About dremelofdeath


dremelofdeath's Trophies

dremelofdeath's Archive

Kim Jong Un’s Glorious Missile: In Retrospect

Posted by
Tuesday, December 18th, 2012 12:04 am

Whew, this past weekend was intense for us. Shouting matches over design details, nerd rage brought on by stubborn code bugs, frustration caused by our sluggish computers, not knowing what to do next: we went through it all. We didn’t even have our first level done by the end of Saturday. Come midnight Sunday, and we still had major work to do on all other levels. But then in the wee hours of the Monday morning, a lot of big chunks of our game started coming together and our entire 4 level game materialized. After a long all-nighter, we finally decided to deem our game finished and uploaded it to Kongregate.


Title Screen


Now that we can finally relax and take a breather after the intense weekend, we’d like to share with you the fruits of our labor: Kim Jong Un’s Glorious Missile to Liberate the Nations DX. It’s a side-scrolling shmup without the shooting. The players guide a recently constructed North Korean missile in an attempt to strike the White House. The player must successfully avoid obstacles to advance and complete the game.

To develop this game, we used the following technologies:

  • Flixel for the game engine
  • FlashDevelop IDE
  • Mercurial repository hosted on bitbucket.org
  • Dropbox
  • graphics drawn using GIMP, Photoshop, and DAME (http://dambots.com/)
  • sound and music was composed using BFXR (http://www.bfxr.net/) and Pro Tools

Our team consisted of five primary contributors, consisting of four programmers and one artist/composer. Two of us had competed in the previous Ludum Dare jam, where we made Radioactive Space Bunnies (http://www.kongregate.com/games/zimmy87/radioactive-space-bunnies), and there’s even a throwback to our earlier entry in the second level of Glorious Missile. Fun fact: we used more assets in the title screen of this game than in the entirety of our last game.

All in all, designing it was challenging. At the last minute, we had all wanted to do more and more things, but you can’t let feature creep kill your whole project. The game was originally slated to be only three levels and we had already ballooned to four, and even more was getting planned. It took discipline to know what we needed to finish and fix and what we could let slide.

We all learned a lot this weekend, but in particular I’d like to share this one piece of advice: if you’re going to work in a larger group, always make sure that you have someone who doesn’t have a lot of experience on your team. Their fresh insights can help polish your final product in a way that more veteran folks wouldn’t have seen. Plus, you introduce the joy that is Ludum Dare to someone new, and how could you argue with that?


Please play and rate the game at:

[cache: storing page]