COPY GUN Post Mortem

Posted by
May 5th, 2015 3:29 pm

Finally, here we are with the Post Mortem for our game COPY GUN, developed during the Ludum Dare 32 Jam. We are going to revise what went right, what went wrong, what did we learn in the process and future plans for COPY GUN.

– What went right

When brainstorming ideas for the Ludum Dare this is one of the first we thought, quite early on during Saturday morning. From the beginning it was easy for us to settle for this idea and the set of mechanics and first levels were born fast.

Most importantly, for this Ludum Dare, Alicia and Sergi, fellow colleagues from Mandarina Games, joined me with complementary skills doing the art and code of the game. Undoubtedly, without them this game wouldn’t have been possible.

Finally, good planning was a key component, specially considering that as a team it was our first Ludum Dare. However, I have personally been part of 7 ludum dares, with diverse degrees of success, and from those experiences I learned how to plan the game execution in phases and to be able to make decisions fast. This helped us to complete a decent amount of the ideas that we had previously envisioned and to include 20 normal levels plus 5 bonus ones.

– What went wrong

For this Ludum Dare, we at Mandarina Games organized a real world gathering at Parc Audiovisual de Catalunya, in Terrassa, which meant putting a lot of effort not just organizing the event, but also attending local media, waiting for people to arrive to the location, solving issues with the internet connection, and other distracting stuff.

Additionally, as I said before, it was the first time we worked together as a team in a Ludum Dare, but particularly the first time in general for Sergi participating in such event. Despite this lack of experience, and also missing the last day due to job obligations, I would rate as very impressive what he achieved in just 2 days.

– Lessons learned

For this Ludum Dare I would say that we learned the following lessons:

· We should give a little more time to testing, as collisions, effects and some of the levels were not polished enough.

· Add more feedback details to make the game more responsive, user friendly and fun to play.

· Finally, strive to improve on all prior experiences, by repeating what we did good in this project and trying to avoid what we did not so good.

– Future plans

Next weekend, before the end of the rating phase, we will be adding a postcompo version fixing some of the issues we just mentioned in the previous paragraphs, making the game experience smoother, more balanced and fun to play.

For this game we would like to add 4 new worlds to the current one, such as a water, a volcanic or an ice world, and a final lab world. In each one of those new mechanics would be introduced and old ones reused, with new twists due to the nature of the environment. The idea would be to add final bosses as well, so overall when complete the game would be about a 100 levels, 20 of which would be available as a postcompo demo for everyone to try and play :)

– Conclusion

We are very happy with the results of this Ludum Dare, and we would love you to enjoy playing our game COPY GUN. We would be pleased to receive your feedback, as it helps us improve the game experience and ourselves as game developers.

You can follow us on facebook and twitter, or at our website

P.S. If you want to play other fun games created at the real world gathering, then try the challenging Trappy Trap and the hilarious Grandma’s Kittie Rescue!

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