Alright, so this was our second Ludum Dare, and I’d say this time it went pretty good.
Brainstorming
From the outset, we decided to use the ‘minimalistic graphics’ part of minimalism, largely because we had no artist this time (last time we had TNR7), but also because it conveniently fit the game. As we continued talking, it became clear that I really wanted to make a roguelike while BowlerCaptain really wanted to make a rhythm game. So we did both.
What Went Well
More Polish
Our last entry was quite monumental, and as such, we had less time to kill bugs and give the game the overall polish that it deserved. This time, we had a lot more time. I’m not sure if it’s that we just got better, or if the game was smaller, but either way, it was good.
Less Scope
As stated previously, our last entry was monumental. This one was much smaller, which allowed more time for polish and balance, and also helped us to see where we were going with it.
More Oil in the Machine
We worked together a lot better this time. Less time was spent rewriting each other’s code (as ugly as BowlerCaptain’s is. The guy has no concept of tabbing.).
What Went Wrong
Workspace
GameMaker Studio is not designed to be used in the way we used it. By the end of the jam, we had MINIMUM 6 different projects, at least three of which were titled “RhythmRogueFinal.” DropBox is not friendly for this; next time, we’re setting up GitHub.
The Boss
To quote BowlerCaptain: “As I was thinking of the boss, I thought ‘Oh, wow, this is going to be a difficult programming project.’ Two days later, it was.” Our original boss idea, while I love dearly, did not work, and we had to replace it with the boss that’s currently in the game. Less awesome, but it works and was WAY easier to program.
Real Life
Yeah, real life got in the way. Nothing to be done about it, but we both could have done with more sleep.
You live and you learn, and come August, we’ll be ready to do it again!