{"author_name":"Dr. Mo","cat":"LD #25","comments":[],"epoch":1358226180,"likes":0,"metadata":{"p_key":"47289","p_author":"Dr. Mo","p_authorkey":"8780","p_urlkey":"82952","p_title":"Skeleton\u2019s Revenge Postmortem","p_cat":"LD #25","p_event":"LD25","p_time":"1358226180","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"8780","us_name":"Dr. Mo","us_username":"dr-mo","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/2013\/01\/15\/skeletons-revenge-postmortem\/skeletonsrevengefu\/\" rel=\"attachment wp-att-220562\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/01\/skeletonsrevengefu-300x236.png\" alt=\"skeletonsrevengefu\" width=\"300\" height=\"236\" class=\"alignnone size-medium wp-image-220562\" \/><\/a><\/p>\n <p>I&#8217;m glad I had the chance to participate in another Ludum Dare compo. I made <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-25\/?action=preview&amp;uid=8780\" title=\"Skeleton's Revenge\">Skeleton&#8217;s Revenge<\/a>, a Nintendo Hard 2D platform game where the standard player and enemy traits are reversed. I planned better and got a game done in 48 hours without cutting features, but now that the ratings are in, it&#8217;s time to take the gloves off and critique my own game for real.<\/p>\n <p>No video this time, since my previous LD video has only 77 views as of this writing. Throughout this postmortem, I&#8217;ll be comparing my ratings with my other LD game, <a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/05\/15\/asteroid-defender-postmortem\/\" title=\"Asteroid Defender\">Asteroid Defender<\/a> from LD23.<\/p>\n <p><strong>Innovation (2.79, #394)<\/strong>, was (2.67, #549)<\/p>\n <p>LD 25&#8217;s theme was &#8220;You Are The Villain,&#8221; and the first approach that comes to mind is to take an existing type of game and flip it around so you now play as the villain. I took it a little further and made the player character act like an platform game enemy, and make the enemies act like platform game heroes. I spent a lot of time on the enemy AI for running, jumping, and attacking, but I couldn&#8217;t get them to convincingly act like a player would.<\/p>\n <p><strong>Fun (3.57, #65)<\/strong>, was (3.17, #239)<\/p>\n <p>Yay, my game is fun! I&#8217;m really happy to make top 100 in something this time. The platforming mechanics are solid unless you&#8217;re an enemy landing from a big jump. Every death is your own fault unless it&#8217;s the jump pictured above, which I found out was a two-frame window. I got a lot of comments saying that they couldn&#8217;t get past that jump. I had to rush and build all the levels in the game in the last two hours of the compo, and the game suffered.<\/p>\n <p><strong>Theme (3.23, #360)<\/strong>, was (3.25, #314)<\/p>\n <p>I adequately stayed within the theme. After playing other entries, I realized that my skeleton doesn&#8217;t do anything evil or villainous other than attacking the heroes that get in his way. I do like the video game hero archetypes I ended up with: the animal mascot character (goat), the weapon-swinging warrior (hunter), and the brittle soldier with a gun (gunner.) At least the game has an ending this time, but the final boss battle was terribly anti-climactic.<\/p>\n <p><strong>Graphics (2.38, #569)<\/strong>, was (2.58, #593)<\/p>\n <p>Yeah, my games look like ass. I thought I stepped up my programmer art this time. My sprites are actually animated now, and I stuck to a monochrome theme to make it easier for me to crank out sprites when I needed them. There&#8217;s no reason I couldn&#8217;t have done 3-color sprites instead. The levels are constructed entirely out of white blocks and spikes, which I admit is extremely lazy. I should&#8217;ve added some backgrounds, or at least some different-looking blocks.<\/p>\n <p><strong>Audio (3.00, #169)<\/strong>, was (3.00, #216)<\/p>\n <p>Renoise rocks! I put more effort into music this time, and I like how it turned out. I wanted to sound like a Nintendo hard 2D platform game, and I don&#8217;t think I subconsciously channeled Castlevania this time. That SID sound I used as a lead instrument is loud and kinda grating, so I should have replaced it with something better. Bfxr is excellent for generating sound effects, but it&#8217;s so ubiquitous in Ludum Dare, it didn&#8217;t help my audio scores.<\/p>\n <p><strong>Mood (3.08, #211)<\/strong>, was (2.36, #626)<\/p>\n <p>Players seem to really like trolling this game&#8217;s enemies. Finally, you deal collision damage to enemies! We haven&#8217;t seen that since Wario Land! I reversed the vulnerability to spikes, too, so only enemies get killed on spikes but you can walk across them harmlessly. It&#8217;s good to troll enemies, but like I said, you don&#8217;t actually do anything mean in this game. I really should have worked some Videogame Cruelty Potential into this.<\/p>\n <p><strong>Overall (3.14, #282)<\/strong>, was (2.92, #452)<\/p>\n <p>This game was a good experiment. I kept my expectations low, and I got a fun game out of it. It&#8217;d have been better if I made better decisions in design. The monochrome graphics were easy to make, but it wouldn&#8217;t have killed me to add some color. Considering the game was made in 100% Game Maker pseudocode, I had no reason to run out of time for level design and testing. I made a decent game, but I want to make a better game next time.<\/p>\n <p><strong>Coolness (28%, #990)<\/strong>, was (20%, #1007)<\/p>\n <p>I could say some stuff about how I started a new job two days after the compo and multiple schedule changes sapped my energy to do stuff outside of work. Yes, that happened again, but that&#8217;s no excuse. I still had plenty of days off, and I got sidetracked with Minecraft, Deus Ex, and other games instead of rating more entries. Thank you to all the players that found my game and tried it. If I get another LD weekend off work, I&#8217;ll do it smarter.<\/p>","time":"January 15th, 2013 12:03 am","title":"Skeleton\u2019s Revenge Postmortem"}