{"author_link":"\/users\/dragonslumber","author_name":"dragonslumber","author_uid":"dragonslumber","comments":[],"epoch":1526493546,"event":"LD41","format":"md","ldjam_node_id":97106,"likes":6,"metadata":{"p_key":"115499","p_author":"dragonslumber","p_authorkey":"1073978","p_urlkey":"331459","p_title":"My Ludum Dare folly","p_cat":"LDJam ","p_event":"LD41","p_time":"1526493546","p_likes":"6","p_comments":"0","p_status":"WAYBACK","us_key":"1073978","us_name":"dragonslumber","us_username":"dragonslumber","event_start":"1524182400","event_key":"72","event_name":"LD 41"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD41","removed_author":false},"_superparent":73256,"_trust":1,"author":73978,"body":"![results.png](\/\/\/raw\/af0\/21\/z\/14e9c.png)\n\nI am not satisfied with the Ludum Dare results for [Recipe for Disaster](https:\/\/ldjam.com\/events\/ludum-dare\/41\/recipe-for-disaster), I figured I'd take a moment to introspect as to what I did wrong and build on that moving forward. Specifically, I'll be talking about the Overall and Fun aspects, since the visuals were managed by my partner.\n\n![13c14.gif](\/\/\/raw\/af0\/21\/z\/14e9d.gif)\n\nI firmly believe that Recipe for Disaster stands at the edge of fun. It has a theoretically neat concept with making a giant pizza while racing through obstacles in a shifting landscape, and I think the royalty free music I used really emphasizes the feel of the game. Additionally, the Tony Hawk style scoring system I thought made the game a blast to play, and even included an online leaderboard I coded on the fly.\n\nBut the players were unanimous: **the vehicle is not fun to drive**, and that was it's biggest downfall. Using a more realistic control model for the car rather than something immediately responsive and arcady dragged the pacing down to a crawl which didn't fit the overarching design. I think there are many other features I should have cut, just to ensure that more time was spent on those controls.\n\nI did LD41 as a precursor to my next game project, and it certainly redefined what my priorities will be for that game. It's fine to fail, as long as the right lessons are learned from it.\n\n\n","comments":1,"comments-timestamp":"2018-05-16T19:21:23Z","created":"2018-05-16T17:46:21Z","files":[],"files-timestamp":0,"id":97106,"love":6,"love-timestamp":"2018-05-16T19:50:55Z","meta":[],"modified":"2018-05-16T19:50:55Z","name":"My Ludum Dare folly","node-timestamp":"2018-05-16T17:59:06Z","parent":73980,"parents":[1,5,9,73256,73980],"path":"\/events\/ludum-dare\/41\/recipe-for-disaster\/my-ludum-dare-folly","published":"2018-05-16T17:59:06Z","scope":"public","slug":"my-ludum-dare-folly","subsubtype":"","subtype":"","type":"post","version":287854},"node_metadata":{"n_key":"97106","n_urlkey":"331459","n_parent":"73980","n_path":"\/events\/ludum-dare\/41\/recipe-for-disaster\/my-ludum-dare-folly","n_slug":"my-ludum-dare-folly","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"73978","n_created":"1526492781","n_modified":"1526500255","n_version":"287854","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/41\/recipe-for-disaster\/my-ludum-dare-folly","text":"![results.png](\/\/\/raw\/af0\/21\/z\/14e9c.png)\n\nI am not satisfied with the Ludum Dare results for [Recipe for Disaster](https:\/\/ldjam.com\/events\/ludum-dare\/41\/recipe-for-disaster), I figured I'd take a moment to introspect as to what I did wrong and build on that moving forward. Specifically, I'll be talking about the Overall and Fun aspects, since the visuals were managed by my partner.\n\n![13c14.gif](\/\/\/raw\/af0\/21\/z\/14e9d.gif)\n\nI firmly believe that Recipe for Disaster stands at the edge of fun. It has a theoretically neat concept with making a giant pizza while racing through obstacles in a shifting landscape, and I think the royalty free music I used really emphasizes the feel of the game. Additionally, the Tony Hawk style scoring system I thought made the game a blast to play, and even included an online leaderboard I coded on the fly.\n\nBut the players were unanimous: **the vehicle is not fun to drive**, and that was it's biggest downfall. Using a more realistic control model for the car rather than something immediately responsive and arcady dragged the pacing down to a crawl which didn't fit the overarching design. I think there are many other features I should have cut, just to ensure that more time was spent on those controls.\n\nI did LD41 as a precursor to my next game project, and it certainly redefined what my priorities will be for that game. It's fine to fail, as long as the right lessons are learned from it.\n\n\n","title":"My Ludum Dare folly","wayback_source":[]}