{"author_name":"Gjarble","cat":"LD #25","comments":[],"epoch":1358279460,"likes":0,"metadata":{"p_key":"47287","p_author":"Gjarble","p_authorkey":"5467","p_urlkey":"82950","p_title":"Interns From Mars! \u2013 Postmortem","p_cat":"LD #25","p_event":"LD25","p_time":"1358279460","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"5467","us_name":"Gjarble","us_username":"gjarble","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/2013\/01\/15\/interns-from-mars-postmortem\/screen2-156\/\" rel=\"attachment wp-att-220600\"><img class=\"alignnone size-full wp-image-220600\" alt=\"screen2\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/01\/screen2.png\" width=\"400\" height=\"300\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/01\/screen2-300x225.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/01\/screen2.png 400w\" sizes=\"(max-width: 400px) 100vw, 400px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>It looks like my bolstered confidence from this jam was indeed justified. I have submitted to 4 LDs including this one, but for this LD, I set a new personal best in <span style=\"text-decoration: underline\">every single category in which I got a rating<\/span> (except Coolness). Not all of those new records are by a significant amount, though; the reason I&#8217;m so happy is not because of the improvements in my strongest categories, but the improvements in my weakest categories- the quality of my work is more consistent across categories without having lost any of my strengths. I still have to refine my methods a good deal, but the changes in my work habits I resolved to make for this LD paid off. This is my first solid evidence that I&#8217;m actually getting better at this.<\/p>\n <p>So, why&#8217;d I do how I did in each category, and how do I improve?<\/p>\n <p><strong>#76. Innovation &#8211; 3.67 (previous best: 3.64, LD21)<\/strong><br \/>\n I usually do well here, but I was still surprised at my performance this time, because I deliberately constrained my brainstorming. \u00a0As I mentioned in my &#8220;I&#8217;m In&#8221; post, I wrote &#8220;NO GAME GENRE REFERENCES ALLOWED&#8221; in large letters across the top of my brainstorming sheet. \u00a0However, I also made sure not to accept an idea unless it was low-scope enough to actually pull off well (I was SERIOUSLY tempted to go with a cooler but much higher-scope idea). \u00a0As a result, I adopted a rather generic arcade-style gameplay <em>structure<\/em> to maintain that low scope, but the primary gameplay <em>mechanic<\/em> isn&#8217;t quite like any game I know of, since it wasn&#8217;t designed with any existing game or genre in mind. \u00a0While almost certainly something new, it&#8217;s still nothing hugely out of the ordinary. \u00a0If I want to improve, I&#8217;ll have to find ideas in that small overlap between &#8220;low-scope&#8221; and &#8220;attention-grabbingly unique&#8221;- quite a difficult task.<\/p>\n <p><strong>#94. Theme &#8211; 3.83 (previous best: 3.80, LD21)<\/strong><br \/>\n I&#8217;m also a bit surprised about how this was my highest-rated category. I thought it was a pretty standard implementation of the theme&#8230; perhaps people liked how I offered a sympathetic portrayal of the &#8220;villain&#8221;, but that was just in text outside of the game proper. \u00a0Improving here&#8217;s not my highest priority, but as long as I don&#8217;t keep my idea too much of \u00a0stretch from the theme, hopefully it&#8217;ll improve hand-in-hand with Innovation.<\/p>\n <p><strong>#174. Fun &#8211; 3.25 (previous best: 3.05, LD23)<\/strong><br \/>\n This is always my highest priority, but also hard to complete satisfactorily within 48 hours. As per my game-design training, the gameplay has a solid &#8220;core&#8221; (the challenge of picking up humans without dropping them). However, I was aware going in that I would get a few marks down for some gameplay flaws that could easily be fixed given more time (i.e. humans staying out of reach, weird chain-of-humans physics). I intentionally saved these kinds of tweaks for later. In the past, I&#8217;ve fixed an emergent flaw as soon as I detected it, but this caused me to neglect other aspects of gameplay, as well as almost all of the graphics and audio,\u00a0preventing me from working on a more &#8220;complete&#8221; experience.<\/p>\n <p><strong>#181. Overall &#8211; 3.33 (previous best: 3.00, LD23)<\/strong><br \/>\n I like how this was my biggest non-audiovisual improvement. I think it reflects the fact that this is a more &#8220;complete&#8221; product than my past entries, as I mentioned previously. \u00a0This was the first time I feel like I properly scoped for 48 hours. I do still need to improve on &#8220;completeness&#8221;, though, and I think that&#8217;s the primary way I&#8217;ll be able to improve my Overall rating. The graphics and audio, while present to the degree they &#8220;need&#8221; to be, were still noticeably bare-minimum, and the gameplay still needs some more polish (see &#8220;Fun&#8221;).<\/p>\n <p><strong>#206. Audio &#8211; 2.92 (previous best: 2.18, LD23)<\/strong><br \/>\n My most-improved category for obvious reasons (for the first time, I have music). I suspect this was brought down by a noob mistake I made and didn&#8217;t find out about until well into the rating period: after each round, the game started playing a new instance of the background music from the beginning, but kept playing the previous instance of the music at the same time. I&#8217;m going to be a bit more rigorous with my audio testing in the future to make sure nothing like this happens again.<\/p>\n <p><strong>#272. Graphics &#8211; 3.17 (previous best: 2.69, LD24)<\/strong><br \/>\n I&#8217;m surprised that my programmer-art got me above the 3.00 threshold. I guess I just have to keep making sure that I don&#8217;t include any assets well beyond my drawing capabilities- though I was kind of proud of the way I disguised the collision boxes with the design of the mothership. I think, if I am to improve here, I have to go for a consistent, stylized aesthetic (ideally minimalistic), and find the time to do non-essential things like illustrated instructions, non-default UI graphics, background imagery, and &#8220;juicy&#8221; visual effects.<\/p>\n <p><strong>#1048. Coolness &#8211; 22% (current best: 32%, LD23)<\/strong><br \/>\n As usual, I struggled to find time to rate other participants&#8217; games, between holiday plans (including a trip to New York for New Year&#8217;s Eve), commitments with friends (as students at different colleges, winter break is the only chance we really have to catch up with each other), and various obligations. \u00a0I&#8217;m graduating in May- hopefully, come LD27, I&#8217;ll have more free time.<\/p>\n <p><strong>Humor &#8211; N\/A (current best: 3.25, LD21)<\/strong><br \/>\n I included a little humorous story on the game&#8217;s ratings page, but I didn&#8217;t really intend the game to be all that humorous&#8230; just cute\/lighthearted fun.<\/p>\n <p><strong>Mood &#8211; N\/A (current best: 2.53, LD23)<\/strong><br \/>\n I know I find mood hard to rate for most games (and usually abstain), and I&#8217;m betting most other voters do too. Like I said, I was going for a cute\/lighthearted aesthetic, but I&#8217;m not sure it&#8217;s really stylized enough to constitute a &#8220;mood&#8221;&#8230; I guess the voters agreed. Plus, I think some voters use the Mood category only for melancholy or artsy aesthetics&#8230; those are the only ones I find easy to rate myself.<\/p>","time":"January 15th, 2013 2:51 pm","title":"Interns From Mars! \u2013 Postmortem"}