I’m out! :(
After a month of coding straight for work related projects, I should have known that I would have spurted and died when trying to do something in such a tight deadline. At about 11 o’clock last night, I dedcided against continuing my escape game and just wrapping up the few things I was working on. Normally, I would be sad of this, since I didn’t complete my established goal, but I think I got a lot done that I was proud of myself for doing and something that I can definitely take with me to another idea.
What went wrong:
- I went too big. The idea I had was an espionage, metal gear-esque game called “Sidekick Escape!” which would have featured you smuggling a sidekick that had its own mood meter. Not hard on its own, but the sidekick (A fairy, ala Navi. Some of you may see where this is going.) If it’s in the green, it would be complacent. If it was in the red, you are in danger of being detected by “Hey! Listens!” or potentially use her to make some sort of temper tantrum explosion of some sort. Items like Candy could make her mood meter go into the positive, with duct tape making her shut up but seriously decreasing her mood once it wears off. The levels would be single screen and would require some AI work that I hadn’t done in a long while (And I’m lazy when it comes to making enemy AI. :P) and I didn’t realize how large of a scope I was making this on myself until I was knee deep into it. If I remember anything for the next LD, it’s that thinking simpler is okay.
- I slept too much, due to said exhaustion: Like I said, I’ve been working quite a bit in the last month and this was the first real weekend that I could call “free time”. I was already running ragged and I let the alarm clock go far too many times, losing valuable time in it. I’m terrible about doing this on a day to day basis anyway, so maybe I’ll have my sleep schedule in check for the next one.
- I’m a bit of a perfectionist and I let this get the better of me. When I saw how much further I had to go to get to my intended goal, I started slacking off more and more. It’s behavior I am working to improve myself on in the future. Not everything has to be perfect, especially for a game being made in a 48 hour time period, no matter how much I wish it to be.
What went right:
- Despite the theme being something I did not expect (I was really hoping on “Dreams” or “Self-Replication”, I think. I had good ideas for those!) I think the creative waterfall was let loose for me as I thought of random fun things for the game and the initial concept. It was something that I missed and I’m glad to get the flow going again.
- I had fun working on it. I did! I had all these stupid details planned out for the game (I was going to name the main character “Sid” and the fairy sidekick “Ekic”, to go along with all the other bad puns.) that I can carry around to make this a full fledged game at some other time.
- I know have several classes set up for switches and bullets in AS3 that I did not have previously. And they best part is, they’re easily portable to whatever project I decide to work on next. Rockin’!
- The funny part is, choosing to relax than to stress out on the rest of the project was something that I think did indeed go right for me. It’s no good for me to try to push it when I’m already stressed out from work things. Let the mind rest. I played some Red Dead Redemption and tinkered with a bit more, but that was it. All in all, it still made for a good weekend and not a disappointing one. I do know this, however: When the next one comes, I will be better prepared. And it will make the best thing ever. I promise!
Anyway, if you want to see it (I’m not going to officially submit it. While technically you do escape, it’s not much else.) you can go to http://crowbar.ripsystem.com/projects/ld21/ and play it.
Arrows control movement and A shoots bullets. Bullets will turn on wall switches and both enemies and players can affect hitting the switch to open the stairs to the next level (Something that would have been a key puzzle detail in the future.) All in all, I probably spent six hours on it, including sprites and stuff that did not quite make it because I was being lazy.
There you have it. Congrats to everyone who completed their game. If you’re like me and didn’t get that far, don’t be discouraged! Hopefully you learned more than a few things about the game making process that’ll make it easier for you the next time, just like me. See you next Dare!

However, at the last minute I pulled a mechanic together. My game, Lost Psyche, never ends, but I succeeded in making a very cool music generator. It sounds a bit repetitive structure wise due to the same percussion over and over, but I’m very pleased with how my progression and rhythm seeds work to produce the right notes. This is a project I think I will expand upon in future, possibly as an AU/VST plugin to automatically write musical phrases. Certainly beats writing myself myself 😉


















