Posts Tagged ‘fireline’

SAAAM – Post Mortem

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Sunday, December 20th, 2015 7:45 am

Ludum Dare 34 has ended and it’s time to present our game and think about what went right and what went wrong. This was our fourth Ludum Dare, but second with a bigger team. As always it was an amazing experience for us and we had a lot of fun and a little time to sleep. 😀 We are really happy with the amount of work done and how polished the game turned out to be. The themes for this edition weren’t bad and we came up with an idea pretty fast. We’ve created a game called SAAAM.



In our game you play as a Crewmember 341. He wakes up in his cryo-stasis pod on a vessel called Trieste. He’s a mechanic and his job is to maintain the vessel assisted by S.A.A.A.M. which stands for System Automation, Assistance, and Analysis Matrix. The player is faced with a series of choices whether to listen to S.A.A.A.M. or to disobey. The game features three different endings based on the choices you make. Will you be obedient? Will you do what S.A.A.A.M. wants you too?

What went right?

SAAAM - Final Room - Fireline Games

SAAAM – Final Room

SAAAM - The Vessel - Fireline Games

SAAAM – The Vessel

  • Art – The game turned out to be a visual feast. We’ve really tried to focus on consistency of art in the game and it turned out great for us.
  • Script – Funny and creepy at the same time. It created a very unique, comedy-horror atmosphere. A lot of players were expecting a jump scare somewhere along the way. 😀
  • Polish – We’ve finished the level design pretty soon and that gave us a lot of time to polish the game. Make sure every little thing makes sound, every light is tweaked properly, every corridor is interesting and unique etc.
  • Voice Acting – Once again we’ve cooperated with Elijah and he did an awesome job as always.





What went wrong?

SAAAM - Starting Room - Fireline Games

SAAAM – Starting Room

  • Slow pacing – A lot of players mentioned the game’s slow pacing. It would be good, if we had more narration and choices.
  • Lack of option to skip dialogues – If you want to discover all of the three endings, you’ll have to listen to S.A.A.A.M’s initial talk three times. And this is a lot. We had an option to skip dialogues in the dev menu, but it didn’t make to the full game because it wasn’t release ready.


What’s next for S.A.A.A.M.?

We’re now working on a Post Jam version. It will include all of the things that you, the players, suggested and much more! The Post Jam version will feature one additional ending, bug and glitch fixes, faster doors, skipping dialogues and many more. You can expect it to come out in the last week of voting. And what we do after that, will be based on the results.

In conclusion, we think that this game has a lot of potential. We strongly feel that this is an interesting concept and turned into a full game it would be a lot of fun. But for now, we have to focus on a Post Jam version of S.A.A.A.M.


Go play the game here


If you liked the game please leave feedback in the comments for us. We really appreciate this.

Fireline Games

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