Over the last few years, quite a few of my friends have participated in Ludum Dares, and I had always loved the idea of taking on that challenge myself. So when I found out that Ludum Dare 38 was going to start off, and that one of my friends, Vanilly (Who's did the fantastic art for Tipping Point, which you can find here http://ludumdare.com/compo/2015/04/22/tipping-point/ ), showed interest in it; We quickly set about acquiring the help of @WMMSounds for music, Subtank for art assistance, and Martyfun for help and assistance. I was enthusiastic (In fact ecstatic) to give this a try, not only because it would be my first Ludum Dare, but it would be my first game period! After 72 hours we were exhausted and mentally drained, but it was built, saved to dropbox and itch.io, and posted to the Ludum Dare site.
I present to you, Samhain: Fly Away Home (Link Below)

*You can play Samhain here: https://ldjam.com/events/ludum-dare/38/samhain-fly-away-home-1 *
Now that the dust has partially settled, I've been able to unpack some of my thoughts about working on the game, as well as some times that I would have liked to give myself, and I'll certainly hope that I'll remember next time. Hopefully some of you that are budding game developers like me will heed their caution or at least share in the camaraderie of making these mistakes together.
The first thing that I would have loved to tell myself in advance, was to keep scope in mind at all times. After discussing with the team, and scrapping our first idea (A 3d small planet resource management game). We had decided on taking the theme, and expanding it into the idea of the world of a bug inside of a small back yard.

Now that doesn't sound too crazy, right? Well it becomes a lot crazier, when you realize that I had initially suggested and envisioned a three level platformer, with 1-2 bosses and a charge move for the beetle girl, Anna, that would be able to break through terrain and damage enemies.
That's... A lot, right?
It was a tall order, one that as I worked into the night I soon realized that it would be too tall of an order, and wouldn't be possible to implement all of that. Now luckily for us, the ideas that we had kicked around could be scaled down if need be, and thus three levels became one, and 1-2 bosses became none as we began to focus on a fun atmospheric platformer. I was lucky to have the ability to do such, but had I envisioned a game who's core mechanics required more work, it very likely would have crashed and burned. From this I learned: Game design scale is kinda like picking a recipe. Pick one that's going to work with the time you have, don't go making that slow cooker beef stew when it's already 5pm.
The Other lesson I would really want to stress to myself while working on this, would definitely have to be Prioritize. Now, for the most part, I knew right away that there were certain things that would need to be done to have the game work. The character has to move, there has to be enemies, there needs to be a beginning and end to the game, terrain has to have hitboxes, all the general things. What surprised me in execution though, was just how many steps would be required to accomplish those goals. Movement had seemed easy enough at first, but when the world geometry was implemented, and the collision mesh put in, I quickly found out that Little Anna couldn't walk up hills! This was also the first time that I had attempted to write a player character state machine, and the process of reasoning through the concept took me longer than I had thought it would at first.
In addition to this, some things slipped right by me. I had almost forgotten to do things like creating a title screen and ending screen, transitioning the game from one screen to another. This was after I had already created a game state machine which didn't like the idea of leaving the scene that it was in.
Had I prioritized better, more time could have been spent on those elements instead of things like creating random movement for snowflakes, or trying to make Anna slowly sink down when she died in the ice water. All of these were nice little touches and polishes that were an extension of something that already had to get done, but they ate up their own chunks of time too. All of these small missteps on my part lead up to a feverish workload right in the last few hours of the game jam as I struggled to push the game into a final, playable state.

I'm looking at you, snowflake.
Now, some of those elements of polish gave me a lot of insight, and I learned a lot from them. In that respect I'm glad that I did them. However, I'm pretty sure sleep deprived me, 2 hours before the deadline resents everything that I'm saying even now. Prioritize: You can expand upon that idea once everything else is at least started.
Overall though, is Samhain a perfect game? Not by any stretch, but even as I look at it, with it's janky flying controls, and lackluster ant AI, I can't help but look upon it with a certain fondness, not unlike an apprentice carpenter looks upon their first wobbly chair with poor back support and smiles. Now that I have a Ludum Dare under my belt, I'm looking forward to LD 39, and getting to try something new. Though hopefully this time, with a better understanding of what you can do in 72 hours, and with a much stronger idea of what needs to get done first.
This is my game, there are many like it, but this one is mine.