Marble Run – A Last Minute Post-Mortem

I’ve been doing Ludum Dare for a couple of years now, but this is my first post mortem, so bear with me. Oh, and why not play the game while you’re at it :)

Screenshot of Marble Run.

The Good:

  • The marble sounds! They were almost an afterthought, but are now definitely my favourite feature of the game. I recorded the sounds using glass marbles on a wooden table, with an iPad mic. After some touching-up in Ableton Live, I was really pleased with how good they sounded, considering they were captured with such an awful mic.
  • The difficulty. I tried quite hard to make a gradual progression, and introduce more marbles and holes over time, and it seems to have paid off. A lot of commenters have expressed how the game is challenging in a good way, which I’m very pleased with – especially since it’s not something I’ve been great at getting right in the past!

The Bad:

  • Lack of music. I originally wanted some kind of background music, at least for the title screen. In the end I decided it would have been too difficult to compose something that didn’t ruin the aesthetic, so I just left the marble sounds by themselves.
  • Marble physics. Thanks to a lack of Flashpunk support for collision circles and a lack of time to implement it, the physics were a very accurate representation of a axis-aligned hitbox sliding around on a block of ice. Unfortunately, marbles are not square; they are round.

The Ugly:

  • The graphics. The aesthetic turned out quite nice in the end, but it’s still no where near as flashy as some of my previous games.
  • Developing a game without internet access. I wouldn’t recommend it.