Ludum Dare 33
Coming August 21st-24th!

Posts Tagged ‘Ludum Dare’

Good bye Ludumdare

Posted by
Monday, July 20th, 2015 12:08 pm

Its me de bad guy Sk3letor from #ludumdare channel, many might not know me well but today 6:43:17 I got banned by NeiloGD with words:

* You were kicked by NeiloGD (You will never learn, and it’s been brought to my attention that you’ve been told time and time again. Please find a community that will tolerate your crap.)

Seems I didint learn NOT to have opinion about diffrent things, so this is a lesson for rest of you guys:

– Dont ever NEVER disagree about anything or you get picked/bullied by other users.

– You are always WRONG, they are right.

– Your best weapon: Idle.

So this is the good bye, have nice rest of life.




After ban I feeled draw one last time art about “fair” man who guards the #ludumdare:

This post might be get removed by butthurted admin but no worry.. de art never cannot been removed.



Last weekend (May 29th – May 31st) I participated in Mini LD #59 with four of my acquaintances from reddit. This is the first time for me to participate in a MiniLD as I am usually a full LudumDare Compoplayer. MiniLD usually runs for more than two weeks, but since we all have time commitments to other things in life we all decided to jam it out on its last weekend.

All of us originally met on gamedev reddit and started a gamedev text chat on google hangout where we often talk about games, show our progress what we have been working on in our spare time, share and exchange ideas etc etc. Its a lot of fun to hangout with like minded people.

Everyone in our group appreciated the MiniLD #59 theme which is basically swapping your sprite sheet with someone else’s before submitting the game. The demo sprite sheet was released on the website, which introduces us to the dimensions and layout of the sprite sheet we needed to create. The impact of this is that you have no idea how your game is gonna actually look like until the end. For e.g; you might have created a sheep in your game and it may get replaced by a turtle or spikes or a blank tile or anything else that you cannot even imagine of. This makes the game design a little more challenging because the game should not be art driven. We cannot rely on a certain style or objects with specific representation and let it drive the gameplay. We have to make sure our game will be understandable and playable even after replacing the sprite sheet with a random one.

We started our 48h game jam around 9:30PM on Friday (May 29th). Everyone was equally motivated and determined to deliver a finished game by the end of 48 hours. We used google hangout as our primary communication tool since all of us reside in different towns and cities.


The Beginning

Like any other game jam we began with a brainstorming session that lasted for an hour or two. We discussed few game ideas within the limits of the sprite sheet layout as it was an obligatory to follow the standard. We also discussed our skill sets as it was our first time working with each other. To comply with the theme (Swap) we settled on a mechanic that that will allow the player to swap their position with any other object in the world provided the object is configured as swappable. We also had this notion that the player has somehow acquired a super power that allows them to slow down time and swap any two objects in the world provided the objects are configured as swappable. For e.g. if an AI unit is shooting towards the player, they can swap their position with another object in the world in order to dodge the incoming attack. Cool, right? Everybody liked the idea and the work began.


  • Whats the setting of the game? we don’t know.
  • Whats the purpose of the mechanic? we don’t know.
  • How the game will be played? we don’t know.
  • Whats the win or lose condition? we don’t know.
  • How the player will progress in the game? we don’t know.
  • Is it a puzzle or a brawler or obstacle avoidance? we don’t know.

We never bother to ponder long enough on these questions and left those unanswered and this is exactly what bit us hard in the end (IMO). Not having a clear vision about what the end product will look like kept us unproductive from time to time. We often question each other about the kind of game that we are trying to make.

Work Distribution

Stephen was working primarily on the art assets and also learning how to make music using Reaper at the same time. He came up with this cool business man looking dude and other assets in the game. Here is our sprite sheet that we submitted. Hopefully someone is using it :)


Zach was our main sound guy. He started pumping out awesome loops within two hours using his big stack of musical instruments. Listening to those kinda makes me feel like making a game similar to Audiosurf. He was also involved with level creation and contributed to art as well.

John, Larry and I was mainly working on programming tasks.

John helped us in overcoming all of our git nightmares.

BTW, Larry loves drawing on people’s faces. See what he did to my face 😀



As we set sail into the development, we had some intermittent discussions about the overall look and feel of the game. The style of our game was completely dependent on the art direction so we had to stand by a little before we had some mockups. Once we had those we came up with the style that the player will play as an angry office worker. An angry office worker who somehow acquired a super power that allows them to swap positions of two objects in the game world. The player will then have to disrupt a normal working day and wreak havoc in the workplace that they hate completely.

