‘SoundWaves’ – LD31 Jam – Post Mortem

So, our second jam entry is posted and we’ve regained enough sleep hours to interact with the world again :p

Laz0rs! And balls of death!

There’s a lot of things we didn’t have time to implement, and the game balance sometimes works and sometimes doesn’t, depending on which speaker(s) you shut down and when.

Here’s a short list that looking back we would’ve put in given more time:

– More levels / track options (we were a bit constrained by the file sizes on the tracks)
– Music could have been specifically written to fit the game better OR Pre-analyse tracks to enable music imports (that would take us a while and would be hell to balance)
– Smooth screen transitions
– Powerups (the ship we made actually had 5 guns, but it was a bit too easy so we cut it back)
– Enemy design
– Background
– Smart bombs
– Different game modes (Survival, Time Attack etc.)
– High Score / Leaderboards
– Better UI
– Persisting Upgrades
– More varied particle effects
– Shields

So, in the last LD post-mortem we posted, we specifically said we’d use tools we were familiar with. Well, we didn’t. We decided to switch up to Unity to see what all the fuss was about. And it’s pretty awesome, if not a bit contradictory to our usual programming styles (public variables EVERYWHERE!?).

Next time we will be using Unity again, and now we’ve got used to it hopefully come up with something more polished, or something more adventurous that we can struggle to get working :p

We had fun making it, and fun playing it, hopefully you will too, check it out:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=27791