It’s been a while since my last post on the blog, and today we’re not talking about Unreal Engine 4!
I was kind of busy these days, for professional reasons, but also because it was Ludum Dare. I missed the previous ones, so this time I had to create something.
Now it’s been a few days since the end of the Ludum Dare 34, and it’s Post-mortem time!
Ludum Dare #34 : « Growing » & « Two button controls »
For this Jam session, we were a team of three : 2 Game Designers (Louis Denizet and I) – one programing and one making the art stuff – and 1 Music Composer. First of all I have to say that some guys made really unbelievable games… Each LD is a great adventure, and there are so many awesome entries! Each time I’m proud to be part of it, alone or in group like this time.
But let’s talk about Flowering Souls development. First of all, what is Flowering Souls ? Well, it’s the game I made, and you can learn more about the finished product and how to download it on its own page, RIGHT HERE.
A Game Designer challenge
It was the first time Louis and I were working together, and we discovered there was a good synergy between us : the final game was designed on paper in less than one day. We decided to use both of the themes this time, and after a few ideas going to trash, we had our final concept.
And now it’s time to actually make things happen!
Then, we launched the « production » part. The graphic part went surprisingly good. The last time I made graphics for a game was far from now, but at the end of the first day, all the characters assets were designed and ready for animation.
On his side, Louis was completing our List of Features, and we were experimenting and messing around with these mechanics in the same time that he implemented them.
At the end of our first day, we were confident : everything would be on schedule.
The second day was more about experimentation, modifications and polishing the « engine ». Louis also prepared a Level Design tool that would help me to design wave of ennemies, while I was creating animations and FXs.
The last part of the Jam was far more stressfull. We were looking at the timer, and were only starting to make Level Design and still improving ennemies behavior. It became more and more painful since we discovered the first couple of bugs (that we would take 45mn to solve), opening the gates of the « what the hell is happening ?! ». The tutorial was a big part of the time we spent on fixing bug, because we really wanted to get something clean and understandable.
Finally, we managed to deliver the game on time, and now we’re really proud of it! The goal of this LD34 was to create a game with a great level of polishing, and I actually thing we managed to reach that goal (In Game, try to click on the ground when you have a few seconds!).
I learned great stuff, produced something in 72 hours, lived a unique experience. Ludum Dare style.
So ahem…What went wrong?
Since we don’t have any result yet, I can only make suppositions. During the development, all went kind of right. Except for a few bugs on which we lost almost one hour, everything went surprisingly right.
The release was more of a problem, though. We did’nt get much success. But why?
Actually I think the answer is easy to get :
- The game isn’t playable on Web (Windows only)
- Mechanics are complex, and you need to go through a tutorial to learn the game (too long?)
- Level Design balance is too hard to accomplish in such a few hours
Actually, we have a lot of good feedback on Our Ludum Dare page, but I think the kind of game we made was not kind of a « Ludum Dare game ».
Anyway, I’m always waiting for more and more feedbacks, so hope you’ll like it!