About MSiddeek


Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32

MSiddeek's Trophies

Butterfly Dream Award
Awarded by fin_nolimit
on May 2, 2016
Awarded by Trasevol_Dog
on May 1, 2016
Reviver of Throphies
Awarded by Headmade
on May 1, 2016
I loved Light! :-)
Awarded by JenniNexus
on May 5, 2015

MSiddeek's Archive

Thanks for the feedback guys!

Posted by
Tuesday, December 22nd, 2015 3:35 pm

Wanted to share some of the lovely comments on my game. tldr: Although the game looks very simple, it seems to deliver more.

Some people think it has engaging narrative:

Awesome! The story bits were capturing, and the gameplay kept me keen.
I was heartbroken when the newborn farmer was slain by snakes, haha.

Great game, I like the style of storytelling, You magaged to make me care for these little blue guys. 519 days.

Killed the southern dragon with my last warrior and then he died fighting a snake :( Great game!

It seems to have good mechanics and some replay value as well:

I love this game ūüėÄ such an original concept, love the strategy component mixed with adventure, unique and awesome, well done :)

Really nice entry! I ended up playing way longer than planned! Seeing the stats at the end of my first try and seeing the building and interaction possibilities definitely gave me motivation to try again until completion

Some people liked the graphics! Waaat?

I really enjoyed the simplistic graphics, you made great use of the color palette. And I personally don’t think the lack of audio hurts this game in anyway, great entry!

Working on a postmortem, but it would help if I could get more feedback.

Random Thought: Winging It

Posted by
Sunday, December 20th, 2015 9:16 am

When I go into the jam I start by thinking of a central concept that I can turn into a full working game. At this point I have a very clear idea about how the game should be. But then comes implementation time. As I dive into each mechanic, I get a random thought to change something about my bullet-proof plan. And then every time I hit that lovely ‘play’ button and my game window pops up, I gradually diverge away from my original plan…

I’m not saying that this is either good or bad of course. But seeing people’s postmortems and the concepts they had sketched, and how these concepts match their submitted games, I wonder “am I the only one who, non-intentionally, wings it?“.

In this LudumDare for example I first thought, “this’ll be a random-story generator game with focus around survival and strategy”. Then as I implemented random events, they turned out to be too much content and balancing for my precious 48 hours. And as I put in strategic mechanics, they felt inaccessible for someone who’s trying to rate a game in 5 minutes. So the voice in my head started whispering, “what if it was a narrative game that responded to playstyle not skill”.

It sometimes feels to me as though the game under development is alive. It can take control of me the same way I can take control of it. Maybe I’m obsessed — maybe I’m exaggerating. But I’m always certain that my plan never exactly works out. Wanted to hear your thoughts guys.

What would you choose?

Posted by
Thursday, December 17th, 2015 4:23 pm

It’s hard to decide I know! GO PLAY!

Then you must play this!

Postmortem coming soon…

Random thoughts about the theme

Posted by
Tuesday, December 15th, 2015 10:15 am

I don’t know how everyone feels about this, but I think people become most creative when they’re most constrained. This LD we were not only constrained to one bad theme, but two of those (or what we had thought to be bad themes). And although this is only my third LudumDare, but I can say that I’m seeing the most creative ideas this time around. Depends on how you define creative of course, but almost all the games I played introduced me to new game genres (or at least new interactions). I am AMAZED!!!

When the theme (read: themes) was announced I thought, “there will be a bajillion Temple Run games where you’re playing a plant or a child growing up. I have to do something radically different. What’s the opposite of a fast paced third person action-based game? Definitely a strategic simulation narrative-based game!”. And that’s what I did! I’m not sure if its any good though… Go check it out!

Seriously though why don’t I see that many Temple Runs? ūüėõ

I worked for 28 continuous hours…

Posted by
Tuesday, December 15th, 2015 5:14 am

Little story about my game — Towards the end of the contest I was awake for 28 continuous hours working the game. I went to bed 10 hours later because I had to go to work. When I woke up after 8 hours of sleep, it was like I had amnesia. Felt very surreal playing the game… I don’t know if it’s the lack of sleep talking or if the game is actually that wired/good XD

I’ll be writing a postmortem soon, but I need some feedback first :) So, kindly go try it! And some sleep of course XD

If the mouse is your ‘two-button controls’…

Posted by
Monday, December 14th, 2015 3:52 am

Check out this poll. Maybe this will help a little bit in understanding how people rate your game theme. Don’t kill the messenger.

