{"author_link":"\/users\/technonugget","author_name":"TechnoNugget","author_uid":"technonugget","comments":[],"epoch":1493767321,"event":"LD38","format":"md","ldjam_node_id":29927,"likes":2,"metadata":{"p_key":"92607","p_author":"TechnoNugget","p_authorkey":"1003702","p_urlkey":"305525","p_title":"My Ludum Dare experience","p_cat":"LDJam ","p_event":"LD38","p_time":"1493767321","p_likes":"2","p_comments":"0","p_status":"WAYBACK","us_key":"1003702","us_name":"TechnoNugget","us_username":"technonugget","event_start":"1492732800","event_key":"69","event_name":"LD 38"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD38","removed_author":false},"_superparent":9405,"_trust":6,"author":3702,"body":"Thanks a bunch to everyone who has played my game and left me valuable feedback! I really enjoyed doing Ludum Dare 38 and I feel like over all, **I am pretty proud of the game I made.**\n\nSo this was the third LD I had a chance to partake in (well at least the 3rd where I managed to complete a game, I did participate in two others, LD36 and LD29, where I wasn't able to finish my game), and I have to say, this has been my favorite theme so far.\n\nI made a web game called **Hopper.**  \nIt's a pretty simple arcade style orbital shooter where you had to jump around, collect ammo and destroy your enemies. The more enemies that you destroyed, the more points you scored.\n![sweet shot.gif](\/\/\/raw\/67e\/z\/321e.gif)  \n**Feel free to check it out!**   \n[https:\/\/ldjam.com\/events\/ludum-dare\/38\/hopper-1](https:\/\/ldjam.com\/events\/ludum-dare\/38\/hopper-1)\n\nand from the feedback I've gotten from the lovely people in the comments section, here's how I'm going to make a post-LudumDare version:\n\nFirst of all, when I say post-LD, *I don't mean* I'm gonna try and add a million features to it and realease it as a full title, that would ruin the simplicity and arcadey-ness of it, and besides I have other projects to be working on. I just mean that I'll add a few features that I think the game needs and polish it off a bit more and I probably won't spend more than a week doing that.\n\n* better music. I mean, don't get me wrong, the music was fine. For about 13 seconds until it looped over again. turns out listening to a 13 second loop will get old, really fast. At least I had the foresight to add a `mute music` button  \n* re-assignable controls. From what I heard in the comments, the controls seemed a bit confusing. This is partly because due to the nature of the game it wasn't `left\/right`, but instead `clockwise\/cc`, but also not everyone was comfortable with the keybindings, and I think making the key bindings customizable would help them get over that first issue.  \n* power-up(s). I'm thinking about making a power-up spawn for every 1000pts you score. Maybe 500. I think that this will add a much desired sense of progression. I'm split between either making the powerup be an ultra-power shot or temporary invincibility.  \n* re-vamp score multipliers. Right now the score multiplier is just based off how long the projectile has been in the air for. I want to make it so that the more a projectile curves, the higher the score multiplier. Also maybe add in a few other factors, like double kill, etc.","comments":0,"created":"2017-05-02T22:59:43Z","files":[],"files-timestamp":0,"id":29927,"love":2,"love-timestamp":"2017-05-03T01:36:40Z","meta":[],"modified":"2017-05-03T01:36:40Z","name":"My Ludum Dare experience","node-timestamp":"2017-05-02T23:28:45Z","parent":20111,"parents":[1,5,9,9405,20111],"path":"\/events\/ludum-dare\/38\/hopper-1\/my-ludum-dare-experience","published":"2017-05-02T23:22:01Z","scope":"public","slug":"my-ludum-dare-experience","subsubtype":"","subtype":"","type":"post","version":77263},"node_metadata":{"n_key":"29927","n_urlkey":"305525","n_parent":"20111","n_path":"\/events\/ludum-dare\/38\/hopper-1\/my-ludum-dare-experience","n_slug":"my-ludum-dare-experience","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"3702","n_created":"1493765983","n_modified":"1493775400","n_version":"77263","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/38\/hopper-1\/my-ludum-dare-experience","text":"Thanks a bunch to everyone who has played my game and left me valuable feedback! I really enjoyed doing Ludum Dare 38 and I feel like over all, **I am pretty proud of the game I made.**\n\nSo this was the third LD I had a chance to partake in (well at least the 3rd where I managed to complete a game, I did participate in two others, LD36 and LD29, where I wasn't able to finish my game), and I have to say, this has been my favorite theme so far.\n\nI made a web game called **Hopper.**  \nIt's a pretty simple arcade style orbital shooter where you had to jump around, collect ammo and destroy your enemies. The more enemies that you destroyed, the more points you scored.\n![sweet shot.gif](\/\/\/raw\/67e\/z\/321e.gif)  \n**Feel free to check it out!**   \n[https:\/\/ldjam.com\/events\/ludum-dare\/38\/hopper-1](https:\/\/ldjam.com\/events\/ludum-dare\/38\/hopper-1)\n\nand from the feedback I've gotten from the lovely people in the comments section, here's how I'm going to make a post-LudumDare version:\n\nFirst of all, when I say post-LD, *I don't mean* I'm gonna try and add a million features to it and realease it as a full title, that would ruin the simplicity and arcadey-ness of it, and besides I have other projects to be working on. I just mean that I'll add a few features that I think the game needs and polish it off a bit more and I probably won't spend more than a week doing that.\n\n* better music. I mean, don't get me wrong, the music was fine. For about 13 seconds until it looped over again. turns out listening to a 13 second loop will get old, really fast. At least I had the foresight to add a `mute music` button  \n* re-assignable controls. From what I heard in the comments, the controls seemed a bit confusing. This is partly because due to the nature of the game it wasn't `left\/right`, but instead `clockwise\/cc`, but also not everyone was comfortable with the keybindings, and I think making the key bindings customizable would help them get over that first issue.  \n* power-up(s). I'm thinking about making a power-up spawn for every 1000pts you score. Maybe 500. I think that this will add a much desired sense of progression. I'm split between either making the powerup be an ultra-power shot or temporary invincibility.  \n* re-vamp score multipliers. Right now the score multiplier is just based off how long the projectile has been in the air for. I want to make it so that the more a projectile curves, the higher the score multiplier. Also maybe add in a few other factors, like double kill, etc.","title":"My Ludum Dare experience","wayback_source":[]}