ZeGGamer

Ludum Dare 46

Ludem Dare Woop Woop!

First Ludem Dare, lets make some spaghetti CODE!

Almost there!

Getting Ready to begin polishing. Wish me luck. ScreenRecorderProject30.gif

Check out my Game!

Hey all, check out my game! It has an HTML version so anyone can play it! (Granted I couldn't upload my windows port but I'm working on that...)

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Game Link: https://ldjam.com/events/ludum-dare/46/keep-it-afloat

Rating Done, and a quick retrospective on "Keep It Afloat"

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So my first Ludum Dare has come to a close, and I have to say, I loved the experience. Not only was making the game super fun, but grading and playing others games was a blast too. Not only that, but I think I did pretty good all things considered for my first game, especially considering It was a Compo game.

Overall: 212th (3.775 average from 53 ratings)

Fun: 103rd (3.902 average from 53 ratings)

Innovation: 247th (3.653 average from 51 ratings)

Theme: 146th (4.069 average from 53 ratings)

Graphics: 307th (3.735 average from 53 ratings)

Audio: 157th (3.67 average from 52 ratings)

Humor: 270th (3.296 average from 51 ratings)

Mood: 398th (3.367 average from 51 ratings)

I'm most happy about the FUN catagory. Not only did I place very well (the top 5% if the total number of participants is considered to be 2,000), but it's the category I wanted to do well in as well. Most of my other game jam games I've created haven't been seen as very fun, and that is what I strive for in my games. I defiantly believe that this game shows my progression in design philosophy for the better, as not only did I find it enjoyable and replayable, but others did too.

Other categories such as mood and graphic I though I would do worse in, seeing as I just threw them off to the side, but If I had the time I could have put more time into the characters and world. Things like a dynamic background would really elevate this game to a new level, but sadly, nobody has the time to put in every feature they want.

I think for the next time however, I'm going to try to create key bindings and controls that are more intuitive, as I believe that is what this game is missing the most. I know that every game has flaws, but I feel as though when a player tries to play a game, but doesn't understand how, they have a poor experience overall. I defiantly need to find better key combos that are more industry standard (Like making jump space bar, and not L)

I had a blast this game jam, and I hope you all did as well. If you want to check out my game, I'll be happily abliged.

https://ldjam.com/events/ludum-dare/46/keep-it-afloat