Tiny Square, Big Tower Post-Mortem

Posted by (twitter: @EvilObjective)
December 15th, 2014 6:15 pm

So this was my fifth Ludum Dare (holy crap time flies!) and I’m pretty happy with how my game turned out.

I wasn’t able to get started on my game until Saturday afternoon so the pressure was definitely on by the time I sat myself in front of my laptop. Normally I come up with an idea pretty quick after setting to work, but unfortunately I didn’t find this theme too inspiring and sat staring blankly at my laptop for the first hour. Eventually I decided the theme would be perfect for a semi-deconstruction of the platforming genre, and the idea for Tiny Square, Big Tower was born.

Tiny Square Big Tower1

You start at the top and get to see the entire game in one massive fall from the top of the tower to the bottom , where the game begins

The idea was this: take the classic platformer concept and put the entire game on one screen/level. I decided to use a tower as a setting and use each “level” of the tower as the individual platformer levels, including a boss fight at the very top. I also opted to keep any necessary instructions or story exposition to the game screen and have the character fall from the top of the tower to begin so that the player can see the entire game before they actually start playing. Since I’m hardly an artist I relied on building the entire game with squares/rectangles to the aesthetic as minimal as possible.

What went well

– Aesthetic turned out better than normal for me

– The humour was well received

– The controls and level design were well received

What went wrong

– Probably not tied closely enough with the theme

– Sound issues/glitches in any browser but Chrome

– Too short


Given the time frame I’m happy with how it turned out. I’d definitely like to build it into a larger game. One of the biggest lessons I learned this Ludum Dare was the impact character size has on the feel and control of the character. Originally the character was not a tiny square, just a normal size square. This turned out to make the character movement feel too floaty and bulky. Once the size of the character was reduced significantly, that floaty-ness felt (and looked) way more natural.

Anyways give it a play/rate if you’re interested!  

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