
The boss symbolises my internet. The player symbolises... a player.
I’ll have to admit, my first ludum dare was very far from easy. I took hardly any breaks and the rush at the end to fit in the (amazingly detailed) title and end cards and final boss was a bit overwhelming and I finished with one minute to spare. But I’m happy with what I made, and I’m surprised I actually made it this fast, because the last game I made took me 2 months and wasn’t as exciting as I had hoped.
So anyways, I came up with the idea after reading a book called “The Other Hand” in english. The book deals with immigration and discrimination, but since I can’t make a serious game I un-serious-ified it and put it into a character. That character being “El Presidente”. The spaceship idea just came to me, as did the plot twist. Not that the plot twist is serious either.
My decision to make the game have dialog came from the fact that I’ve never gave any of my games dialog before, it has always been tooltips or just UI elements. I don’t know if I did a good job with the dialog. I tried to inject some ironic humor but some people might take it seriously, which just makes it look like a cheesy, broken storyline.
What went right:
- I was familiar with all of the tools that I used. StencylWorks, Fireworks, PXtone; maybe it would have been better if I used another tool ending in “works”.

- The idea I had was clear, that way the game flowed better (than it would have been).
- Feedback and playtesting from friends over an IM service.
- SFXR is amazing. AMAZING. My game sounds great, from my perspective.
- That short music track made the game. It was really boring without it.
- Motivation! I wanted to do my first ludum dare right.
What went wrong:
Oh god, my internet.
Throughout the two days of the competition my router kept breaking for periods of time. This wasn’t directly affecting me, but it made my livestream (that nobody was watching :c ) cut off every hour or so and disconnected me from conversations from my playtesters friends. When it came time to upload my game, the router went down and wouldn’t come back up. I desperately set up 3G tethering, but that (somehow) broke too. The internet came back on 30 minutes after deadline, at which point I was relieved to find out that the submission time had been extended. Thanks, downtime. 
My humor. I’m really not sure about my dialog.
Towards the end of day one and at the start of day two I started unintentionally doing other things, I don’t know why. At 12 hours remaining I snapped out of it, though. Thankfully.
Sleep. Just an hour longer… (I did make it for 9 am every day though)
I’ll be in bed the whole way through christmas at this rate.
The fun:
I would say “the whole thing”, but there’s no point in making a list if that’s all you have to say.
Designing the ships was a lot of fun, I really enjoyed myself making them. Same goes for the music; pxtone is a brilliant music editor.
The most fun was had though, programming the game with StencylWorks. It was really fast and I didn’t have to do any extra engine stuff that would have brought friction upon my idea.
The not fun:
Designing Levels, ugh.
Next time I design a spaceship game (or if I continue designing this one), I’m going to make programming movements a lot more me-friendly.
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So, to conclude, I really enjoyed participating in this ludum dare, and will definitely be doing it next time too!
Here’s a link to my game: Splaser Strife – by RHY3756547
(the lens flare on the logo is for sheer crappiness factor, i don’t actually think that looks good!)

It looks a lot better in motion, I swear.