{"author_name":"DarkUser","cat":"LD #29","comments":[],"epoch":1398958560,"likes":1,"metadata":{"p_key":"30072","p_author":"DarkUser","p_authorkey":"37472","p_urlkey":"65539","p_title":"What I\u2019ve learned about jams \/ They Come With Fire \u2013 postmortem","p_cat":"LD #29","p_event":"LD29","p_time":"1398958560","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"37472","us_name":"DarkUser","us_username":"darkuser","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>Being my first ludumdare experience and second jam, I thought I&#8217;d share a few thoughts about my game, other games, and jams in general.<\/p>\n <p>&nbsp;<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/05\/image2993.png\"><img class=\"alignnone wp-image-358926 \" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/05\/image2993-550x309.png\" alt=\"image2993\" width=\"531\" height=\"309\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>&#8211;<strong>Make the game easy to play<\/strong><\/p>\n <p>Any sort of non-intuitiveness or early difficulty turns people away immediately.\u00a0 It takes a lot of time to rate games and it feels like a chore to replay anything or not know what&#8217;s going on.\u00a0 Death mechanics should be quick and painless into a respawn nearby before you&#8217;ve lost the player to the next game.<\/p>\n <p>I made this mistake.\u00a0 I didn&#8217;t end up getting enemy spawn waves set up properly with save points, death is a little slower to get back then I&#8217;d like, and I had zero tutorial-like early game structure.<\/p>\n <p>My plan was to have a big contra style boss fight be the highlight of the game and most didn&#8217;t even see it. =(<\/p>\n <p>&nbsp;<\/p>\n <p>&#8211;<strong>Get mechanics\/gameplay done first, polish later<\/strong><\/p>\n <p>A fairly polished broken game will have you tossed before anyone can experience what you have created.<\/p>\n <p>I was polishing as I went &#8211; sounds, art stuff (the water visual physics was the first thing I did and really had nothing to do with the gameplay&#8230;), particles, etc.\u00a0 This had me freaking out the last day trying to finish the boss fight mechanics, before I&#8217;d have to scrap it to make sure everything is working and finish the build.<\/p>\n <p>Although&#8230;<\/p>\n <p>&nbsp;<\/p>\n <p>&#8211;<strong>Some polish makes a world of difference so plan accordingly<\/strong><\/p>\n <p>Many claim that you expect to play rough games and it&#8217;s all about discovering new fun mechanics.\u00a0 This just simply isn&#8217;t true .\u00a0 It&#8217;s quite obvious the games that look and play the best, get the most attention.<\/p>\n <p>And rightfully so.<\/p>\n <p>There is more to how a player interacts with a game then what their hands and brain are doing.\u00a0 The visual and audio representations of those events are a large part of why a mechanic can feel rewarding.\u00a0 Without these an innovative idea can fall flat and be left to die due to a lack of peer attention, which can be a major deciding factor for anyone thinking about bringing their jam game to the next level.<\/p>\n <p>You can also definitely polish a turd into something people will enjoy.\u00a0 To the resentment of hipster developers everywhere,\u00a0 the world just simply works that way.\u00a0 See half the COD series and Miley Cyrus for reference.<\/p>\n <p><strong>-My submission<\/strong><\/p>\n <p>http:\/\/www.ludumdare.com\/compo\/ludum-dare-29\/?action=preview&#038;uid=37472<\/p>","time":"May 1st, 2014 10:36 am","title":"What I\u2019ve learned about jams \/ They Come With Fire \u2013 postmortem"}