So I told everyone this was my first Ludum Dare, but it turns out it was my second. I had completely forgotten my last entry. Anyway, here’s the game:
The Guy Who Fights Underground Monsters


What went well:
Tools- I used Love2D and TileStudio and it worked out great. I pulled a Lua exporter for TileStudio and the collision detection code from a previous open source project (https://github.com/rpjohnst/argo). Although it wasn’t the fastest setup I’ve ever had (Game Maker is usually faster) I was able to jump right into spriting and gameplay.
Graphics- I’ve never been all that good at pixel art, but I really liked the results I got this time, at least for the character and monsters (the tiles are pretty rough). I focused on having animations for everything the character and monsters did, so they’d look more continuous and relatable.
Combat Mechanics- This is the other thing I spent the most time on. I knew it would be essentially the only thing contributing to the fun in a game at this scale so I tried to make it feel good and respond predictably. I still have a bug where the character shoots across the level when he gets hit, but otherwise I think I succeeded.
What went not-so-well:
Story- I didn’t have the full 48 hours to work on this game (pff real life why do I want that), so I didn’t really get to tie it into the theme very well. The character was originally a detective who would solve a mystery involving the charming underground monsters (see that? two surfaces to go beneath), or at least be in that kind of 20s, film noire kind of environment. Maybe later.
Content- My usual goal in short game competitions is to get the gameplay down and then cram in as much content as possible- levels, weapons, powerups, etc. But, I spent so much time on what I have now that I literally threw together a level in the last hour or so before I submitted. I feel like better level design and some extras could have made this feel like a real game rather than just the demo that it is now.