This is the post-mortem of our game: The Crunch.

This summer, my friend Rik (who likes to go by @proAFKboy (or rather 1Kawaiitomato but the username was too long) but screw him his name is on the game page anyway) and I decided to participate in Ludum Dare for the first time, we had seen the post mortems of some game developers (mostly pixelprophecy @philstrahl check him out he's cool)
But this time, it was different, this time, i would be the one who made the post mortem. Not because he didn't finish his game but just because we participated for the first time :p
AAAAAAAAAAAAAAAAAAAAAAAAAANYWAY
Day 1:
Rik and i met up at his house on friday the 10th of august, 4 hours before the jam started, we set up our laptops and watched random youtube video's because what else were we supposed to do? prepare? puh, no thank you, only proffesionals prepare. This Ludum Dare started (as you know) at midnight instead of 3am, so we could brainstorm without being totally braindead the next day.
When the time finally came, we checked twitter like madmen, and the theme turned out to be: "Running Out of Space" (as you know). As i expected, the theme was one of the final ones that i didn't really want, so at first we had no ideas. Then at 1am Rik had the brilliant idea to go take a walk in the rain, you might think this is sarcasm but i think that the adrenaline that was released into our systems actually helped...
And then it happend.
God, from up on his heavenly throne saw us there, desperate for ideas, and he took the best idea he could find and said by God who is also myself, i will give these young men the greatest idea the earth has ever seen!
And God blessed the rains down in Nijlen and in a raindrop that was aimed for our heads he put the idea of a lifetime!
But he missed and hit the pig next to us...
Now we'll never know what that idea was, it could've changed the history of game developement but alas.
Back to the story
we returned to rik's house with a couple of ideas, like a bad tetris clone where you'd stack boxes on top of eachother but instead of tetris (where the lines dissapear) you'd just have to stack for as long as possible, or (after having walked through a cemetery) you were playing as a doctor in a medieval town where the plague was happening, you'd have to cure people but at the same time not cure too many because otherwise the town would be overpopulated.
Those ideas went nowhere though, we finally had two ideas that stuck:
"you are a spaceship escaping the big crunch, gathering people while you go but with limited storage space"
or
"heaven is nearly full, you are St. Peter (the gatekeeper of heaven) and you have to make excuses to send people that are normally allowed into heaven into hell."
these two ideas seemed interesting but we decided to go with the first one because the second one looked too much like paper's please in our minds.
That same night, I designed the spaceship that you controll while rik was trying stuff in an engine called defold.
then at 4am, we went to sleep

(This does not look like anything NSFW you dirty minded person)
Day 2:
On the second day, Rik worked on the base code while I started making some planets, after a while, rik had the spaceship flying around and orbiting around planets, but the orbit animation looked "wonky" so then Rik said:
"Hey, why don't I just go and write an engine myself in wich I have more controll"
and then I said:
"Rik... Dude, we're in the middle of a game jam"
But appareantly he knows more about code than me so I allowed him.
After day 2, we hadn't done much, we were basically where we stopped in defold, we had a universe with randomly generated planets (2-3 planets at the time, I am lazy, that lazyness cost us the chance of doing more planets I'm sorry Rik) and a shrinking universe, but we hadn't implemented any of the fuel/lifeform mechanics yet, you could see lifeforms by the exclamation point but had no way of picking them up, the core was also not implemented at the time.
I had also updated the ship's sprite because it worked better with collisions this way (and, you know... other reasons.)

Day 3:
Day 3 (sunday), was unbelievably productive.
Rik implemented all of the lifeform mechanics: picking them up and generating oil on green planet ; all of the actual space mechanics, we had particle effects and an actual menu, win and death screen, I added more planets to the mix, the core now had a sprite and we had a semi-tutorial. It started to look like an actual game!

(epic death screen i know)
Day 4:
Ah, submission day. To be honest, this day was pretty chill, all we did was tweak some variables, add some more planets, make the actual menu screen and wait for submission hour.

At 7pm, I had to go back home and i left Rik to do some final tweaks and then at midnight upload it.
But nooooooooooooooo, Rik can't have it be that easy, appareantly he deleted the main game file and had to use tools that I don't even understand myself to get it back, after some internal screaming he was able to find it and submit even before submission hour became submission day.
Well anyway, it all worked out in the end, and here's our result:
https://ldjam.com/events/ludum-dare/42/the-crunch
I hope i didn't waste your time with this post and i hope you enjoy playing ;)