Looks like it’s Post-Mortem Dare season again! Prepare for the world’s longest post here, it’s up to 5 pages in Microsoft Word…
What went wrong:
I came into this jam unenthusiastic on a spur-of-the-moment “fuck it, may as well, I hate this semester and this might spark joy, I guess” type of vibe. I didn’t have nearly enough hype or creativity flowing through me since I missed all the theme slaughter stuff – that would have been great to do between classes, I’ve got a LOT of on-campus wait time this semester.
Then, we got the only theme I gave a downvote in the final round of theme voting… literally everything else was neutral or upvote, lol. That sucked for brainstorming, I really hate one-word themes. Much like everyone else with humorous minds, I started trying to think of horse-related games until I saw it was the popular interpretation from the funnyman side of the jammers; then I tried to really think outside of the box.
Once I did come up with an idea, I spent way too long thinking about it and how I wanted to approach it, what I wanted it to look like. Because of my low proficiency in art, I was afraid to start sketching ideas, and I was afraid of designing the game “wrong”, ruining its potential. On the other hand, waiting until real late on the first day did give me a great “fuck it” sketch of our friend Gun Nose. But ultimately? I think I failed him. I don’t think I took the game in a compelling enough direction. It’s okay, it’s adequate, something you might put a little bit of time into at a waiting room as a throw-away time-waster you never come back to. But even then, although my ratings analysis says otherwise, I just don’t think my game was that fun and I don’t really understand why anyone said it was. Yet, I can’t argue that empirically, it was enjoyed more than my previous games… Very baffling.
Despite trying to veer away from previous gameplay designs I’ve done, wherein being accessible & mobile friendly = 2-button resource management/clicker, I think I’ve only really created a more complicated sort of clicker. A little bit more fun that trying to keep a meter full, so there’s more agency and a goal for the player, but still ultimately the same type of games I always design. Is it a fault of me as a designer, being unwilling to try classics like platformers and puzzles, or a fault of me as a person who cares about accessibility but struggles with the limitations of trying to make it available on all platforms + limited button controls? I’ve seen a proper accessibility features list passed around this year, and actually having a list of things I could do next time is intimidating to say the least, they all sound pretty hard to do simultaneously…
Also, I REALLY let myself down on the music. I just didn’t have the time or mental capacity to make a song that had the feeling I wanted; I wanted a song that was a bop but absolutely made you feel like you were about to sneeze but keep not sneezing. What I made was something… not entirely ear murder, but not great, either. It’s so bad it made me wish “Audio” was two separate categories; one for SFX and one for OST.
A lot of people didn’t seem to get that the title was a pun on “gun” + “gesundheit”, which is fair, because I think the fact America uses that as a loan word when people sneeze might not be common knowledge, and for those who it is common knowledge, I sure as hell didn’t know how to spell “gesundheit” before this jam, so the pun might have just read as the correct spelling of the word. Or, it just wasn’t that funny of a pun to them, which is fine.
What went right:
I managed to come up with a great idea and day one and steadily work through it on time, while multitasking spending time with my parents and helping the love of my life with coding his game AND even doing some last minute stuff at Uni on the final few hours before the deadline! That goal bar on top of the screen??? Did it at school on my phone so I could convert the game real quickly into a high score game! (Note to self, I need to add both LMMS & Ibis Paint to my “tools” credits…)
The sound effects I made with my mouth noises and Audacity editing were GREAT.
I love the police car tween animation I programmed in Godot, as well as the overall aesthetics of the game.
I assumed everyone would think my generic critters were bunnies, but they were surprisingly generic after all! I didn’t expect to have succeeded on that front, it was a great time seeing what names everyone gave them. Cats, (teddy) bears, pedestrians, “the babies”, “squeakies”…
It was also fun seeing what lore various streamers would ask about; a lot of people thought that running past the critters is what raised the sneeze meter, which is funnily enough one of the mechanics I had originally considered.
Contrasting to the last paragraph of “what went wrong”, a lot of people really did enjoy the pun and complimented it, although it was my partner’s pun to begin with. I probably would have just called the game “Gun Nose”, because really, how do you come up with the perfect title for a game like this within 72 hours???
