Our first, but definitely not our last, Ludum Dare
Ludum Dare 35 just wrapped up and what a whirlwind weekend it was! For this game jam, the creators of Shear Madness, Sebastian Karolkiewicz (@Murder_Punch) and Dan Lance (@DanLanceGames) got together once more to bring you Mission: Decomposition.

This is the third game jam game by Dan and Sebastian, and their fourth collaborative project of 2016. In this process we have learned a ton about fast-paced game production and the process of making a (somewhat) completed product in just one weekend. The making of Mission: Decomposition was both smooth and stressful, but was ultimately a ton of fun.
When I say “somewhat” complete, I mean that. It’s a game. You can play it. You can win, you can lose, you can have fun (hopefully). Thing is, it’s missing a lot of pieces. Things that are critical to gamers, like communicative UI, a rules screen, number of lives, goals, things you want to see. All missing. It’s a compromise that we made in the time crunch. My advice to developers who want to get into a game jam is to pick one or two priorities – beautiful artwork, responsive controller input, complex mechanics, lots of levels, one or two smoothly functional systems. Just make a short list of priorities and make your entire design process about them. I would assert that “Mission: Decomposition” holds art and complexity as its priorities, and compromises on UI, clear rules, and perfect controls and collisions.
All of these things can and will be addressed in the future, but from a learning perspective, it felt good to try and tackle something much more ambitious in this weekend than the last game jam. “Shear Madness” is about a simple system and an automatic variety of visuals, and we wanted to do something much different. Keep an eye out for some of these updates as we continue to build them into “Mission: Decomposition”.
Ultimately, we’ll both take the knowledge we’ve gained from all of our game jam projects and find our priorities when we approach more larger, long-term projects in the future.
Lastly, a big shoutout to the Ludum Dare community. The community is extremely talented and has been immensely supportive. It’s really inspiring to see developers coming together like this to produce so many excellent games.
Thank you for playing and for motivating a couple of indie devs with your ratings and comments! We’d love to connect: follow Dan (@DanLanceGames) and Seb (@Murder_Punch) on Twitter!













