I made a game called Prison Break for LD33 for the theme of You are the Monster. Pre-dare, I made this snazzy spreadsheet about the top twenty candidate themes and resolved to come up with a bunch of ideas that fit each theme.

IDEAS!
I think if it had been One Rule I would have actually cried. You are the Monster wasn’t that much better (In hindsight I totally could have spun it for Asteroidblitzkrieg and should have made that game. Space nazis! Nazis in space! First Ludum Dare game banned in Germany! On second thought…) but I woke up on Saturday morning with this idea that you play a space fighter pilot in a group of fighters and a few bigger ships and you are attacking another convoy and you realise that you’re attacking unarmed civilians and you turn on your comrades. I preferred this to both Kraken Hunting (too cliche, didn’t want to do the player being a literal monster) or Black Hole (which I couldn’t actually think of a lose condition for).
Anyway, building a space combat game is something I’ve wanted to do for ages.

I also learned how to make gifs, which is neat
So I go away and I make a neat prototype where you can fly a sphere around. I roughly get the flight mechanics down. It’s kind of newtonian, but also there’s drag so things behave like people expect them to. I build some space ships and try and keep them vaguely circular to make collision detection easy. I make a UI, but it’s a bit shit because I forget how to make progress bars. I also make everything about a hundred times bigger than it needs to be, and forget what contextual information is. I built a neat thing to handle player input and AI, where the player AI just happens to know what buttons the user is pressing on their keyboard.

This was an early mock-up of what the fighter looked like. I should have stuck to my early fish theme.
Thing is, it got to about midday on day two and I barely had anything resembling a game. I was fighting endlessly with maths issues (rotation is hard!) and the fact that when I got the AI even remotely working, tiny bugs meant it occastionally completely locked up for just long enough to be completely game breaking for the player and when I fixed that the AI were 100% perfect and even being outnumbered 3-1 creative thinking on the player couldn’t beat overwhelming, perfectly accurate firepower.

Adding the “explode everyone but you” button was awful for productivity but great for (my) morale. Probably terrible for morale amongst whoever piloted those ships.
So I doubled down on making dogfighting kind of work, cludged in a bunch of things (like making collisions do damage instead of just blowing both people up, adding rockets and missiles) and making enemies respawn and adding a rough scoring system. But suddenly it was nearing 8pm and I had six hours remaining and now I was debugging weird issues where I was loading two meshes and everything was fine. Try to load in the missile mesh I’d built? Nope. Half the player model disappears and suddenly the game crashes when I try and fire a missile. Also, the game I wanted to make originally has been sacrificed on the alter of “Oh Shit I Spent Five Hours Debugging The Fact I Don’t Actually Remember How To Use Quaternions”.

There’s a whole host of features you can see on this screenshot that only make sense if you saw the entire development effort. That’s really bad. Also why did I justify that text? And what was I thinking with that capital ship design!?
Whilst I submitted with a whole three hours left, I was feeling kind of shit about both myself and my game and kind of wanted to sleep and forget everything. You see the thing about mental health issues is you don’t get to pick and choose when they burst in and go “You’re shit!”. I started the jam specifically wanting to go for the philosophical aspect of the theme and left the integration with the theme far too late (same mistake as last time) and now I was beating myself with it. I worked through the worst of it to get the game into a playable state and shoehorn some stupid story about stealing a spaceship and mowing down police GTA style to pretend it fit the theme (fooling no-one).

Certainly didn’t fool this person. (sorry for picking out your comment, colozz, and I’m honestly grateful for your feedback)
But. Despite all of this, I made a game! Worst case scenario, Prison Break and it’s thousand lines of unorganised javascript sit in a repository for the rest of time as a testament to that time I MADE A 3D SPACE DOGFIGHTING GAME IN UNDER 48 HOURS.

This feels suspiciously like tooting my own horn, but fuck it, some people said nice things about my game and I should celebrate this.
Not everyone liked my game. A fair number of people who played it had serious concerns with it (which have been in my eyes so far entirely true, I’ve not had any feedback yet that I’ve considered unfounded, mean or unconstructive, here or elsewhere). Maybe next time I’ll try and make the theme something central to the game instead of making it something you can take or leave. Also maybe next time I should consider the Jam instead.

Here’s a kitten for getting this far
Anyway, thanks for reading this (if you got this far) and a huge thank you to all the people who played my game. I’m at a bit of a disadvantage as I can only play web games in chrome right now, but I’m doing my best to play ten games a day for the next week and I’m trying to leave a helpful comment on every game I play.
See you next time!