{"author_name":"udo","cat":"LD #28","comments":[],"epoch":1389096660,"likes":2,"metadata":{"p_key":"34000","p_author":"udo","p_authorkey":"6821","p_urlkey":"69544","p_title":"License to One: Post-Post\u2026","p_cat":"LD #28","p_event":"LD28","p_time":"1389096660","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"6821","us_name":"udo","us_username":"udo","event_start":"1386892800","event_key":"20","event_name":"LD28"},"text":"<p>I&#8217;m not sure how interesting this kind of analysis is, but I&#8217;m writing it here mostly for self-documentation. Because I&#8217;m not a game developer, this is all fairly new to me &#8211; it seems important to me to pin down my experiences. Ludum Dare got me hooked on building games, and I&#8217;m looking forward to making many more, hopefully improving gradually, and always learning.<\/p>\n <p>So, License to One was an idea for a RTS game where you could only build one of each unit type. It was my first WebGL project, and it&#8217;s been fun building it. That said, it didn&#8217;t really feel as good as my LD27 entry. From the start, I had motivational problems this time, lots of breaks, little coding. And objectively, I didn&#8217;t feel as invested in LtO as I did in &#8220;Robots Save the Day&#8221; (my LD27), there was no storyline, there were no characters, only an open-ended tutorial level. So I knew right away it wouldn&#8217;t come across that great. Still, it&#8217;s been a great learning experience, but LtO was far from the best game I could make. It had no soul.<\/p>\n <p>Taking all of this into account, it&#8217;s not surprising that my LD28 entry wasn&#8217;t exactly highly acclaimed. Here&#8217;s how I did, compared to LD27:<\/p>\n <pre>     Theme: #100 -&gt; #103 |   -3\n Audio: #248 -&gt; #159 |  +89\n Graphics: #197 -&gt; #174 |  +23\n Overall: #115 -&gt; #216 | -101\n Humor: #234 -&gt; #267 |  -33\n Mood: #144 -&gt; #338 | -194\n Fun: #181 -&gt; #375 | -194\n Innovation:  #93 -&gt; #380 | -287<\/pre>\n <p>Totaling, that&#8217;s a whopping round -700, and very-well deserved I might add. Even the only category where I actually improved, the music, was not exactly great (though better than last time, when reviewers put my &#8220;music&#8221; in scare quotes!).<\/p>\n <p>What&#8217;s left to do? Well, vowing to improve next time, of course! <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/> The good thing about doing badly in almost all areas is that there&#8217;s lots of room to grow. <\/p>\n <p>With the possible exception of the Theme rating, which I think I did better at than what I was judged for, but one has to take into account there seems to be a severe bleed-effect across categories. A game that is well-received will always have better scores across the board, even if it&#8217;s not that great in one respect the overall impression will still lift that score. Conversely, I think my relatively low Theme rating was a result of the overall poor game, and not necessarily an accurate reflection of on-topicness. With this correction in mind, I may have had greater advances in Audio (and possibly Graphics) than reflected by the actual score.<\/p>\n <p>In closing, I have to repeat my overwhelming impression of LD27: the number of excellent games produced by you all is staggering, inspiring and generally awesome. I want to thank you for this great experience and for making so many games that greatly entertained me throughout the whole thing.<\/p>","time":"January 7th, 2014 7:11 am","title":"License to One: Post-Post\u2026"}