{"author_name":"Waterman7","cat":"LD #31","comments":[],"epoch":1419693240,"likes":3,"metadata":{"p_key":"4502","p_author":"Waterman7","p_authorkey":"31692","p_urlkey":"57125","p_title":"Postmortem: Sprotzel","p_cat":"LD #31","p_event":"LD31","p_time":"1419693240","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"31692","us_name":"Waterman7","us_username":"_waterman7_","event_start":"1417737600","event_key":"26","event_name":"LD31"},"text":"<p>[reblogged from my game design blog <a title=\"Replay Value\" href=\"http:\/\/w7gamedesign.blogspot.com\/\" target=\"_blank\">Replay Value<\/a>]<\/p>\n <p>A few weeks ago, I participated in the Ludum Dare&#8217;s 31st edition with the theme &#8220;Entire Game On One Screen&#8221;. I made a game called <em>Sprotzel<\/em>, which you can play <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=31692\">right here<\/a>.<\/p>\n <div><\/div>\n <table class=\"tr-caption-container\" cellspacing=\"0\" cellpadding=\"0\" align=\"center\">\n <tbody>\n <tr>\n <td><a href=\"http:\/\/w7games.bplaced.net\/graphics\/sscreen0.png\"><img src=\"https:\/\/images-blogger-opensocial.googleusercontent.com\/gadgets\/proxy?url=http%3A%2F%2Fw7games.bplaced.net%2Fgraphics%2Fsscreen0.png&amp;container=blogger&amp;gadget=a&amp;rewriteMime=image%2F*\" alt=\"\" width=\"400\" height=\"300\" border=\"0\" \/><\/a><\/td>\n <\/tr>\n <tr>\n <td class=\"tr-caption\">Sprotzel<\/td>\n <\/tr>\n <\/tbody>\n <\/table>\n <div>\n <div><\/div>\n <div>\n <p><b><span style=\"text-decoration: underline\">What went right<\/span><\/b><\/p>\n <\/div>\n <\/div>\n <div>\n <p><b>Choosing constraints &#8230;<\/b><\/p>\n <p>I find it really helpful to set myself some sort of constraints when working on a game project. Those can range from visual constraints like using only a limited color palette to input constraints like only using only two buttons to play. In this case, I got from the theme of the jam <i>Entire Game On one Screen<\/i>\u00a0to the technical constraint\u00a0<i>The screen never gets redrawn<\/i>. From there, I quickly came up with some concepts that sounded interesting, one of which resulted in the final game.<\/p>\n <p><b>&#8230; then abandoning them.<\/b><\/p>\n <p>However, at some point, once I had the core gameplay and aesthetics implemented, I hit a wall. I wanted to include a new mechanic into the game (collecting pickups), but I just couldn&#8217;t seem to find a way to include it without either ruining the visual style, or breaking the constraints I had set for myself. So after some struggle I decided to drop the constraints and do what&#8217;s best for the game instead. Letting go of that self-imposed limitation was harder than I expected, but I&#8217;m glad I did so. I think constraints, especially technical ones like this, can be useful as a source of inspiration and design challenge, but only until they become obstacles instead of stepping stones.<\/p>\n <p><b><br \/>\n <\/b><b>Staying in the flow.<\/b><\/p>\n <p>I didn&#8217;t polish the game as much as I could have. I stopped at some point, even though I still had ~24 hours of time left and started a second game. Now this is everything but consumer-friendly and the first game definitely suffered from it, but for me personally it was probably the better choice. Because anything I would have added to <em>Sprotzel<\/em> after that point would have been dull busywork. Implementing a proper in-game tutorial isn&#8217;t fun, it just takes time. And it wouldn&#8217;t have added anything substantial to the game experience.<\/p>\n <p>So instead I used the remaining time and motivation to just start something completely new, even if I wouldn&#8217;t finish it in time. It actually went so well that I&#8217;ll probably keep working on this second project. Had I used another four hours to polish <em>Sprotzel<\/em>, I don&#8217;t think I would have been able to do anything of the sorts. I guess\u00a0<a href=\"http:\/\/en.wikipedia.org\/wiki\/Flow_%28psychology%29\">flow<\/a>\u00a0is as important for a dev as it is for a player.<\/p>\n <p>&nbsp;<\/p>\n <\/div>\n <div>\n <div>\n <p><span style=\"text-decoration: underline\"><b>What went wrong<\/b><\/span><\/p>\n <\/div>\n <\/div>\n <div>\n <p><b>Not\u00a0play-testing.<\/b><\/p>\n <p>This is really the one thing I regret the most about this jam. I was sitting in a room with five other people for the whole time and in the end each of them only played my game once or twice at all. I didn&#8217;t really do any explicit play-testing or ask for feedback, which shows in many aspects of the final game, especially its high difficulty.<\/p>\n <p><b><br \/>\n <\/b><b>Not leaving the comfort zone.<\/b><\/p>\n <p>Sprotzel is a typical Waterman7-game if there ever was such a thing. I didn&#8217;t really try anything all that new or exciting or challenging. Not on the gameplay- and not on the programming-side. There wasn&#8217;t even a crunch-time. Somewhat boring really. It was still fun, don&#8217;t get me wrong. I just feel like I didn&#8217;t learn as much from this jam as I did from other ones.<\/p>\n <p><b>Not making audio. Again.<\/b><\/p>\n <p>This is slowly becoming kind of a running gag, except it&#8217;s tragic instead of funny. Although, this time I at least I gave it a try. The problem was, I tried to learn not only a new program mid-jam, but a whole new design-field. Of course, without any prior experience with sound, the endeavor was doomed from the start. I struggled with some unfamiliar interface and pushed random buttons for some amount of time before humbly resigning to the gods of sound once again. But I will have my revenge. Some day I will face them again, prepared.<\/p>\n <\/div>","time":"December 27th, 2014 10:14 am","title":"Postmortem: Sprotzel"}