{"author_link":"\/users\/ambi","author_name":"ambi","author_uid":"ambi","comments":[],"epoch":1649024492,"event":"LD50","format":"md","ldjam_node_id":287765,"likes":6,"metadata":{"p_key":"164083","p_author":"ambi","p_authorkey":"1003767","p_urlkey":"389227","p_title":"Oof","p_cat":"LDJam ","p_event":"LD50","p_time":"1649024492","p_likes":"6","p_comments":"0","p_status":"WAYBACK","us_key":"1003767","us_name":"ambi","us_username":"ambi","event_start":"1648857600","event_key":"110","event_name":"Ludum Dare 50"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD50","removed_author":false},"_superparent":276397,"_trust":1,"author":3767,"body":"48 hours is a very short time. I got something working but not something I can really enter the compo with (probably). So much more to be done. So little time. My back is killing me. I got to tap out (of the compo). Here's the current iteration: https:\/\/ambi.itch.io\/survivor\n\nCloning an existing well defined game idea (Vampire Survivors) shortens the time quite a bit, but getting stuck into weeds like autotiling and procedural level generation really eats all those gains and then some.\n\nI learned a lot. New engine (Godot). New ideas (procedural world creation, autotiling). *Doing everything with optimal, most well oiled workflow would give a better end result, but what would be the fun in that?* :sweat_smile: ","comments":1,"comments-timestamp":"2022-04-03T23:07:02Z","created":"2022-04-03T22:13:38Z","files":[],"files-timestamp":0,"id":287765,"love":6,"love-timestamp":"2022-04-04T10:24:29Z","meta":[],"modified":"2022-04-04T10:24:29Z","name":"Oof","node-timestamp":"2022-04-03T22:21:32Z","parent":285719,"parents":[1,5,9,276397,285719],"path":"\/events\/ludum-dare\/50\/survivor-island\/oof","published":"2022-04-03T22:21:32Z","scope":"public","slug":"oof","subsubtype":"","subtype":"","type":"post","version":875516},"node_metadata":{"n_key":"287765","n_urlkey":"389227","n_parent":"285719","n_path":"\/events\/ludum-dare\/50\/survivor-island\/oof","n_slug":"oof","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"3767","n_created":"1649024018","n_modified":"1649067869","n_version":"875516","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/50\/survivor-island\/oof","text":"48 hours is a very short time. I got something working but not something I can really enter the compo with (probably). So much more to be done. So little time. My back is killing me. I got to tap out (of the compo). Here's the current iteration: https:\/\/ambi.itch.io\/survivor\n\nCloning an existing well defined game idea (Vampire Survivors) shortens the time quite a bit, but getting stuck into weeds like autotiling and procedural level generation really eats all those gains and then some.\n\nI learned a lot. New engine (Godot). New ideas (procedural world creation, autotiling). *Doing everything with optimal, most well oiled workflow would give a better end result, but what would be the fun in that?* :sweat_smile: ","title":"Oof","wayback_source":[]}