What I learned:
It’s important to be motivated and enthusiastic for game jams, and also important to get enough sleep, and not be afraid to draw out sketches and little visual comic prototypes before development. Gun Nose could really have benefitted from having more thought put into his game, and I’m disappointed I wasn’t able to give him the game he deserves.
I learned about a lot of built in things in Godot, and that it really is a lot better for me than Unity – I know for a fact that in Unity I’d have to code the “look at” function myself and probably the pixel-perfect rotation interpolation too… Godot does a lot of good for being able to rotate a single sprite in a mostly pleasing manner, even if official rotation sprites would most likely look better, but that involves calculating angles to I know when to change the sprite and that’s awful so absolutely not something I wanna do in a 48 to 72 hour jam.
Ultimately, sometimes it’s the friends you make along the way – my dev logs made the team of the incredible Lovecrafting laugh while they made their game! And I really enjoyed just interacting with the feed people when I made that “going to the store, want anything” post mid-Jam.
Other:
Did you know the craters on the moon are actually the LIGHT spots, not the DARK spots?
Ratings Analysis
Rankings wise, I didn’t do quite so hot as my previous two entries for LD46 and LD43 – although I had the same humor rating at LD46, so there’s that. However, that just goes to show that the rankings are a fun, competitive comparison of yourself to other people in a localized point of time – what really matters are your actual star rating averages, so that you can compare public opinion of your games against your other games in the past or future.
As such, I will provide a comparison to my past entries for me to learn and grow from, per category, as well as my average ratings across my three Ludum Dare entries. Prepare for some copy-pasting to fuel my ~~laziness~~ efficiency:
Overall
This yeah, I got an average of 3.316 for overall, which is a roughly 3% improvement over LD46, and a roughly 13.5% improvement since LD43! Between the three games, my average is 3.1527.
I’ve always found it funny that “Overall” is a separate category of ratings rather than an average of all the other ratings, which feels like it would more accurately reflect certain entries compared to ones that are ranked at like #7000 Overall, #2 Fun or whatever crazy imbalances you’ve got.
Fun
This yeah, I got an average of 3.342 for overall, which is a roughly 17% improvement over LD46, and a roughly 22% improvement since LD43! Between the three games, my average is 2.981.
I’m a big fan of these numbers – I feel like that means my games are, in fact, getting better; although I personally think my LD46 entry was more fun. Maybe it’s because I didn’t hate the music, but I think it’s more to do that LD46 was a rapid-paced clicker that encouraged trying for high scores more, whereas Gunsundheit! is a more meandering game of being patient and having decent timing. It gives you, perhaps, too much time to stop and shoot the roses. (Note to self: Write that down, write that down! That’s a great sequel title!)
Innovation
This yeah, I got an average of 3.684 for overall, which is a roughly 36% improvement over LD46, and a roughly 19.5% improvement since LD43! Between the three games, my average is 3.1557.
Alongside Fun, I think Innovation is the category that shows my improvements as a game developer the most; and it also accurate reflects that my gameplay here was more innovative than my LD46 (which was a very simple clicker game since I was new to Godot) but only slightly more innovative than my first time LD entry.
Theme
This yeah, I got an average of 3.75 for overall, which is a roughly -10% decrease over LD46, and a roughly 16% improvement since LD43! Between the three games, my average is 3.721.
I feel like I don’t really agree here – I think I fit the theme quite well! However, I think my poor abilities as a game designer skewed the gameplay itself towards being too balanced (not something you usually hear), so I can understand how it’s worse than literally keeping your sourdough starter alive for Keep It Alive.
Graphics
This yeah, I got an average of 3.197 for overall, which is a roughly -14% decrease over LD46, and a roughly -12% decrease since LD43! Between the three games, my average is 3.5047.
It’s a bit of a big oof to see that the overall opinion on my art this time went down compared to both previous, however I get it! Art is not my strong suit, and I strayed from my usual clean pixels into something a bit more Humongous Entertainment-y; some weird minimalist almost-pixels.
Audio
This yeah, I got an average of 3.149 for overall, which is a roughly -1.6% decrease over LD46, and a roughly 8.5% improvement since LD43! Between the three games, my average is 3.084.
