I've held off on a post mortem because I was waiting for results, but now results are here! I already did a post celebrating my results, but I wanted to do one talking about the experience as a whole! I guess it's time!
Before I start, you can play my game here: https://ldjam.com/events/ludum-dare/38/timeless

*My Process*
I'm 15, and this is my 3rd Ludum Dare. The last time, I didn't do as well as I had hoped, but this time I started off with a feeling of incredible excitement. Still, I was also kind of irritated by the theme. It was a repeat, and was also kind of similar to "One Room", which limited gameplay in the same sense that this one did (this lead to lots of arcade-style games). Last time, with one room, I had the same annoyance, and actually didn't participate at all. I eventually came up with an idea, which I started a bit too quickly.
About 4 hours in, I decided that I didn't like the concept for my game. It seemed a bit ambitious, and not very far, so I was back to the drawing board (or in this case, the whiteboard). I tried to think how I could make a game that had a real ending, yet still had a small world. Suddenly I noticed that I could use time as an asset for multiple levels, while still having the same world. Suddenly, I started working on a new game, using a few of the assets from my earlier idea, which turned into what's now Timeless.
Soon enough, I had gotten the base of my code. There was a simple level design system using png files, and I could easily create a system of level progression. The time travel mechanic worked, and while I struggled with the extremely basic physics for a while, soon enough, all I had to worry about was the level design and mechanics.
I was able to send the developmental versions to friends on Skype which helped, and they seemed to like it. So I was pretty excited and kept working. In the end, I had 15 levels, which mostly felt well designed. I think I got all of the mechanics across pretty well, but some of the levels were a bit more annoying than fun or challenging.
The last day, I had a few levels to finish, as well as the music. I was going to attempt more orchestral music, with about 3 tracks, but in the end I had a 45 second chiptune track on loop... I didn't quite reach my goal. Still, I was proud of it, and put the finishing touches on my game. In the upload hour, I put up what I felt was a pretty well polished game.
*The Concept/Gameplay*
I think my game excelled due to it's simplicity. Instead of cramming the game with lots of different elements. I had a basic mechanic, and 3 extra mechanics (bouncing, lava, and cannons). Introducing the mechanics slowly meant that the level design could be improved to slowly teach this.

*The "Tutorial"*
My game didn't have a tutorial, and thank goodness. It meant that everything was taught through simple gameplay, which made it really fun. The only real tutorial was the controls written in the world in the first level.
*The Level Design*
I've had so many different opinions about my difficulty and level design. Some people have loved the difficulty level, as well as level design, while others thought it was unfair and difficult. Others said that the game benefited from the puzzle design in earlier levels, and the platforming didn't fit it well. I agree with the complaints more, but also believe that puzzle elements would have taken too much time to be feasible for the game, and the platforming elements were a good substitute. In the end, I think I did a good job with the level design.

*The Music*
I've also gotten diverse responses about the music. Some people loved it, while others found it repetitive and annoying. The hope was that the game was short enough to justify the short length, but I probably could have doubled it and still had time... maybe? Next time I'll shoot for a longer track, or even multiple tracks.
*The Collectibles*
My game had apples, which would cover the world in plants and animals. Logically, it didn't make sense, but I received lots of compliments on it. I really liked the concept, but I don't think it was very well executed. They were well utilized in the levels, but I think it added an extra layer of challenge that came across as frustrating. Also, I didn't show a counter at the end (that was a dumb decision). It did give a reliable measure of the game's progress though.
*The Final Product*
I think that my final product was well-polished, and I'm pretty proud of it. I might make a post-compo version, but for now, I'm extremely happy with my final results. Thank you to everyone who played and commented! I had so many people who said that my game was one of their favorites, and I treasured every compliment and every bit of criticism I got! Thanks for a great Ludum Dare, and I'm already excited for the next one!
