Running out of Toaster - My full compo timelapse video and a small post-mortem
https://www.youtube.com/watch?v=iVl0f4VTz9U
I've been participating in the Ludum Dare since the 39th edition. With one Jam entry, one time when I had unfortunately given up on my work and two Compo entries - this is the second time I do it and the first time I do record my work, which is something that I've been wanting to do for a long time.
My last compo game, Dream Roamers, was kind of an improvisational game. It had a procedural generation system... which was a pretty big hack itself, but you know, the CPU is technically a rock that we tricked into thinking, so why worry about some minor hacks? Anyway, the game I released was an ode to the likes of The Binding Of Isaac and Monolith, which presumably I'd be able to execute better than my platformer for the Ludum Dare 39, Burning Low, which was... not very satisfying from my part.
But this time, I took another shot at the platformer style, and this post will try to explain what went through my head while I was doing what you see above in the video.
- First steps
It started with a little brainstorm I had while I was at the bus coming home. Running out of space... why not outer space? Why not make an alien race take over all the planets known to them and have nothing more to explore, and dig a portal to a parallel dimension? So, what are they going to find there? Cthulhu? Or... pans and blenders and food mixers? One thing I like about the idea of brainstorming is that sometimes, "why?" isn't the right question to be asked. Try "why not?" instead, and if you can't come up with a good answer to that, well, you're on the right track.
So I got home, what was the plan, if there's any? Build the player character, the jump mechanics, try to make sure the jump isn't too floaty because that's definitely a problem for me... worry about the art later. Making the graphics is what I hate the most. As for the mechanics, the intention was to create something that resembles Metal Slug or Cuphead (which is a game that I've been playing lately and it's fantastic). Shoot and run. For someone that's spending the day playing >20 jam games, simple mechanics are better.
So, number 1: don't ask why, ask why not. Number 2: always think of the player experience, it's them who are going to tell if the game is good or not.
- The enemies
My first idea for an enemy was the food mixer. The god damn food mixer... it may not seem so in the video because the time span is too short, but it was a hell of a hard thing to draw. Those metal parts... ugh. You never know how hard it is to draw a food mixer until you actually go and try to do it. In the end, it was a little bit crooked, but that did it.
From this point on, I started making the art before the mechanics of the enemies themselves, because you know, what can be worse than the freaking food mixer? The blender was pretty easy, and all it did was throw pieces of food randomly up (which later proved to be pretty OP and I had to nerf it after some player feedback). The pan was something that I did before, all it does is throw bullets at the player.
- Level design
That's when Godot came in big into play. Designing a level using the TileMap node isn't just easy, but it's just... pleasing. You're able to literally paint your way through the level, and it all went well. The Light2D added some pretty good effects (as there were many of them in convenient places, they became checkpoints for the level later). One little "game over" screen sending the player to their last checkpoint and we were good to go. Time for my favorite part of the development:
- The music
Even when I'm sleep deprived and tired of looking at Godot's editor all day, composing music brings me to a whole new level of joy. There is something about finding a good chord progression and making a melody over it which makes it all worth it. And this time, I decide to go for what's been the most successful in my past games, the metal-like piano/organ melodies. One song for the intro part and another for the level were just enough. I had planned to make a different song for the boss fight, but 48 hours isn't a lot of time and I didn't want to strain myself too much.
Between the songs, I was able to get an incredible amount of 6 hours of sleep!
- The intro and a surprise boss battle
Ok, I thought the idea to deliberately omit the skip button for my 45-second intro and joke about it would be well accepted by the players as an expression of good humor and art. It turns out, people hated it. What can I do? You win some, you lose some. Also only one person seemed to get that sneaky Borderlands 2 reference. Sigh... still, a little animation and a pixelated planets background made it all prettier and we were good to go.
That was when I realized I actually had plenty of time left, which is something that doesn't usually happen at the compo. So again, why not add a toaster which rolls at the player and bounces and throws slices of breads and... I was pretty heated, so everything went better than expected.
- Final thoughts
I may not have delivered a game as good as my project had promised, maybe because of technical issues or because I deliberately made bad decisions. But that happens to just about everyone, and either from our own experience or reading player feedback, we're all learning. Today I released a post-compo edition solving issues that I saw players complaining about the most (the skip button, checkpoints that got you stuck into walls, etc.), and it might still get some more updates, depending on how much free time I have left.
But after all, as I said, it's the players who decide if the game is good or not. So, let the ratings speak for themselves, and I hope I make it to the top 100 games again. For everyone reading this, I hope I'm able to give you a good time with my game, and I'm looking forward to see more of what you have to show.
