An Eulogy to a Failed Ludum Dare Project

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December 31st, 2015 6:36 am

Ever since I last prticipated in LD, I knew I just had to give it a go again, but I knew that for this jam I wouldn’t have nearly the time I had for the last one(I was gonna have school work, I couldn’t afford to stay up until 6 o’clock in the morning etc.) Despite all that I was determined to give it a go. I woke up, saw that the theme was a tie and was intrigued by it.

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I set out to create a platformer since that is the genre I love the most. The idea was that you could switch between your child self and you adult self, thus literally growing up. Each of your ‘versions’ had unique abilities (child version was made for platforming, adult – for combat).

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I worked hard to make a base engine with all the mechanics and for the most part, I think I succeeded. Everything was in place, and the game, for as simple as it was, felt fun. However, I was fast approaching the deadline and I didn’t have any content to display said mechanics. I quickly set out to create a quick level to show them off, and I did. It was pretty basic stuff, but it could work as a game mechanic showoffer(not sure if that’s a word). It was, however, very late and I also had an exam the next day so the project was abandoned. I flopped pretty badly on the exam, too, needless to say. My game was simply too big in scope for a single man to complete, I was really disappointed by the fact I failed (both on my exam and on LD). I felt crushed. Thankfully, I was given an opportunity to rectify my mistakes, and that’s the thought that kept me going. I guess if there’s something for you all to learn from this, it would be to plan the scope of your game well, or else you might end up like me. Thank you for reading, if you wish to try out my crappy test level regardless of the fact it’s not in the jam, you can do so here.

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2 Responses to “An Eulogy to a Failed Ludum Dare Project”

  1. Stuntddude says:

    I don’t think there’s necessarily anything wrong with taking longer than the jam to complete a game. Even if you don’t finish in time to submit it, you can still post about your progress, and in the end, you’ve still made a game – the most important part.

    And for what it’s worth, the game is pretty cool in its current state. I’d love to see more updates if you choose to continue developing it.

  2. scorched says:

    Did it to second dark knight. Liked the animations. Missed savesystem. Found a sign reading “rekt” :-)
    As for deadline, I advice making minimum game very fast (without animations, just a couple encounters for a child form, and a couple for adult one), then make decision what you will cut entirely (not even try to implement), what you must implement, and what you can implement if you’ll have time in the end (or when tired of implementing main features and need to rest). When I say “implement” it applies to every aspect of game: I cut some animations from my game, and it allowed to implement enemies 3 hours before deadline (which in turn I cut a bit too, because the initial idea was boss battles, not simple enemies).
    As for mechanics, learn your engine long before competition 😉
    Good luck!

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