
High and Low, here it is: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40951
I decided I’ll jump into this compo few hours before the start (I even upvoted this theme – yay – so concept was there from beginning). It would be my first ludum dare compo that I join, wanted to do this for some time now!
My plan was clear from the beginning: use my tiny, ancient and rusty gameplay prototyping experience to get something up and running right away and spend rest of the time to actually getting a “complete” package in this short time span, hopefully without killing myself in the process.
Arguably, I managed to delivered in terms of wrapping up but funny thing is, I spent so much time tweaking things here and there, that I managed to lose completely focus on gameplay. This turned out too shallow, even for a procedural infinite runner. I also had to stick to another, simpler graphics style (draw things, say what ?). No time to implement grappling hook, more baddies, variation into gameplay.
Things I learned (hope these stick for a while):
– aggressive plan reshuffle/cut of features is maybe not the best approach to handle sinking ships (have yet to learn the other options)
– 48 hours is enough to make a simple but complete game (albeit more effort/skills are required)
– 80/20 rule is more like 20%(core)+80%(finish)+35.72%(shit, this sucks, let me fix this right now, it’ll take a couple of minutes)
– monday after a ludum dare compo, is something to be removed from calendars, work today was painful
lights out, hope to get to do a bit of scoring in the next days!