Over the Finish Line…
Phew! I made it!
There were moments when I didn’t think I would make it, but I did, thanks to my Guiding Light.
Tags: minimalism
Phew! I made it!
There were moments when I didn’t think I would make it, but I did, thanks to my Guiding Light.
Tags: minimalism
A mixed day…
+ Pleased with the concept so far.
+ We have dialogue.
+ Player animations done.
– Time wasted with Unity’s animation system.
– No gameplay yet!
– No music/audio.
– Originally wanted to do three levels. Think I might only be able to manage one.
Love seeing what everyone else is creating, and how differently the theme is being interpreted.
Keep going everyone!
We did it, ma!
It wasn’t always smooth sailing, but I got there in the end.
BTW, Unity users, I don’t know if this still needs to be done, but if people are asked to download the Unity plugin on web builds even though they already have it installed, changing https:// to http://on the link does the trick. (Is this still the case?)
As everyone knows, the most grueling and most onerous part of Ludum Dare is… the postmortem. (Well, it can feel that way sometimes.)
If you haven’t played my game yet, you can do so here. With that out the way, let’s get down to the nitty gritty.
The Good
The Bad
* That’s molasses, not mole asses, people. I know we’ve all been playing a lot of subterranean games lately, but it’s no excuse.
** This may not have actually happened.
Overall
All in all, it may look like there’s more bad than good, but I’m pretty happy with this entry, and I had a lot of fun making it. I even did a post-compo version, fixing the most glaring problems with the game, just in case there was anyone who wanted to see how the game ends without enduring the tediousness of the compo version. The post-compo has the following changes:
You can also find that here.
Thanks everyone!