Looking Back and Ranting (Just a Bit)
So it's LD50! That's... a lot. My first Ludum Dare was #16 (yes, I had to check) waaaaay back in December 2009 (yup, got that from Wikipedia) and looking back at the archive website, it looks like I did pretty well too, with #12 in Fun! Sure, there were "only" 121 participants but it wasn't a bad start.

Funny thing, I actually ended up making the game in just around four hours. My original, much more ambitious idea involved building a level from tiles similar to Carcassonne, but I never figured out what the game would be, exactly. On Sunday evening, I just scratched that and quickly whipped up a game based on a very old (mid-90s) DOS game I had started but never finished, where you explore a maze while your torch slowly dies down. I had no time to polish it and it just used Unity's primitives and didn't have any sounds, but it managed (accidentally, I might add) to get a couple of things right:
- It was super simple to learn
- It was short
Those two are important pillars for LD success, I feel. Even though I did got them right at first, I did not do so well on all the the subsequent tries. All in all, from 2010 to 2014, I only managed to finish two games out of 8 I started. Out of those two, one was kind of a Civilization clone with an evolution theme (LD24), which was pretty ambitious and kinda worked out ok too.
From 2015 on I started a working in a team. That helped me make games that actually look good and also frees a lot of time, since even making my crappy coder art is very slow. Out of the Jam games, two have actually even ended up as getting published outside of LD: first Super Snowball Roller Mayhem 2000 in LD34, and second Ignis Universia, for which I'm actually working on a sequel right now!

For several years now, I've strived to play and review as many games as possible, with 100 as my yet unattainable goal. I think my personal best is around 70? The main reason for that being that I obviously like getting feedback myself, but there are always some gems to be found. To be able to play as many games as possible, I really, really, prefer playing web games for several reasons:
- It's the fastest way, as I don't need to download, unzip, etc.
- I'm antsy about running random stuff downloaded from the net
- They run on all (desktop) platforms
Last point is a bit moot now since I'm on a Windows PC, but I used a Mac exclusively for years, which prevented me from playing anything that wasn't native or web. So, if you're using Unity or other engine that supports WebGL exports, always make a WebGL version. There's really no excuse. Does your built-in-a-weekend jam game really need a feature not available in WebGL? Yeah, I thought so too.
Also, I still think we should have a story category!
. I also have the individual frames if someone needs them (I am using GDevelop, so I have to use individual frames, as it does not support gifs












