Post Mortem: Rogue Intelligence

Rogue Intelligence cover.png

The feedback is slowly arriving and we noticed that there are still some bugs in the game and we will update this as soon as possible!


Before the theme announcement we had set ourself some goals and challenges that we wanted to achieve during this ludum dare. We already participated once before but in the end the finished game then was shallow and really basic. This time we wanted to make an appealing looking game but also wanted to make a game that was mechanically more interesting!


When the theme: The more you have the worse it gets got announced we really where indifferent to the announcement, we had some ideas for this theme but really shallow ones and none that really could make for a fun and exciting experience.

After around 45 minutes of real brainstorming the idea popped to mind that the world was a barren place with lots of ruins this was a result of an rogue AI taking over and using corrupted androids to overthrow the earth. The player would play as one of those androids that did not corrupt and got scrapped by the rogue Intelligence (hence the title)

With that idea in mind we went to sleep


Saturday morning we realized that the idea was solid but that we had no clue how to implement the theme into the game. eventually @Ayxs came up with the more progress you have in the game with the puzzles the more difficult it would get (meaning more negative screen effects and taunting from the rogue AI would take place, making it more difficult to reach the end of the puzzle.

We agreed on this and went our own ways @Ayxs began with implementing basic stuff like movement and the gun mechanics. And I went ahead and began with models for the guns and models and a style for the game (which ended up being egyptian like ruins in a desert)

At the end of the day I forgot to save and ended up losing almost all of my level design progress..... (luckily i could fix it soon after) and with the mechanics and level design taking form we went to bed.


On Sunday we continued with what we where doing (good thing to note is that we where live streaming the whole process) and during the day kapiraatje arrived in the twitch chat, which in the end helped us a lot! he got us in touch with Christian Royle who wanted to make the music and the in game sound effects for us.

We were really excited and within an hour the music came in and it was amazing!

after a long day of designing and fine tuning the mechanics we slowly started to implement them in the final level.

and after that we went to bed a bit early.


On Monday just under 14 hours left I completed the puzzle an made everything work as intended, and after that we went and recorded some voice acting in the game, at first it sounded awful but after a lot of effects it kinda sounded like and evil AI (Mission accomplished in that regard)

The rest of Monday was spent on finishing and polishing the level and the mechanics, implementing the negative effects that would occur during the puzzle (but this was a bit of a late addition and because of an early burnout on both of us it was not the effects that we initially intended :sweat_smile: . but it worked so we where happy) also implemented the sound effects and the music and we then went ahead and published the game.


We already updated the game twice with some bug fixes and minor changes, and will update it again this evening for even more fixes and improvements.

This year we really surpassed our own expectations and we enjoyed the jam a lot!

if you want to play the game go here


Thanks everyone involved for this amazing experience we will compete again!

Bredera & Ayxs Titanium Frog Games