What's your gamedev background?
I'm a professional junior software developer, and I'm two thirds of the way through a part-time game design degree. I've done global game jam for the past five years, but this was my first Ludum Dare.
I worked with two other students on my course who did the artwork and music.
What game did you make?
I made K.R.A.B.S. (https://ldjam.com/events/ludum-dare/38/k-r-a-b-s) A local multiplayer fast paced action game in which you play as a robot hermit crab battling to collect the most resources before time runs out.
How did you come up with the concept and did you stick to it throughout the jam?
Honestly we spent far too many hours struggling to come up with an idea, finally settling on the idea of being a small creature trying to grow bigger and not be eaten. We quickly switched to making it local multiplayer. I don't question where my team's artists come up with their designs, I want to retain the little sanity I have remaining.
What was most challenging about the jam?
This jam went surprisingly smoothly, the only thing we had trouble with was getting the game playtested as it's a local multiplayer game and we spent most of the weekend working from our respective homes alone.
What was most enjoyable about the jam?
Getting into the flow of development is always incredibly rewarding, and the satisfaction of trying out new things and seeing them work is the best feeling. I had enormous fun making the visual effects like the lightning and electric sparks by playing with the particle system. Learning about unity's image post processing was also something I'll take away from this experience.
Are you satisfied with how things went?
Very. Global game jam always leaves me feeling exhausted and I've not always been happy with the games I've made at the end of it. I guess the extra day for Ludum Dare prevented that, and by keeping what we made simple, I wasn't fighting bugs in the final hours. There are of course things about the game I will probably go back to and improve, most notably the instructions screen, the game needs an options menu and a way to track scores over multiple rounds, as this ended up beyond the scope of what the time we had would allow.
What, if anything, would you do differently?
I would take the Monday off from work, trying to concentrate on my job while my mind wanted to focus on finishing a game wasn't productive for either task. Coming up with a concept sooner would probably be beneficial too.