{"author_link":"\/users\/martingonn","author_name":"Martingonn","author_uid":"martingonn","comments":[],"epoch":1775551460,"event":"LD59","format":"md","ldjam_node_id":424721,"likes":7,"metadata":{"p_key":"95038","p_author":"Martingonn","p_authorkey":"1395408","p_urlkey":"309308","p_title":"Reflections on LD58","p_cat":"LDJam ","p_event":"LD59","p_time":"1775551460","p_likes":"7","p_comments":"0","p_status":"WAYBACK","us_key":"1395408","us_name":"Martingonn","us_username":"martingonn","event_start":"1776470400","event_key":"113","event_name":"Ludum Dare 59"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD59","removed_author":false},"_superparent":424249,"_trust":1,"author":395408,"body":"I recently looked back at my LD58 game and its reviews. I now know what I did wrong.\n\n1. Use of high-quality sprites for stronger enemies (which MASSIVELY impacted performance and accounted for ~70% of the game's size), while using 2D 16-bit Wolfenstein3D-like textures for others\n\n2. No clear death screen - when players died, the game just had a brown screen and everyone was very confused as to what happened.\n\n3. Lack of atmosphere - the only sounds were weapon pickup and shooting sound. This won't repeat, ambient music is also needed.\n\n4. Grindiness - the chance of bosses that dropped the required parts were very small and it took a very long time to find them and kill them.","comments":0,"created":"2026-04-07T08:35:26Z","files":[],"files-timestamp":0,"id":424721,"love":7,"love-timestamp":"2026-04-08T11:34:32Z","meta":[],"modified":"2026-04-08T11:34:32Z","name":"Reflections on LD58","node-timestamp":"2026-04-07T08:44:20Z","parent":424719,"parents":[1,5,9,424249,424719],"path":"\/events\/ludum-dare\/59\/$424719\/reflections-on-ld58","published":"2026-04-07T08:44:20Z","scope":"public","slug":"reflections-on-ld58","subsubtype":"","subtype":"","type":"post","version":1344090},"node_metadata":{"n_key":"424721","n_urlkey":"309308","n_parent":"424719","n_path":"\/events\/ludum-dare\/59\/$424719\/reflections-on-ld58","n_slug":"reflections-on-ld58","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"395408","n_created":"1775550926","n_modified":"1775648072","n_version":"1344090","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/59\/$424719\/reflections-on-ld58","text":"I recently looked back at my LD58 game and its reviews. I now know what I did wrong.\n\n1. Use of high-quality sprites for stronger enemies (which MASSIVELY impacted performance and accounted for ~70% of the game's size), while using 2D 16-bit Wolfenstein3D-like textures for others\n\n2. No clear death screen - when players died, the game just had a brown screen and everyone was very confused as to what happened.\n\n3. Lack of atmosphere - the only sounds were weapon pickup and shooting sound. This won't repeat, ambient music is also needed.\n\n4. Grindiness - the chance of bosses that dropped the required parts were very small and it took a very long time to find them and kill them.","title":"Reflections on LD58","wayback_source":[]}