Auction Hoarder - Post Mortem
Submission: https://ldjam.com/events/ludum-dare/42/auction-hoarder
Auction Hoarder was a very small scope game, envisioned to be made in about 20-36 hours since I wasn't expecting to work for the full 48 Compo hours (Pokemons aren't catching themselves on community day).

Auction Hoarder is an auctioning simulator.
You go into auction and see the pieces being displayed. If you feel like it’s worth it, you can place an offer. If not, you can just skip the offer! People will be bidding against you the whole time, so make sure the item is really worth the price.
Once you got all the items that you wanted from the auction, it’s time to bring them home. However, your garage has limited space! What will you have to sacrifice to fit everything in?

POST MORTEM DEVLOG
What Went Well
- Programming worked as expected
- Initial idea was developed without any major cuts
- Didn't scrap any idea or started over
- Didn't get stuck in any major bugs
What Didn't Went Well
- The idea ended up being a bit boring (But maybe I'm biased after playing 100+ times in 48 hours)
- Didn't put as much time into art as I hoped to put
- The game didn't really fit the theme since it focused more on the money rather than the space
THE PROCESS
Day 1
Day 1 started off pretty well. I managed to get the basic programming of the auctioning working, which wasn't particularly hard.

Day 2
Day 2 was focused on programming the garage and the AI that bids against the player.
The garage proved to be a fun challenge. It had been a while since I made an "Inventory" type thing. Midway through the day I decided to change the space system a little bit. It went from "buying artifacts until you ran out of space" to "buying as many artifacts as you can and then having to discard some" which I think gave people a bit more of anxiety (in a good way) because you don't find out the value of the items until the end of the game.

The AI was a bit more of a tough challenge.
It wasn't hard to code it, but it was annoying to come up with a bidding formula (When to bid and how much), but overall I had fun with it, and making the sound effects for it.
The rest of the day was used to create and improve the art assets of the game. This was when my girlfriend decided to help.
Day 3
Day 3 was focused on finishing the art assets, creating the soundtrack and sound effects. I am quite pleased with the soundtrack but I feel like the art assets and sound effects could have been better.


CONCLUSION
I had lots of fun during this Ludum Dare. I feel like it went well and saw a lot of great games during their developement.
For now, "Auction Hoarder" will stay in my Jam Shelf, but maybe I will turn it into a hyper-casual Android game in the future.
*I hope everyone had fun and thank you for reading my Post Mortem
Submission: https://ldjam.com/events/ludum-dare/42/auction-hoarder