{"author_name":"Gins","cat":"LD #31","comments":[],"epoch":1419934920,"likes":0,"metadata":{"p_key":"21679","p_author":"Gins","p_authorkey":"33074","p_urlkey":"57036","p_title":"Maze Escape Post-Mortem","p_cat":"LD #31","p_event":"LD31","p_time":"1419934920","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"33074","us_name":"Gins","us_username":"gins","event_start":"1417737600","event_key":"26","event_name":"LD31"},"text":"<p>Ludum Dare #31 is over! I wanted to do so much more stuff, write a post-mortem and update my top-games lists and rate more games, but then Christmas preparations and university knocked on the door and said &#8220;Sorry, Gins, but you have to invest your time in us instead of LD!&#8221;<\/p>\n <p>I still played a couple of games here and there but I didn&#8217;t get around to write these two blog posts within the voting time frame <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/frownie.png\" alt=\":(\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p>I&#8217;ll try to make up for it now though, so first comes my post-mortem and in a later post I&#8217;ll sum up my favorite games of LD#31.<\/p>\n <h1 class=\"\">Post Mortem<\/h1>\n <div style=\"width: 535px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=33074\"><img src=\"http:\/\/ludumdare.com\/compo\/wp-content\/compo2\/\/407933\/33074-shot0.png-eq-900-500.jpg\" alt=\"\" width=\"525\" height=\"315\" \/><\/a><p class=\"wp-caption-text\"><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=33074\">For reference, my entry<\/a><\/p><\/div>\n <p>&nbsp;<\/p>\n <p>This is my first one, so I hope I&#8217;m doing this right. I&#8217;m just going to go through the big chunks that make up the game one by one and point out what went well and what didn&#8217;t go that well. Every Ludum Dare starts with&#8230;<\/p>\n <h2>The Theme<\/h2>\n <p>The theme was a bit off-putting in the beginning, and I know I&#8217;m not alone with this statement, especially in the first couple of hours of this Ludum Dare. &#8220;Entire Game on one Screen&#8221; is a difficult theme because it&#8217;s so <em>easy<\/em>. And that it is so easy makes it <em>difficult<\/em>.<\/p>\n <p>You see, &#8220;Entire Game on one Screen&#8221; has a myriad of already existing games that would fit it, starting with the very first computer games like Space War, Pong, Space Invaders, Tennis For 2 etc. Games that take place entirely on a single screen are what most game developers start with, so it&#8217;s not really a theme that forces originality as you can do pretty much everything on one screen, as long as you limit the scope. Platformers, puzzle games, point and click (I wish I&#8217;d have found more of those), strategy games and what have you.<\/p>\n <p>So my first thought was: &#8220;I want to make a game that you usually DON&#8217;T find on one single screen.&#8221; That led to the idea for a metroidvania in which the screen constantly expands to show the entire map, making it harder to see where you are and what&#8217;s going on the further you progress. In the end, you would really have the &#8220;entire game&#8221; on the screen and look back on what you have achieved and feel good about it.<\/p>\n <p>All in all, I was very happy with my interpretation of the theme, and the ratings I got for it confirm that I went in the right direction.<\/p>\n <p>That the view expands constantly leads to&#8230;<\/p>\n <h2>The Graphics<\/h2>\n <p>For a game in which the main character ends up being ~4&#215;4 pixels I felt it was a good idea to choose simplistic graphics that you can distinguish by their color or shape alone. The things should become smaller, yes, but not turn into a guessing game. I think the keys are perhaps the worst offenders to this design philosophy, especially the yellow one.<\/p>\n <p>I wanted to add at least some special effect animations to the simplistic graphics but I barely managed to get the main game done in time, rushed the level design a bit towards the end and barely finished before the compo deadline. I was really happy about the one extra submission hour.<\/p>\n <p>So what does this say about my&#8230;<\/p>\n <h2>Time Management<\/h2>\n <p>It was mostly good. Much better than last time, because I did not overestimate my time and I had a prioritized list of what I want to add and what not. I knew I won&#8217;t be able to add everything and I felt good about the things I had to cut. Let&#8217;s see how that affected the&#8230;<\/p>\n <h2>Game and Level Design<\/h2>\n <p>Enemies didn&#8217;t make it in but I didn&#8217;t miss them because I felt my game was already frustrating enough without the threat of death. Instead it&#8217;s a pure platforming challenge. I wanted the player to start out with a simple move set and learn new moves one by one, metroidvania style.<\/p>\n <p>I avoided to handhold the players. This is a platformer puzzle, which means figuring out how to chain your moves together in order to pass tricky gaps is the meat of the game. All I did was tell the player that they got a new move and how to execute it, but then designed that section in such a way that the player is forced to figure out what the move does before advancing. In difficult spots I also gave hints by level design. I put red brick blocks close to situations where a dash attack was required and the player may have forgotten about it.<\/p>\n <p>I was aiming for a smooth difficulty curve, but I think there may have been a bit of a spike after the red lock block.<\/p>\n <p>I was also considering to allow the player to jump off the maze in the end of the game, but i decided it would be to cruel to have players die a few meters before the end when the rest of the game features no death, so I put an invisible wall there.<\/p>\n <p>Unfortunately I can&#8217;t think of a good transition to talk about&#8230;<\/p>\n <h2>Sound and Music<\/h2>\n <p>My goal of adding sound effects has been met. Music not so much, as I&#8217;m not at all a composer. Also some people complained about the one or the other sound effects being grating to the ears. Thank you to those who pointed it out, I&#8217;ll make some new sound effects for a post compo version. Until next LD, I should probably dabble a bit in the arts of composing or music generation.<\/p>\n <p>So with all this discussed, what does this say about my&#8230;<\/p>\n <h2>Goals<\/h2>\n <p>In my &#8220;I&#8217;m In&#8221; post I said:<\/p>\n <blockquote><p>&#8220;My personal goals for this LD:<br \/>\n &#8211; play and rate more games than last time<br \/>\n &#8211; Improve time management<br \/>\n &#8211; have sound effects<br \/>\n &#8211; get better ratings than last time<br \/>\n &#8211; rank high enough in one category to be featured in the final results<br \/>\n &#8211; win&#8221;<\/p><\/blockquote>\n <p>So how did I do?<\/p>\n <p>Quite well! I played and rated 100 games, which is what I wanted to do at least and is more than the 80-something of last time. I Improved my time management, as mentioned above and my game does indeed sport amazing sound effects made with bfxr.<\/p>\n <p>And ranking goals?<\/p>\n <p>I improved in most categories, in particular in the overall ranking I finished in the top 50 this time (42nd)! Yey! And I ranked high enough in theme to be featured in the final results as well (20th), so it&#8217;s two categories even! Thanks to all the players who made this possible!<\/p>\n <p>But most importantly, it&#8217;s not only the rank that improved, but also the star ratings.<\/p>\n <p>Unfortunately I didn&#8217;t win. But hey, there&#8217;s always next Ludum Dare!<\/p>\n <h2>Conclusion<\/h2>\n <p>I&#8217;m actually quite satisfied with this LD, and excited for the next one. Nothing went terribly bad, I didn&#8217;t really overestimate myself so nothing that I didn&#8217;t accomplish came as a surprise to me. For April, I&#8217;ll have to improve my preparation so I can accomplish more in the 48 hours, perhaps participate in Mini LDs and I might learn how to produce music one way or another.<\/p>\n <p>Stay tuned for my promised later blog post in which I update my list of top games that I&#8217;ve played.<\/p>","time":"December 30th, 2014 5:22 am","title":"Maze Escape Post-Mortem"}