Posts Tagged ‘unsave the princess’

Unsave The Princess Postmortem & post-compo status

Posted by (twitter: @karlinross)
Thursday, December 20th, 2012 7:17 pm

You can download the 48-hour edition here or the post compo version here [exe] [zip] [rar].

Logo

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What went well?

This was my first Ludum Dare and my first finished game. I’m pretty happy with the game and very pleased with how things went.

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I Finished!

finished

The deadline kept me right on track and by hour 48  my game was finished, I didn’t manage to get everything in I wanted and the code was a little sloppy but there’s plenty of room for me to build on if I wanted to work on the game in the future.

The Art

artwork

I’m not a very good artist so I decided to go for as simple a style as possible. I ended up trying to go for a style similar to the game Realm of the Mad God. which worked out pretty well. I focused on trying to create  a lot of variation in the backgrounds to try to break the grid which meant I spent a lot more time on art than I’d have liked.

Keep it Simple

The game needed to be simple to pick up for players so they wouldn’t lose interest and simple for me to design so I’d be able to finish it before the deadline. Thankfully sticking to this idea meant that the majority of people managed to finish the game but it also lead to the game being a little too easy.

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What went wrong?

I’m generally very happy with how everything turned out but there were a few major problems largely caused by lack of planning. I’ve got a lot of them fixed now, but there’s still one or two I’m working on.

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Lots of Bugs

crash

Annoyingly there were some major gameplay and graphics bugs still present when I released the game. Some of them I’d spotted but simply didn’t have time to fix, others such as the tile scaling bug I didn’t spot til after I’d uploaded.

I’ve fixed the majority of them in the post-compo version.

Music!

music

It may be partly because I’ve listened to the tracks in the game for hours during testing but I felt the music was probably it’s weakest point. Before the compo I didn’t plan on how I was going to create my music which led to a frantic search at hour 46 for a way to quickly generate it. I eventually settled on Otomata thanks to the post by caranha on music generators. The music it generates is pretty good, I then ran it through GXSCC to give it a nice 8-bit feel.

For the post-compo release I’m planning on redoing most, if not all of the music using Famitracker.

Over-scoped, under-delivered

When I originally sat down to start sketching out game ideas the first thing I thought was “Think Small” and despite this I still managed to over-scope.  I’d planned to have around 6 puzzles but ultimately ended up with 3 at most. This was mainly due to lack of time and poor planning. Thankfully the brevity of the game seems to be something a lot people liked so I plan to keep the game short but add a lot more depth.

Post-compo Version

AntiHero

I’ve fixed up all the bugs and improved the graphics a litle for the post-compo version, you can download it here [exe] [zip] [rar]. If you find any bugs please post them below and I’ll try to get them fixed asap.

Thanks for reading

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