A post mortem to ludum dare 40.

Everything started well, we got an ideea for the game, a tetris survival where you would play a little tetris block trying to escape the arcade machine, but it all went downhill from that.

In the first day i tried to make the game spawn randomly generated tetris blocks and i managed to do that in a confined space, the problem of the game began when we started a little play test and realized that the game would be too chaotic and not fun at all, most of the time getting you stuck between two pieces or the levels generated made no sense, so i started working on a way to make them have some sort of sense while still being a bit random, needless to say i failed.

In the second day i thought that it would be much better if you controlled the tetris blocks as well as the little block that tries to escape the arcade, i made the game work in a grid based environment of 10 width and a height that was increasing by the number of blocks already placed , working hard on this day i didnt get time to play test it , and i went to sleep thinking it would be fine.

The third day, the day of the doom, after a few fine tunings to the numbers the player character feeling pretty smooth , i decided its time for a little play test, and discovered a game breaking bug that would haunt me till the end of the ludum dare, the problem was that when the camera started moving upwards the spawner would move upwards as well, this lead to a number of problems one of which was the fact that some of the blocks overlapped each other, only now i realize that i could have incremented the spawning block by a flat in of 1 and this bug would have been gone , but too little too late.

I will try again in the next ludum dare, i have learned a few things, and will be better prepared the next time. For now rest in peace my little tetris attempt.

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