Posts Tagged ‘ld32 postmortem post mortem’

Duck Attack – Post Mortem

Posted by (twitter: @ehtd)
Sunday, April 26th, 2015 9:35 pm

I wrote a detailed post mortem about my game Duck Attack at:


The making of a game about controlling a flock of ducks and saving the world. Made with phaser in javascript.




Square Sprint Post Mortem

Posted by (twitter: @jackrugile)
Sunday, April 26th, 2015 4:58 pm


I had such a great time this Ludum Dare. Things were dark and gloomy for a few portions, but in the end it all worked out. I knew pretty soon after the theme announcement that I wanted to use the hero character as the weapon (not super unconventional, I know). However, it was 12 hours in when I figured out out any sort of gameplay to base that mechanic around. All in all, I tracked about 30.5 hours of development.

Play Square Sprint


What Worked

  • I was very pleased with the hero movement. It was simple (two controls) and felt responsive.
  • I was happy with the visual aesthetic and particles.
  • I didn’t have much time for sounds/music, but I am satisfied. I used varied playback rates to get some variation on the few sounds I had.
  • Using Canvas Query and Playground.js was a breeze!

What Didn’t Work

  • I completely forgot to mention what the goal of the game on the instruction/tutorial screen. Whoops!
  • The gameplay gets old fast. It needs one or two more elements. Something like traps or enemies that would start the level over, a score boost for combos, bigger levels that take up more than the viewport, limited clicks, etc.
  • The collisions when going through squares is a little off. I should have used a bigger shape to test against. As it is now, you can miss a couple squares when you clearly when through them.
  • When breaking multiple squares at once, sometimes the sound can kind of explode because the same sound is getting triggered on the same frame 10-20 times. Whoops again, need to set a max on that.

What’s Ahead

I’d love to develop this further. If I can manage to create some more gameplay features that keep the game interesting, I think things could be good. We’ll see!

Development Progression

Initial Charge Idea


Custom Cursor and Color Trail Change


Particles and Collision Detection


Grid Level Arrangement and Warp Ability


Level Square Scaling


Developing More Levels


Title Screen and Control Screen


Final Game


Development Timelapse

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