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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    GaolBreak – Postmortem

    Posted by
    August 22nd, 2011 9:40 pm

    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. :D
    • 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.

    2 Responses to “GaolBreak – Postmortem”

    1. Felipe Budinich says:

      “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

      • Basilios says:

        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. :D

        Thanks for your comments!

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