Below Earth โ€“ Post-Mortem

Here is a short post-mortem of my third Ludum Dare Entry (Jam): Below Earth.

In it you play an adventurer (bomb throwing maniac) that is exploring an underground cave only to find a rather hostile environment.

Play Below Earth

This time I also tried out some new tools like IntelliJ (IDE) and Aseprite (Pixelart) and I have to say I like them.

The somewhat good things:

  • Brainstormed the idea long enough and then sticked with it.
  • Prototyped graphics really quickly.
  • The game is actually fun to play.
  • I successfully drew my own pixelart with aseprite.
  • I didn’t neglect my personal duties during the weekend.

 

Don't mess with the local wild life.

Don’t mess with the local wild life.

 

The rather bad things:

  • I originally intended to procedurally generate levels, but then I realized, that I have absolutely no experience with procedural level generation. I ended up with uninteresting and lazy “random” levels. So I later created a level parser to read text-files and made some quick levels, but I also left some of the generated levels in it.
  • It’s too hard. I slowly start to see a pattern with my Ludum Dare games. I always balance it in a way, so that I still have a challenge, but that might not be an acceptable difficulty for others. Having difficult levels itself isn’t the problem, but having a too steep difficulty curve is a problem. I should learn to slowly(!) ramp up the difficulty of the game. Giving the game to playtesters often and early can really help with this.
  • Hiding content in later levels. Because of it’s difficulty, some players never got to see every enemy that the game has to offer. This might be something not true for game-design in general, but it holds true for Ludum Dare, where most people probably don’t have the time to try and master your game. This means all the main game features should be available within the “easy” levels, and only combine them and challenge the player after those levels.
  • This is another entry without music. Music is important for a game, but before I hastily make some annoying 10 second loop I rather leave the game without music. This might be a personal goal for my next LD to focus on music and create some for my game. I just have to find a program I can make some with and learn to use it….
  • I created pixelart. It’s not good, but it’s better than anything I’ve created yet. Still it took far longer than it should have.
  • No Web version. I really tried to get that GWT build to work, but there are so many things that go wrong when they somehow possibly can…

Time spent (aka everybody loves statistics)

During the whole weekend (Saturday to Monday because it’s a Jam Entry) I recorded my development time with toggl.com, which is really useful for such things. I ended up spending more time on graphics than I thought I would. Programming seems to be so big, because I was always testing my game inbetween bigger changes and played it over and over again. I also spent a whole hour setting up the project because I was using Libgdx without eclipse. ๐Ÿ˜‰

That's how I spent my weekend.

That’s how I spent my weekend.

Conclusion

Every Ludum Dare helps me in some way to become a better developer and even a better person. ๐Ÿ˜€

I found some new nice tools with which I will continue to work.

I also should try to make my future games not too difficult for the average player.

I already started and will continue to develop a post-compo version of this game, because this is one of my first games where I feel like polishing it is worthwile.

If you want to play or rate or try out the post-compo version, you can do this here.

Tags: ld29, postmortem