Before I begin my story of awesome gamedev-iness, I would like to say:
I FINISHED ON TIME!
Because that is truly an important part of the story, and a fact of awesomeness in itself. I did a lot this LD. I made three levels, (which is really impressive considering my last entry: http://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=25337), and implemented three different weapons! It was kind of crazy getting it all done though….
The day: April 19, 2015. Yesterday I wasted over an hour trying to create and generate music that I didn’t even use. This morning I had to go to church, so I couldn’t work on my game for another hour. I still have to finish Level Two and START Level Three, (including making its weaponry). At around 20 minutes till the competition’s over, I make a build and decide to start testing. I edit, and tweak a few things, but so far everything’s going great and I’m happy. Then at around 5: 53 pm, I realize I haven’t play-tested Level 3 in the build. The game is too hard for me to be able to get to Level 3 in the current time frame, so I just make a second build with only that scene in it. Anyway, I’m playing the game, and everything seems fine, it’s running at a good speed. But then, right off the bat, I die. No big deal, I think, I’ll just respawn! The problem is: I don’t. There is a null reference error, something that never showed up before!
“I must of respawned thousands of times in this level, in the editor. Maybe the build’s just missing assets from other scenes”, prays the little voice in my head. I try playing in the editor and the same error happens. I look at the code. I have no idea what’s wrong. Everything should be there! I look at the clock, it’s 5:57. I have 3 minutes to solve the error, and absolutely no idea where to start. I try commenting out the line that errors, and the game just breaks down on a later one. It’s now 5: 59. I’m freaking out! In a mad rush, I delete that whole section of code and run the game. I let my character die. I watch the screen, hoping and praying that this works, that I haven’t completely failed! And then, in an instant (because my computer’s very fast), the character respawns correctly. I look at the clock: 6:00 exactly, the jam is over and so am I.
My hear still th-thumping though. I’m sure it can’t work, how can it? I keep playtesting, each time finding nothing wrong with the respawn. I open my chrome tab and notice I need an update, so I let it restart. I walk away from my computer, and look out the window: It’s over, I think. And then all of a sudden, I hear the start of the Rocky theme tune
playing in my ears. It takes me a few seconds to realize that when chrome reloaded, it refreshed all my tabs, one of which included this great song. I smile. This is a true movie moment, (you know if they made movies about game developers making games in strict time frames).
So anyway, that’s my awesome story. Now time for the post-mortem!

The Bad
1. The Jump Bug
I don’t know if any of you that have played my game have come across this, but it doesn’t make its existence any less fake. The Jump Bug, first you’re own the ground, or just jumping regularly, and then all of a sudden your flying. The sky’s not even your limit. I have no idea why this happens, and may or may not have fixed it post-compo, but since I don’t know and no one has asked about this mysterious dilemma, I’m just going to leave the build be.
2. The Fact That It Can Trap You
Ha ha, this is kind of funny. Ok, so you know that new chrome update that disables NPAPI plugins by default? I got mine way late, like after the compo, (remember it was in the story?) Right after my battle against the raging countdown was down, I updated my browser. THIS WAS THE NPAPI PLUGIN UPDATE! I GOT SO CONFUSED BECAUSE IT CAME SO LATE! I went to play my web build and it wouldn’t load. I was so confused, and no other Unity Web-player games would work either. So I made a standalone build, but having not planned to make a standalone, I didn’t implement any exit full-screen functionality. So yeah, you can get stuck… And die….
3. The Controls
The camera is zoomed in waaaaaaaaaaay to much. So much so that sometimes you don’t even now where to go. I tried to minimize this with arrows, but what I really should of done was make the camera view bigger. I didn’t want to do this because I’d have to extend my map downward, and thus it stayed a mere idea floating around in my head, that got ignored, and wasn’t implement at all. So sad ☹
4. I Wasted Time + Music Failed
This was aforementioned, but I wasted about over an hour trying to make some cool jams for this game. I usually use the music generator Abundant Music, but it just wasn’t giving anything I could go with. I tried making my own tunes, but, (as it turns out), I am no Mozart. Not even a Schubert. Actually, I kind of suck 
5. The Voice
Some people like “The Voice”, some people don’t, which makes me sad because it is my voice… I can see how it can get annoying though.
If I had to do it again, I would probably only have “The Voice” say one fail message per level instead of two. This way the people who like “The Voice” get some, and the people who don’t get less.
The Good
1. I Learned More About Unity 5
To be honest, this was kind of my initiative for getting up to date with Unity’s new updates. They changed the animator a bit, (what with the new entry/exit states), and added some cool new button stuff, and made JavaScript look like C#.

I mean look at this! I don’t want to have to type more characters!
The changes weren’t that big, so I would still be able to get around okay without re-learning, it’s just nice to have a solid foundation. And this competition was my motivation to get one!
2. I Learned The Great Art of The Pixel
My art kind of sucked last year. I was proud of it though because I am a horrible artist. However, I didn’t really score that well in the graphics category. This year I set out to change that! I learned the basics of pixel art by an unhelpful video, experimentation, practice and I fell in

(but not really)
with it! I think my graphics are officially better than last year’s:

(the old graphics are mad at this joyous statement)
3. I Constructed the Most Complicated Animator I’ve Ever Done

Ok, I know this must be pretty basic for some of you, but I have never made anything this big before! For me, it’s a total win! 
4. I Created More than I’ve Ever Created Before
I already mentioned this like a thousand times, but yeah. This Ludum Dare was pretty good for content creation, even though I almost died…
To Summarize:
Well, I think this LD was a success. My goal is to place below 1000 in every category. If I do that, than yay! If not, I’ll be a little dissapointed, but at least I attempted, and succeeded my 3rd Ludum Dare, and learned new things in the preparation, and midst of it, that super-charged my game-dev powers. This was the time I achieved the stars when before I had only ever reached the clouds.
P.S (Please note, in the case above the stars are relative to me. My stars aren’t your stars. To put it in scientific terms, we have different skies.)