Lincoln Sin

Ludum Dare 51

I was dead wrong about what is humanly possible to achieve in 72 hours

cutscene_1.png

It's been a wild 72 hours.

I remember thinking 72 hours is plenty of time. The game jam starts 6am local time, and most of us probably didn't wake up until 11 that day. We spent a few good hours sitting in a conference room thinking of what to make to fit the theme Every 10 Seconds. We want to stick with the topic, but it’s easy to clash with other people’s work. We wanted to make something unique.

We finally decided on the idea of a pac-man concept with a twist of 10 seconds intervals affecting the ghosts behavior. We also want to mix in some bomber man elements into it. Well we also wanted a lot of other things like roguelite elements, items... It’s called a scope creep baby.

I did find out that 72 hours runs fast when you’re making something you care about. I also found out that it’s possible to burn out mid way through a 3 day game development cycle. My saving grace was our artists’ drafts. I mean - look at it. If this doesn’t revitalize your inner game dev spirit, nothing will.

story2.png

I think we squeezed 48 hours into the last 12 hours before submission. The game was transforming from a unity-cube world into literally the most amazing art piece. All thanks to our talented artists and programmers.

ezgif-5-aaaacdae4e.gif

We are all quite new at this game making journey. It’s a miraculous feeling to share something you worked hard on. I had a lot of fun making the music and sound for this game. Hopefully I could muster enough motivation to make a journey post for the music making part. Thanks for reading! It's time to Call It A Day and go to sleep zzz

unemployed.png