Spinnerets --- A Post-Mortem

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Hey everyone! Now that rating has kicked into gear, I thought I'd share some insights and takeaways from my eighth Ludum Dare Compo.

Overview

For this event, I ended up going in a different direction than usual - local multiplayer. While I don't know as I'd necessarily recommend it, since it places more restrictions on who can accurately review your game, I think the experience was positive overall.

Of course, game design doesn't happen in a vacuum. These are some of my favorite multiplayer games that influenced my design decisions:

  • 0Space (Teknopants): Also a game jam game, 0Space is one of my go-to examples of great game design in a multiplayer setting. One thing worth noting is that the gameplay isn't particularly fast... it's strategic, and relies on precise timing. (It's also now free on Itch! Highly recommend!)

  • 12 Orbits (Roman Uhlig): The pinnacle of one-button multiplayer games, 12 Orbits lets you play with up to twelve people on a single keyboard. When I decided to make a game with one-button controls, I took a hint from their key select screen and let players bind to arbitrary buttons.

  • TowerFall Ascension (Maddy Thorson): Another excellent couch co-op/competitive title, TowerFall does a lot of things right in terms of replay-ability. Notably, it has a variety of maps and powerups that change how players interact with the game at any given time.

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What went well

Overall, I think I did a pretty good job this event.

  • The Pivot: I originally was going to make this game a dungeon-crawler rogue-lite with the same theme and controls. I realized the scope for this was likely too large early on, and pivoted to local versus, which was definitely for the better.

  • The Polish: With this reduced scope, I was able to spend more time on polishing the UI, character select screen, animations, and effects.

  • The Feedback So Far: People seem to like the game so far! Which comes as a little bit of a shock, because I never actually playtested it with multiple people, just me versus empty players or some of the very early enemy code I had written.

  • The Sleep: I actually took care of myself this weekend!

What went poorly

Still room for improvement!

  • Rushing the Music: I think the music turned out decent, given time constraints, but it was really rushed. My usual workflow for music was changed after my student Sibelius license expired, so I ended up actually directly recording me playing my Casio keyboard (after running to Office Depot for a quarter inch adapter). I only had time for two or three takes, and was mostly improvising, so you can hear a few spots where I hesitate or mess up.

  • Scope of Art: I think I took things a bit easy in terms of visual assets. The game looks clean, but there's not much to it. I actually only did one frame-by-frame animation --- the bullet exploding --- and everything else was with modular animation or no animation at all. I would also have liked to have more interesting map components, like hazards or conveyor belts, to spice up the gameplay further.

  • Collision Code: My collisions are suspect at best. Occasionally, players will pop through walls. In 48 hours, it's tough to write robust collision code from scratch.

Going forward

While I probably won't be making another local multiplayer game for Ludum Dare anytime soon, it was definitely a fun experience. In the future, I'll probably want to start with some base code for 2D collisions and tile system, since those things took a lot of time this event and are very generalizable.

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You can play Spinnerets here. Have a good event, everybody!