By this time, we had a somewhat clear idea about the type of game we are working on but we were also a little ignorant about the way the game will be actually played. We continued working on these smaller game mechanics (while not paying attention to the overall bigger picture) that we hoped will come along nicely in the end. When most of those individual components were ready, I personally had a lot of trouble giving all those features a purpose that may or may not constitute a game. At this time I knew that we are quite behind in our deliverable. We stayed focussed and tried to push it through as much as we can but unfortunately it all fell apart in the end. Our first level was incomplete in many aspects and there weren’t enough art assets ready to populate the level. Clock kept ticking and only 4hours left to submit the game. It was then I proposed that we must call it off and accept failure :(.

Technical Problems

Unity3d and source control don’t like each other, at least from my experience. Often times we were facing problems with merging each others changes and losing library references every time we try to pull new changes from the repository. The solution wasn’t straightforward and every time this happened we either have to search the entire scene for the missing references, fix them and push it back to the repository or stash our local changes, pull the latest commit from the repository and redo all the changes. This was getting annoying and it wasted a lot of our precious time.

The End

This is the second time I failed in a game jam. At least we tried.

“Trying and failing is better than not trying at all”

It was a bit disappointing that we were unable to produce anything after spending 48h on it. But again:

“If you have never tried, you have never learned”

And we definitely learned a lot of new things in our quest to make a game in 48h. This learning is not only limited to the game development or third party unity plugins that we used in our game, we learned about each other, the dynamics with which we work, our interests and familiarity with variety of tools and tech and everyones thought process. This will definitely benefit us in our next undertaking.

A screen capture from our incomplete game:


Till Next Time!


Better late than never – Ludum Dare #32 Post Mortem

Posted by (twitter: @tomrijnbeek)
Friday, May 15th, 2015 3:02 pm

Usually I am quite early with writing my post mortems, but between work, deadlines, and of course more game development, I didn’t really have the time to write one. Frankly, I don’t really have time either way, but writing these is always so much fun. So here we go! (more…)

Scream(But not too much) walkthrough

Posted by
Monday, May 11th, 2015 6:54 pm

And here you can see the V.1.0.4 previous version. I still working on the update so I made a walkthrough.

Added a simple but funny splash screen and i´m working on these damn spikes! Everybody hate them, and me too 😛

If you like it, don´t forget to play it here:

Scream(but not too much)

Hey guys,

although we haven’t been able to participate in Ludum Dare this time we still would like to show you our last game, which would have been quite fitting for this theme…you are a bunny defending a giant carrot and killing mutants with, well, CARROTS! 😀 We have been working on our last LD31 Jam entry “Of Carrots And Blood” and we have released it on for free for Windows and Mac and it is also coming out on Desura soon. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local 2 player Co-op mode (which is the most fun) with a big boss fight surprise in the end! So please check it out :)


Download OF CARROTS AND BLOOD on here!

Of Carrots And Blood



OCAB screenshot #01

OCAB Kissing bunnies


And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse 😉 More feedback much appreciated!


Download OF CARROTS AND BLOOD on here!

Of Carrots And Blood


Thanks, have fun playing :)

Chris and Sebastian

LD32 Games that I just love

Posted by
Thursday, May 7th, 2015 10:42 am

Hi everyone!

Ludum Dare 32 is about to finish, and I just want to show you some games

that made me enjoy like a child.

Nuclear Autumn by phi6 – Jam Entry

I´m in love with this game. A whole experience.


X-11 “Gust Gunner” by cowboycolor – Jam Entry

8 bit platformer like. Great music, great gameplay and really cool to use

the leaf-blower. One of my favourites!


Underground Hangovers by Deconstructeam – Jam Entry

I think is one of the best video games song i’ve ever heard. The pixel art


Fantastic game.


Avian Days by esayitch – Compo Entry

Man, this game is really hard, but you can’t stop playing it.


Mario and the Poetry by gruhn – Compo Entry

This game has something really special, a great mood. Play and be happy doing it.


Hey! and don´t forget, if you have time after playing those great games, to play mine.

Scream(But not too much) by Embalaje – Jam Entry

A metroidvania like “game”, with screaming mechanics and nice pixel art.

