Team KwaKwa Ludum Dare 29 Post-Mortem

Hi! I’m Elias Farhan, the lead designer and the only programmer in Team KwaKwa (http://team-kwakwa.com). Last year, we made a story-driven game “The Last Promise” that was well-received (the link: http://www.ludumdare.com/compo/ludum-dare-28/?uid=32076) and for this one Ludum Dare, I wanted to have a big team to make even better.

So I selected two game designers who would help me with the design, three artists in Lyon who are studying in school Emile Cohl, one musician who worked with us on Cyber Punk Jam and one VO director and recording who is based in California (I don’t know exactly where) that can work with voice actors.
We managed to finish a little point and click: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=32076

To keep:

  • The music and the voice recording came pretty quickly. On sunday morning, I had all the files, and I could directly work with it.
  • I could more focus on the programming with my two game designers
  • The FIXME hackerspace was a good location. The people were nice and it was great to know that other people were working on their own game and could explain it to each one and other.
  • The game looks pretty nice and the majority of comments are positive.

To do better:

  • Bugs, bugs everywhere. A point and click is really hard to make in such a short period of time and you never know if there is a bug with a certain interaction, except if you did test it. I didn’t think about lower resolution with the mouse position so there was a bug, because the mouse was limited on the bottom-right side of the screen for resolution lower than 1080p. Still, there are unknown bug on certain computer and I have no idea how to correct them.
  • Game designers who don’t know the cost of implementation. The two game designers were focusing on the story, which was great, but in such a short period of time, the original story would have been impossible to implement. So, we had to cut a lot of interactions between the characters, even several who were already recorded by the voice actors.
  • The art came pretty slowly. I worked on the mechanics on saturday, but for the level design I could have worked better if I already had some sketches.

The game:
I’m proud of this game. It was hard to finish it, but it was worth it. I like comments like: “I would love to see a complete game using this concept. The best rated so far for me.” It makes me feel like those 72 hours of hard work are worth it.
After, there are always the negative comments and you tend to focus on them, but the rating is not over and I hope there are gonna be more comments soon.

Elias Farhan (http://eliasfarhan.ch)

Comments

30. Apr 2014 · 09:47 UTC
People seem to forget that all games were built in 48 or 72 hours. Comments like “there were a lot of bug, I didn’t like the game”, or yet “you could work more on this game” (after an exhausting weekend) I simply ignore.
30. Apr 2014 · 10:02 UTC
Thanks renatopp, I always try to say what is great about a game after a gamejam and also giving a little thing that I would have liked to have seen, but not everyone can do this, but I also don’t think that the negative comments are always intended (some are for sure, but not everything).
Moosefly
04. May 2014 · 11:27 UTC
I know I commented somewhat harshly on your game, but I think those kind of comments are a lot more useful than simple comments saying “good game” and the like, not that those aren’t important either. They are what helps you improve after all! And please, don’t take it as a personal attack against you, I’m just expressing my honest opinion about the game you made, not insulting you in any way or form.
Moosefly
10. May 2014 · 21:07 UTC
Sorry for taking some time to reply. I do indeed have a ATI GPU, one with old drivers (newer ones cause all kinds of problems for me). It’s a HD5970 (dual GPU card) and I’m using version 12.10 drivers.