Some rambling about my creative process
My games usually put much emphasis on the mood and story.
This time my intention was to give more focus to the game-mechanics.
I prepared a platformer-engine with a unique grabbing-mechanic as my base-code for the COMPO. I hoped that I could somehow tie the mechanics to the theme, but I kinda struggled with that as usual.
Gotta say, I wasn't very happy with the theme when it was announced!
This was the first thing I scribbled in my notebook when I saw the theme. You could say it's quite an accurate depiction of my feelings at the time.
- "From all the alternatives, we had to go with this!"
I was sobering up at a local pub, and reality was just about to sink in. (It was 2AM in my time-zone)
Quite an ideal time and place to reflect on the state of being Stuck in a loop!
After a night of not very much sleep, my first day started quite slowly.
Even though the chosen theme was one of the least inspiring ones for me, I had already been throwing a lot of ideas in the air during night. There was one particularly good one I came up with, but I didn't (ludum) dare to go for it. It would have been an awesome concept, but I didn't see myself succeeding in something like that in such a short time.
Obviously I wasn't feeling very energetic. Starting out with the gameplay-side didn't motivate me at all, so I decided to begin with a intro-segment featuring this otherworldly spinning typewriter!
My LD-entries usually feature a FMV/stop-motion intro. This time I even considered skipping the "tradition", but it came out very naturally.
I had absolutely no idea how it would even relate to the overall game (besides being an obvious thematic motif). It felt more like a separate lump of creative anxiety I had to get out somehow.

I was in a figurative and literal writer's block, and apparently I ended up making a game about that experience.
And in a weird way things started to click.
I decided to use the sketch I drew earlier in the pub, and so "the guy with the blank stare" became the player-character.
The sketch was scanned and then colored in GIMP. I really like the end-result.
Gameplay-wise my entry is a very regular platformer, where the catch is a unique mechanic that lets you move and stack boxes.
During development and even after finishing I wasn't entirely sure how well the intro and the actual game would fit in as a whole.
To my surprise the end-result was seamless enough.

I was very happy to hear that there were people who enjoyed the experience on a emotional level, and this particular comment by @bereg was quite heartwarming. I don't think I was even fully conscious myself of all the juxtapositions in the game-play and overall symbolism there actually is.
Hearing that your work makes someone reflect upon their own existence is the ultimate praise for a person who considers themselves an artist.
I think given different circumstances (= those being some other theme being picked and me not drinking the night before!) I might have created a more polished game that would've utilized the core-mechanics further and in more clever ways.
In other words: A better game in a technical sense.
But since the starting point was a struggle for me, I somehow managed to tap into a strange creative space where I could express something that seems to resonate with people on a deeper level.
And in that respect, I don't think this Ludum Dare could have gone better for me!
Once again, thanks for the jam everyone!



