Robo Attack – Post Compo

Posted by
Wednesday, May 6th, 2015 11:25 am

I decided to make a post compo version now! It’s a lot better :)

You can see the gameplay > Here <

(2015/05/02) Post Compo Version!
[Fixed] Hand Collisions
[Changed] You no longer have to press ‘X’ in order to pick up an item
[Changed] You are not sliding around like a crazy idiot anymore 😀
[Changed] The Maximum speed is now slower.
[Changed] The Gravitation power is now weaker.
[Changed] The Jetpack flypower is now weaker.
[Changed] Some small changes in the Highscore menu
[Changed] All sounds have been improved!
[Changed] Some graphics have been improved.
[Added] An arrow to see where you are if you fly outside the screen.
[Added] Fuel Item – You get more fuel by walking on this item!
[Added] Push – Push away your enemies if you are in trouble!
[Added] Push animation.
[Added] A new Logo!

You can play it here: Robo Attack


Billy McMath Solves Problems: Post-Mortem

Posted by (twitter: @armanky)
Sunday, May 3rd, 2015 8:05 pm



First of all, I wanted to thank each and every person who’s taken the time out of their schedule to play through my ridiculous math adventure.  The response has been overwhelmingly positive and I can’t explain to you how happy it makes me to hear how much you guys have enjoyed the game!

Before reading, if you haven’t had a chance to do so, I would definitely appreciate you giving my entry a play-through!  You can find it and rate it here!

Anyhow, now that I’ve had some distance from the weekend and I have a free evening, let’s tear this sucker down, shall we?


Coming up with a simple and solid concept is, in my opinion, the most absolutely crucial part of any jam entry.  I’ve been told that you should never run with the first idea you have, and indeed, the idea for Billy McMath falls in at idea number five or six.  Some of my earlier ideas involved using the microphone in some way to interact with the game (dropped for being extremely impractical to implement) and an idea involving the use of entire mountains as weapons to defeat your enemies.

Photo May 03, 7 50 19 PM

Another day, Mountain Man.

The problem with this idea and a lot of the ideas I was coming up with was the inability to develop the game play beyond “kill x number of enemies”.  Even with something as big and ridiculous as mountains, you’re still just sort of hitting things a lot. Coming up dry, I decided to try and focus less on action-heavy concepts, even though the theme seems to heavily favor such ideas.

I’m not sure the exact moment that the idea for Billy McMath popped into my head, but I think I’d reached a point where I was simply going for the stupidest weapon I could think of.  And that lead to the concept of a nerdy little kid using his superior academic abilities to overcome his problems.  I think drawing the initial sketches and realizing the potential of the concept was what won me over on the idea.

Thankfully I eventually decided to make Billy look less like a disgusting goblin.

Thankfully I eventually decided to make Billy look less like a disgusting goblin.

The idea of telling a story about a dweeby kid through shoddy drawings and stupid voice over was perfect to me.  As soon as I had this idea, I knew exactly what I wanted it to look like and I knew it was the one I was using.


Only the best games stop drawing a backpack halfway through a strap.

Only the best games stop drawing a backpack halfway through a strap.

I can say with great confidence that the final result wound up exceeding even my own expectations.  As soon as I started drawing panels and thinking about the dialogue, the ideas just flooded in and wouldn’t stop.  Borrowing heavily from the style of Homestar Runner’s legendary web series, Teen Girl Squad, I hit a style that let me get away with whatever ridiculous nonsense I could possibly conceive.  Billy McMath is, in essence, a very direct look into that inner workings of my own brain and my own absurd style of humor.

Coding the game proved to be extremely easy.  I can mostly chalk this up to finally caving in and using Unity to make the game, as opposed to my own HTML5 framework I usually employ.  Most of the game’s logic involves listening for audio clips and timers to finish and firing off events when they do.  The panel progression, including music changes and math problems, were all built with a giant array of objects specifying that information.

78 of these suckers is all it takes to make a game!

78 of these suckers is all it takes to make a game!

This made the process of adding new panels as simple as dragging, dropping, and checking some boxes.  Easy!

The long of the short of it is that the game wound up being entirely functional by the end of day one, giving me the entirity of the second day just to draw and do crazy voices and basically just have a gay old time telling this story.

Doing math at a moment's noticed proved to be surprisingly engaging.

Doing math at a moment’s noticed proved to be surprisingly engaging.

I feel the interface of the game also successfully explained everything you needed to know about what your job is.  I feel like we, as designers, should do everything in our power to avoid prefacing our game with walls of text explaining what to do (though sometimes it ends up being inevitable with the time constraints).  The moment the timer starts going off and a math problem appears in your face, it’s immediately obvious that you should type in the answer.  Every streamer I’ve seen play the game has been able to figure out what to do without any complicated explanation of the controls.  I’m extremely proud that I managed to pull this off!


