Holy Moly – a short post mortem
Here’s the link to my entry page: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=3382 if you want to rate it 😉
So this was my first Ludum Dare and here’s a short review of it:
What went right?
- First I managed to finish LD with a working, playable game! That’s already my first success. I wasn’t sure if I was able to create something worth uploading. I knew I had some family appointments and being a dad and a husband is always a guarantee for unexpected daily issues

- Choosing GameMaker:Studio as my weapon of choice. I’m learning and using it for some months now so I was pretty confident what I could do with it and what not. For “Holy Moly” it was a very good choice.
- Trying out a 320×240 resolution in a 640×480 window. I always wanted to give that a try – learning the basics to create a low res game on a bigger resolution window and get it scaling. Again GM:S did the job perfectly fine here.
- Try to avoid feature creep. I was constantly tempted to add more game play elements but I resisted knowing that it wouldn’t help me to deliver something playable. I will work on my game in the future and add some ideas that popped up during the development time (fine tuning of the timers for rats and water, smarter rats, drills that can kill the mole, dynamite, rocks as obstacles that can smash you if you dig below them, more different food items).
- Choosing HTML5 for deployment. I think it’s very important for play testers to ease the access to the game. And a game playable in a browser without plugins to install or even a downloadable zip is the best way. Uploading to my webspace and integrating into my website was easy.
What went wrong?
- Graphics. I do suck at graphics or I simply don’t have enough experience in creating them. I want to improve my knowledge here. So I will try to do some exercises / tutorials for pixel art and vector art. I used the builtin graphics editor of GameMaker and TileStudio for the ground tiles. I didn’t have enough time to give PyxelEdit and AutoTileGen a try.
- One more graphics related issue: graphics style. I couldn’t decide what to use: pixel style or vector graphics. Because I wanted to experiment with the low resolution approach I went for the pixel style but as you can see in the game I’m not very good at it. Neither are my vector skills but anyway 😉
- Music: it’s missing. I still haven’t found a good tool for me to create simple loops that sound “okay”. I considered Magix Music Maker Jam on my tablet but that isn’t able to create chip tune music which would have fit the game style. And for trackers I do have zero experience using them. And there are so many trackers where I don’t get the user interface…any recommendations are highly appreciated here!
- Sound effects: I used bfxr and Audacity but I’m not totally happy with the sound. Again I miss some theory here to know how to modify the generated sounds to my liking. For example I had a perfect sound that I wanted to last longer or to sound a bit darker and so on.
Final words
It was tiring, exhausting, disappointing at some moments but overall it was fun, energizing, highly motivating and a personal big success for me. I will join other Ludum Dares because I did get so much positive experience from it in such a short time span – and it didn’t cost me a single dime 😉
I am aware now that I need to have a good knowledge of all tools that I plan to use during a 48h compo – it is simply a complete waste of time trying to learn a new tool in those 48 hours and expecting satisfying results on a first go…
And finally I’m totally impressed by some other entries: unbelievable what some of you guys and girls can achieve in 2 days! You are marvelous!