Ludum Dare 32
April 17th, 2015 @ 6:00 PM PDT/9:00 PM EDT (01:00 UTC)

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Posts Tagged ‘postmortem’

Backwards postmortem (miniLD 57)

Posted by (twitter: @fullmontis)
Thursday, February 26th, 2015 8:27 am

Ok, this is going to be weird. Writing a post mortem before the game
is something I never attempted.

And yet, I’m pretty sure what is going to go well and go wrong with
my game.

First, I know I will pick up a game I will like, and this is going to
be very helpful. This way I’m going to be very excited about my game
and will be very excited to seee the finished result.

Second, I will overshoot my idea by a countrymile, making it
impossible to create in the time frame of the miniLD. For sure, it is
going to be something so huge and impossible to make and the final
result is going to look like an incomplete mess.

Third, I know that I will interrupt my first idea right in the middle
and I will starting to work on a new idea ex novo, because “it’s so
much better!”, just to finish with a game that is probably worse than
my first idea could have done because of the lack of time.

This is a complete postmortem, and is going to be very accurate when
I’m done with my game. How do I know? Because it looks exactly like
all of my 5 postmortems so far.

Best thing though is that it is going to be a very fun mini ludum dare.

I know because they always are.

Metrom tsop ym. (Reversed desreveR)

Posted by (twitter: @@ZakChaos)
Tuesday, February 24th, 2015 9:27 am






Well starting things at the end and going backwards seemed to give me a lot of energy, while time management wont probably an issue, I will probably get bogged down toward the beginning.

What went right:
Writing a post mortem before the game, really helped me focus on goals, and allowed me alot of introspection.
Doing the project from a backwards perspective was a great way to make me legitimately plan my game, I usually work in this process:

  • 1: I hear theme,
  • 2:brainstorm for a couple hours, eat a sandwich.
  • 3:start drawing sprites, and making a basic little prototype
  • low on time
  • 5:cram a buncha music an sounds in real quick.
  • 6:make a crappy title screen,
  • 7:out of energy, do a verrry weak attempt of screenshotting, and presenting.

Sooo, for this project turning that process on it’s head was a great experiment and will really make me look at the whole process in depth.

What went wrong:

  • didn’t give myself enough time at the beginning,
  • slacked off more than i probably should have,
  • not enough sandwiches.
  • I should have taken more steps to prevent things that I knew probably would have been done wrong.


Thanks for taking the time to read,  I look forward to playing your games, see you at the starting line.


TV World Post-Mortem

Posted by (twitter: @GaTechGrad)
Thursday, January 1st, 2015 6:40 pm


For each Ludum Dare, I like to change genres to keep things interesting.  This time, I decided to create a classic shoot-em-up (aka shmup), since I’ve never developed one before.  Since the theme was “Everything on One Screen”, I decided to make a television screen the protagonist of the game.  I made the entire game based on adventuring through various television channels.  I don’t believe anyone has ever done a television themed game before.

I started with the weather channel, which included snowmen as enemies, since the “Unicode Snowman” seemed to be a lock for the Ludum Dare 31 theme.  Then after defeating the last snowman boss, you get a gray remote which takes you to the next channel, which is the “Sportsmania” sports channel.  In this channel you must blast the numerous footballs which approach you.  Defeating the mega sized football at the end grants another gray remote which takes you to the next channel.  In the classic movie channel, it is entirely black and white themed and movie reels are the hazard.  Along with the classic look, there is also classical styled music that plays in the background.  The remaining channels are the 24 Hour News, Kids Club, Out of this World (sci-fi), American Pickers (country music), Ultimate Chef (cooking), and Furry Buddies (animals and pets).  Each channel has its appropriate enemy types, which include dollar bills, lollipops, UFOs, cowboy boots, pizza slices, and kitties.

There are two power-ups in the game, which can be acquired by defeating enemies.  The red remote will increase the player’s fire rate.  This ability can be upgraded five times.  The magenta remote will increase the player’s fire spread, which can be upgraded twice so that three projectiles are fired at once.

What Went Right

This was the first time I used the Playmaker addon for Unity for an official Ludum Dare entry.  I did use Playmaker to create my Bag Boy warm-up entry, which I think turned out quite well for the amount of time that I spent on it.  There is a steep learning curve to using Playmaker, but once you know how to use it, creating a game becomes much easier (especially 3D games).  I didn’t write a single line of code for this game, which really makes the game development process less stressful.  I was able to spend more time coming up with ideas, and implementing those ideas took much less time than if I was writing code.  Managing the game engine is much simpler by creating the FSM diagrams and adding the appropriate actions.  I used Taron’s Verve Painter again for creating the background, but I applied a pixel filter in Gimp to make to appear more television-like.

