Hi, I am FreedomIsSlavery and this was my first ever game jam or you may say first ever serious game. This is my review of my Ludum Dare experience.
Making the game
Coming up with an idea
So, it's early in the morning, I wake up and check my phone for the Ludum Dare theme, and see "Running Out of Power". At once, ideas about a dictator and some sort of vendetta started propping up in my mind. I spent quite some time thinking over it. Finally, I came to the conclusion that with my limited skillsets, it would not be possible to make such a game. I was frustrated with lack of ideas, and just then my phone discharged and I knew what I was going to do- A charging simulator.
Day 1
Since, I had never effectively made a complete game from scratch before, I chose humble 2D vector graphics for my game. I thought of adding various fancy stuff, but later decided against it. So, there I was making graphics for my game, when I realised that I had spent my entire day just on getting the graphics done. So I quickly switched to code and wrote all the basic rendering code and battery charge-discharge cycle(no gameplay yet). And then, I went to sleep frustrated that my game would be unfinished or boring if finished.
Day 2
Sleep really helped me, as, new morning game me new ideas. I had elaborate concepts for adding levels, customers coming at your phone charging shop. And I opened Inkscape to make customers and I made two or three of them. Then, reality dawned on me. It was simply not possible to make all this stuff. So, I left all of it and just went on to make the basic game loop and by afternoon, I had some gameplay. Then I decided to work on animations and transitions. But, my lack of experience manifested itself. I wasted two hours and could not get a basic screen transition right. I gave up on it and started fixing bugs and improving the overall gameplay. Initially, I had thought that you have to balance the charge (neither overcharge nor discharge) the phones forever, but I quickly realised, it was not going to work out. So, I started working on phones getting fully charged and submitting. Then, I added the hand and charger plugging, unplugging sound and movement. I had all this by evening and everything was working properly, BUT the gameplay was simply not up to the mark. It was horrible. I started tweaking values like a crazy person, and broke some of the alignment stuff (It's still broken). Finally, with 10 hours to go, I thought my game was complete and I submitted it.
Analysis
What went bad (or I overlooked)
- Did not add music
- Forgot to add phone blasting when phones were kept on charge for long time (I had it in earlier builds)
- Should have worked on making the chargers color coded to make them more obvious
- In-game-instructions should have been less vague
- Should have spent an hour more and added game modes like easy, medium and hard.
- Should have uploaded Web(HTML5) build from the beginning
- Wrote the phone full charge code when I wasn't half asleep (It's a pure disaster, look it up on GitHub)
What went good( or better than expected)
- The gameplay turned out much better than I had anticipated
- The sound for phone vibration, plugging, etc. are quite good (me being a first time Audacity user)
- The ratings have been overwhelmingly positive compared to the naivety of the game
So, basically, I just became complacent with my goals and did not push my limits. Moreover, I had college on Monday with loads of assignments in the backlog. But then again, there will always be bugs and that one feature that would have made it work out.
PS: This is the link to my game: https://ldjam.com/events/ludum-dare/39/battery-low