Postmortem – Mister Misbehave
Hello everyone. I managed to finish my second Ludum Dare Compo entry this weekend and I’m proud of this achievement. I feel like I’ve created a much better game than my first entry.

Description of the Game
In Mister Misbehave, you control a character who, well, likes to misbehave often. He’s banished from the city, and he continues to misbehave when he arrives to the countryside. However, the villagers are not happy with his misbehavings so they try to catch him to put an end to his bad actions.
The basic gameplay involves a tile-based, randomly generated forest map with a couple of houses (villages) on it. Our villain tries to misbehave in as many tiles as possible before the villagers catch him and give him a taste of his own medicine. There are also some “healer” type of characters in the game, dressed in white, who wanders around and tries to repair the damage our villain has brought to the universe. These characters reduce your total score, but can easily be dispatched by our villain. So, basically, villagers chase you, you misbehave a lot and also try to chase healers.
The Good Stuff
- Sleeping is important. I cannot emphasize on this nearly enough. Nearly 15 hours of my 48 hours were spent while sleeping and I’m not complaining. Sleeping is important to put your mind together and it gives you the boost you need to go on when things get tougher.
- Solid game title and concept. I believe I came up with a great name for my entry. The villain character is also a little bit different from all the villains we’re used to see, so I believe it’s a nice twist to the theme which made the game entertaining.
- Console text. I added a console to my game which describes all the misbehavings you’ve done. There are 5 different flavor text for each of the tile types you can misbehave in. I wanted to add even more tile types and flavor text to the game, and I might do so if I get to try my luck at a post-compo version. Right now, it’s one of the best features of the game imo.
- Feature complete. I managed to put in almost all the features I’ve planned initially for this game. The content does get repetitive after a couple of plays but still, it’s enough for a player to try the game a few more times after his initial try.
The Bad Stuff
- Pixel art. I suck at creating art. I tried doing some pixel art, and while it wasn’t a bad effort, it lacks style which might’ve lured a couple more people into playing the game. I want to learn more about doing pixel art if I want the look of my games to be more attractive.
- Difficulty adjustment. Once again, some people have found my game to be a little on the difficult side. While it’s definitely easier than my first entry in LD23, next time I’ll remember to put in a difficulty slider in my game to satisfy everyone’s needs.
- THERE ARE NO GOATS. ’nuff said.
So, what now?
I’m a little bit busy in the next couple of weeks, but I’ll try to make a post-compo version of my game in the future. The features I have in mind are adding levels to the game, adding more tile types and more flavor text, along with some other character types that approach you in a different way. Better graphics if possible are also on my to-do list. I guess we’ll see what happens next. Until then, I just have one thing left to say:
Tags: ld25, postmortem, unity


