{"author_link":"\/users\/oneiromancer","author_name":"oneiromancer","author_uid":"oneiromancer","comments":[],"epoch":1602106090,"event":"LD47","format":"md","ldjam_node_id":229990,"likes":2,"metadata":{"p_key":"150705","p_author":"oneiromancer","p_authorkey":"1211993","p_urlkey":"367210","p_title":"Some thoughts on a game design","p_cat":"LDJam ","p_event":"LD47","p_time":"1602106090","p_likes":"2","p_comments":"0","p_status":"WAYBACK","us_key":"1211993","us_name":"oneiromancer","us_username":"oneiromancer","event_start":"1601596800","event_key":"76","event_name":"Ludum Dare 47"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD47","removed_author":false},"_superparent":212256,"_trust":2,"author":211993,"body":"### ... Or a sad story of surprise enemy spider\n\nThis won't be a classic post-mortem, because this jam everything worked for me pretty much like I wanted it to.\nWell, I did push the first three hours of development on a sheer stubborness, not really believing in the idea I chose. But then it clicked, and stayed that way pretty much all the time. Almost...\n\nWhen I was designing puzzles, I tried to keep the player in a simple gameplay loop: get to the level, locate objectives, plot your path, execute it.\nI tried to gradually introduce new ideas, new ways of using the core mechanic, always leaving enough breadcrumbs for player not to fall out of the loop.\n\n![promo_post.gif](\/\/\/raw\/91c\/33\/z\/398ca.gif)\n\nAnd then I thought, \"what if there was another entity, that abides the same rules, but whose objective is the *player*?\"\nThats when I understood that this idea can be something more than just another puzzle platformer with a gimmick.\n\nThis entity should have been the force that breakes the loop inside player's head, making it something that the player must pay as much attention as to the gravity during the puzzles. \n\n![enemy_promo.gif](\/\/\/raw\/91c\/33\/z\/398cc.gif)\n\nUnfortunatelly, jam time constraint had something to say about that.\nAdding such an enemy as a regular encounter would either mean much more levels, which for me was infeasible, or breaking the flow of the levels, possibly introducing too much of new elements on the level to quickly get it. So, into a trash bin we go :(\n\n...Well, not really. I thought it was too good of an encounter to remove completely. Instead, I design one level specifically to showcase this encounter,\nand possibly give a taste of what the game would become if I ever continue working on it.\n\nIf you want to try out my game, and tell me how well I did on managing gameplay flow, here you go: https:\/\/ldjam.com\/events\/ludum-dare\/47\/skycrawler","comments":0,"created":"2020-10-07T21:14:30Z","files":[],"files-timestamp":0,"id":229990,"love":2,"love-timestamp":"2020-11-12T19:54:41Z","meta":[],"modified":"2020-11-12T19:54:41Z","name":"Some thoughts on a game design","node-timestamp":"2020-10-07T21:28:10Z","parent":222263,"parents":[1,5,9,212256,222263],"path":"\/events\/ludum-dare\/47\/skycrawler\/some-thoughts-on-a-game-design","published":"2020-10-07T21:28:10Z","scope":"public","slug":"some-thoughts-on-a-game-design","subsubtype":"","subtype":"","type":"post","version":699726},"node_metadata":{"n_key":"229990","n_urlkey":"367210","n_parent":"222263","n_path":"\/events\/ludum-dare\/47\/skycrawler\/some-thoughts-on-a-game-design","n_slug":"some-thoughts-on-a-game-design","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"211993","n_created":"1602105270","n_modified":"1605210881","n_version":"699726","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/47\/skycrawler\/some-thoughts-on-a-game-design","text":"### ... Or a sad story of surprise enemy spider\n\nThis won't be a classic post-mortem, because this jam everything worked for me pretty much like I wanted it to.\nWell, I did push the first three hours of development on a sheer stubborness, not really believing in the idea I chose. But then it clicked, and stayed that way pretty much all the time. Almost...\n\nWhen I was designing puzzles, I tried to keep the player in a simple gameplay loop: get to the level, locate objectives, plot your path, execute it.\nI tried to gradually introduce new ideas, new ways of using the core mechanic, always leaving enough breadcrumbs for player not to fall out of the loop.\n\n![promo_post.gif](\/\/\/raw\/91c\/33\/z\/398ca.gif)\n\nAnd then I thought, \"what if there was another entity, that abides the same rules, but whose objective is the *player*?\"\nThats when I understood that this idea can be something more than just another puzzle platformer with a gimmick.\n\nThis entity should have been the force that breakes the loop inside player's head, making it something that the player must pay as much attention as to the gravity during the puzzles. \n\n![enemy_promo.gif](\/\/\/raw\/91c\/33\/z\/398cc.gif)\n\nUnfortunatelly, jam time constraint had something to say about that.\nAdding such an enemy as a regular encounter would either mean much more levels, which for me was infeasible, or breaking the flow of the levels, possibly introducing too much of new elements on the level to quickly get it. So, into a trash bin we go :(\n\n...Well, not really. I thought it was too good of an encounter to remove completely. Instead, I design one level specifically to showcase this encounter,\nand possibly give a taste of what the game would become if I ever continue working on it.\n\nIf you want to try out my game, and tell me how well I did on managing gameplay flow, here you go: https:\/\/ldjam.com\/events\/ludum-dare\/47\/skycrawler","title":"Some thoughts on a game design","wayback_source":[]}