I absolutely understand my audio being worse than last time I participated, because the background music for this game SUCKED. But better than Pawspel Choir? Now that’s just sad, Pawspel Choir was pretty good for someone who’s still very new to music…
Humor
This yeah, I got an average of 4.026 for overall, which is a roughly 9% improvement over LD46, and a roughly 18.5% improvement since LD43! Between the three games, my average is 3.7077.
Excluding LD46, where my highest rating was Theme for some reason, Humor is on average my top category across all three games. I don’t really think I have anything to specifically improve on for humor – I think the problem is that my low abilities in art, game design, music, and writing make it more difficult for me to express my sense of humor to an audience in a way that actually tickles one’s fancy. Gun Nose had a lot of potentially to be a hilarious game if I’d taken it in a different direction, but as is I think it’s more of a 5-minute chuckle.
Mood
This yeah, I got an average of 3.276 for overall, which is a roughly 8.5% improvement over LD46, and a roughly 13.8% improvement since LD43! Between the three games, my average is 3.0583.
Mood’s a tricky category to both analyze and rate – it’s sort of the “everything else” category. A game might not be moody in the brooding edgy Batman sense, yet still rate highly due to good atmosphere. Or the atmosphere might be poor, but the storyline is heavy and well-told enough to get a high rating. So, I guess I’m improving, but by what metrics? Game world coherency? Overall aesthetics? Just general good vibes? Not too helpful of a category to learn from, but it is fun to look at.
The True Overall Rating
Not content with the existing “Overall” category, here’s my game’s actual average score across all the categories (including that pesky Overall): 3.4675
And across all my LD entries, it seems my average star rating as a developer is 3.295625. Harsh, but I feel that it’s accurate – there’s something the “winning” games have, that professional games have, that I just haven’t found out how to do in my games yet. Right now, I’m a 25 year old man?bird?human?person?bagel? who makes games that seem to be designed by a (very talented) 5-year-old, for (not as talented) 5-year-olds. Yet at the same time, even classic Humongous Entertainment and Jumpstart games are more compelling than my works on here. Sure, Gun Nose is a funny concept, but it’s no Freddi Fish or Putt-Putt or Pajama Sam, and those aren’t even the target audiences I’m going for! So, I’m still looking for that elusive “fun” factor in my games… Game design is hard, and none of my “intro to game design” classes have actually taught me anything about how to design a good game. Not impressed with my “AI, Computing & Robotics” comp-sci concentration at Uni, that’s for sure… Can’t wait to graduate next semester so I can actually focus on improving my game design skills by studying with the real experts: YouTube content creators!
Looking Forward – What’s Next for Me?
Based on my ratings analysis section, my ratings from worst to best for this game were {Audio, Graphics, Mood, Overall, Fun, Innovation, Theme, Humor}; and my worst-to-best ratings for all my LD games combined are {Fun, Mood, Audio, Overall, Innovation, Graphics, Humor, Theme}. These two listings, I feel, accurately portray how I feel about my games: I’m very funny, but all of my other skills are too weak to let my game ideas shine. Since “Audio” is my worst category this time and my top 3 worst categories across all three entries, I think learning how to write music is something I really need to focus on, possibly including lyrical songs as (spoilers) Flat Earth’s OST REALLY got to me… (/spoilers) After that, my plan is to deal with my artistic abilities followed by general game design, since general game design covers the “Mood, Overall, Innovation” ones and graphics and audio are important in being able to express and implement my game designs effectively. What good is a song to tell you that you beat the level if the song sounds like your grandma just died? Your character jumps for joy but it looks like he just stepped on a landmine? So, Audio -> Graphics -> Game Design is my To Do list this winter/upcoming summer post-graduation.
Overall, it was great remembering that making games actually is fun – University has a way of making me hate every single hobby I had before I enrolled. Never, ever take classes about thinks you enjoy. Stick to Business and Science classes. Fiction writing? Art? Game design? Get outta here. Graphic design? Maybe. It’s kind of pseudo-sciencey-businessy enough to be beneficial.
Good luck in LD50, everyone! Not sure I’ll be there while I work on my last semester, but I’ll be rooting for all of you!