
After having attempted 6 of the last 7 Ludum Dare Compos, and only having submitted a game twice, it was crucial for my own well being/sanity/confidence that I actually complete a game this time around. Of my previous two submissions, only one can be considered a game (Square Peg, Round Hole). The first game I submitted was nowhere near finished, and can only be considered a proof of concept (Fartboy).
This time around - I did complete a game. Not without it's problems, of course, but a game none-the-less. That game is the aptly named "Space Aliens Are Coming!"...

BEFORE THE COMPO:
Preparations: After so many failed attempts, I was determined to sleep well and be fresh for the start of this Compo. That didn't happen! I was unable to battle my insomnia, as per usual, and new I was in for a tough weekend. I was stocked up on some less than ideal food (pizza, canned ravioli, candy, soda... oh - and coffee), so I felt ready for the challenge. I had also spent some time during the week leading up to LD working in 2D on Unity, so I would learn. I've never worked in 2D before, and thought that it might be easier and quicker to make graphics in 2D rather than having to struggle with my horrible skills in Blender.
THE THEME:
First off. Let me assure you that I'm not one of those who complain about the theme... I like a challenge and I like when themes are forcing me to think in ways I'm not used to. But, you just need to look at the crazy amount of similar walking around a small planet games this LD provided to realize that this wasn't the most inspiring theme of all time. It's not that the theme is bad - it's just that it doesn't really push for original and unique games. Whatever you do, it needs to take place in "A Small World", and so that representation will often either be a restricted area of land, or a small planet (as I ended up doing - more on that below).
So, here's what happened: I had looked through the final round voting themes and penned down a few basic ideas for all but three of the themes. Of course - "A Small World" was one of them. That's fine. I scratched my head good and hard, until bleeding occured, but no idea would form in my head. Nothing! Zilch! At least, nothing that inspired me to start making a game. I wanted something unique - something fun. I thought of Lego/Block type survival game. I thought of a tiny Risk type strategy game where you would conquer lands. I thought of a Kindergarten as the world. Then, I thought I had the idea with a "Desperate Housewives" type setting - a suburban neighborhood, which was your world, and strange things going on in the neighbors houses. Yes - it could be a great game... but, if it were to be: It could not be made in 48 hours.
I ended up choosing an idea I had jotted down for if "Island" had won. A pretty simple, but interesting way of doing your typical stranded on a deserted island, trying to survive, game. I had it all figured out in my head how the game was going to play out. Coding wise, I was confident it could be done... that's not the game I ended up submitting to the compo. Find out why in the "What went to hell?" section of this Post Mortem.

WHAT WENT WELL?
Obviously... I made a game! Yay!
I stuck with it, you know. After having wasted the first 10 hours on the Island survival game that wasn't to be, and going to bed thinking "I've failed yet another Ludum Dare", I got up in the morning with a new simple idea and got working on it straight away. The new idea didn't have the unique and original gameplay that the island game would have had, but it was a fairly simple and straight forward idea that I was confident I could complete in time. And that is, after all, the most important thing.
I'm quite pleased with how it turned out, to be honest. I like how the little aliens on the planet have their own (simple) AI, and go about doing their thing, while you go around trying to protect them. Aesthetically, it's as good as I can probably do in a short amount of time - seeing as I've got the skills of a 5-year old when it comes to drawing.
I also allowed myself to sleep the full 8 hours on the second night, despite feeling pressed for time. In the past I would've set the alarm to get up bright and early, but I didn't this time - a well rested mind works faster. Still didn't sleep well - but at least I didn't stress myself out. This probably helped me deal with the final stretch... there was so much left that needed to be done in the closing hours, and I worked faster that ever before to get it done. I was recording sounds with half an hour to go, and got the music in 5 minutes before the deadline. Phew!
Once submitted... I did feel victorious. I had defeated the demon inside that had plagued me the previous couple of Ludum Dares. The one that kept whispering in my ear: "You will fail!".

WHAT WENT TO HELL?
But, it wasn't all smooth sailing (no pun intended). My original idea that I started working on was an island survival game. I spent a good 6 hours trying to make a visual representation with my abyssmal skills at drawing. I tried a cartoon 2D look - Failed! Gave up on 2D and went in 3D using a unity terrain... came out fairly ok until I needed a Palm Tree... could not make it (Boy! do I suck at art). Plopped in Unity premade palm trees and made some bushes... took a screen cap and used that to make it look like a painting, as I intended to return to 2D. Shortly thereafter I realized there is no way I can make the remaining graphics fit in with the environment. Also, the oil painting style meant I wouldn't be able to animate things and give it some life. I gave up with tears in my eyes... believing I had failed yet another Ludum Dare.

WHAT WENT SO-SO?
Continuing with the graphics. That is my curse. I got the most important things visualized in the game, but a lot of things never got done in time. The worst offenders would be the player and your worker aliens. Never got around to making proper sprites for them, and ended up having to submit with the placeholder graphics I had created. It makes the game a lot less pleasing to play, but it still works as intended. Buildings needed redoing, and I should have gotten around to adding some effects to visualize when your "worker aliens" are working - especially for chopping wood and fueling the missile, as I feel players may not understand what is going on when the aliens stand still at these positions on the planet.
I also feel that maybe I spent a little too much time and effort on the "worker aliens" AI and having them do a lot of actions, leaving the player with only one job: Shoot down invading alien ships. The game would have been better if the player had more things to do... though - I personally quite enjoy watching the little workers going around doing their thing (would enjoy it a lot more had they been nice looking and animated).
I still didn't do what I always tell myself to do: Make a schedule and plan out the features and how to implement them!

AFTER THE COMPO:
This time, I actually feel like making a post-compo version of the game. Not because the game is great, but because I want to see what it would be if I had completed all the things I wanted originally. There were a number of features that I removed early on - knowing I would not have time to finish them. These would be limited Ammo - which needs to be produced by the worker aliens, healing of the player, and some more things for the kids that will influence their effectiveness as adult workers.
The post-compo version will also allow me to improve some graphics - mainly the player and the aliens. As of writing this - I have already made the player!
Can't wait for the next LD!
Find the game here:
https://ldjam.com/events/ludum-dare/38/working-title-ld38