If anyone missed my game recommendations/Danger Category reminder, check it out here. I've got everything from games that'll make you cry, to games I've played for about 6 hours, to games that'll leave your brain puzzled.
Hey look, another developer is making a postmortem. Except this one will be different, because everyone else's development was actually interesting! Are you ready to either skip this wall of text or read about an idiot making games at 2 AM?
The Beginning
The Compo was set to start early in the night for me. I wasn't positive what I would be making since I didn't know the theme, so I got to work finishing up my music app, Peace Of Cake Music Maker!, in case I would need it. Making the recording, playback, and download features took a lot longer than I thought it would, so I actually finished working on Peace Of Cake Music Maker! about 40 minutes into the Compo. Thankfully the 40 minutes of finishing and exporting gave me an opportunity to think of what I would do. In the end, I settled with intentionally overscoping even though this was my first time doing the Compo (and my first time making a narrative-based game and using my own apps).
The idea for Aftermath was one I've had for a few weeks; the protagonist wakes up after an attack on their hometown, explores flashbacks triggered by collectibles and items, and eventually unlocks an ending condition. This was completely outside of my comfort zone, and I knew I was overscoping, but I decided to just wing it.
Later That Night.... Also Known As Day 1(?)
Could this even be Day 1? I only had a few hours before it was officially the weekend and Day 2 began. Yep, that's right, despite being a Compo participant this postmortem-devlog ends up being a 3-Day recap.
After finishing the export for Peace Of Cake Music Maker! and confirming it did work (somewhat), I got to work. The usual happened: I spent 20 minutes sitting there on the Create New Project popup in Construct 3 being unable to think of a game name, and checking the Ludum Dare page to see who else was in the same predicament. After I finally did something (I either named it New Project or named it Aftermath, pretty sure the former) I got to work using Peace Of Cake Art Maker! to redraw my logo as per Compo rules, and Peace Of Cake Music Maker! to rerecord my little opening theme, also as per Compo rules.
Since I knew it would take quite a while for me to redraw my logo since I am pretty darn terrible at drawing with a mouse, I looked for a game that could run in the background while I was drawing. I happened upon Yandere Emulator by @730, @big-pear-studios, @kooh, and @ulyseto, and let that run in the background while drawing since Peace Of Cake Art Maker! doesn't work well when it's not windowed. (Great game by the way, makes me regret not having participated in LD46.)

(It was after taking this screenshot that I decided to let an atmospheric game with the absolute best soundtrack it could possibly have run behind Peace Of Cake Art Maker!, so you don't actually see Yandere Emulator here.)
It was probably around 12 AM when I finished up, so I guess that means-
Day 2
-this'll happen.
Day 2 was when I started doing stuff: I began working on the opening cutscene (probably spent around an hour just spawning stars everywhere and making sure the shooting stars would align right). This was also when I made the font.

Really sorry about the font in-game, it's hard to read since my dumb 2 AM brain didn't fix the character spacing and make sure it was easy to read. 🙇♂️ Guess I blamed slight reading confusion on the fact I'm a total idiot at 2 AM. In hindsight I really shouldn't try making anything important like that early in the morning or late at night.
After I finished that up, I completely crashed and slept for 6 hours or so. (Ah, cats are the perfect thing for making sure you don't sleep in during a game jam. Crying for attention and walking on you in the morning is sure to make sure you'll get an early start on jamming.)
When I woke up, after refueling my dumb brain to the point of being slightly less dumb via some breakfast, I got to work making semi-transparent circles, stacking them, and making their scale move in a sine wave. I call that 2D lighting. 🤔 Using Peace Of Cake Art Maker! I drew the two large Sprites that look like the eyelids on the edge of the player's vision, did some Tweening animation for them, and I had it done for the most part.
Saturday had been a busy day for me, so I didn't get around to finally making the dialogue engine until that night. I did it in probably the most stupid way I could: strings changing the text every X seconds, not waiting for player input. Even worse is the fact that my dumb tired brain decided to make a timer on the first interaction of the game, basically guaranteeing that anyone who can't read fast, has trouble reading because my font spacing is really terrible, etc is going to get an ending before they can even read the choices you have.
And then we jump to-
Day 3
-development day 3.
This is it. The day I decided to make the mistake of bothering to make gameplay, and even use 3D Object, Construct 3's newest big feature that is still considered new and relatively untested. After spending ~30 minutes animating some burning houses that I deem the worst-drawn graphics in the game since you can't see the little details I added to them unless you reeeeeeaaaaally zoom in, I got to work making yet another Ludum Dare platformer. Seriously, I've only participated twice and it's been nothing but platformers with controller support. At least I actually like this game before its post-LD version. (Different story for last Ludum Dare's game, I'm making so many much-needed changes that I even renamed it.)
Day 3 went by in a blur since I was gamedev-ing all day. I made some audio that isn't too bad, I spent at least an hour drawing the first human with facial features I have ever actually liked the final result of, and I made a fun little feature that makes it so there's a trail of blood wherever you walk. Got to say, I'm proud of all of those things since they were all experimental and new to me. (Especially since the trail of blood used the untested 3D Object plugin in Construct 3, it was less than 2 weeks since release at the time of the gamedev period of LD48)
After eliminating some bugs with mere seconds to go, I made my sloppy game page and submitted to the Compo. Success! 🎉
After submitting I checked my notifications, and after playing Beaver Submarine by @cagibi, the rating period had officially begun for me!
And then 24 hours later when all of the Jam participants I follow submitted their games, I literally broke the notification system. 😆 There are developers I follow that submitted games that the notification feed literally didn't give me notifications for. 😂
Final Result
What went well:
- People actually enjoyed my game when playing it
- I actually like my game
- I managed to only have one big bug in the game
- The Post-Jam Version shouldn't take me more than several hours, once I have the time to do everything
- I like my game so much that I don't care about the ratings
- I made up all of the text on the fly, and people liked the story, so I guess making up text on the spot isn't so weird
What could have been better:
- The text spacing!! Almost everyone says that I did a less-than-ideal job with the spacing (and the font itself) and I 100% agree.
- I didn't get to make images for the flashbacks, good text for the flashbacks, good ending screens, a detailed background, a counter to see how many endings you got and how many you're missing, and a hints page
- Kind of unrelated, but compared to last jam I'm behind on rating.... last jam I rated 109 games and I'm only at 66 (😱) games rated so far. I'll just blame that on the fact that I'm trying to spend more time playing the games so I can actually provide some decent feedback.
The fact that two Ludum Dares in a row my protagonists don't have names is kind of sad....
Well, that's all I've got regarding the game. If you liked Aftermath stay tuned for a post-jam version!
Oh, and a quick announcement, my pretty "eh" game I only spent 3 hours on last Ludum Dare, Outside The Loop, is currently have a ground-up redesign for release as an official PC game. If you like games like the NES Super Mario Bros games and GameBoy/NES Kirby games, and you like exploiting the system to gain unlimited flight, you might like it.
Happy jamming, everyone! Make sure to rate some Danger games!