Our Little Island - Post Mortem
The new site design doesn't seem to work well with lot's of text, so I'm gonna keep things brief!
What went well :smile:
1. Using a familiar engine :wrench:
I used Stencyl.com, which I used for most my 2D LDjam games so far. The scripting/coding is really easy & it allows to export the game to different platforms.
2. Combining photos with 2D drawings :camera:
I experimented with this concept before.
It's a style not done so much recently and can be great to add something magical to a daily scene.
3. Taking my time with the concept :watch:
I spent almost all of the first day on the concept.
Here is one of my original concept artworks:
In this phase, I was able to use creative techniques I learned recently, such as the Clustering-method.
4. Taking breaks :shower:
This was probably the LDjam I spent the fewest hours on, next to my 4.8 hours entry one time.
I was surprised I still got a lot done, despite losing a lot of time to conception, resting and traveling.
All the resting helped me to have more energy and focus to tackle things.
What went wrong :neutral_face:
1. Working while sick :sneezing_face:
I had a pretty bad cold while I was working. This took away a lot of time and energy.
2. Traveling to team members :steam_locomotive:
I lost ~5 hours traveling to team members recording music & sound. Maybe next time jamming in the same room is quicker.
3. Using random numbers in game design :interrobang:
Seeds and branches spawn at a random time with random chance. This makes the game really hard to balance & player experience seems to differ a lot.
Summary
All in all I really enjoyed this Ludum Dare! The two monsters I created during the weekend grew very close to my heart and I can imagine doing something with them again. If you haven't yet, you can click this link to play the game: https://ldjam.com/events/ludum-dare/38/our-little-island