This time I also used an online tool called Trello, which was recommended in one of our local Knoxville Game Design meetings.  It provides an efficient interface for recording tasks and ideas, and it allows you to mark which features have been implemented and completed.  I think it’s more targeted towards team development, but I found it to be a useful tool while working solo.

I did a webcast to Twitch during the entire game development process.  I am really happy with the results of my time-lapse video.  My development desktop is on the left, with the current date and time below.  On the right side, you can see me on the webcam and the IRC chatroom of my Twitch channel.  I think displaying the chat room in the stream encourages people to comment on the status of my game.

What Went Wrong

The night before the competition started, I upgraded my Unity development environment to the latest version.  This new version had a completely new UI system added, so I wasted a few hours trying to figure out how to get it to work.  Then I discovered that the old GUIText and TextMesh components weren’t easily accessible, and the new UI components were not compatible with Playmaker.  Therefore, I wasted even more time downgrading my Unity development environment to the previous version.

After that happened, things were going fairly smoothly.  I did have a small problem getting the scrolling background working, because I forgot that the background plane size is 10×10 units.  However, I had done a scrolling background for one of my previous games, so I was eventually able to figure it out.

Getting the bullets shooting correctly also took more time that I had anticipated.  The bullets were shooting into the screen.  Eventually, I took the approach where I set the initial rotation of a bullet, and then just translated it forward in the bullet’s local Z-coordinate.

I left all of the modeling for the last few hours of the competition.  Honestly, I was proud of the number of models (the television model for the player and nine different enemies) that I was able to churn out in two to three hours.  However, none of the models were animated.

The enemy AI is probably the most glaring flaw in the game.  The enemies just basically go from right to left on the screen at a constant rate.  I could have easily made the enemies move at different speeds.  Making the enemies movie in different patterns, and having the enemies shoot back are definitely features I would like to add in an upcoming release.

The power-up system was completely unbalanced as well.  I used a simple random variable to determine if an enemy would drop a power-up.  This meant that sometimes you could go long stretches without getting a power-up, and then other times you may get multiple power-ups in a row.  Additionally, after maxing out your power-ups, you would complete the game by simply holding down the spacebar.  For the next competition, I will try to devote a little more time towards balancing the game.

I liked the music that I made for the game, however I could have spent more time on it.  I basically combined various Apple loops in Garage Band, while also modifying the speed and pitch.  I read the Ludum Dare rules and this is apparently acceptable, but I really like to be the one entering the notes for it to feel like my own.

How Did I Do?

I don’t know.  After Ludum Dare 27 I quit checking my rankings.  I check the top 100 winners list, so if I’m not on there it really doesn’t matter to me.

Where to Go From Here

I think I’ve developed a solid shoot-em-up engine, so I just need to add new power-ups, more enemies, smarter artificial intelligence, and increase the length of the channels (levels).  I would like to add a money system to the game so that the player can buy new power-ups and abilities.

Earlier this month, I released One Gunman, another one of my Ludum Dare games, on the Windows Store.  That’s definitely a platform I would consider releasing TV World.  I already know the process for putting a Unity game on the Windows Store, which isn’t too difficult.  However, I found that it is really easy to get lost in the shuffle on that platform and getting sales can be tough.

I would definitely like to release the game on the XBox One, since the XBox Live Indie Game (XBLIG) marketplace is pretty much dead.  However, getting approved to develop for the XBox One is much more cumbersome than XBLIG, since you’ve got to pitch your idea and go through a lengthy approval process to get a development kit.  However, I’m hoping that my experience with publishing to the Windows Store will prove useful for publishing on the XBox One, since they are supposedly based on similar operating systems.

There’s always mobile platforms, such as iOS and Android.  I’ve made a simple build for my Nexus Android tablet, but the controls really need some work, which requires more time.  I created some simple virtual buttons, since obviously a tablet doesn’t have a keyboard.  However, virtual buttons work differently than a mouse, keyboard, or joystick because they are touch based.

I know others have had success with publishing games to the Playstation Vita, so that is another paltform I may give a try.  There’s also other less popular consoles like the Ouya, but the cost of the developer’s license is usually my deciding factor.

