Thought I'd do a quick postmortem of my game The Hall of the Sorcerer King, a choose-your-own-adventure where you have to choose what spells to cast to avoid running out of mana.
If you haven't tried it, give it a shot!
What went well
Interactive fiction with a gameplay mechanic
I knew I wanted to use Twine for LD39 - I had limited time and didn't want to worry about graphics, and I wanted to be able to focus on story. But unlike my first LD game, The Frog Prince and the Iron Heart, I wanted something a little game-ier than just an interactive story.
I'm really happy with what I came up with: offering multiple spells to cast on each obstacle, and tracking mana and health so that you have to think about what to do when.

A challenging puzzle
I wanted the game to be tough - after all, if you played through without ever running out of mana, it wouldn't be a good fit for the theme "Running out of power", would it? So I spent quite a bit of time tweaking the game so you have to be pretty clever to make it to the end.
If you've played it, I'd love to what you thought of the difficulty - I heard from a couple people that it took them multiple tries to come up with the solution, which is exactly what I was going for.
Encouraging exploration
Since the idea was for people to have to experiment with various choices to beat the game, I didn't want them to have to play through everything over whenever they wanted to try something new. Initially I was thinking people could just rely on Twine's built-in Undo button, but the more I thought about the nature of the puzzle, the more I imagined wanting to jump back to a specific point in order to change your choice.
So I built the breadcrumb sidebar that tracks all the rooms and what spell you cast in them, and lets you jump back to that point if you want to try something different. I think this turned out really well and I've gotten good feedback on it.

What didn't go so well
That one feature that takes way too long to implement
I have this issue every Ludum Dare. For Formicary, it was the digging mechanic. For Schoolhouse Note, is was the idle animations. For The Hall of the Sorcerer King, it was the breadcrumb sidebar - that one feature that I really want, but that I end up spending five times as long on as I should have.
I'm really happy with how the sidebar turned out. But I wish I had been smarter about accounting for the time it would take, or been able to stop and think if there was a better way. Oh well, there's always next Ludum Dare to accomplish my goal of not having to stay up late, right?
A focus on gameplay over characters
I wanted this game to have a fun gameplay mechanic, but one of my goals when I decided to make a Twine game was to write about interesting characters. My favorite games are always focused on characters and relationships, and it's something I'd love to be able to do myself.
When planning The Hall of the Sorcerer King, I initially thought I'd give the villain more of a backstory and possibly connect him to the main character. I thought I'd go back through the game and hide more hints about what happened that players could discover as they explored. But by the time I was writing the ending of the game, I was out of steam. As much as I want to create compelling stories and characters, I find coding easier and more fun than writing, so I usually end up prioritizing it.
In general, because of the rushed nature of LD - the need to add gameplay people will like and polish that will attract people to your game - it seems hard to pause all that and focus on story and character. I'll keep working on it, though!
Thanks for reading!
If you have any thoughts on some of these topics, leave a comment or send me a note on twitter! If you haven't played The Hall of the Sorcerer King, I hope you try it and let me know what you think. :purple_heart: