{"author_name":"thesunnyk","cat":"LD #27","comments":[],"epoch":1378208940,"likes":1,"metadata":{"p_key":"37977","p_author":"thesunnyk","p_authorkey":"27126","p_urlkey":"73593","p_title":"Planet Smasher Retrospective","p_cat":"LD #27","p_event":"LD27","p_time":"1378208940","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"27126","us_name":"thesunnyk","us_username":"thesunnyk","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>TL;DR: Somehow not a complete failure.<\/p>\n <p>I&#8217;d basically written my game off as being completely terrible. It evolved from being a simple test of the game loop, and I basically felt like I did it because I had painted myself into a corner. However, there seems to be a lot of love for the game. A lot of people think the mechanic is interesting, but the game is too simple. It probably is at that.<\/p>\n <p>If I were to do it again, I&#8217;d refine the mechanic by making the planets &#8220;stick&#8221; together instead of disappearing. This would change the difficulty curve of a level: instead of becoming harder and harder as the level went on, you would balance that somewhat by having a much larger &#8220;planet&#8221; with which to smash the smaller &#8220;left over&#8221; planets. One person suggested that I stop the planets from entering too tight an orbit, which was something I was considering, but the game becomes simply too difficult. With the planets &#8220;squishing&#8221; together, I could decide to make the planets bounce off the sun or keep distance some other way like suggested.<\/p>\n <p>I didn&#8217;t tune the difficulty curve of the levels enough I think. They become slightly too difficult too quickly, which I think was picked up on.<\/p>\n <p>On the sound \/ graphics front, it was noted that I had no sound and the graphics were very minimal. I definitely wanted a refined &#8220;fun&#8221; mechanic before I moved on to the more visceral aspects, and I just didn&#8217;t get there in the end. I&#8217;m actually far more confident in my ability to fine tune the graphics and sound than I am in game design, so that&#8217;s where I was concentrating this LD (and I will probably continue to do so in the near future).<\/p>\n <p>However, one unforgiveable sin was having no sound at all. I really should have had a minimal soundscape and sound effects. I was disappointed with createjs&#8217;s sound capabilities. I was hoping I could pipe through sine waves and I couldn&#8217;t. I really wanted that minimalistic vibe, and I really didn&#8217;t want a point when I was putting sine waves into an MP3 and playing that.<\/p>\n <p>I could also have chosen slightly more representative colours for the planets, the sun, and space, although, being firmly in the ludologist camp, I actually feel happier that they&#8217;re <em>not<\/em> representative &#8212; I want the game design to talk to the player, not the graphics. That&#8217;s one thing that&#8217;s great about a game like Osmos or Eufloria: You can be at planet-scale or at microscopic scale, it isn&#8217;t clear, but the <em>behaviour of the system<\/em> shines through. However, the bigger problem was I did nothing for the smashing of the planets. Disappear or not, they really needed to have a visceral impact on the player &#8212; the thrill of catching two planets in orbit and then having them smash together needed a far bigger pay-off than I was giving (which was none). It&#8217;s a lesson learnt though: a simple visual flourish actually has a huge effect on the game design. I wouldn&#8217;t have said that before this competition.<\/p>\n <p>In the end I had a great time, and really want to try again, and that&#8217;s really the whole point, right?<\/p>","time":"September 3rd, 2013 6:49 am","title":"Planet Smasher Retrospective"}