I’ve always talked about writing something like this up at the end of a game jam, but have never got around to doing it. This time I’m just going to do it, so below is a summary of how my weekend went doing Ludum Dare 33.
To get started, I should probably say that I took part in the compo, so the game was done alone over 48 hours. This was my 11th ever game jam, and every one of them has been a lot of fun.
Blinky, The Simple Beholder – Ludum Dare Compo Entry

The Game
The objective of the game is to sneak out of the dungeon. Going level-by-level, up toward the surface, you have to hide in the shadows to avoid being seen by adventurers. If they see you, you will blast them with your magical eyes (because beholders are pretty strong, right?).
The problem with Blinky is that he’s been so deep in the dungeon that he’s never been in a fight! Due to this, he doesn’t really know his own strength, and so every time he uses his magical eyes, they explode! Blinky has 3 small eyes and one large one. If he uses all of them, he’ll die, so staying hidden is the key to getting out.

What Worked
The game was a lot of fun to make, so I ended up spending time on the smaller details, which I think really gave the game some character. Here are the key things I think really worked in this game:
The Level System
The initial design of the game was to have an endless runner, where you had to stop in the shadows as adventurers came past. By the first night I had a prototype of this working and it just wasn’t fun. On the verge of giving up the jam I decided to stop for a much-needed sleep. When I woke up in the morning I had the idea of changing the progression to a level-based system. This allowed the player to have full control over the movement, as well as having small, hand-designed levels and an achievable goal (yep, you can actually get outside!) This felt much more rewarding than an endless runner.
The Scope
Changing to a level-based system meant I didn’t need to worry about creating a balanced system for an endless runner. Sure, I could have just increased speed/spawning frequency but then it would have just felt like a poor implementation. The level-based system allowed me to have a single room layout which I could easily duplicate and alter for each room. This saved a lot of time, and meant that I could stop making levels at any time to give the game a victory condition, allowing me to deliver a much more balanced and complete game.
The Small Details
Like I mentioned above, I spent a lot of time on the small details. They may not be noticed by every player, but the fact that they are there has left me felt like I have done my job right. The smaller details include things like the beholder floating up and down continuously, each eye (while it exists) blinking every few seconds, the blood particles on the exploded eyes, the camera movement when moving to a higher level, and the highlight on the eyes when hiding in the shadows. Each of these things took time, but also added value to the game.
The Laser
This was one thing that I’m really glad made it into the game. Beholders are well known for being tough magical creatures, so it felt wrong to have one that couldn’t do any harm to the adventurers. The idea of having his eyes explode was something that initially made me laugh, but once I tested it out, become a really clean way of implementing a health system without having to code the adventurers to attack the beholder (I had thought of having them attack you, and you could just run away. Not very fun at all!) The laser is a satisfying, yet dangerous way of staying alive for a little bit longer. Unless, of course, you only have one eye left!

What Didn’t Work
Like all game jams, things go wrong. There’s constant pressure from the theme and time restrictions, and if you’re in the compo, you’re going at it alone. I guess most of the things that went wrong were all to do with “what didn’t make it in time”, so here’s a list of what I would have liked to have seen in the game, had I not spent the first idea working on finding the fun.
The Adventurers
Let’s face it – they’re ugly. There’s no animations, no colour, no life, and only two variations (where the only difference is movement speed). I would have loved to add some animations to these, and really bring them to life. I also would have loved to see some variations in how they behave. Maybe some change direction if the beholder brushes past them in the shadow? Maybe some stop walking every so often? There’s a lot more I could have done with these, but time was always a factor.
The Environment
Okay, so all of the art is ugly, but I’m not afraid to admit that art is not my strong point (or strong at all, for that matter). I would have loved to add some more detail to the environment. Maybe add some torches, treasure chests, just.. details! I’d love to see more interesting shadows, too. Solid black rectangles just don’t look very nice.
Obstacles
This went so wrong that they didn’t even make it into the game! I had ideas to put different obstacles that the beholder had to float over/under, or time-based obstacles, like a turret that shoots bursts of fire, to add an extra challenge for the player. Unfortunately none of this made it into the game. Maybe I’ll come back another day and add some in, just to see how it would change the game play.
Audio
I’m usually the first person to set up audio in a project, regardless of how awful it sounds, or how much it just doesn’t fit the game, so I’m disappointed that this game lacks any audio at all. I doubt I’ll let this happen again.
More Effects
The laser, the particles, death animations, they’re all just a bit stale. The lack of screen shake while the laser is shooting is also upsetting. Still, the game is functional, and that’s the main goal in a game jam. You can’t get it all done in a weeekend, so some things just have to be sacrificed.

Overall I had a lot of fun working on this game. I did come close to quitting the jam at the end of the first night, but I’m really glad I pushed through (and I admit, waking up to see a post on Twitter that said “DON’T GIVE UP #LDJAM” was a huge influence, so thanks for all the supportive people out there!)
The game may not be perfect, but it’s a small sample of what I thought would make a fun game, and that’s enough for me. 