Post Fatalis and/or Post Mortem

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5952

Well, this was my first Ludum Dare, and all in all I like the result my game has become. Still, there’s enough to improve, if only on the motivational front.

What went right:

  • I went to bed early on Friday, which increased my motivation and inspiration on saturdaymorning. However, it also meant I ‘didn’t feel like it anymore’ after about 12 hours.
  • I had time to spare. I was pretty much done 8 hours before the final deadline, and that included 3 hours of Grand Prix of Bahrain.
  • I like the game. It’s mostly robust, and mostly polished. There are a few glaring bugs, one which could, in the worst circumstances, break the game (Strand you on a planet, to be precise) but no crashes, and no big graphical problems.

What went wrong:

  • Motivation issues. Not that my game is unfinished now, but I realize it could’ve been much better.
  • The Grand Prix of Bahrain. Like the motivation, would’ve improved my game as well.
  • Fear of bugs: I had a few more ideas, but I didn’t want to be overcome by feature creep. I’m sure I could’ve added some more features and still be done on time.
  • I didn’t really like the theme. I had a great idea for Alchemy (Whether it’d be better than the game I have now is debatable) but this’ll have to do.
  • I slacked my way through the sound and music. It’s reasonable, but no more then that.
  • As mentioned, I had time left. It could’ve been better.

Future work:

  • IOS Version
  • Bug Fixes
  • Adding some info on the HUD to make it easier to find planets.

Future-Future work:

  • Planet Crashing
  • Different kinds of trees, different kinds of seeds
  • Other kinds of life
  • NPC’s and other random elements
  • Infinite-esque space
  • Storyline
  • Trading
  • Spore(tm) meets Eufloria(tm) – no, just kidding.