{"author_name":"unicornpooping","cat":"LD #23","comments":[],"epoch":1335348480,"likes":0,"metadata":{"p_key":"56005","p_author":"unicornpooping","p_authorkey":"12751","p_urlkey":"91725","p_title":"Post Compo Thoughts \u2013 What I have learned","p_cat":"LD #23","p_event":"LD23","p_time":"1335348480","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"12751","us_name":"unicornpooping","us_username":"unicornpooping","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>Stick to one or two graphical themes. If you don&#8217;t have enough time to make all the graphics you want, then limit yourself so your worlds don&#8217;t look empty (like mine)<\/p>\n <p>Don&#8217;t assume everybody knows whats going on. Make your rules apparent. And when the rules change, also make that apparent. For instance, I had a point in the game where you get a yellow arrow which was meant to give you the double jump ability, but some people didn&#8217;t realize this. I put the blame on my shoulders, I should have told them better. Granted, I made it so you couldn&#8217;t leave the room without using the double jump, but I should have said &#8220;HEY YOU GOT DOUBLE JUMP NOW!&#8221;<\/p>\n <p>Make your games tight. Even now as I go back through my game, I can see where it would have been better if it were a little smaller and tighter.<\/p>\n <p>I&#8217;ll have more thoughts as they come.<\/p>","time":"April 25th, 2012 5:08 am","title":"Post Compo Thoughts \u2013 What I have learned"}