I think, however, the most important thing about this game is that it wound up being a very personal tale despite all of its wacky hijinx.  Perhaps because it reminded me of TGS so much, Billy McMath took me back to my experiences in Middle School and how weird and out of place I felt.  Crindy’s speech at the end of the game is, essentially, what I would tell my Middle School self if I could sit down and talk to him now.  I’m not sure why I decided to make the ending as sincere as I did, but when I started thinking about how to conclude this thing, nothing else made nearly as much sense to me.  I think I was successful in conveying that even though Billy is awkward, lacks confidence, and struggles through his life, none of the characters in the game actively dislike him (except for maybe the bully in the first scene? Nah, he likes Billy too).  Most of Billy’s struggles aren’t from people hating him, they’re just a result of him being in an awkward part of his life, and that’s something I think a lot of portrayals of awkward teenagers fail to grasp.

The stupid jokes also seemed to land well so that’s cool too!


As I said before, I consider Billy McMath to be a huge success.  So the problems I have with how it turned out are surprisingly few, and I’m the worst there is at being overly self-critical.

I guess the biggest problem with the game is in its core concept, namely that Billy McMath is really little more than a glorified webcomic.  There’s nothing to really distinguish it from a well-done Flash animation other than some superficial interactive bits involving quicktime events, and in that sense it almost feels like I’m cheating the system by calling it a game in the first place.  If somebody spent the whole time making stellar gameplay that lasts five minutes, is it really fair to pit that against a game driven almost entirely by my abilities as a storyteller?

Also, the Football problem is way too difficult. I'm sorry.

Also, the Football problem is way too difficult. I’m sorry for that.

Besides the simplicity of the gameplay, the interface also had a couple of nitpicks.  The heart system wound up being mostly arbitrary due to there being relatively few opportunities to lose them, and throwing out the word “OK” confused some players who thought they were supposed to do something to confirm their solution.  A simple check mark would have served the same purpose without any of the confusion.  Whoops.

I also should have spent more time balancing the math problems and bringing in other people to test them.  I’m pretty good at math myself and the difficulty of the game seems to be slightly biased towards “soul-crushingly hard”.  My sincerest apologies go out to those of you who came to realize their own arithmetical shortcomings as a result of playing my game.


Ultimately, Billy McMath Solves Problems wound up being an extremely silly yet personal story about my own experiences through Middle School, and I couldn’t really ask for it to be anything more than that.  I’ve watched people play the game and I feel it successfully conveys all of the humor and emotion that I’d intended, so I’m happy.  Honestly, I don’t feel any pressing need to release a proper Post-Compo of this one!

So what’s gonna happen with this world and these characters? Who knows!  If there’s enough widespread interest, I’d love to revisit this universe, though that will definitely be a very different game entirely than what this one was.  Maybe I can even give Crindy a proper female voice instead of my own terrible impression of Lumpy Space Princess.

That’s all there really is to say about the game!  Again, I’m extremely humbled by the overwhelmingly-positive feedback I’ve received so far and I want to thank you for enjoying my game.

I gotta give a shout out to the Eastern Kentucky University Gaming Institute for hosting Ludum Dare this year.  You should also check out the games my fellow Kentucky devs have made!

You can follow me on a bunch of social media if you want to keep up with my current and future gamedev adventures!  I’ve got a lot of cool stuff coming!

My Website

-Alex Mankin

Ultra Hat Dimension crash-on-startup issues resolved

Posted by (twitter: @enichan)
Sunday, May 3rd, 2015 11:50 am

Ultra Hat DimensionIf you haven’t already you can now try Ultra Hat Dimension — the premier hat-based puzzle game — more easily than ever. I’ve updated the latest build to automatically work around two crash-on-startup issues the game had. I’ll explain the problems and the solutions in more detail below if you’re interested in learning from my mistakes.


Hard to get attention without visuals…

Posted by
Friday, May 1st, 2015 8:50 am

There is only few Textual Adventure Game on the Ludum Dare, so take a look at these two :

TLDR OTT by wooltech.

Escape The Killer by me.

PS : I’m searching for someone who can help me proofreading my textual games, show yourself if you’re interested !

Thanks Ludum people

Posted by (twitter: @@blindskystudios)
Monday, April 27th, 2015 7:27 am

So as well as this being our first Ludum dare we’re also very new to making video games so this jam was a brand new challenge for us! But it’s been a blast playing all the insane games that came from this dare, and its been awesome to read the comments you guys have given us for our game BLODAU.

