If you wanna check out RRED for yourself, heres a link to the game page
https://ldjam.com/events/ludum-dare/41/room-runner-extreme-deluxe
this was only my 3rd LD (((I SWEAR THEY ARE ALWAYS DURING FINALS WEEK))) but It was probably my favorite work I’ve done. my game, Room Runner Extreme Deluxe! was a full 23/48 hours of work (got a couple hours off and then a full night sleep 2 for 2 nights). It wasn’t as much of a total loss as my first ludum dare, more comparable to the methods I used for tile snake. I break my process down below.
Before the theme is released, start spitballing ideas for the 16 final themes. at this point, I often get 5 or 6 ideas that fit well with multiple themes from the list. my list for is as follows: Sword dogfighting, mushroom farming, robot programming, and touching every tile on a level as fast as possible. really nothing I could have used at all for incompatible genres. I had this idea for an infinite runner kicking around in my mind though. when the theme was released, my immediate reaction was utter hostility. literally the 2nd worst theme over the 16 was picked. the objectively 2nd worst theme, mind. not the theme I THOUGHT was the 2nd worst. So I really spent absolutely no time thinking about what type of game to make. after about 4 minutes of stunned silence, I started to think about what I could possibly make, and it took about 2 minutes for me to think up and latch on to the idea of a first person shooter infinite runner. this was a good theme for 2 main reasons: First, the actual base components of the game could be made in less than a quarter of my time. Second, additional content could be EASILY added modularly up until the very hour I run out of time. so that’s what I did. I made the game, and then I put all the content in it. I was adding features until T-30 minutes.
Finally I’d like to look at my final product as objectively as possible and talk about it. Really, I was straddling two different extremes, and that’s what made it fall flat. My game had these stupid impossible-quiz style jokes, using gameplay elements to create humor. one second, you’re doing a jumping puzzle as you would expect from an infinite runner, the next you have to kick a soccer ball into a net to open the next room. but then there was the other half of the identity, which is this difficult-to-learn, hard-to-master source engine movement system rip that plays to the POLAR OPPOSITE aesthetics: Flow, focus, precise action. on top of that, I didn’t have the same playtesting resources I had for my last ludum dares, so I didn’t even get input from another human before submission hour. My friends with thousands of hours in garrysmod immediately understood what I was trying to go for with the movement system, complaining that the “typing segments” totally ruined the flow. everyone on the LD comment section, fellow programmers from a smattering of gaming backgrounds, had complaints about the movement system. Which is, you know, a fair point. quake-style air strafing is definitely not newbie friendly, and when I’m spending maybe 5 minutes maximum on a game, I don’t want to wrestle with anything complex. So while I appreciate the instant gratification of the stupid mechanics-level humor, you only play frog fractions once (for the uninitiated... google it. don’t watch a video. just play it), And I would really like to create a game with some real staying power. So I’m going to rework RRED into the type of title you spend your last 30 minutes before bed listening to chillhop music while playing, going through complicated motions almost automatically. Different worlds with different room types and features. user-designed full maps to play time attack on. maps synced to music, the whole 9 yards. It might be cool, We’ll see.