Then there’s always ad revenue sharing sites like Game Jolt and Kongregate.  These web sites are fine, but I’ve never made any serious profit from them.  Thefore, I’ll probably release the compo version on those sites, and save the improved version for other platforms.

I am also considering Desura, since the cost to publish on their service is low or free if I remember correctly.  I would consider submitting to Steam Greenlight, but honestly 100 dollars is a lot to invest if there’s no guarantee that your game will ever get published on the service.  However, that money is supposed to go to charity, so I wouldn’t feel to bad about making that investment.

screenshot001You can play the compo version of TV World from my page.

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.


High Flyer:



twitter image

GameGrape Studios (C)’2014. All rights reserved.

Existential Post-mortem

Posted by (twitter: @Zazanxors)
Tuesday, December 30th, 2014 12:20 am

So this was my third Ludum Dare, and I have to say I had a blast. Making Existential has been a load of fun. I learned a bunch and ate a lot of pizza in the process.

I’m not going to summarize each day in this postmortem however, as I’ve already done that in both of my progress posts for the respective days.



I’m happy with this overall. Originally I expected higher ratings, but in hindsight I understand why I got what I did (except for Audio – I’m getting way too high a score for that) – I had taken a project that was a little bit big for Ludum Dare and this resulted in me having to focus almost entirely on gameplay only. Almost no polish was able to be done, and as a result my ratings suffer. Besides that, I wasn’t able to make the theme have that large of an effect on the player, and so it was difficult to notice.

What went good

  • Unity 4.6 UI system. I love it so much.
  • Eating, getting sleep, etc
  • Gameplay. Seeing as I focused mostly on this, I think I actually did it pretty decently.
  • SharpDevelop. Magicolo suggested it as an alternative to MonoDevelop and it’s a huuuge improvement.

What went bad

  • Graphics. Since I focused on gameplay so much, I didn’t have much time to improve them.
  • Audio. Same reason as above – no time.
  • Project Scope. It wasn’t terrible, and I was able to do it, but as I’ve said it’s because of this I wasn’t able to polish the game.

So what now?

I’m planning on finishing up the game, hopefully by the end of the week. I plan for it to be my first ‘real’ project as a game developer, and am planning to release it for free on, GameJolt and Kongregate. I also plan to in the process improve the scripts I’ve made for making platformers.

Anyways, that’s all. Have a good day, and see you next Ludum Dare (oh hey that rhymed).

Play Area Postmortem-ish Thing

Posted by
Monday, December 29th, 2014 2:59 pm

Hello everyone! This was my first LD, so I figured I would also put up a postmortem post as well.

However, I would also like to put in the obligatory piece about how it’s been so nice to play so many great games!
It has been so nice to play so many great games!

…I’m not good at this, sorry… =\
(But seriously, it’s been a huge amount of fun doing this.)

If you haven’t played my game, you can play it here:

Tools used:
Engine: Unity
Music: Audacity

What went well:

-I got all the mechanics down. Everything worked, and there isn’t anything you could exactly call a bug, per se. There a physics glitches, but those are part of the game itself, so not much to fix right there.

-I kept around only a few mechanics, so that there wasn’t too much to do. In fact, I didn’t do much at all in the last little section of the LD, to my eternal shame. =\

-I had everything I needed. Graphics, they worked. Mechanics, they were good. I even got in a bit of music, which I had no experience with prior to this.

What didn’t go well:

-The instructions. This was the thing that was the biggest downfall of my game. I hadn’t actually done in-game instructions before, and the idea that people didn’t get how to play my game was a foreign one to me. I first tried text instructions, but then the people playtesting just didn’t understand how the game worked. At that point, I didn’t have enough time to come up with visual instructions, so I had to just refine what I had. And that was a disaster. Right now, I use terms that only a small group of people would get, (fortunately, this group of people is game developers), meaning that it’s nearly inaccessible to a wider audience.

-The game is short. Really short. The only reason it takes very long to play is because the instructions are awful.

-There is a lack of explanation of what each specific non-physics object in a level does. The player would just have to test to find out what happened.

-There were a few complaints with regards to the camera zoom being jarring, but in development I felt that it would help the game fit the theme. It’s still something wrong that I should have come up with a solution to, but I do stand by my choice.

-The name. It was the best I could come up with, but it’s awful.
…Is it?

