Slick: Post-mortem

Posted by
May 10th, 2015 11:30 pm

For my second Ludum Dare, with limited time, I did a pretty decent job. Slick was originally supposed to be a game about protecting your family’s land from corrupt underground oil drillers. The unconventional weapon of choice is complicated to explain, but simple to understand. However, I had barely enough time to finish implementing said weapon with schedule issues. What I have to show for judging is a demonstration of some cool effects and code architecture.


What Went Right:

All the carefully planned design architecture and technology worked perfectly. The different systems function elegantly and independently. Each gear of the engine has its own workload.

The effects are what I am most proud of in this entry.

What Went Slightly Less Right:

It took some time to implement and maintain the design architecture.  Had I instead gone for a more crude approach, I could have coded more gameplay and had even more to show for my limited time.

Please help me achieve my goal of 100 people playing and rating my game! Play Slick here! :)


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