The Aftermath
Well, after somehow getting through Monday without actually falling asleep at my desk or something, it feels like the time is write for a bit of a general LD18 retrospective.
First off I want to say a huge thanks to everyone for making it such a huge and brilliant event. I had a really great time. This goes double for PoV, who made it run so smoothly despite being too busy to actually enter; and to the crowd in #ludumdare that made sitting in a room on my own for two days a far less antisocial way to spend my time than you might expect.
Speaking of sitting in a room on my own for two days.. Here’s a video of me doing just that. Apparently I fidget a lot.
Right, Post Mortem Time. I’ll put it behind the break so I don’t need to worry about spoilers. Or in other words, if you haven’t played my game yet, try it now
During voting Enemies and Weapons was just about the only theme that I really didn’t fancy making a game for. Typically I try to make non-violent games, less for any moral reason, and more because they’ve been done before in so many different (and sometimes excellent) varieties. I was distinctly un-impressed when I woke up (at 5am!) on Saturday, and blinked blearily at the theme.
Given my initial reaction I was surprised to find a game idea I liked relatively quickly. I started off trying to find ways of putting a non-violent spin on the theme. I couldn’t find a metaphor that fit well enough, and I liked, so the non-literal approach wasn’t going to work. I then came up with the idea of a game in which the enemies are weapons and you desperately wish they weren’t. The prase “reluctant pacifist” stuck, but from early on I had this quite strong vision of a stereotypical game-y beefcake soldier, who is trying (and largely failing) to prevent his actions from destroying a (comparatively) innocent army.
The game ended up being a bit more violent than I’d initially planned, but the comedic bouncing of the enemies made that entirely worthwhile. I think/hope that, when played the pacifist way I captured a certain amount of that initial concept.
What went right:
These were to an extent a happy accident, originally I was going to go forth and just stick some regular shooter bullet spray fighting mechanics in, but, lead initially by the crouch-to-fire animations I put in I came up with something a lot more medative, and mechanically deep. I’ve stuck the game on newgrounds and kongregate, and this style hasn’t been winning all that many fans, but I don’t care, because *I* like it.
Over the last year or so I’ve been building up some real comfort and familiarity with a smallish set of tools, and now it’s really paying off in heaps. The reason I managed to find so much time to work on bits of my game was that I didn’t have to spend a moment thinking “How do I do this?!”, I could just get on with doing it.
It wasn’t a comic game until the first moment a dead enemy bounced about spinning wildly. That moment was basically the core moment the final mood of the game was decided, and it’s a mood I don’t generally strive for; but that I’m really happy with.
What went wrong:
The biggest problem with the game from my perspective is that the “get hit by a bullet to ‘jump’ higher” mechanic is too challenging to pick up from just observation. It is also a bit too challenging to actually execute sucessfully. A lot of people have quite reasonably been saying “You can’t get back up!”, and it’s something I really should have anticipated and dealt with.
Whilst I do like the idea of decending and re-ascending themeatically, combined with the previous mechanic it lead to a situation in which the difficulty spikes *massively* at the halfway point. This is plain old fashioned bad design, at that moment the difficulty should be going down not up for a moment, but the level layout I chose made that a little unworkable. Live and learn I guess.
Anyway, I think this might have been a little bit epic. Congratulations if you got through it all!
Till next time o/
Jonathan Whiting