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    100 titles rated! and my real post-mortem

    Posted by (twitter: @crippledgames)
    May 10th, 2012 7:34 am

    So today I’ve finally reached 100 titles rated, and out of all of that I’ve picked my 10 favorite games.

    (in no particular order)

    the most humorous game so far is:

    To What a Mountain?, not much gameplay but a very funny game.

     

    the most innovative games:

    Phobius, the melting mechanic is  very nice.

    Tiny Tim and Big Bill, playing 2 characters that rely on each-other, great idea

    Recluse, probably the most original idea with the window control, I’ve never seen this done before.

     

    The games I spent the most time on:

    Tiny World, Big War, there’s no end to this game but it’s pretty addicting.

    Tiny Domination, RTS, time consuming, addicting fun.

    Electron Cloud, funny gameplay, socially awkward atom.

    Greed Wars, I think I played this game for 4 hours or so, very fun and polished.

     

    The most relaxing polished games:

    Another Kind of World, nice pace, fun, great graphics.

    Zephyr, addicting, calm, very nice graphics.

     

    all these games are great and if you haven’t played them yet please go and try them out.

     

    Post-Mortem:

    In Delusion 

    So it didn’t come out nearly as good as I thought it would, not because the ideas were bad, but because I didn’t have enough time to put them all together.

    This was my first ludum dare so I wanted to try something I’ve never done before and thought, “Why not make a game from scratch?” this way I would learn new things and test my quick thinking abilities. Unfortunately my ideas for the game were almost completely incompatible with the way I was making it. What I did when the theme got announced was sit down and think for a bit. I wrote down a list of ideas that immediately came to my head and then when the list was complete, I crossed them all off.

    I wanted to make something original, so instead of using an idea that first popped into my head I did the opposite. Anything that first popped into my head I didn’t do, because those are probably the same ideas that are popping into everyone else’s head.

    The funny thing is all of the ideas that I wrote down/thought of were used. Every time I played a game that was on my list I chuckled a bit because I was surprised  how many people came up with the same ideas.

    Anyway that was the big reason I wasn’t able to finish in time, after writing a list of what  not to do and after coding some base game logic I started writing down new things and came up with a rough outline for in delusion then I wrote a more detailed outline. At this point I was designing a heavily story based game for my first “2 day game engine”. Those ideas definitely do not fit together.

     

    What went right:

    Almost nothing, the only things that somewhat came through were the mood and the graphics.

     

    What went wrong:

    I had to redo collisions 3 times because I kept getting sidetracked writing story.

    1 slide was unintentionally  being skipped at the end(Bill’s slide).

    the slide idea was a last minute idea to broadly fit together as much as possible because I didn’t get to finish pretty much the last 75% of the game.

    the inventory system randomly decided not to work properly after I put the slides in at the end.

     

    What I learned:

    Don’t expect a huge story to fit in a tiny “game engine” in 2 days.

    Being original is good, but don’t get too carried away.

     

    What’s next:

    Right now I’m making my own flash engine and a remake of In Delusion is going to be the first game I make with it. This time I’ll put everything I planned in it and then some.

     

    if you haven’t played my game yet, you can play it here

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