So this was my fourth Ludum Dare, and I’m very happy with the result. During this Ludum Dare I made the game Carrot Chaos. This was probably one of the most successful Ludum Dares on my part.

So let’s talk about what went wrong and what went right during this Ludum Dare. Let’s begin with:
What went wrong?
Time
I think the biggest constraint for anyone during Ludum Dare is the time. During Carrot Chaos I was especially stressed. I had a lot of features planned which I didn’t have time to implement. I wanted the world to be a lot more beautiful and I wanted more variants of snowmen, but I just ran out of time. I focused a lot on the graphics for this game, and I do not regret this, but it meant I didn’t have as much time to implement more gameplay features. I also prioritized audio before more features which I think did the game good. Some features I planned were:
- Different kinds of snowmen. For example: A bigger, slower, but stronger snowman. And some kind of boss snowman.
- More powerups. Hot chocolate for temperature regeneration, something for increased damage and more.
- A more beautiful world, with frozen lake, abandoned houses and more.
Procrastination
In the beginning I procrastinated a lot. I played games as well, and talked to friends. It did give me refreshing breaks, and gave me some time to think about the game and features, but I might’ve taken a bit to many breaks…
I can’t really think about anything else that went wrong, so:
What went right?
Planning
Yes, planning. I spent a lot of time planning the game and idea before even starting development, which meant that I knew what to do the entire time. I never stopped to think what I would have to do next. The development process benefited from this A LOT, and it went really quick. This meant that the game turned out very much like the original idea, which also means I’m very happy with the result. Although it’s lacking some of the planned features, it got the core of the original idea, and nothing else. This is my advice to any game developer: Plan your game, I didn’t do this before, and I regret it. Planning before you do leads to much easier and faster development, and the it gets even more enjoyable.
Graphics
I spent hours on graphics for this one, and I must say, I’m quite satisfied with the way the game looks. I’m no pixel artist, it’s nothing compared to some other entries, but I’m proud of what I’ve done. I also spent a lot of time designing the GUI, which I think did the game good. It’s not the best UI, but I made sure that it would fit in with the theme of Entire Game on One Screen.
Instructions
The game I made for Ludum Dare 30, I.A.N, had no in-game instructions. I just had text instructions on the post. This meant that a lot of people didn’t understand how to play. For this game, I knew that it required clear in-game instructions early on. I’m very happy with how the instructions work, where the instructions come up as an overlay over the game scene, and doesn’t allow you to continue without pressing the up key. I personally think they’re very clear, without spoiling to much. It’s hard to miss the instructions, and I’ve already got some feedback from people saying they like the instructions.
So that’s the conclusion for Carrot Chaos. Now that you’ve read everything, why don’t you go play it here?
It would also be really nice if you would check out my website.