{"author_link":"\/users\/rulrite","author_name":"Rulrite","author_uid":"rulrite","comments":[],"epoch":1673570032,"event":"LD52","format":"md","ldjam_node_id":322152,"likes":3,"metadata":{"p_key":"171465","p_author":"Rulrite","p_authorkey":"1046515","p_urlkey":"400760","p_title":"Top of the Crops? A Crop Circle Post-Mortem","p_cat":"LDJam ","p_event":"LD52","p_time":"1673570032","p_likes":"3","p_comments":"0","p_status":"WAYBACK","us_key":"1046515","us_name":"Rulrite","us_username":"rulrite","event_start":"1672963200","event_key":"116","event_name":"Ludum Dare 52"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD52","removed_author":false},"_superparent":313060,"_trust":3,"author":46515,"body":"![Crop Title.gif](\/\/\/raw\/3b5\/b\/z\/5650b.gif)\n\nIt's been a a couple of days, now, so I thought I'd write up a post-mortem based on comments and criticisms of my game so far. There are a couple of things I'd change if I had the chance to redo it!\n\n### Control Centre\n\nPerhaps the biggest issue I encountered in designing\/developing this game were the controls, and deciding what the player should and shouldn\u2019t be able to do. Players seem to be a little overwhelmed by the control scheme at first (and tend not to use the slow-down option at all, which I can understand), so I would refactor this if given an opportunity. Perhaps a one-button control scheme would be better, especially if I wanted to port the game to Android devices. I also toyed with the idea of allowing players to change direction when they like, and I think it\u2019s an avenue worth exploring. Maybe two player characters could be a solution: one who can expand their radius, and another who can reverse their direction.\n\nI should note that I failed to map the speed up and slow down commands to the arrow keys, meaning that you can only really control your speed with a mouse plugged in. This was a bit of an oversight, especially as someone who mainly uses a trackpad!\n\n### A Rocky Start\n\nTo better ease players into the gameplay, I\u2019d like to introduce elements a little more slowly - and maybe even slow down the game speed as a whole. There is a small period at the start of the game in which powerups cannot spawn, but clearly this wasn\u2019t enough. It\u2019d have to be a careful balance, though, as a lengthy \u2018introduction\u2019 period would quash any potential for replayability. I think it\u2019s important to maintain that arcade-y, straight-into-the-action quality and not risk hindering the pace of the game just to make room for new players.\n\n### Vegetable Variation\nA possible solution to the immediate difficulty is the reintroduction of a scrapped concept: separate fields with A) different vegetables to harvest and B) different gameplay timings and tweaks. The corn field could be a very basic, \u2018starter\u2019 field; a pumpkin field could introduce new powerups\/hay bales to bounce from; a tomato field could focus on high levels of pesticide, etc. As well as offering separate difficulty settings via each field, the gameplay changes could be enough to increase replayability - especially with separate high scores, of course. They\u2019d also allow scrapped items to make meaningful appearances (e.g. scarecrows would have acted like hay bales, but without the bonus crop collection).\n\n### Colour Calamity\nMany players have described the game as \u2018chaotic\u2019, with \u2018a lot going on\u2019 - or, perhaps, just too much to keep track of. If adjusting the rate of powerup appearances didn\u2019t do enough to fix this issue, I think a simple remedy would be to reduce the size of the field from 9x9 tiles to 7x7 tiles (essentially zooming in the camera and giving each tile more space to breathe). Some people have mentioned a lack of contrast between gameplay elements (such as the player character) and the playfield, which I agree with. I\u2019d hoped that I\u2019d done enough to make each tile distinct and not too confusing for the eyes, but I\u2019ll chalk this criticism up to my lack of experience with the chosen palette. It\u2019d be interesting to try experimenting with outline styles for certain objects - I had worried that white would be too distracting, but it may be worth revisiting. Maybe just cutting the number of browns for the soil from 3 to 2 would help to force it into the background.\n\n### Hitbox Havoc\nAn easy improvement to make would be to introduce actual hitboxes to each item. Aside from the hitbox used for the player character (or, more accurately, the player character\u2019s tractor beam), each other object tests collisions against its sprite. This was helpful in saving time for the jam entry, but it ended up making collisions feel oh-so-slightly wonky. Many have said that the pesticide hitbox is too big (which it is, factually!), and I personally think that the hitboxes for hay bales are much too small. In an improved version\/remake of this game, it would be nice to solve these issues alongside a proper implementation of layering: currently, some objects may appear to be in front of or behind other objects when they shouldn\u2019t (again, I didn\u2019t have enough time to fix it).