Artificial Incompetence Post-Mortem
My first Ludum Dare/Game Jam was a success! There were definitely bumps along the way, but we’ll get to that in a minute. First of all the game I ended up with (Play it here!). You have a fleet of AI controlled ships fighting an enemy ship, but the problem is that your ships aren’t all that “intelligent”. So whenever they malfunction you have to complete a minigame or quick time event and fix whatever went wrong. As the game goes the events come faster and faster, and by the end an event is happening about every second. Now that that’s out of the way, here’s what all happened and what I learned.
Bad Stuff
- I had a game idea about one hour after the theme was revealed. In it you controlled the traps on a Meat Boy style level and had to stop the heroes from getting through. This was going well until about 12 hours later when I realized the game had a ton of problems, the biggest one being that it wasn’t fun. It also was going to take more art than I was willing to make and I hadn’t set anything up right so adding in new traps and whatnot was a pain. So I completely scrapped the idea and started fresh. More on that in the good part.
- The game gets repetitive fairly quickly. I feel like a lot of LD games fall into this trap, but mine kind of shoves the repetitiveness into your face. I had originally planned for more events to be in the game, but I ended up with only 4. This was partly because I lost that first day to the first idea, and partly because by Monday I was completely burnt out. What I have now is basically a cleaned up version of a single day of work, even though I had plenty of time to add in probably two or three more events.
- The game is incredibly hard. I’m sure you all know how hard it is to balance a game, especially in the span of only a few days, but I don’t think anyone besides myself can beat this game. I tried to balance it so I could beat it easily, which would mean that anyone else should be able to just barely beat it or just barely lose on a second attempt (It’s supposed to be hard, but not this hard). Apparently that thinking was completely incorrect. So the lesson learned is 1) find playtesters and 2) make the game to the point where you find it too easy and then make it easier.
Good Stuff
- Despite losing that first day to a different idea, I still ended up with a solid and complete game. I attribute this mainly to Unity. I only started seriously using it about a month ago, and it still amazes me how simple it makes everything. So the lesson to learn from this is if your game is no good after a few hours don’t be afraid to scrap it and start again. If you’re working on a game you don’t like then you aren’t going to have any fun and the game is going to suffer because of it.
- Again, Unity. I’ve talked to programmers before who don’t like it for one reason or another even though they’ve never even touched it. There’s no way this game would be anywhere close to what it is without Unity.
- I actually had next to no planning when it came to the final game. Once I scrapped the first idea I had another one that did involve controlling AI ships, but not anywhere close to what it is now. So I started making that new idea by making some planets and making a bunch of flocking ships. Then I accidentally made the ships move way too fast and they started zooming around the planets and bouncing off the side of the screen. That gave me the idea for the “Gravity changing” minigame (Even though it makes no sense) and the rest of the game was born from there. If there’s a lesson in this it’s that even if you don’t have a solid idea just start making something. Inspiration will come from somewhere.
So that’s my thoughts on the weekend. I’m incredibly happy with how the game turned out (Again, you should totally play it here) and look forward to the next Ludum Dare. Now to get back to playing everyone else’s awesome games!



























