How Did Solitary Freedom Go?

Please check it out here: https://ldjam.com/events/ludum-dare/38/solitary-freedom

:smile:

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What Went Wrong

-The combination of timing and a sliding puzzle with limited moves was somewhat questionable. Some people think it's fresh and unique, while others think it is a bad combination.

-The theme. Yes, the theme. When I think about it, A Small World was probably my least favorite of the final 16(I think it's 16) themes. That normally happens though. This was the case with LD 35, LD 37, and of course, this LD. I actually liked the theme in LD 36. My game for that one turned out well and got lots of positive feedback. Unfortunately there weren't ratings for that LD.

-The music was somewhat questionable, because a few people didn't really like it(most did though).

-I didn't put enough levels in. I found out that usually people only play LD games for 3-5 minutes before rating, which resulted in my games usually not getting fully played. I tried to fix that by only making 3 levels. But based on feedback, that was a bit fewer levels than was ideal.

What Went Right

-The art went really well. I was trying out a new art style and people seemed to like it. I also got lucky and ran into a surface resizing function that also had a weird side effect that made the display look cool. Anyway, this has been a huge improvement on the quality of my art. :smile:

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-I liked the music and most people did too. It still needs improvement though.

-There were almost no bugs. The closest thing to a bug was the original font color in the intro. It was barely visible if you didn't have the right color settings on your monitor.

-The mechanics turned out to be smooth and bugless. It felt very responsive and impactful(due to some extra polish). The mechanics may have been a bad idea, but it turned out good for what they were.

-The level design was good. Each level used the exact same obstacles and mechanics, but they were all still very different. I might have designed the levels to be a bit too hard. xD