This is a very short post mortem about my entry Loot Alone.
- I developed more than 22 games (as a contract developer), but this is the first time I took part in Ludum Dare and managed to submit a game to the competition! This was one of my 2011’s goals.
- First time I ever did graphics for a game. All the games I worked before were done by hired artists. I could say I was always scared of doing art, and doing these graphics lighted up a flame inside me, that now wants to make me a better artist.
- I came up with the idea in less than an hour after the competition started and I may consider of taking it further and making a commercial game from scratch with this idea.
- When doing 2D with Unity I always used a 3rd party commercial library. Since I took part in the competition I had to come with a solution by myself, so I ended up learning how to “do 2D” in Unity without external help.
- I liked the concept of a linear comics-style navigation I made.
- I worked only 8 hours, I didn’t use the available 48 hours. For this reason, my entry can not even be considered a “game”. Let’s consider it “an interactive short animation“.
- Due to the short amount of time worked, I didn’t manage to make all the scenes: there are 3 scenes; being 2 playable levels and an animation one. The initial plan to make the game “complete and playable” was to have 6 scenes. So we have 3 scenes that are out.
- The rocket cat was meant to be controllable, so you could kill the dragon.
- In the 8 hours I worked, I coded for only 2 hours. That means there are bugs, mostly on the messages system.
- My lack of knowledge in Unity for 2D without a 3rd party library left some bugs on the graphics, mostly due to scaling.
- The linear comics-style navigation can be confusing, since you can end up going to the wrong side.