Post-compo shameless self-criticism

Posted by
Monday, August 24th, 2015 9:01 am

This is my second LudumDare. I was very excited since I did fairly good¬†on my first one. But things didn’t go well¬†this time.


I started late, I didn’t manage time well, I was fixed on one¬†idea¬†for the fiction/setting and¬†ignored the¬†core mechanics completely till the last minute, I had nothing till 8 hours before the deadline, I quickly implemented the simplest mechanic that I could think of, and put¬†a story on top of it. I’d say my performance was less than mediocre.

This however doesn’t mean I’m giving up on making games, I’m only going to be making more. Anyways, it has been a great expreince!

One… More… Self… Promotion… Post…

Posted by
Wednesday, May 6th, 2015 5:21 am

LIGHT – A Thank You To LetsPlayers!

Posted by
Thursday, April 30th, 2015 1:40 pm

This was my first LudumDare, and I’m amazed¬†at¬†how¬†everyone¬†in this¬†community¬†interacts positively to make LD the great experience that it is. So, this is a warm thank you to burlapjack, JenniNexus,¬†Taunia_Sabanski¬†for their little reviews on my game LIGHT. Go support your fellow LD¬†LetsPlayers!

Don’t forget to check¬†burlapjack‘s playthrough:

Play and Rate LIGHT!

LD-32, That One Time I Finished A Game

Posted by
Thursday, April 23rd, 2015 5:32 am

Play and rate LIGHT

This isn’t going to be your typical¬†postmortem,¬†just some random thoughts.¬†I’ll try to make it short. ¬†The main thing I wanted to say is: Thanks to Ludum Dare and the community, I have a¬†FINISHED game! ¬†Yeah, that’s my big announcement¬†ūüėÄ

For¬†a long time I’ve been working on¬†game¬†side-projects, all unfinished. ¬†Why didn’t I finish them, you ask? ¬†I did not¬†want¬†to!¬†I have always had a weird mindset¬†about¬†my games; ¬†I always thought “This game is too good to be finished. It has to be perfect”, maybe some of you can relate.¬†LD is¬†what I needed: a theme, a deadline, a competition, and a community.¬†This was¬†my first LD and¬†LIGHT¬†is my jam entry.

Some lessons learnt:

  1. Perfection is good. Clumsiness is 10x better!  There are so many irrelevant things (in your game and in life), and only a few things that are are important.
  2. Get a prototype running early.¬†Don’t like what you get? you avoided a trap. Like what you get? you’ve got a good starting point.
  3. Work with what you have before adding new stuff. You can always figure out a way to combine the small things you already have to make something big.
  4. Limit yourself! When you bind yourself to a smaller set of rules and interactions, you build an intuition towards the game early on.
  5. Make learning your game fun. It should be about the player discovering the rules not studying them.
  6. Presentation, presentation, and presentation! The worst thing that could happen is a player not feeling in control.


How did this help me in my game? (You can skip this if you haven’t played the game)

  1. I perfected the important stuff only.¬†My hero character is a bloody stick figure and gets stuck in doors sometimes! But¬†turns out it’s good enough. Here’s a¬†timelapse.
  2. The prototype made my life easier. When you have a prototype, the rest is a smooth iterative improvement.
  3. I didn’t add anything new unless I really needed it. For example, I have 5 puzzle pieces in my game,¬†I¬†thought 5 won’t make enough puzzles, I need more. Turns 5 was more than enough to¬†make¬†surprisingly¬†challenging puzzles. I even threw away some levels that I thought were not good enough. The trick is I had to choose the ‘correct’ 5 pieces.
  4. Because the game is simple, and with the intuition I quickly acquired playing it, it became easy to: design levels, balance the game, get a feel for the player experience, improve presentation, and plan ahead.
  5. Introducing the rules to the player was easy. I had a game with few mechanics that I’m¬†skilled¬†at. Then I¬†looked into every single mechanic and skill I¬†have and made sure¬†I¬†conveyed it to the player in the form of a small challenge. I¬†could have¬†listed instructions¬†on the main screen, but where is the fun in that?
  6. The player should feel in charge. I felt that lots of the games I rated were not very good at this. If the player finds himself in the middle of a¬†battle with stuff flying around, hit points being being subtracted, a prompt¬†telling him to take action, and no feedback to¬†whether he’s doing good, they lose the sense of control. Oh! so you’re going to show them a ‘Game Over’ screen? Guess what?¬†They no longer care…

Some may¬†think¬†my game¬†is¬†not good, and to you I say…

In conclusion, thank you again guys!

Go play and rate LIGHT!

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