Milkyway Tycoon Post Mortem

Posted by
August 27th, 2014 10:50 pm

You can play and rate my game here

Back in LD#26 , I made a crappy puzzle game that was neither finished nor fun. In LD#27, I finally made a finished game called “10 second roguelike”. Although it only ranked #450, I received a lot of comments that were both helpful and inspiring. It was nice to hear others enjoyed your game especially when you are not a professional game developer. It was also really satisfying to see other people played my game. Therefore, I decided to join this Ludum Dare again to have some fun and yea it was definitely a hell lot of fun.

I decided that I would make a strategy or tycoon game this time around since I’ve never made one and I love strategy games. I was hoping the theme would be Alchemy or Fortress but it turns out Connected Worlds is a also great theme for making a strategy game (as you can see from so many entries being a tycoon game). My game was inspired by a super old KOEI game call Aerobiz Supersonic (yes, I love old KOEI games as you can see from my attempted to remake Uncharted Horizon 2).


Let’s now talk about what went well and what went wrong in this LD.


=== Things that went well ===


Using an iterative approach was good because it turns out I have to throw away A LOT of the original design due to time limit

Try out new things.  I used Java + Libgdx which I was familiar with but I had never made a tycoon game nor that I know how to use scene2D to create GUI and I learned a lot.

Play testing is important. I finished early as a jam entry because I was aiming to get into the compo, but it turned out to be good because the first comment pointed out I had some game crushing bugs. It also let me have time to play test it myself which enables me finding out my original version was way too simple.

Music is important. It made my game feel much better after I added background music.

Getting into flow. At some point I lost track of time and it felt great to keep on coding. I was amazed by how much I had done when I finished. I also need to thank my girlfriend for her support :)

Separating the data with the game logic simplified my play testing because I only need to run the game again to see the changes I made.


=== Things that did not went well ===


Time Management. I was aiming to get into the compo but I ran out of time to replace the place holder arts I found on the Internet.

Poor Tutorial. I thought it should be easy for people to learn the game because I included in-game help info. It turned out I did a poor job and everyone complained about the game having a really steep learning curve at the start.

No test run before start. Libgdx changed a bit since last time I used it and the documentation wasn’t kept up to date. I spent quite some time fiddling with the code to get some of the GUI element right.

Forgot to buy groceries before the compo. I ran out of food to cook during the day and I had to go out and buy stuff which made me lose an hour of coding.

Need more play testing when making a strategy game. I still feel my game is too easy.


Overall, I had a great time last weekend and I will definitely come back for the next ludum dare!

2 Responses to “Milkyway Tycoon Post Mortem”

  1. r2d2upgrade says:

    This was exactly the game I was going for. But unfortunately I had no time to compete this time :/.
    Anyway, you hit the nail on the head with this game :)

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