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Thanks for making Ludum Dare 26 AWESOME! See you in August!

Ludum Dare 26 — April 26-29th, 2013
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Conclusion

Posted by (twitter: @Yakkafo)
August 29th, 2012 4:52 am

These last two days, I think I’ve been sleeping for… 24 hours maybe. Half of my time was to regenerate my brain from the Ludum Dare.

But don’t worry, the Schrödinger Team loved the experience! We had a lot of fun by making this WTF game! By the way, we were a large team. At least 6, but one day we were 9 (!) around the table coding, testing, designing, drawing, translating…

Working in a “big” team allows in the same time to have a fast work and a slow work. Fast, because we can do more. Slow, because everyone has to approve new ideas. That’s why we needed about 3 hours to agree with the initial idea of the game, after decades of other suggestions.

Brainstormings don’t work everytime.

When we got the idea, our new goal was to make a prototype. Prototypes are essential to balance the gameplay. Unfortunately, we needed 36 hours to make our first digital prototype. During all this time, game designers made a paper prototype, something like that:

Finally, the game we made didn’t integrate all features that we wanted. For example, the game should have a story with different characters (these characters finished on the main menu). Anyway, I hope you’ll enjoy playing the game as much we enjoyed making it!

Play the game here (or wait for the coming soon update which will fix the music bug!)

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