Red Rover Retrospective
So, now that things have calmed down (a little bit) I thought I’d take a moment to look back on how things went for me during this LD, how the game turned out, and what I learned.
Overview
First of all, I thought this was a really fun Ludum Dare. While some people were a little upset by the large amount of attention Notch got, I thought the fact that it raised the profile of LD was fun, and I think it got people aiming a little higher (in some cases) than they would have otherwise. Also, I really liked the theme. Even though it seems so open-ended and easy, the theme is what got me into this contest. I didn’t think I was going to do it, then going to sleep Friday night I had the idea for the game, woke up on Saturday and just made a decision to start working on it. I didn’t commit as many hours as last time, which actually ended up being good I think.
The Game: Red Rover
The game itself turned out a lot better than my first. Whereas the first game had really big (over-complicated?) ideas and conceits this one was very simple. A rover driving around a lonely planet, exploring and hoping to escape its fate. Right away I knew that I needed:
- An overhead rover sprite that could rotate 360 degrees.
- Tracks in the sand to show where the rover had been.
- A world that wrapped (kind of simulating a small planet).
- An obvious but boring mission (collecting rocks) with the secret mission of escaping boredom, the surface, the planet, etc.
- Contrasting sensor read outs with internal thoughts and feelings.
I won’t go into too much detail to avoid spoiling the game, but I do want to point out that it’s not just about collecting rocks.
Schedule
I spent most of Saturday working on getting the “feel” of the game right, including the graphics, tracks, terrain, etc. I’m pretty proud of the graphical look, even if it straddles a line between too retro (very lo-res graphics) and not retro enough (the graphics are up-sampled, and rotation/wheel tracks are done at higher-resolution). I took a break to go to an art show in the evening, and then to play cards with some friends.
Sunday I woke up and started on the plot stuff. While I definitely ran out of time on some of these things, I was able to hit all my major objectives, commit about 3 hours to writing music (I ended up not having time to write music last time) and do enough testing that things were stable and worked. It did get a bit stressful toward the deadline, and I wish I had taken a bit more time to write in-game instructions/narration. But I did get the game released on time, in a working state.
Observations
After I started play testing other people’s games I realized that maybe an introspective, open-ended exploration game with an obvious linear goal and a bunch of secret interesting goals may not be the best design for Ludum Dare. It doesn’t have a lot of the gameplay stuff people might expect (levels, bullets, power-ups, challenge, death and retry, level design, etc) and it also might seem like a really boring, simple game when in fact there is some added depth there. I tried to add to the game description page and README to clue people in to the fact that the game intentionally seemed simple, but might have more to it, but I’m not sure how well that has worked.
Another thing I learned is that I need to somehow get a copy of Windows running somewhere, even just in a VM. I failed to package my game for Windows which meant tons of people couldn’t play it. Someone named ‘jplur’ kindly created a package, although it turns out that some people had problems, and ‘Jiggawatt’ (a.k.a. ‘ointment’) ended up creating a working one using py2exe. Without these helpful souls I probably would have far fewer players/reviewers, so I’m definitely grateful to them. In that vein, if someone has a python game that they want packaged for Mac/Linux I’d be happy to try to help!
That said, I have gotten a lot of nice feedback, especially on the music and look-and-feel, both of which I felt like I lavished time on. While I will probably aim a little bit higher next time I do like the fact that I created a game that feels pretty polished and playable, even if it has retro conceits and is kind of atypical. I doubt I am a serious contender in the overall category, but I hope to do well in the audio one.
Final Thoughts
To those who felt like they ended up with a lot of bugs or a game that wasn’t very playable, I would encourage them to boil the game down to its simplest systems (e.g. the “feel” of jumping, catapault physics, etc) and spend a lot of time early on making sure it feels good. Last time I was fixing weird bugs and trying to smooth out feel right at the end, and I never really got there. This time I put more effort into those things up front and it showed. Even if your game only has one level, if that level is fun to play and feels right, people will enjoy it.
Thanks to everyone who participated in Ludum Dare, chatted with me on IRC, reviewed games, and especially those who offered packaging advice and helped package the game. I hope to release a 0.2 version with more involved plot/story/secrets, maybe some sounds, and better instructions.
Take care, and dare to Ludum Dare! 






