The future of Play Area:

I want to make this into a full game. I really do. I plan on doing that, and, hopefully, I will. I am probably going to change the name to “Think Inside the Box”, though if anyone has any better ideas I’ll go with one of those.
The instructions will be purely visual. They will show how to do something with the key presses next to them. Then, the level will let the player do it themselves. This will not only teach the player better, but will allow me to avoid trying to name each type of object.
I will come up with a better color scheme that isn’t as jarring, and put symbols on each type of object. This will both help identify them and make the game accessible to color blind players.
As for music, I’m not quite sure. I think what I have now works, but I should make a few changes to it. Experiment some. Hopefully get a better tool for making higher-quality sounds, but that’s for later, if needed.

This whole thing has been a blast for me. I am going to try my hardest to get into LD32 as well, though that overlaps with school some, so there’s a chance I won’t make it.

Again, if you haven’t played my game, play it here:

Only four more hours!

Cultural Influences Postmortem

Posted by (twitter: @Ythmevge)
Friday, December 26th, 2014 3:57 pm

For this Ludum Dare going into it I had two main goals. First I wanted to make something that had voice overs, I’ve been doing YouTube Let’s Plays for two years now and this seemed like a good chance to practice in audio techniques. Second goal was to concentrate more on making art, my degree is in studio art so I should have something more interesting than boxes. I already wrote extensively on the art, so take a look at my LD profile if you are interested in that.


Before I get into what went well, bad, and what is next I want to write a little about what cultural events/happenings/media influenced the game. If you haven’t played the game yet you may want to play it before you read this next part.

Opening Screen

-Book: Go The F**k to Sleep by Adam Mansbach

Level 1: Jack & Jill

-Nursery Rhyme: Jack and Jill

Level 2: Frosty The Snowman

-Song: Frosty the Snowman

-Film: Little Orphan Annie

Level 3: Have Space Suit Will Travel

-Book: Have Space Suit Will Travel by Robert Heinlein

-Event: US Flag planet on Moon

-Event: Michael Jackson dangles baby out balcony

Level 4: A Scanner Darkly

-Book: A Scanner Darkly by Phillip K Dicks

-Film: The Matrix

Level 5: Sonic

-Game: Sonic the Hedgehog

-TV Show: The Simpsons

Level 6: Cookie Clicker

-Game: Cookie Clicker

-Film: Wreck it Ralph

Ending Screen: Waking Up

-Song: The YouTube Lament  by Tim Minchin

-Film: The Dead Pool


What Went Wrong:

– Was planning on making more of a narrative but there is a total lack of narrative in my interactive experience.

– Does it even need to be a game? Near the end I started to add more “game”features such as keeping track of the time to finish.

– Early levels lack the cultural references that show up later. That make references outside of the level theme.

– Some levels could have benefited from additional voice lines.


What Went Right:

– The humor of this interactive experience is evident to a widespread amount of people. Early in the creation on twitter I mentioned that I couldn’t stop laughing.

– Variety of themes for the levels is about right.

– I like the length of the game being about 2 minutes to listen to everything, and 30 someodd seconds to speedrun it.

– I like the art style of the game, it accomplished what I set out to do and works well with the theme of the game.


What is Next:

– I am working on an additional set of levels for the game I hope to release by mid January.

– Small changes to the base game to add a transition effect from level to level, as well as changing the walking animation a small amount.

First level of Night 2

First level of Night 2


Second Level of Night 2

Second Level of Night 2

Houston: Expedition diary Part 3

Posted by
Thursday, December 25th, 2014 11:54 am

Merry Christmas, Ludum Dare!

This is the expedition diary of Houston.

Day 1 additional decryption:
GamesJam work process video materials attached:

Day 2 additional decryption:
The result of 27 hard hours was surprising – our game was awarded by Microsoft

The prize is – certificate for a package of promotion in windows store.
Scientific Note: the level of endorphins rose up sharply.

Jam Entry: Houston, We’ve Got a Problem

Previous parts of expedition diary:
Expedition diary part 2
Expedition diary part 1
Information bulletin for new astronauts

Expedition FB group
Let us Tweet you some space news

Doom Zone Post-mortem

Posted by
Wednesday, December 24th, 2014 10:59 am

About Doom Zone

Doom Zone is a top down shooter with Smash TV reminiscenses (360º aim & shoot, power ups, traps, great number of enemies, etc) solo and multiplayer oriented.

Nothing too complicated to achieve with 2 persons and 72 hours, or that is what we thougt.


