Alright, it’s about time I wrote a post mortem. It’s my second (successful) ludum dare, and although I had to skip the compo and go for the jam, I’m really happy with the results.
‘Artifacts Of Monstrosity’ is a top down zelda style action-rpg / shoot em up (I guess), with a big world to explore and a stupid boss to defeat after collecting 4 mostly useless items.

SOME THINGS THAT WENT RIGHT
Code Reuse:
I had already been messing around porting my LD28 game from C++ to Javascript, so I just borrowed code from that as needed. It was pretty tightly coupled to the other game, and I ended up needing to rewrite a lot of stuff, but it still saved me a ton of time.
Graphics And Animation:
I’m kind of surprised with how well the animation came out for the main character. I guess all those pixel art tutorials I read sunk in somehow. As nice as everything looks though, I’m thinking of adopting a simpler style for future dares, to have more time to spend on gameplay.


Level Design:
I used Tiled for my level editing, which has its annoyances but overall was infinitely nicer than what I did for my last LD game, which was png images with colors keyed to tiles and objects.
With the extra time from choosing to go for the jam, I went nuts making whole bunch of interesting areas to explore, helping create a sense of adventure.
Simple Gameplay:
My original ideas were over-ambitious: I wanted inventory menus, equippable gear, shops, minibosses, etc. and I had to cut it all. The end game is really simple, but still fun, I think.
Ludum dare helps you realize games don’t need a lot of ‘stuff’ as long as the fundamentals are right
THINGS THAT WENT NOT SO RIGHT
Motivation:
I was way more motivated for my first LD, which was good because I did all the engine code from scratch on that one. This time I used an existing codebase, but I ended up losing most of the time gained due to a lazier pace and procrastination. On the other hand rushing the whole time sucks, so maybe it’s better to be prepared and avoid the need to work frantically.
Tedious Code Writing:
Even drawing from an existing codebase, I still ended up needing to write collision handlers and resources management scripts, etc. I need to put this stuff together into a complete, flexible engine.
Too Much Unfinished Stuff:
I didn’t prioritize well enough, so a lot of things were missed — no sound for one, but I also left a lot of signs and npc’s around that don’t do anything when clicked on and that bugs the crap out of me.
THINGS THAT IM NOT SURE ABOUT
Tiled:
Tiled is a pretty fantastic editor in a lot of ways, and lets you build maps fast, but it also has some annoying aspects. I had kind of a weird workflow and ended up writing a bunch of ruby scripts to process Tiled’s output.
Javascript:
Javascript is really awesome despite it’s quirks, and I love that the programs I write can run anywhere. But I have a bit of a love/hate relationship with dynamic typing. Every time I spend 20 minutes debugging some stupid typo that would have been caught at compile time in a static language I die a little inside.
POST JAM EDITION?
I’m planning on making a post jam edition when I get time.
Some things I’m planning (besides fixing stuff): music (I got some from open game art picked out), sound effects, new areas, bigger dungeons, enemy variations, a better final boss, more signs and monsters to talk to, and maybe even shops of some kind. I’ll make a post when I finish it.
In the meantime, Click here to Play ‘Artifacts Of Monstrosity’. It runs in the browser!
it provide much material for thought this theme…read it after play this game…
very enlightening
thank you for your wonderful game!