{"assets":[],"author_link":"author\/destroysound\/","author_name":"dstrysnd","cat":"LD #12 - The Tower - 2008","categories":["LD #12 - The Tower - 2008"],"comments":[],"epoch":1218644820,"event":"LD12","likes":0,"metadata":{"p_key":"76247","p_author":"dstrysnd","p_authorkey":"0","p_urlkey":"284010","p_title":"Demonic Tower Postmortem","p_cat":"LD #12 - The Tower - 2008","p_event":"LD12","p_time":"1218644820","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1218153600","event_key":"89","event_name":"LD12"},"source_url":"2008\/08\/13\/demonic-tower-postmortem\/","text":"<p>Time for some thoughts. Check them out below the cut.<\/p>\n<p><span id=\"more-3464\"><\/span><\/p>\n<p><strong>Making The Game<\/strong><\/p>\n<p>When I first saw the theme The Tower, I thought of the Tarot instantly, but I\u2019m crazy like that. It\u2019s not just Tower, it\u2019s The Tower. An archetypal image of doom if I\u2019ve ever heard of one. So, the game design was pretty straightforward to me. I took my love of games like Magic: The Gathering and turn-based strategy and combined them into one overbearing strategic puddle. When the theme discussed was evolution, I was considering an evolving space-shooter, something like a combination of Gradius and Warning Forever. I kind of wish I had kept thinking along those lines.<\/p>\n<p>The programming was really simple, but time consuming; there are 38 unique card effects. Some of them are still bugged (Knight of Cups), however, I got most of them debugged in time.<\/p>\n<p><strong>Lessons Learned<\/strong><\/p>\n<p>In general, I think I bit off just a little more than I could chew. I love this game idea, and I am going to continue with it. But I had to make major sacrifices to get it done in 48h. The idea is simply too big for a compo like this. The interface sucks. A lot of status effects aren\u2019t displayed at all, or are displayed with different names when they wear off. Combat is not at all balanced (defending is unbalanced, which makes the entire suit of shields sort-of suck).<\/p>\n<p>Most of this was a concious trade-off. Once I was locked into doing a game with the Tarot, I had to implement ALL the cards. A lot of time was taken just coming up with unique effects for each card. After that and the implementation, I had to make a lot of sacrifices in usability, display and general game mechanics.<\/p>\n<p>Some of the things are fairly easily fixed. The player phases (Move and Attack)\u00a0could be combined into one phase; when you move into an enemy, that could trigger an attack. Since you have the option to end your turn at anytime, it would be essentially the same thing as we have now. The reason the enemy phase is split up into two parts is so that you can play cards like \u201cThe Moon\u201d, which reduces all damage to 0, after an enemy moves next to you.<\/p>\n<p>But I think in general the reliance on phases is a bad holdover from physical card games. This should be transparent to the player. I think in the future the enemies will move and attack\u00a0one at a time, but there will be an \u201cend turn\u201d option which will yield to all events until your next turn.<\/p>\n<p>The ultimate example is that there\u2019s an enemy in the game which is never fightable! You see it in the first and last levels. I simply did not have enough time to balance the game to the point that I would have wanted to put it in. The original idea was to make TWENTY levels, so that by the time you were fighting this thing, you had raised your stats to the point where it was beatable.<\/p>\n<p><strong>The Future<\/strong><\/p>\n<p>I\u2019m happy with the game and how it turned\u00a0out.\u00a0I think it\u2019s still a good idea. Despite the trade-offs\u00a0I\u00a0had to make,\u00a0it\u2019s fun and when you beat the harder levels, even if it\u2019s just by luck, you feel good.\u00a0But I think if I could do this LD again, I would\u00a0make something else. I\u2019m definitely going to continue with this game; I\u2019ve been working on moving things to OpenGL so that I can do some cool animations with card flipping and playing, and so on. I just wish I had started with something that didn\u2019t lock me into a tedious task of coding 77 cards.<\/p>\n<p>I hope you had fun playing it and you will leave me ideas for future versions of the game.<\/p>","time":"August 13th, 2008 4:27 pm","title":"Demonic Tower Postmortem"}