The Team:

  • Jonay Rosales González: Programmer, Game Design and character modelling.
  • Esciron: 3D Props, Textures and Music/SFX


Idea’s Birth:

having in count the LD’s theme, our Idea was kinda simple (maybe too simple?), but effective:

  1. Visuals: having in count both of us aren’t kinda good at 2D art (my last LD entry: Three Rude Dudes should confirm it, or maybe the opposite). We tried to simulate Playstation (PSX) visual with some post process effects (Real time  shadows, deferred rendering and bloom). The visual results on projectiles and different particle effects are kinda good. The overall scenario and character aren’t too detailed due to camera’s distance. So it was easy put dozens of enemies and elements on screen.
  2. Presentation: we wanted to show all the stuff in only one screen in the best way possible: Transition between the main menu and the game should be kick-ass, telling the player “Is Time To kick asses, NOW”
  3.  Multiplayer: until 4 players locally can play the game, but seems the implementation wasn’t too good (See what went wrong for more info).
  4. Music: My LD’s pal, Esciron is good at electronic music, SFX and all that stuff, so by instance we can have for Doom Zone a really good soundtrack.
  5. GamePlay: simple as pie: kill al enemies and return to the platform to start another wave, until game over is showned. we made 6 levels on this LD that spawns randomly. Our level generator can add more levels easily and without much haste.
  6. Enemies: 3 types of enemies.
    1. Kamikazes, the ones that blow aways with near you.
    2. Snipers go around the scenario, stops, aims and shoots you.
    3. Trappers: put mines and shoot their rocket launcher at you.
  7. Traps: 3 types of traps.
    1. Turret: shoot missiles at you.
    2. Laser beams: when activates, all that touches is destroyed.
    3. Fire traps, spits fire when opened.
  8. Items:
    1. 3 weapons:
      1. normal,
      2. spread gun
      3. rocket launcher.
    2. Invincibility: you’re untouchable during 5 seconds.
    3. YEEXplosion: a brutal explosion that kills all on the scenario.
    4. Life Up: you know what does.
    5. Bonus: gives you 5000 points.

DAY ONE (Visual development):

  1. Creating characters: 4 characters with polycount < 300
  2. Creating props: main scenario, traps, etc
  3. Creating proyectiles
  4. Adding character animation set-up
  5. basic gameplay coding

DAY TWO(Code development):

  1. Creating GUI Elements
  2. Making OST, voices and SFX
  3. Coding ALL gameplay

DAY THREE (Last Day):

  1. Code Game Flow (in-game, main menu, pause and game over logic)
  2. last art and music additions
  3. adding levels
  4. debugging (few hours before submission) and crossing fingers


What went right:

  • Visuals:
    • Old school look with a little bit of HD effects enchancement achieved nicely
    • transition between main menu to game/game over to main menu sensation is really great
  • Gampelay:
    • enemy behaves as they must
    • sensation of killing enemies is cool
    • great variety of items
    • different situations

What went wrong:

  • we haven’t much time to debug. Maybe we’ve added too much stuff for a 72h entry
  • Bizzare way to select controller/join players pressing a button on main menu
  • characters are hard to see when there are lots of enemies on screen. even worse on some scenarios
  • bad art choices due to the few amount of time.
  • 80% of the in-game bugs derived on a plugin for make enemies break into pieces.


The Future:

The game is in a state that we can polish, improve and convert it into a more interesting game. So is a matter of time we launch a post-compo version of this game Soon.

You can play and rate Doom Zone Here

Itchy Games Twitter: @ItchyGames

Itchy Games Facebook

Sweep Stacks Postmortem

Posted by (twitter: @excaliburjs)
Tuesday, December 23rd, 2014 5:40 pm

Play and rate the LD version of Sweep Stacks

submission_1     38404-shot0

This jam was the second Ludum Dare we’ve participated in. Our goal with Sweep Stacks was to build something fun and see how well we could work with a larger team (five people instead of the usual three).

What went well


The Harrowing : Post-mortem

Posted by (twitter: @kchplr)
Tuesday, December 23rd, 2014 5:42 am


The Harrowing


This compo entry is my first attempt at making a game in several years. I previously had experience with QBasic on a old 386 with a nice monochrome screen and several attempt in XNA and D with Derelict 1. On my daywork, most of my hours are spent coercing web servers and web browsers to do my bidding.

The Harrowing is a bullet hell game heavily influenced by classic japanese danmaku games.



