Postmortem Ludum Dare 30 – Delta Spaceline

LD30 was my 3rd jam only, my 2nd Ludum Dare, and my 1st one in solo. Just for the context, a bit of shameless self-promotion:

  1. Choppy Fox for the Flappy Jam
  2. From the Under for Ludum Dare #29 with RadStar
  3. Delta Spaceline for Ludum Dare #30

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What went wrong
  • I used external assets, what’s forbidden by the compo rules. I discovered that when about to post at the compo deadline. When ticking the ‘jam’ box in the post form, I cancelled my post…
  • …and then actually went for the jam to give myself 72h cause 48h were not enough for me. My game wasn pointless therefore uninteresting at the jam deadline. It lacked 2 of the 3 key features: there was trading goods, but weren’t neither passengers nor 10,000 credit-objective.
  • I’m not sure Haxeflixel actually made me save some time. I’d have needed a lib, not a framework.
  • A lot of UI, no prior design, so I wasted a lot of time positioning things.
  • I almost gave up at the middle of day #2 because of the pointlessness of the game, and because of UI bugs due to Haxeflixel…

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Sprites by Arachne
Music 
Space Machine A by Kevin MacLeod

What went right
  • …but since I’m stubborn, I insisted, at least not to feel ashame. I quickly fixed the bugs thanks to a refactoring I had actually nearly completed.
  • Having 1 more day game me time to add the 2 more key features I spoke of above. I then found an interest in playing my game when I noticed I could lose some time when testing! My very critical wife tested it, and after a few minutes of incomprehension, understood the concept and approved it!
  • This ‘What went right’ section seems a bit short, but I am globally satisfied by both process and result, and I learnt a lot during this jam. I generally enjoy those intense work-session, who can be very productive rewarding.
What’s next
  • I’ll post Delta Spaceline on various portals to have more feedback. I need to work on the proportion, 960×480 doesn’t fit, at least on Kongregate.
  • If feedback’s positive, I could go for some more features:
  • more goods
  • energy for the ship could be a good (it was at the beginning, but I had to simplify)
  • bounty hunting (a planet ask you to go to another planet to capture a criminal to bring him back, it would cost weapons, but offers good rewards)
  • ship upgrades (more cargo, engine more efficient)

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Next Ludum
  • More design at the beginning. Design UI could help conceptualize.
  • Then get a fully playable prototype asap, and keep UI and graphics for the end.
  • Get more feedback sooner.
  • No use of Haxeflixel, or only some side-feature, not the framework in itself. I wanted to experiment Phaser, but got to check if it can be used as a lib only.
  • No waste of time on graphics. Tiny sprites. Details only at the end.

Comments

03gramat
27. Aug 2014 · 18:42 UTC
Personally, I have played your game the longest out of all entries I have tried, I had a great time! Nice job!