{"author_link":"\/users\/f1krazy","author_name":"F1Krazy","author_uid":"f1krazy","comments":[],"epoch":1684004815,"event":"LD53","format":"md","ldjam_node_id":370686,"likes":7,"metadata":{"p_key":"201261","p_author":"F1Krazy","p_authorkey":"1071341","p_urlkey":"433941","p_title":"Deliver Us From Evil - Post-Mortem","p_cat":"LDJam ","p_event":"LD53","p_time":"1684004815","p_likes":"7","p_comments":"0","p_status":"WAYBACK","us_key":"1071341","us_name":"F1Krazy","us_username":"f1krazy","event_start":"1682726400","event_key":"118","event_name":"Ludum Dare 53"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD53","removed_author":false},"_superparent":332127,"_trust":11,"author":71341,"body":"With the jam winding down, it's time for my traditional post-mortem, looking at what went well with my LD53 entry, what went badly, and what I can improve upon for next time. If you haven't played my LD53 entry yet, [please do](https:\/\/ldjam.com\/events\/ludum-dare\/53\/deliver-us-from-evil-2), and I'll make every effort to uphold my usual promise of rating everyone who leaves a review.\n\nWithout further ado, let's get started.\n\n### What Went Well\n\n![promo2.gif](\/\/\/raw\/da6\/11\/z\/5bbd1.gif)\n\n* I was very busy over the jam weekend, to the extent that I didn't think I'd be able to submit anything at all, but I was just barely able to finish the game in time without cutting anything. The scoping was absolutely spot-on.\n* This is the first time I've experimented with single-screen level design, and it seems to have gone very well. I was able to include a substantial number of levels and mechanics, and quite a few reviewers were impressed at the size of the game.\n\n\n### What Went Badly\n\n![fail.gif](\/\/\/raw\/da6\/11\/z\/5bbd3.gif)\n\n* After *Fruit Fall* was my first completely bug-free release, I unfortunately reverted to type and released *Deliver Us From Evil* with multiple collision bugs, all of which were easy fixes. My decision not to embed the version with the bug fixes also feels like a mistake, because people are just playing that version and feeding back about bugs that I've already fixed, which is not helpful.\n* The second-most common bit of feedback (after the collision bugs) is \"this is a bit of a stretch theme-wise\", or just plain \"this doesn't fit the theme\". I think I got a little *too* creative with the interpretation on this occasion, and I'll have to hear that in mind.\n* I wanted to make enemies with more complex behaviours, like shooting at the player, but ran out of time. This particularly affects the final boss, which isn't a very interesting fight: you can easily cheese it by just staying on the ladder and swiping at it when it approaches. \n\n### What Comes Next\n\n![game-done.gif](\/\/\/raw\/da6\/11\/z\/5bbd4.gif)\n\nI have another patch coming out shortly, with a few minor tweaks, and might see if I can get a third one out before the end of the jam. After that, I think *Deliver Us From Evil* will be truly finished (though I said that about *Fruit Fall* and ended up making an enhanced version three months later, so you never know). For next Ludum Dare, I should consider creating something a bit more story-focused than my last few entries have been.\n\nIn seven days' time, it'll be *Prism Indigo*'s 1-year anniversary, and I'll be celebrating with a brand-new update and sale. After that, I'll be resuming work on *Prism Warriors*, taking it off hiatus and beginning work on a brand new game mode.\n\nGood luck to everyone when the ratings come out!","comments":0,"created":"2023-05-13T16:17:53Z","files":[],"files-timestamp":0,"id":370686,"love":7,"love-timestamp":"2023-05-15T03:27:17Z","meta":[],"modified":"2023-05-15T03:27:17Z","name":"Deliver Us From Evil - Post-Mortem","node-timestamp":"2023-05-13T19:06:55Z","parent":337437,"parents":[1,5,9,332127,337437],"path":"\/events\/ludum-dare\/53\/deliver-us-from-evil-2\/deliver-us-from-evil-post-mortem","published":"2023-05-13T19:06:55Z","scope":"public","slug":"deliver-us-from-evil-post-mortem","subsubtype":"","subtype":"","type":"post","version":1145864},"node_metadata":{"n_key":"370686","n_urlkey":"433941","n_parent":"337437","n_path":"\/events\/ludum-dare\/53\/deliver-us-from-evil-2\/deliver-us-from-evil-post-mortem","n_slug":"deliver-us-from-evil-post-mortem","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"71341","n_created":"1683994673","n_modified":"1684121237","n_version":"1145864","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/53\/deliver-us-from-evil-2\/deliver-us-from-evil-post-mortem","text":"With the jam winding down, it's time for my traditional post-mortem, looking at what went well with my LD53 entry, what went badly, and what I can improve upon for next time. If you haven't played my LD53 entry yet, [please do](https:\/\/ldjam.com\/events\/ludum-dare\/53\/deliver-us-from-evil-2), and I'll make every effort to uphold my usual promise of rating everyone who leaves a review.\n\nWithout further ado, let's get started.\n\n### What Went Well\n\n![promo2.gif](\/\/\/raw\/da6\/11\/z\/5bbd1.gif)\n\n* I was very busy over the jam weekend, to the extent that I didn't think I'd be able to submit anything at all, but I was just barely able to finish the game in time without cutting anything. The scoping was absolutely spot-on.\n* This is the first time I've experimented with single-screen level design, and it seems to have gone very well. I was able to include a substantial number of levels and mechanics, and quite a few reviewers were impressed at the size of the game.\n\n\n### What Went Badly\n\n![fail.gif](\/\/\/raw\/da6\/11\/z\/5bbd3.gif)\n\n* After *Fruit Fall* was my first completely bug-free release, I unfortunately reverted to type and released *Deliver Us From Evil* with multiple collision bugs, all of which were easy fixes. My decision not to embed the version with the bug fixes also feels like a mistake, because people are just playing that version and feeding back about bugs that I've already fixed, which is not helpful.\n* The second-most common bit of feedback (after the collision bugs) is \"this is a bit of a stretch theme-wise\", or just plain \"this doesn't fit the theme\". I think I got a little *too* creative with the interpretation on this occasion, and I'll have to hear that in mind.\n* I wanted to make enemies with more complex behaviours, like shooting at the player, but ran out of time. This particularly affects the final boss, which isn't a very interesting fight: you can easily cheese it by just staying on the ladder and swiping at it when it approaches. \n\n### What Comes Next\n\n![game-done.gif](\/\/\/raw\/da6\/11\/z\/5bbd4.gif)\n\nI have another patch coming out shortly, with a few minor tweaks, and might see if I can get a third one out before the end of the jam. After that, I think *Deliver Us From Evil* will be truly finished (though I said that about *Fruit Fall* and ended up making an enhanced version three months later, so you never know). For next Ludum Dare, I should consider creating something a bit more story-focused than my last few entries have been.\n\nIn seven days' time, it'll be *Prism Indigo*'s 1-year anniversary, and I'll be celebrating with a brand-new update and sale. After that, I'll be resuming work on *Prism Warriors*, taking it off hiatus and beginning work on a brand new game mode.\n\nGood luck to everyone when the ratings come out!","title":"Deliver Us From Evil - Post-Mortem","wayback_source":[]}