What went right

  • Deciding to avoid monolithic frameworks and implement the game using mostly small and more focused libraries. This gave me a lot of flexibility and forced me to learn quite a bit in the process.
  • The shadow around the player was initially made to make it easier to see the bullet near the player, avoiding contrast issue with the background. After some (lengthy) fiddling it actually became the most striking visual element of the game though. Shaders are great.
  • I got very constructive feedback from the people who tested my game and I’ll certainly take them into account when making a more polished postjam version of the game.
  • Incredibly enough, I managed to submit it in time for the compo.

What went wrong

  • Poor knowledge of the compo rules. I initially decided to go for an art style which would have required lot of visual assets, as I’m not a visual artist by any mean I was planning to use creative commons contents to generate those. This caused me to go back to the planning stage at the beginning of the second day as I figured out it wasn’t allowed. Several hours went down the drain this way.
  • It didn’t occurred to me until the very last hour that the game engine would need a concept of “scenes”, as a result the game menu/instructions were hacked in a very crude way, and it shows. This is the issue with not using a monolithic but battle tested framework.
  • Severe balancing issue, most likely due to not enough play testing as the actual gameplay was implemented at the last minute. It was not supposed to be this hard. Possible fixes include : progressive difficulty, bombs, even smaller hitboxes, using round hitboxes (square hitboxes are tricky when moving diagonally).


Play the game


Down the Rabbit Hole Post-mortem

Posted by (twitter: @cxsquared)
Monday, December 22nd, 2014 3:02 pm

Down The Rabbit Hole

This was my first Ludum Dare (though not my first game jam) so I thought I do a little post-mortem about my experience. First off Ludum Dare is now my favorite game jam I’ve been in and I can’t wait to do another one. The community is the best game developer community I’ve ever seen. Now to the post-mortem thing. My main goal was to just finish a game. The game didn’t have to be fancy, I wasn’t trying to make some ground breaking new game mechanic, and the game didn’t have to be crazy good. I did however want to try and create a fairly complete and semi-polished game, and I think I did a decent job at that.


What I used…

  • For programming I used Haxe and HaxeFlixel.
  • For music I used Logic Pro.
  • For sound effects I used SFXR and more specifically the SFXR library for HaXe.
  • For the art and levels I used PyxelEdit.

What went right…

  • Music
    Music and audio was my passion long before programming was so I did want to try and make a cohesive audio (music/sfx) experience. I was very proud of how well the music set the tone for my game. I do wish I had a little more time to mix the music but not having time is kinda the norm for a game jam. The sound effects where made using SFXR and were actually generated with code instead of being prerecorded sounds. Using the SFXR library for haxe actually allowed me to create multiple sound effects really fast. That allowed me to create less repetitive and more interesting sound effects. My biggest surprise was how well the sound effects mixed with the music. Overall the sound effects were the biggest improvement to the game with the least amount of time spent on them.
  • Story
    Near the end of the compo I though my game was a little too short so I added some text in between each level. I can’t tell you how much this gave my game personality and that personality took my game from a standard platformer to something more. Just a few lines of text added a lot to my game. I think adding a little story/text to any game, especially one made for a game jam, can make it so much better.

What went wrong…

  • Ideas/Gameplay
    The theme threw me off a little but I stuck too it. I’m glad I stuck to the theme but wish I would have had the knowledge to create my initial idea. Looking back I should have tried to come up with a simpler idea that I knew I could pull off at the start. Trying to do something that I hadn’t even remotely done before cost me a whole day of work. In the end I think my simple idea of just a platformer turned out much better than my original idea.
  • Code Knowledge
    Game jams are the best place to learn new things but being my first Ludum Dare I was more interested in the competition aspect of it all. I just wanted a decent game that would hopefully place semi-well in the compo. That said I should have made myself a little more knowledgeable about the framework I was using. This didn’t hurt me a lot, but I wish I would of had a better grasp on the framework I was using to give me more time for content creation and polish.


Final words…
I think my game turned out pretty well for my first Ludum Dare. I’m really happy how everything came together and I can’t wait for the next one. The best thing about this jam is the community and how nice they are. I’ve received a bunch of helpful comments and not one hateful statement. The community surrounding Ludum Dare is a great one.

Thanks for reading this and it would be cool if you checked out my game []. If you leave a comment I will 100% go play and rate your game. Even if you don’t play my game there is a chance I’ll play yours. I’m aiming to play at least 250 games by the end of judging.


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