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    The Darwinizer (Post-Mortem)

    Posted by (twitter: @StevenColling)
    September 3rd, 2012 10:24 am

     

             

    If you think they are cute… play my game! There a some other dinosaurs… in green! Yellow! And purple!

    Here a gameplay-video (sorry for the noise and the bad recording -.-“)

    What went right

    I slept 3 or 4 hours before Ludum Dare started at 3 am. and I think it was right. I was so excited and it didn’t affect me on a negative way. As I got tired, I slept 2 hours and from Saturday on Sunday 7 hours. During the LD23 I slept at the start and it made me nervous the whole remaining time of the competition.

    I’m very happy with the way I work. I use a paper to make a checklist what to do while working. Programs, textfiles or todo-comments didn’t work as supposed during the LD22.

    Having a buddy which checks the current progress, plays your game and gives feedback is so important!

    What went wrong

    My target was to scale down my game so I can finish programming the gameplay mechanics within the first day. This time it was better than during the LD23, but I didn’t finish the gameplay prototype in time.

    I had problems with the interface. It was too time consuming, so I should integrate some basics in my personal library for the next competition.

    In my opinion it is better to make simple games which don’t need instructions like my game has. People don’t like to invest a lot of time in rating a game. Additional, if you make a game with deeper gameplay, there will be more issues with the balancing.

    Conclusion

    My lesson this time is, to make a nice but simple gameplay. A small competition game should be an awesome experience with easy controls and rules. Deeper game mechanics can follow in a post-compo-version.

    Thank you for reading!

    Play The Darwinizer
    (If you play my game, please leave a comment so I can rate your game and give you feedback!)

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