Candyland – story of sadness. Postmortem.
Well it sure was fun. I think that was one of my best weekend for the past two years. So how it was:
It was our first ludum dare and first time working together. And of course we collected all possible mistakes =_=.
Team
There were four of us. 1 Programmer, 1 Programmer/Artist, 1 Artist and 1 Gamedesigner. We knew each other before, but never worked together. LD27 was the perfect occasion to try.
Idea
Actually we had the whole different idea at first. It was really complicated, but we thought that it will be fun. We started doing it and after 6 hours first wave of despair covered us. It was not good. It was boring. So we went to the kitchen and ate a pie. After 2 hours of brainstorming we got the new one and that’s when Knight of Ashes was born.
New gameplay was known for years, but we tried our best to change it to something fresh.
Coding
Cocos2d html5 was chosen for coding and we still thinking that it is awesome.
Art
We wanted to make it looking oldschool so – pixelart. Here is some art from game
Dialogues
We planned to make full dialogue system, but time was against us (bastard). So it is pretty much visual novel style.
Balance and music
Here comes the most tragic part. Actually we had music and balance, but at 3 last hours the project made KABOOM and there were SUCH a huge panic that we didn’t deploy it. After we saw what was submitted … well we wasn’t really sad. It was 6 o’clock in the morning and the only thing we were dreaming of is to fall into a coma. But here is the music (the funny thing is that we included authors into “thanks to” part =) )
The same goes to balance
That’s the most of it. But we will come back next time and we will be 20% cooler than now. Candyland team – roll out.










