The journey so far ...
*I finally had some time to port my game to the Web! *
And I wanted to take the time to share with you all my Ludum Dare experiences so far, here it goes:
This is my third Ludum Dare, but actually this is the first time I managed to "finish" a game. Well, actually it's not finished, not by a mile, I totally run out of time, but at least its playable!
My first try at Ludum Dare was LD36 and the theme was Ancient Technology, and I had to come face to face with fact that I can't draw.
My idea was some kind of sideways Egyptian themed space invaders but I was so bad at drawing, I spent a whole day trying to draw a sphinx and I still failed. I can do this now:
Still not very good and it took me 2h, but back in August the only thing I could draw was a pyramid △
So after my failure at LD36 I decided to learn Pixel Art, because the Internet said its easy :smile: (Spoilers: its not!) I started drawing tilesets, 2d characters, I mostly copied real pixel artists, how they draw eyes, how they do the shading. I have no talent to draw, but as with everything practice makes you better.
When LD37 came in December, I felt like, I'm ready to create some simple 2D platformer or something similar. And since the theme was One Room, I wanted to do a Super Crate Box style 2D action game. Unfortunately the character I drew, was not as simplistic as the one in Super Crate Box, and animating was really time consuming and hard. I tried to do a running animation which is something I never managed to do before. It took too much time, and at the end of day 3 all I have was broken prototype full of bugs, where all you could do was run and jump and walk on bullets. (totally not a bug its a feature!)

In the end I did not publish it because I was disappointed with myself and what I have created.
So when LD38 came, I took no chances and gone with the most simplistic idea I had. A small 2D planet where you transport goods from one landing pad to an other. Still managed to run out of time, but since I prioritized which feature I work on first, the core gameplay(flying/landing/damage/score) was working at the end of day 3.

I'm not satisfied with this game as it is, but the fact that I finally managed to publish something really makes me happy.
What's got cut: - Sounds - Music - A better scoring system (dependent how fast you are) - A game over screen (now its just restarts) - Visual Indications of the packages you are transporting. - Shadows for sprites. - ... and a lot of other things
I think next few days I will work on a post jam edition, because if I ever want to complete a game in time then I will need to know what it takes to do that.

I will definitely revisit this idea later, but I need to figure out a lot of things before I can design and draw a game like this.