Greatest/Worse 48 hours?

Can we get a sound off on how everyone enjoyed their LDs? Personally, I had a blast and learned more about programming in the past 48 then the past 2 weeks. If you learned something, or something held you back, state it here!

Comments

Diet Chugg
26. Apr 2010 · 01:30 UTC
I learned life is really good about finding things to get in the way of game making. I barely got mine done in time and mine only has 2 levels. :) I had fun competing though.
sfernald
26. Apr 2010 · 01:35 UTC
I learned how to program in inform 7, a natural language for developing interactive fiction. I’ve wanted to learn how to do it for years, since I’ve always want to create a work of interactive fiction. I had spent a few weeks studying it over the past two years or so, but never felt that I understood it enough to do anything.
26. Apr 2010 · 01:40 UTC
Probably the most useful 48 hours ive ever had creative-wise
Praetor57
26. Apr 2010 · 01:41 UTC
This was the most productive 48 hours I’ve had in a loooong time, I can’t even think of anything else I want to add to my game. When you have a deadline like that and an excuse to not make all your code pretty and reusable, you can really get a lot done in a short while (though if you have to debug something in that code you’re sorta screwed…).
madk
26. Apr 2010 · 01:53 UTC
Same here. I am extremely pleased with the amount of game I squeezed into this time.
26. Apr 2010 · 02:02 UTC
I renewed my ability to figure out traps and donots, just to step into every single of them 😀

I seem to be alergic against the most important rule “keep it simple”. Actually in the end it is really stress to finish something that isn’t even half-baked. Nevertheless and to make it clear, I loved that event like the others. It is so much worth for coming further and next time “I will finish a full game!” (haha,sound familiar ;D ) Grats to everyone who participated (if finished or not),…but now I need sleep!
26. Apr 2010 · 03:27 UTC
I was very frustrated by my lack of inspiration. No game idea for a long time. I felt really depressed at some point and almost gave up. But I continued anyway. And I managed to finish something. Yay, totally worth it.
Jpfed
26. Apr 2010 · 04:06 UTC
I started on a really high note- I knew the general idea I wanted to pursue from the outset, and enjoyed brainstorming out all of the various parts the game would have. Unfortunately, what I wanted to do was not really doable in 48 hours. So instead I submitted the tiniest fraction of what I had hoped to do. It was still fun, and I might try to finish the game during the summer.
26. Apr 2010 · 08:04 UTC
I set out to put a new development environment to the test with a basic, well-rounded game. So I played it kind of safe and straightforward, and everything went quite smoothly. The game is actually quite a bit of fun :) I think I’m getting a lot better at game-making….I set up a list of task-time/breaks/sleep estimates at the outset, and for the most part they were dead on.
KavuDX
26. Apr 2010 · 08:33 UTC
I learned that 24 hours may be enough for making a game, but surely 48 hours is not enough if you don’t have any ideas for the script and gameplay…

Also, the 48 hour deadline was crucial to force me to stop stalling and learn how to use the GameMaker…
26. Apr 2010 · 11:43 UTC
Um, I learned not to base my game on a completely untried physical simulation if I want to finish. Actually, I don’t mind not finishing because I still had a great time, a really good *think*, and made some new friends.
smn
26. Apr 2010 · 12:53 UTC
Productivity-wise, this has been my greatest 48 hours in, like, ever. Getting up at 3:30am to hang out with the folks on IRC, waiting for the theme to be unleashed upon us was quite epic, too, as well as staying up till 4 am this morning to see how many entries would make it to the deadline. Also I made a game which I like and it appears some other folks (atleast 4 I know of) like it as well. That’s always a plus!
26. Apr 2010 · 15:21 UTC
I had a blast. I had a lot of trouble at first narrowing down my ideas and coming up with one that wasn’t too ambitious, and still I managed to pick something a little too big for the compo.