The Gods Are Angry - Post-Mortem
It's that time again! Time to dissect my LD43 entry, The Gods Are Angry, and look at the positives and negatives of its development. I'm more proud of it than I am of my LD42 entry - and it fared much better on Newgrounds - but there's still plenty I can improve on for LD44. So, without further ado...
What Went Well

- I wanted to make a more story-based game this time round, and the theme, "Sacrifices must be made", was absolutely perfect for that. The game's story and atmosphere have generally been praised, and I do think I did a pretty good job with them.
- Compared to my previous LD games and their plain black backgrounds, The Gods Are Angry has actual environments, and with a pretty good level of visual detail. I'm still really proud of the lightning effect, if you couldn't tell from the fact that I show it off at every opportunity!
- I didn't feel like there was much I could do with my previous Ludum Dare games, but this time round, I have a complete (if basic) platforming engine. I've had a couple of ideas for more complex, full-length platformers lying around for years, and now I feel like I have a decent starting point for them.
What Went Badly

- One of these days I'm gonna learn my gosh-darn lesson about testing things. I programmed the game's ending and restart procedure, then immediately shipped it without testing to see if they worked. Predictably, they didn't. It took me a total of fifteen minutes to write the patches that fixed those issues. Nice going, me.
- The game generally lacks polish. The gameplay is too simple, and lacks any interesting mechanics; the level design isn't challenging or varied enough; there are no visual effects when you die, your sprite just disappears. Part of this is due to PICO-8 limitations, and part of it is due to me spending way too much time programming the basic engine and running out of time on Day 2.
- My sound design is still terrible. I still don't know how to use PICO-8's music tracker, and the sound effects are still annoying to a lot of people. It's at the point where I'm seriously considering entering the Jam next time round instead of the Compo, just so I can get someone else to do the music and SFX for me.
What Comes Next

Earlier today I published the final post-jam update for The Gods Are Angry on Newgrounds. It fixed the game's horizontal collision detection, and tidied up the code to make it neater and more reusable. Love Is A Battlefield DX, the post-jam version of my LD41 game, will finally be posted on Newgrounds on either January 23rd (the site's annual Pixel Day), or Valentine's Day.
For 2019, I plan to start developing more indie games outside of Ludum Dare. As I stated earlier, I've got a couple of ideas for full-scale PICO-8 platformers, for which I can re-use parts of the game's engine. My ultimate ambition is to publish a full game to Steam and/or the Discord Store, either next year or in 2020. I will continue to take part in Ludum Dare in the meantime.
A big thank you to everyone who's played The Gods Are Angry and left feedback so far! I hope you all have a very merry Christmas and a happy new year!