{"author_name":"deadpixelsociety","cat":"LD #34","comments":[{"author_name":"TeamDromedare","time":"December 16, 2015 8:33 am","epoch":1450272780,"text":"That&#8217;s some seriously delicious smooth graphics.","spam":"N"}],"epoch":1450246020,"likes":3,"metadata":{"p_key":"9661","p_author":"deadpixelsociety","p_authorkey":"3308","p_urlkey":"44883","p_title":"Mini-Postmortem","p_cat":"LD #34","p_event":"LD34","p_time":"1450246020","p_likes":"3","p_comments":"1","p_status":"UPD5","us_key":"3308","us_name":"deadpixelsociety","us_username":"deadpixelsociety","event_start":"1449792000","event_key":"31","event_name":"LD34"},"text":"<p>&nbsp;<\/p>\n <p>I was half-way through writing\u00a0a monster post here, but decided to retry with a nice tidy\u00a0summation of my thoughts while creating <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-34\/?action=preview&amp;uid=3308\">Roto<\/a> this compo:<\/p>\n <ul>\n <li>First time finishing a compo entry. So, so, so much harder than a jam (for me), but oh my so much more rewarding.<\/li>\n <li>Being a solo dev who can touch on art, music, sound, level design, and game mechanics while tying it all together with a cohesive theme in 48 hours makes you a god in my eyes. You&#8217;re amazing.<\/li>\n <li>Music is really, really hard. I thought I could &#8216;wing&#8217; it, and I really could not. <a href=\"http:\/\/www.beepbox.co\/\">BeepBox<\/a> helped, but I have neither the talent nor the training to do anything useful in that arena.<\/li>\n <li>Practice a little bit of everything if you want to solo these.<\/li>\n <li>Scope remains one of the most important things.\u00a0I found what helped me was to set in stone two separate lists: must-haves and nice-to-haves. If you don&#8217;t finish must-haves you don&#8217;t have a game to submit. Once that list is done then start pulling out your favorites from the nice-to-haves.<\/li>\n <li>Polish belongs on the must-haves list.<\/li>\n <li>You don&#8217;t have to be an amazing visual artist to make your game have some visual appeal. Simple tricks like drop shadows and squash and stretch animation do wonders. I like how\u00a0the aesthetic of my game turned out, and I load zero external graphical\u00a0assets (other than a font file. So I guess that&#8217;s actually 1).<\/li>\n <li>Progression in your level design is important. Ramp the player up, introduce new concepts in an appetizing way and THEN hit them over the head with it.<\/li>\n <li>It helps immensely to watch someone play who\u00a0hasn&#8217;t spent the past two days playing\u00a0the same levels over and over.<\/li>\n <\/ul>\n <p>A huge congrats to everyone that finished, and a hearty round of applause for everyone who even tried. This is hard, but so worth it! See you again in April.<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/12\/ld12.gif\"><img class=\"aligncenter size-full wp-image-526270\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/12\/ld12.gif\" alt=\"Roto\" width=\"750\" height=\"500\" \/><\/a><\/p>","time":"December 16th, 2015 1:07 am","title":"Mini-Postmortem"}