This time, compared to previous game jam experiences, I spent the shortest time in the "random brainstorming" phase and the longest time "refining the initial design document."
In previous LD processes, I would generally spend 2-4 hours completing the entire conceptualization phase. The result of the conceptualization might be incomplete, and then I would spend the remaining time quickly building the program while refining gameplay details.
About half of those 2-4 hours would be spent in "random brainstorming." During this phase, I would constantly throw various ideas at myself or gameplay inspirations associated with them until I finally decided on which theme to choose, which required a considerable amount of time.
In this competition, however, I decided to create a "mercenary group simulation and development" game in about 30 minutes. This idea came up quickly, possibly related to my recent fantasy of a non-existent game where I imagined I could play anything, engage in real-time battles, and make a name for myself among kingdoms. At the time, someone pointed out that the "kingdom conquest" part of my idea might just be my imagination and would be difficult to make interesting (unless the game is very similar to "Mount & Blade").
In this competition, I decided to take this opportunity to create a "cultivate Troop" gameplay. Its goal is to build a basic cultivation framework that allows me to add storylines and, in the future, incorporate kingdom and city systems. Ultimately, it took me 10 hours to complete all the design plans and story scripts.
The progress afterward was swift, and in the end, I spent a significant amount of time playing the finished product and fixing bugs.
If you're interested, you can try out this work.
It's fully support Chinese/English/Japanese
https://ldjam.com/events/ludum-dare/58/trash-king-legend