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	<title>Comments on: Angstrom Post Mortem &#8211; Making of</title>
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	<description>A tri-annual 48 hour solo game development competition.</description>
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		<title>By: Thematically Thrown Together &#124; Games That Exist</title>
		<link>http://www.ludumdare.com/compo/2012/04/25/angstrom-post-mortem-making-of/comment-page-1/#comment-44231</link>
		<dc:creator>Thematically Thrown Together &#124; Games That Exist</dc:creator>
		<pubDate>Fri, 27 Apr 2012 19:15:17 +0000</pubDate>
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		<description><![CDATA[[...] I&#8217;ve been sifting through Ludum Dare 23&#8242;s haystack of games. Indulging at random, I haven&#8217;t made much of a dent in the 1,400-plus catalog, but I&#8217;ve been having some fun thinking about theme and how it works itself into game design. Ludum Dare games are a blast: so many half-baked ideas, feverishly realized, trudging onward through sleep deprivation and frustration to a relative state of completion. It&#8217;s even fun digging into the broken entries and trying to decipher what the developer must have been getting at. It really is a window into this chaotic, collective game design soul. It&#8217;s like getting to listen to an album before it&#8217;s properly mixed and mastered, or maybe even before most of the songs are finished. There&#8217;s not much polish, but the idea is still there. The wide range of quality in these games must hinge on a number of different factors: coding ability, artwork availability, motivation, outside constraints, etc. But regardless of quality, all of these games are united by a single theme, which must be both frustrating and limiting from a design perspective. I love reading the postmortems, as well. Here&#8217;s one from a guy who works with robots at his day job. [...]]]></description>
		<content:encoded><![CDATA[<p>[...] I&#8217;ve been sifting through Ludum Dare 23&#8242;s haystack of games. Indulging at random, I haven&#8217;t made much of a dent in the 1,400-plus catalog, but I&#8217;ve been having some fun thinking about theme and how it works itself into game design. Ludum Dare games are a blast: so many half-baked ideas, feverishly realized, trudging onward through sleep deprivation and frustration to a relative state of completion. It&#8217;s even fun digging into the broken entries and trying to decipher what the developer must have been getting at. It really is a window into this chaotic, collective game design soul. It&#8217;s like getting to listen to an album before it&#8217;s properly mixed and mastered, or maybe even before most of the songs are finished. There&#8217;s not much polish, but the idea is still there. The wide range of quality in these games must hinge on a number of different factors: coding ability, artwork availability, motivation, outside constraints, etc. But regardless of quality, all of these games are united by a single theme, which must be both frustrating and limiting from a design perspective. I love reading the postmortems, as well. Here&#8217;s one from a guy who works with robots at his day job. [...]</p>
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