This is a rad community and we can’t wait until the next jam!! So to show our love I’ve made ya’ll a little gif of our game’s character :)



Posted by (twitter: @chikun_dev)
Sunday, April 26th, 2015 11:23 pm



‘You Can Shave The Baby’ is a minigame experience that harks to the time-honoured Warioware minigames with a special dash of bizarre tasks that require the user to suspend their disbelief – and their sanity. The inspiration of the game draws from a series of weird and wonderful in-jokes Josef and I developed, incorporating elements from previous games we have made (all of which are available on our website).
If you haven’t played it yet – check it out! Find it here, or on our site at




‘I want to make a weird game’. So we made one. Originally going down the avenue of wanting a hybrid horror-adventure in the vein of Yume Nikki, the project immediately turned into something else at the start of the jam.
The basic coding for the minigame format was fairly simple and self-contained once it was complete. In the vein of making minigames via Warioware: DIY the logic behind the games was easy: it needed,

(1) a timer, countdown and increasing speed,
(2) a win and lose state,
(3) different modes of user input that triggered success in minigames, and
(4) a life and score system to add progress.

After that, development was smooth sailing and the major focus of the programming was to tailor elements (2) and (3) to the unique specifications of each minigame.



As Josef was doing this it was up to me to ascertain the creative direction we wanted to take to give the minigames their personality, whilst retaining the challenge of the game. We made up a list of potential minigames, incorporating a basic description, and the win/loss states of each minigame.

Despite the bizarre nature of the game, many of the concepts revolved around non-sequitur comments, running jokes or references to previous games:

  • Aphrodite in the ‘disguise’ minigame was a character in Turtle Simulator.
  • ‘Don’t Spook The Bird’ is based on a photo of a sulphur-crested cockatoo I took at a nature reserve and features in
  • I wrote a short story called ‘Pizza Pants’ at six in the morning at the Global Game Jam in Sydney. It stands as the only written example of pizza fetishism in literature.




All in all the game came together relatively efficiently, unlike the tension of previous Dares. My only concern during development was that we would not create enough minigames to sustain the interest of players – using the base 30 minigames in a level of WarioWare, I think there was always room to expand.
We came up with few actual challenges during development, but one large roadblock manifested in the last few hours of the Jam – a major storm hit the coast of NSW, Australia, and caused power outages that ended up lasting for a week from that very night. Fortunately, when the power went out on the morning of the last day, most of the work was complete – it was only a matter of uploading the game via phone and praying for electricity.




So what did we learn from making the game? How could we improve the baby game?
(1) Develop more varied and innovative game mechanics
Due to time constraints, many of the minigames revolved around either using the arrow keys on the keyboard to steer the direction of an object, or hovering or clicking the cursor to highlight a change in a graphic. Making tattoos, shaving babies, and putting on makeup all rely on the same fundamental mechanic. With more time to develop ideas we could have certainly provided the player with a more engaging and challenging experience.

(2) Actually related to the theme
A common criticism of our game was that it had nothing to do with the theme. This is completely correct – Josef asked me, “Ryan, how does this relate to the theme?” I replied to the effect of who cares. At the end I think I implemented some tenuous intro theme about coming across a hacking weapon in the form of a floppy disk, but the plot was certainly a last minute ass-pull. We made the game for the abstract minigames, and that’s about it.

(3) More animation and graphics for seamless game experience
Though the simplicity of the minigames in WarioWare are simple, there’s a lot going on in the animation department. With more time we could have implemented fades and transitions between the opening cinematics, provided more animations to gague success and failure, and actually provided an ending to give an end goal and thus closure to players after the novelty of the minigames wears off.





Regardless, it’s clear from the feedback we got that people feel ‘You Can Shave The Baby’ was unique in style and memorable. That’s all we could ever ask for.


It’s that time again!

Posted by
Saturday, April 25th, 2015 11:07 pm

Playandrate*witty, intellectual, vaguely pop-culture oriented comment about playing and rating more Ludum Dare entries*

Hey, everyone! I’ve finally managed to settle in a bit to continue playing your games. I know we had quite the lengthy experience last night, playing a very enjoyable (but lengthy to stream) board game created during Ludum Dare — but we’ll be going back to our regularly-scheduled list now!

I’m going to continue to play in accordance to how people show up in chat via the stream, to give the best personal feedback possible. Just remember that I will be playing all the games on my list regardless, so even if you don’t jump in during a stream, I will continue to play, rate and give feedback to your entry when I’m able to!

