
We participated in the previous Ludum Dare, that took place in Christmas, and the experience was really good. That’s why we were really expectating to make a good performance in this 32nd edition. One of the hardest parts of the Ludum Dare was to come up with a good idea. The fact of playing with the sunlight and the moonlight really attracted us, so we decided to go on with it and see where it took us.
Positive aspects:
– The application of the original idea: despite the fact that the original idea can be a little tricky, we considered to have succesfuly applicated it in order to generate a good atmosphere and design challenging levels.
– The graphics: we participated in the previous Ludum Dare, that took place during the last Christmas. Comparing the previous game with Dusk: the weapon of the Gods, we consider that our graphic skills have grown notoriously.
– The complexity of the game: when comparing Dusk with our previous game, we also notice that the complexity of the game itself has also grown. From making a simple game based on defeating waves of enemies, in this Ludum Dare edition we have been able to develop a game with an own plot, with a huge variety of mechanics and different levels.
– A greater team: if we have been able to develop a more complex game, it is because a total of four people have worked on Dusk: the weapon of Gods, from only two members taking part in our previous Ludum Dare project.
– What we learned: by participating in this 32nd edition of the Ludum Dare, we have learnt many things: how to work with the new Unity 5, how to create smart levels or how to select a good soundtrack, among some others. We also got a lot of experience to perform better in the Ludum Dare editions to come.
Negative aspects:
– Not enough time: the biggest problem we faced while developing Dusk: the weapon of the Gods was the lack of time. With less than three days, we didn’t dispose of enough time to develop our game enough.
– Fully designed levels not implemented: due to the short time we disposed of, we weren’t able to include in the final game some levels that we already had in mind.
– Unity physics: another problem related to the lack of time were our difficulties to solve some issues with the Unity 5 physics engine before the deadline.
– Technical problems: due to some technical issues, we were forced to begin the development of the game some hours later than we expected.
What’s coming next:
We are very happy with the game, but we didn’t have enough time to fully develop it. That’s why our intention is to go on developing it, including more levels, adding sound effects and improving the graphics.
Conclusion:
Given the fact that we had a very short time to develop Dusk: the weapon of the Gods, we consider to have come up with a very good idea. We have also been able to give the game a pretty nice visual aspect, and the levels are very tricky. We have also been able to combine puzzles with platforms areas, so the final product is an entertaining, original and good-looking videogame. Of course, we had to face some problems (mainly, the lack of time). Over all, however, we consider our experience during the 32nd Ludum Dare as a very positive one.
Play “Dusk: the weapon of the Gods” now!