\n\n![Crop Circle.gif](\/\/\/raw\/3b5\/b\/z\/5650c.gif)\n\nLastly, I just want to give a big thank you to everyone who has taken the time to play Crop Circle. I\u2019m overwhelmed by the response!","comments":0,"created":"2023-01-13T00:26:44Z","files":[],"files-timestamp":0,"id":322152,"love":3,"love-timestamp":"2023-01-13T03:45:19Z","meta":[],"modified":"2023-01-13T03:45:19Z","name":"Top of the Crops? A Crop Circle Post-Mortem","node-timestamp":"2023-01-13T00:33:52Z","parent":320005,"parents":[1,5,9,313060,320005],"path":"\/events\/ludum-dare\/52\/crop-circle\/top-of-the-crops-a-crop-circle-post-mortem","published":"2023-01-13T00:33:52Z","scope":"public","slug":"top-of-the-crops-a-crop-circle-post-mortem","subsubtype":"","subtype":"","type":"post","version":1005284},"node_metadata":{"n_key":"322152","n_urlkey":"400760","n_parent":"320005","n_path":"\/events\/ludum-dare\/52\/crop-circle\/top-of-the-crops-a-crop-circle-post-mortem","n_slug":"top-of-the-crops-a-crop-circle-p","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"46515","n_created":"1673569604","n_modified":"1673581519","n_version":"1005284","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/52\/crop-circle\/top-of-the-crops-a-crop-circle-post-mortem","text":"![Crop Title.gif](\/\/\/raw\/3b5\/b\/z\/5650b.gif)\n\nIt's been a a couple of days, now, so I thought I'd write up a post-mortem based on comments and criticisms of my game so far. There are a couple of things I'd change if I had the chance to redo it!\n\n### Control Centre\n\nPerhaps the biggest issue I encountered in designing\/developing this game were the controls, and deciding what the player should and shouldn\u2019t be able to do. Players seem to be a little overwhelmed by the control scheme at first (and tend not to use the slow-down option at all, which I can understand), so I would refactor this if given an opportunity. Perhaps a one-button control scheme would be better, especially if I wanted to port the game to Android devices. I also toyed with the idea of allowing players to change direction when they like, and I think it\u2019s an avenue worth exploring. Maybe two player characters could be a solution: one who can expand their radius, and another who can reverse their direction.\n\nI should note that I failed to map the speed up and slow down commands to the arrow keys, meaning that you can only really control your speed with a mouse plugged in. This was a bit of an oversight, especially as someone who mainly uses a trackpad!\n\n### A Rocky Start\n\nTo better ease players into the gameplay, I\u2019d like to introduce elements a little more slowly - and maybe even slow down the game speed as a whole. There is a small period at the start of the game in which powerups cannot spawn, but clearly this wasn\u2019t enough. It\u2019d have to be a careful balance, though, as a lengthy \u2018introduction\u2019 period would quash any potential for replayability. I think it\u2019s important to maintain that arcade-y, straight-into-the-action quality and not risk hindering the pace of the game just to make room for new players.\n\n### Vegetable Variation\nA possible solution to the immediate difficulty is the reintroduction of a scrapped concept: separate fields with A) different vegetables to harvest and B) different gameplay timings and tweaks. The corn field could be a very basic, \u2018starter\u2019 field; a pumpkin field could introduce new powerups\/hay bales to bounce from; a tomato field could focus on high levels of pesticide, etc. As well as offering separate difficulty settings via each field, the gameplay changes could be enough to increase replayability - especially with separate high scores, of course. They\u2019d also allow scrapped items to make meaningful appearances (e.g. scarecrows would have acted like hay bales, but without the bonus crop collection).\n\n### Colour Calamity\nMany players have described the game as \u2018chaotic\u2019, with \u2018a lot going on\u2019 - or, perhaps, just too much to keep track of. If adjusting the rate of powerup appearances didn\u2019t do enough to fix this issue, I think a simple remedy would be to reduce the size of the field from 9x9 tiles to 7x7 tiles (essentially zooming in the camera and giving each tile more space to breathe). Some people have mentioned a lack of contrast between gameplay elements (such as the player character) and the playfield, which I agree with. I\u2019d hoped that I\u2019d done enough to make each tile distinct and not too confusing for the eyes, but I\u2019ll chalk this criticism up to my lack of experience with the chosen palette. It\u2019d be interesting to try experimenting with outline styles for certain objects - I had worried that white would be too distracting, but it may be worth revisiting. Maybe just cutting the number of browns for the soil from 3 to 2 would help to force it into the background.\n\n### Hitbox Havoc\nAn easy improvement to make would be to introduce actual hitboxes to each item. Aside from the hitbox used for the player character (or, more accurately, the player character\u2019s tractor beam), each other object tests collisions against its sprite. This was helpful in saving time for the jam entry, but it ended up making collisions feel oh-so-slightly wonky. Many have said that the pesticide hitbox is too big (which it is, factually!), and I personally think that the hitboxes for hay bales are much too small. In an improved version\/remake of this game, it would be nice to solve these issues alongside a proper implementation of layering: currently, some objects may appear to be in front of or behind other objects when they shouldn\u2019t (again, I didn\u2019t have enough time to fix it).\n\n![Crop Circle.gif](\/\/\/raw\/3b5\/b\/z\/5650c.gif)\n\nLastly, I just want to give a big thank you to everyone who has taken the time to play Crop Circle. I\u2019m overwhelmed by the response!","title":"Top of the Crops? A Crop Circle Post-Mortem","wayback_source":[]}