GaolBreak – Postmortem
This was my first Ludum Dare competition (but not my first 48 hour competition) and I’m very happy with how my game turned out. When the theme was announced, I was disappointed — I didn’t think I could come up with anything good, but eventually settled on a sliding block puzzle with patrolling enemies.
By the end of Friday, I had all the sprite-work done, a player that could move around the screen and some basic level collision stuff. Saturday was much more productive, and by mid-afternoon I had most of the game mechanics finished. Saturday evening was divided between making music/sound effects, making title and instruction screens and trying to come up with more levels.
On Sunday I made the animation smoother (originally characters moved an entire square with each step; a quick hack changed this to a fluid motion over several frames), added some slightly better music and introduced pressure switches.
I also redesigned all of the levels except for Level 3, making them more compact and placing more emphasis on the puzzles. In hindsight, leaving Level 3 alone was a bad idea, and it seems like the game for most people ended up looking like this:
…which is a shame, because Levels 4 and 5 are my favourites.
Lessons:
- I need more practice with LMMS/Musagi/Sfxr. The music and sound effects definitely need work.
- Programmer art can sometimes be charming.
- Running all the way across the screen to reach a puzzle is not fun, and neither is a puzzle so dependent on perfect timing that it frustrates people.

“Running all the way across the screen to reach a puzzle is not fun, and neither is a puzzle so dependent on perfect timing that it frustrates people.”
I kind of disagree with that statement (i’m of the select few that made it past level 3 HAH!), the thing is that you need more playtesting to be sure that the difficulty ramps up gently
So what do you think is the main problem with Level 3? That it was too early in the game, or that I didn’t spend enough time tweaking the difficulty (in this case, the player and enemy speeds)?
I think you’re definitely right about needing more playtesting. I think next time I’ll try to be more active on IRC and with blog posts, so that I can get more feedback on how things are progressing.
Thanks for your comments!