I finished my second game in my second participation in Ludum Dare
I’m proud of the result, even though it could obviously be improved with some more time. I want to give you an overview of what went well and what didn’t and the tools I used. I hope you enjoy this collection.
In the course of the weekend I used the following software packages for creating the game:
- IDE: Eclipse Orion – an development environment mainly for HTML5/javascript running in the browser . The UI is familiar if you are used to eclipse, even though some things are different, in particular the main menu. It’s a nice tool to continue coding on a netbook or tablet if you want to go somewhere else 😉 There is also a nice GIT integration.
- Framework: pixi.js – an HTML5 rendering engine using wegGL or canvas elements. It’s a small but powerful library. I used it before for small projects for the github game off 2013 and the warmup weekend. It helps a lot in handling sprite sheets, animations and rendering. Give it a try!
- Map editor: Tiled – a level editor which saved me a lot of time. Instead of coding the level data by hand I parsed the JSON files exported by Tiled and used them in the game – a great speed up in creating levels. The six levels took me a little more than 30 minutes.
- Graphics: TexturePacker – a small yet powerful program for creating sprite sheets from many small pictures. It is not free but the features of the lite version are still fine.
- Graphics: Gimp – an evergreen in image manipulation. I have always been using it and never regret it

- Sound: Bfxr and inudge – websites for creating sounds and background music for games. inudge badly lacks an export feature but the both programs still helped me a lot.
- Sound: autotracker – a genius tool for creating random songs in a matter of seconds. This is great for adding background music in the last minutes.
I have probably skipped some software I used, but these were the ones I used most or used them for the first time this weekend. All of them worked out nicely. I do recommend them all.

Screenshot of my game
What went well:
- I used an IDE I’ve never used before. The same holds for the framework, the level editor and so on. Everything worked unexpectedly smooth in using these new tools

- I’m very unexperienced in creating graphics assets. That’s why I decided to draw all images in a pixaleted way. This worked out nicely and I was surprised of the result which I think is quite good for me.
- Using a level editor was a good idea. I thought that it may be more work to read alien file formats than hard-coding the levels by hand. This is not the case: I recommend you to use level editors if possible, you will be much faster for game like the one I wrote.
What didn’t went well:
- Time management… I didn’t do much on saturday and sunday morning, but worked the whole sunday night. I should start to work hard earlier 😉
- The background music was made within minutes and I think you will hear that. Maybe its a good decision to mute the game – I added a button for doing so in the lower right corner 😉 Maybe I should focus on sounds in the next Ludum Dare.
Obviously, this game is not finished yet. There is some basic gameplay but I have lots of ideas that are waiting to be added. I like what has been done so far and therefore think of extending it the next days. This is what could or should be done in the next days or weeks:
- done: Fix typos in the description (it was late…)
- add images for keys that are currently active
- add tiles that could only be passed from one direction
- create shoes, hats, … that influence gameplay
- add enemies
- add more levels
- create better background music
- move some reusable code to my template project
- implement all the things mention in your comments

All in all I really like my game, even though I think my last one for LD26 was a little better. But this depends on your personal taste. I learned a lot of new tools and had fun which is what I was aiming for. To that extend this weekend was a great success!
I’m looking forward to reading your comments on this blog post, my game and about the experiences you made last weekend. Thanks for reading this post and now have fun playing Key by Key.
Tags: post-mortem, postmortem