My post-mortem

Phew! It was a hard LD! For long time I had this idea of making a game in which you would play in real world(basically use photos as background/map). The connected worlds theme was great excuse to do that. Generally this Jam was definitely one of the better Ludum Dares I took part in.
What went right:
-Idea for a game(distilled over ~2 years, this had to be good)
-Speed of level design(when I made first photo level, the rest of them was finished in~1 hour, Tiled is great for that purpose)

What went ok:
-AI, my first finished AI that is at least somehow dangerous
-Audio, my first attempt was really smooth(~30 mins to implement+create sound). Sadly the sounds are a bit too plain.

What went not right:
-I wanted to make a jumpy platformer. Then I made main character leg-less robot on tracks. I didn’t have time to add some kind of rocket-y jumping, so the lore is a bit edited to adress that.
-Collisions and movement, I had to pause game game before every level since the tunneling is really bad if I don’t. Now I know that this could be easily subverted by using more constant timestep.
What went wrong:
-Using my own, untested in real scenario library(had to hot fix it 2 hours into a LD)
-Tile level design(not colorful, not enough tile variants, rooms feel empty)
-Graphics, the main enemy is well… weird, the protagonist is blocky and not detailed enough.
Lessons i have learned:
-TEST YOUR LIBRARY
-IF YOU ARE NOT AN ARTIST: DRAW YOUR PIXELS, NOT ART

Tags: post-mortem