Looking forward to seeing you there! :)

Sword_Click_HereDon’t forget to PLAY & RATE the game I worked on: EX-SWORD-STENTIAL CRISIS!

It needs more love.


What time is it? Time to play and rate some games!

Posted by
Friday, April 24th, 2015 11:24 pm

PlayandrateWalk right in, sit right down, we’re gonna play some real cool games.

Night two and I’ve already got quite a substantial list to work through.

Don’t worry — if you don’t want me to play your game until you’re around, I will keep it on the list until you are! We’re cool about that ’round here.

I also had some curious people watching the stream last night — feel free to pop in and just discuss game development if you wish. It’s totally awesome and completely acceptable to have micro-discussions and the more people other than myself giving feedback , the better. I go over a lot, but I can’t discuss everything! It’s simply not humanly possible. 😀

See you soon!

Sword_Click_HereDon’t forget to play and rate EX-SWORD-STENTIAL CRISIS!

WOK QUEST bugs fixed!

Posted by (twitter: @ogrepixel)
Friday, April 24th, 2015 7:44 pm

Hello again!

I have finally uploaded a new Wok Quest version with a lot of bugs fixed! Hope you like it! =)


Play and Rate Wok Quest here!

Post mortem of a failure

Posted by (twitter: @Zegis_)
Friday, April 24th, 2015 7:44 am

Soo… I failed this time, and that’s setting my record as 2:1:1 ( Finished : Failed : Not participating). Here’s the online prototype I’ve done (you can only read intro and walk around), below you can read my why I failed.

MathDream was supposed to be a short platformer in which you encounter evil numbers! Your goal would be luring numbers on subtraction mines or throwing addition to clear them, and pick up delicious candies! But… for now you can only read short intro and move around a cloud.
Maybe one day I’ll actually finish prototype.

What actually went wrong:
Ok so… I must admit one thing at first, and I’m somewhat ashamed of myself: I didn’t participated in this Ludum Dare to actually make a game, but to enjoy myself and try to rediscover my programming motivation. So… what went wrong?

  • I wasn’t interested in doing MVP as much as I was in playing with parts of Phaser I haven’t used yet. You could even say that – at some point – my goal was to simply create timed introduction.
  • I got over-confident, I mean Phaser is great and allows you to make simple platformer in less than 200 lines of code, so I convinced myself that I could finish MVP in a few hours and let myself to spend WAY too much time on small tweaks like intro timer (at one point I changed values by 10 miliseconds), or re-colouring font. It wasn’t even playing with phaser!
  • On the last day of compo I went to my friend house (check his great game, I made small cameo apperance there!) and I had to work on my laptop that haven’t been used for months. So I wasted around half of an hour on setting up workspace only to realise that I forgot to take laptop charger so I had to return home for it…
  • Sometimes I get scared for no reason. When it came to draw that little fella from prototype I found myself thinking “I can’t do this properly, I’m bad at drawing” and it took me about 30 minutes to stop worring and actually start drawing…
  • Lately I’m too easily distracted by my ex-friend, when I took a walk and encountered her I felt discouraged to continue my work, and ended up wandering aimlessly for nearly 6 hours, and then staring at empty screen for another few…
  • I failed to check the rules, and as I remembered there was proposal to make compo as long as jam, but with 48h deadline (so you can start day after and still work for 48h) I was certain I still had at least 24h left, so I go to the pub… after all it would be acceptable to work next day if at the first I worked for literally two hours, right? I was stupid.

All in all I spend about 9 hours on Ludum Dare jam mostly doing small unnecessary things.

What I learned:

  • FINISH MVP FIRST, even if you know it’ll only take a few hours – then enjoy extra time for little tweaks… never ever do the other way only because “finishing MVP won’t take that long”!
  • Keep your priorities in check, otherwise you’ll find yourself spending more time on intro, than actual gameplay
  • I actually get a grip on github pages system for project sites (see details on gh-pages),
  • a lot about phaser state manager and timers,
  • I draw my first animation!
  • Keeping laptop enviroment up to date is really helpfull, and if you move while taking part in compo better check twice if you have everything before leaving your house
  • ALWAYS check compo start and finish time…
  • A LOT about myself and I think I know how to deal with discouragement and fear more effectively (no more wandering alone to 3 A.M!), maybe someday I’ll share those little tricks at my devblog, but first I want to share some thoughts about phaser state manager.

I hope you’ll all learn from my failure.
Good luck, Guys!

[cache: storing page]