KickBack

LD29

First time in Ludum Dare Jam

It’s the first time KickBack enters a Ludum Dare Jam.

And.. uhh… umm…

We already have no idea what we’re doing.

W.I.P. screen.

kbludumdare

 

Inner War Postmortem

First of all, here is our entry: check it out

Inner War

Inner War

This was our first time entering Ludum Dare. We are a team of two and we have one released game so far. One of the problems we had when we made our first game was planning. So we thought the Ludum Dare Jam was a good place to test and refine our planning abilities.

What Worked

  1. As I said, our goal was to see if we are able to think of an idea and then finish it within the time limit. We succeeded at that! At this point everything else is just a bonus!
  2. The idea. I think we have a good concept here. What we basically did was replace the A B C choices in dialogue trees with a minigame and we think it’s an exciting idea. (and we believe we can take to many directions in the future)
  3. The production values. Admittedly, we did pull characters from Lost Echo and most of the music was from bits and pieces I had already written in the past, but it still surprised us how much we were able to produce in the 3 days. I also really like the splitscreen we did.

screenshot1

What Sort of Worked

  1. The physics. It was the first time we worked with Unity’s physics. I realise it’s a Ludum Dare sin to use things you are completely unfamiliar with, but we managed to pull something usable out of it. But at the same time, the block and push moves are completely unreliable.

What didn’t Work

  1. The level design. The 4 stages in the game are, well, very basic. That’s not exactly bad, we were going for more of a proof of concept game here, so the stages being barebones is fine. But at one point, we realised the gameplay would feel better if we allowed the player to move while he was attacking, or he had a bit of a faster walk speed, but we didn’t do any of that, because the stages were pretty basic and the game would have been way too easy.
  2. The story. Well… There isn’t much of it. And what’s there is pretty basic. Which is fine, but it felt really cheesy when we tried to make somewhat “moody” endings, that had little to no build-up. In the end, it works as a proof of concept, but that’s all.

Conclusions

Regardless of what kind of ranks we get (although I have to say, the comments we are getting are generally positive and we are really happy about that!), our first Ludum Dare was a success for us. We also have a concept in our hands now that we like. There were a ton of ideas we had during development that we immediately scrapped because of lack of time. Hopefully we’ll be able to revisit the concept and make a complete game out of it.

Thank you all. This Ludum Dare has been amazing.

Tags: innerwar, kickback, ld29, postmortem, unity

LD31

Question about the new rules

We skipped one Jam, so the rules may not be that new, but I can’t find a lot of clarification. The rules for the Jam, say that if you use 3rd party or assets you made previous to the jam, you should opt-out of the category.

And that’s fine and makes sense. But what if, say, you use a character you made previously and the rest of the graphics are made from scratch? Would putting a clear note in the description and not opt-ing out of the graphics category be fine?

Comments

hexagore
02. Dec 2014 · 14:57 UTC
If you don’t want to opt-out of graphics I’d probably just avoid using that character if I were you. I’m sure no-one would call the police or anything but it wouldn’t really be in the spirit of Ludum Dare which is about what you can do in 48/72 hours.
02. Dec 2014 · 15:56 UTC
Is that the spirit though? The previous rules for the 72hours/Jam version did clearly say that you could use stuff you had laying around from previous projects. The rules were more relaxed.