The Best of Me – Post Mortem
I’ve been a big fan of Ludum Dare for a few years, but this is only my 2nd time entering. Here’s what I ended up with:
What went right:
- The Tool – I used Construct2, just like my first entry. Both times, I considered using GameMaker/GML, but I wanted an easy way to post to the web, and more so, Construct2 lets you rapidly produce something that’s playable.
- The Story – I thought the “you are the villain” theme could really make an interesting story arc in the game. I spent a good amount of time the first day just thinking of how to implement the theme into the story. I’m happy with how it turned out.
- The Music – With only about 45 minutes left, I finally turned my attention to sounds/music. There wasn’t enough time for me to create anything that wouldn’t have been boring or repetitive, so I turned to the Wolfram Tones to generate some background music for me. Out of the 60 or so tracks I listened to, I had found 3 that I thought would add to the ambiance of the game.
- The Gameplay – It ended up being a simplified zelda dungeon. You acquire 4 powers along the way, and use them to open doors to get farther into the dungeon. The powers were fun to create, and worked reasonably well. Unfortunately, there were also a number of problems with the gameplay (see what went wrong).
- The game felt complete – By “complete”, I mean there is a definitive beginning and end, assuming you could make it to the end (see “bugs”).
What went wrong:
- I tried to do WAY too much – I chose a relatively complex game to make in 48 hours. A number of gameplay aspects suffered to have something complete by the deadline. Also, virtually nothing felt polished, and there are a number of bugs. Fortunately, there was only 1 bug that stopped the player from finishing the game, and that’s been fixed.
- The text speed – There are a few “cut scenes” in the game where all controls are suspended to show dialog important to the controls or story. This wouldn’t be so bad, but I made this dialog unskippable, which left the player frustrated, having to wait for the dialog to finish before they could resume playing. I had planned to add the ability to move through the dialog via a keyboard button, but ran out of time.
- Lack of planning – I had a conceptual idea, and just went with it, making many things up as I went along. This ended up being a very poor choice. If I had planned things out a bit more in the beginning, I would have had more time in the end to polish the game.
For next time:
- Plan as much as possible before creating.
- Start with a simple gameplay mechanic, and expand if there is time.
- Wrap it up with a definitive beginning and end.
See you all in LD26.
