Hi guys! Long time no post. It’s been pretty hectic for me, unfortunately, so it’s taken me almost a week to fix a few small but crippling bugs in the game:
- Elevator shafts are now less lethal to enter
- Elevator damage is now higher if you end up being crushed
- The ability to restart from last checkpoint has been added (press R)
- Removed the stuck-behind-a-staircase-forever checkpoint, if you get stuck there hit R
If you haven’t already played it, play it by clicking here!
The entry has been updated with a link to the new bug-fixed version with the original one left there for comparison. Now, the post-mortem! It’s a little short because I’m new at this and not so sure what I’m doing.

Those scuttlers served no purpose other than to look threatening.
What Went Well
Considering this was my first Ludum Dare, I’d say it was a pretty big success. In 48 hours I actually got a game from a bare basic moving-a-box-around-other-boxes to something that was actually more of a game! I was even able to factor in a few miles walk at the start to get my brain going. The coding went pretty well and I got in every single feature I wanted except for a boss fight I was on the fence about adding to begin with. The programmer art I ended up keeping in as the final art due to a far more positive reception than I was expecting (and also to save time as covered later).
I think I kept my scope realistic for the deadline, and am overall happy with the result, except…
What Went Badly
I of course ran out of time. I wasn’t so good at time management and perhaps spent a little too long on breaks than I would have liked. I massively underestimated the amount of time it’d take to create and add content like graphics, sounds and music to the game, but the number one thing that tripped me up was the level editor I used, DAME. You may notice that I never mentioned DAME in my initial “I’m In!” post. This was because I literally just remembered I had it as I started the competition, and so I spent a good deal of my 48 hours looking up various features in it and learning my way around it. Well, lesson learned for next time: familiarise myself with every piece of tech I have even the slightest chance of possibly using.
I also left most of my content planning to the last minute. Bad idea. This is why one of the rooms ended up trapping the player behind a moving staircase – I had to rush the play-testing so I could submit before time ran out.
I also regret not being able to give my timelapse better background music. I apologise once again for the choice of background music.

Behold the most hastily rendered sunset I've ever drawn.
What I’d Do Differently Next Time
Next time I’d definitely familiarise myself with the tech and probably plan a little more rigorously than I did this time (where I spent about 30 minutes planning before giving up and going back to coding). I’d also consider elements of the game that would make it easier to recover from error (either the player’s or mine) by including features like a restart button, and perhaps focus less on a game demanding a level and more of an endless arcade sort of game.
Future Plans
I aim to eventually (not immediately, due to various real life things whirling around me) get the game polished, with better graphics, art, sound, and cutscenes, and aim to include more than one level (probably five or sixish). After that I’ll be submitting it to somewhere like Flash Game License to see if I can get a sponsorship for it and go from there. I’m completely new at this so my ideas are likely laughably naive, but hey, if you’re fully aware I’m walking into an obvious trap, I’d appreciate it greatly if you could leave a comment for me 😀