{"author_name":"GAFBlizzard","cat":"LD #34","comments":[{"author_name":"","time":"January 4, 2016 6:18 am","epoch":1451906280,"text":"I think the phenomenon you&#8217;re describing is mostly due to people trying to force two-button controls into games that should have just been about growing. People who stuck to the two-button controls theme made some great games, likewise people who made growing games with appropriate control schemes. I think in the future there should be a theme tie-break mechanism, because it&#8217;s clear that a lot of people are concerned that picking one or the other theme is a handicap (and they might be right, I dunno).","spam":"N"},{"author_name":"","time":"January 4, 2016 7:47 am","epoch":1451911620,"text":"I disagree GAFBlizzard. As randomhuman pointed out, and I agree, the problem is not with the mechanics, it&#8217;s about people trying to put the mechanics into a game that needs other mechanics. I think Ludum Dare limitations are exactly for that: pushing the creativity through some limit. Although this is my first LD, I participated in other game jams, and I think that the limiting factor is important. If you have a two-button theme, you need to pick things that will work with two buttons. It&#8217;s actually a good way find out new ways of doing a game. I rated about 100 games and many of them were awesome. Maybe lack some graphics or audio, but gameplay-wise they were creative. (I played simoroshka game and it was a very creative way to use the two button theme). So, I disagree that limiting mechanics will affect the game negatively, unless you want to do a game that won&#8217;t work with these mechanics. For me, it was a great experience and I learned a lot. Of course, this is only my opinion.","spam":"N"}],"epoch":1451903940,"likes":1,"metadata":{"p_key":"9277","p_author":"GAFBlizzard","p_authorkey":"12278","p_urlkey":"44492","p_title":"LD34 Theme Retrospective","p_cat":"LD #34","p_event":"LD34","p_time":"1451903940","p_likes":"1","p_comments":"4","p_status":"UPD5","us_key":"12278","us_name":"GAFBlizzard","us_username":"gafblizzard","event_start":"1449792000","event_key":"31","event_name":"LD34"},"text":"<p>This is my 7th Ludum Dare, and I know it&#8217;s basically tradition for all of us to complain about themes once they are chosen.  However, out of the previous 6 times I&#8217;ve participated, I don&#8217;t remember the theme seriously HARMING games.  Even the entire game on one screen theme probably produced some neat games.  Maybe they were small in scope or a little annoying because of the one screen, but normal controls could be used etc.<\/p>\n <p>However, out of 30-something games I played and rated this time (and that&#8217;s low by my normal standards), plus my own game, I feel some games were actively HARMED by the two-button theme.  I know it&#8217;s theoretically optional, but many developers including myself apparently decided that we wanted to use it &#8212; or that perhaps we would be judged harshly for ignoring it and using the other theme.<\/p>\n <p>Whatever the reason, many people including me ended up using two controls, and in some cases made neat, clever games THAT WERE REALLY ANNOYING TO PLAY.  I thought maybe Morse code would be a clever idea, but the timing was too difficult for the vast majority of players.  Even if the two-button mechanic was creative (maybe one does one thing, and one does the other thing, and both does a third thing), it might range from glitchy to frustrating to nearly ruining the player experience.<\/p>\n <p>I may be a minority on this, and I&#8217;m sure some games WERE good even with two buttons.  But next time you&#8217;re voting on a theme, I respectfully ask this:  Please consider voting for a theme that relates to content rather than mechanical restriction.  I really feel that the player experience will be better because of it.<\/p>","time":"January 4th, 2016 5:39 am","title":"LD34 Theme Retrospective"}