Toastmortem

I learned a lot this Ludum Dare. Let’s take a look:
The Good
-Drive
The whole 48 hour deadline thing really helped with motivation. I was worried about burning out halfway through, but somehow, it didn’t happen.
-Scope
Aside from one glaring issue, I knew my limitations pretty well, and was able to finish on time because of that.
The Bad
-Lack of Theme
A lot of commenters picked up on this one, and there’s a good reason for it. My original idea was really close to the final version, but with a major gameplay gimmick.
In addition to your character, you and the opponent would also control a cursor that moved along the bottom of the screen (beneath the surface), and at a random time, it would create an explosion at the tile that it pointed to. I had this all coded out, but it made the game way too frenetic and confusing, since the players had to control 2 objects at once.
I ended up scrapping the idea, and made a quick redo of the art assets to (poorly) link the game with the theme.
Nevertheless, I’m happy with how it turned out, and excited for the next LD.
Tags: postmortem