man, it definitely is eye-opening.

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