{"author_link":"\/users\/fledgeling93","author_name":"fledgeling93","author_uid":"fledgeling93","comments":[],"epoch":1503417605,"event":"LD39","format":"md","ldjam_node_id":49212,"likes":0,"metadata":{"p_key":"100990","p_author":"fledgeling93","p_authorkey":"1046787","p_urlkey":"316700","p_title":"Post Mortem","p_cat":"LDJam ","p_event":"LD39","p_time":"1503417605","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":"1046787","us_name":"fledgeling93","us_username":"fledgeling93","event_start":"1501200000","event_key":"74","event_name":"LD 39"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD39","removed_author":false},"_superparent":32802,"_trust":1,"author":46787,"body":"![title_big.png](\/\/\/raw\/3c6\/b\/z\/8fb8.png)\nLD is almost over and we wanted to make a conclusion.\n\nFirst of all, thank you all for the kind words. Many people played our game and we are so glad, that all of you have given us a thoughtfull insight on what was good and bad about our game.\n\nThis is not the first LD we participate in, and I hope that's noticeable. Our previous entries weren't exactly bright because we usually chhose too big a piece of a pie and rarely could handle it. This time we specifically spent a lot of time trying to moderate our appetites and come up with the plausible idea. We actually did come up with such an idea and we actually made the game on time this time. It just suddenly struck us that that accomplishing everything we wanted was not enough.\n\n![post_capture.PNG](\/\/\/raw\/3c6\/b\/z\/8fb9.png)\n\nThe game was planned as such: players see the ultimate goal - accumulate 5000 science in time. Then they see what threatens to end them quite soon and try to handle that situation - the lack of oxygen, food and water growth. They can handle that, though, since they have enough resources to balance the growth of all three at the start, learning to build things in the process. And then they would have to start destroying buildings to reach higher and eventually would come to a pleasant state of mind. That's when they realise that sun in the background wasn't just making stupid faces, it was dying and now your solar panels are useless.\n\nhttps:\/\/www.youtube.com\/watch?v=GIpQ-sHGdfM\n\nWhat we actually achieved was a game with a shaky balance to say the least. Not very fun to play and not nearly as understandable and intuitive as we planned (so yeah, not everything was achieved, actually).\n\nWhat was the problem? Players proposed us to make easy levels first and maybe not giving them the ability to build everything at once, but I considered this game to be a rather small and fast and whole experience, it shouldn't be played like that. So I think we actually should've spend a lot more time balancing staff, polishing the building menu and most importantly emphasize on the need for constantly balancing resources by sacrificing buildings for more productive once. Probably adding the ability to produce more crew thus increasing consumption, but adding more possible working hands to the pool would be great too.\n\nOverall I think the primary, most obvious mistake was being obsessed with system and never noticing the player. The player should have been choosing when to move forward and take risks and discover new staff to build, not the game just pushing player in game and saying \"here is a sonic screwdriver, you don't know how to use it but fix everything in this room in like 3 minutes, fuck you\". Player is not a maintenence worker. And we shouldn't treat him as such.\n\n[You can play our game right here!](https:\/\/ldjam.com\/events\/ludum-dare\/39\/house-of-the-rising-sun)","comments":0,"created":"2017-08-22T14:32:03Z","files":[],"files-timestamp":0,"id":49212,"love":0,"meta":[],"modified":"2017-08-22T16:57:36Z","name":"Post Mortem","node-timestamp":"2017-08-22T16:57:36Z","parent":41636,"parents":[1,5,9,32802,41636],"path":"\/events\/ludum-dare\/39\/house-of-the-rising-sun\/post-mortem","published":"2017-08-22T16:00:05Z","scope":"public","slug":"post-mortem","subsubtype":"","subtype":"","type":"post","version":141461},"node_metadata":{"n_key":"49212","n_urlkey":"316700","n_parent":"41636","n_path":"\/events\/ludum-dare\/39\/house-of-the-rising-sun\/post-mortem","n_slug":"post-mortem","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"46787","n_created":"1503412323","n_modified":"1503421056","n_version":"141461","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/39\/house-of-the-rising-sun\/post-mortem","text":"![title_big.png](\/\/\/raw\/3c6\/b\/z\/8fb8.png)\nLD is almost over and we wanted to make a conclusion.\n\nFirst of all, thank you all for the kind words. Many people played our game and we are so glad, that all of you have given us a thoughtfull insight on what was good and bad about our game.\n\nThis is not the first LD we participate in, and I hope that's noticeable. Our previous entries weren't exactly bright because we usually chhose too big a piece of a pie and rarely could handle it. This time we specifically spent a lot of time trying to moderate our appetites and come up with the plausible idea. We actually did come up with such an idea and we actually made the game on time this time. It just suddenly struck us that that accomplishing everything we wanted was not enough.\n\n![post_capture.PNG](\/\/\/raw\/3c6\/b\/z\/8fb9.png)\n\nThe game was planned as such: players see the ultimate goal - accumulate 5000 science in time. Then they see what threatens to end them quite soon and try to handle that situation - the lack of oxygen, food and water growth. They can handle that, though, since they have enough resources to balance the growth of all three at the start, learning to build things in the process. And then they would have to start destroying buildings to reach higher and eventually would come to a pleasant state of mind. That's when they realise that sun in the background wasn't just making stupid faces, it was dying and now your solar panels are useless.\n\nhttps:\/\/www.youtube.com\/watch?v=GIpQ-sHGdfM\n\nWhat we actually achieved was a game with a shaky balance to say the least. Not very fun to play and not nearly as understandable and intuitive as we planned (so yeah, not everything was achieved, actually).\n\nWhat was the problem? Players proposed us to make easy levels first and maybe not giving them the ability to build everything at once, but I considered this game to be a rather small and fast and whole experience, it shouldn't be played like that. So I think we actually should've spend a lot more time balancing staff, polishing the building menu and most importantly emphasize on the need for constantly balancing resources by sacrificing buildings for more productive once. Probably adding the ability to produce more crew thus increasing consumption, but adding more possible working hands to the pool would be great too.\n\nOverall I think the primary, most obvious mistake was being obsessed with system and never noticing the player. The player should have been choosing when to move forward and take risks and discover new staff to build, not the game just pushing player in game and saying \"here is a sonic screwdriver, you don't know how to use it but fix everything in this room in like 3 minutes, fuck you\". Player is not a maintenence worker. And we shouldn't treat him as such.\n\n[You can play our game right here!](https:\/\/ldjam.com\/events\/ludum-dare\/39\/house-of-the-rising-sun)","title":"Post Mortem","wayback_source":[]}