I guess I should post-mortem my game now that the ratings are out.
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=7956
Well, basically, my game wasn’t very good, but wasn’t particularly bad either. In fact, it got a 2.50 overall score, so I guess the word that comes to mind is ‘average’ or ‘mediocre’. I can deal with this.
What went well:
Haxepunk and my dodgy engine that’s slowly forming over the top of it:
There are some parts of my code that aren’t sensible and it needs a lot of tuning, but I can make things fast and slot in code from other games and it just works without lots of copying and pasting and awfulness. In general the programming went very smoothly – sure, there were a few instances of getting tripped up for an hour or so while some stupid bug caused by my own stupidity wouldn’t die, but generally speaking the code flowed freely.
The music:
I certainly didn’t expect to put this in the ‘things that went well’ section, and I feel kind-of bad that people liked the music because I spent about a minute in Otomata making it. It literally took no effort on my part and it was the very last thing I did before submitting and crashing.
What went poorly:
Time management:
I had flat-zero ideas for the theme and if I hadn’t woken up and found it a rainy miserable day I probably would have given up. I started a full 24 hours late. I also spent a few hours at local festivals that were going on in the neighbourhood, though I don’t think that had much effect. I started work at 10am and submitted around 4am the next morning (deadline being 10am my time) – I probably should have used the remaining time to polish but it was playable and I didn’t care anymore.
The ‘features’:
I tweeted around 3am: ‘Alright, there are no more bugs – only features!’.
Which is all well and good, but unfortunately no one else appreciated the ‘feature’ of the collision detection breaking 30 seconds in. It’s not as broken as most people thought, I think – you can still kill them with some effort and getting them to cross the hand a few times, but … yeah, it’s a bug that I decided not to fix because it was really late and I knew it would be really hard to fix. Plus it adds some challenge to the game so you can’t just sit in front of the hand … which is a stupid excuse. As my sister commented: ‘It’s really hard because at some point there’s so many guys breaking the rules that you can’t keep up’.
The movement bugs were well received though. There were actually no movement patterns besides ‘chase the player’, but when I changed a few values it appeared there were anyway. This is good, because that was part of the original plan that I didn’t get around to implementing.
The graphics:
I can’t believe I went with a shit-green-and-grey colour scheme. Anything would have been better, and it would have taken ten seconds with the paint bucket tool.
Anyway, enough navelgazing. It’s a miracle I released anything, so I’m not complaining in any case.