First of all, as always: thanks to all the people who've played and reviewed Inspiration. so far! I think it got to 20 reviews faster than any of my previous entries, and I've gotten some excellent feedback. Unfortunately I've been slacking in terms of rating other people's games, and I need to start doing that over the weekend.
In the meantime, though, it's time for my regular post-mortem: what went well while making Inspiration., and what didn't?
What Went Well

- Despite what Inspiration. depicts, I actually came up with the idea very quickly and easily. The fact Ludum Dare now starts on Friday night meant I was able to wake up on Saturday morning with PICO-8 already running and a solid idea in my head, and get to work immediately. The "meta" concept seems to have proven popular, and I'm honestly quite proud of it myself.
- My experience from previous jams is beginning to show, in that I'm able to draw on them to implement features much faster and more cleanly than before. The "Love Meter" from Love is a Battlefield", the particle system from *AsterVoid, and most of the game logic from 15 Minutes to Live... all of them helped me put this game together, even if I didn't reuse any actual code or assets from them.
- I feel like I've really gotten the hang of producing good-looking graphics in PICO-8, in terms of both actual sprite quality, and overall cohesive style. It may be worth trying out this art style in an engine with fewer restrictions, like LOVE or even Unity, and seeing if I can use it in a bigger project.
What Went Badly

- I wasn't feeling well going into Ludum Dare (I'm still not 100%, in fact), and by Sunday evening I had an intense migraine that made me physically sick. At that point I completely ran out of energy and rushed the game out the door - I have a track record for rushing my LD releases, but this time it was due to illness, and not just me being an idiot and forgetting to bug-test. So as well as lacking polish...
- The switch back to PICO-8, and to 60 FPS (my previous PICO-8 games has been 30 FPS) led to a number of technical problems. The collision logic, which worked perfectly in 15 Minutes to Live, did not work perfectly this time, and left you partially stuck in walls. My splash screen, which works fine at 30 FPS, was completely broken because "increment by 1 every frame" doesn't seem to work at 60 FPS (go figure). I spent a fair chunk of time trying to figure out why the SFX tracker wasn't working, only to find that all I needed to do to fix it was restart PICO-8. I could potentially have found and fixed all these things on Sunday... if I hadn't burnt myself out.
- As a result of the above points, Inspiration. was possibly the buggiest LD game I've ever released. It took me four days of patching to get it fully fixed and working, and while my patch announcements probably helped the rating count, that initial hit will have hurt my actual ratings, and I think even now there are people reporting glitches.
- Honestly... I feel like Inspiration. was just too similar, gameplay-wise, to my LD44 entry. I know I should stick to my strengths, and I'm committed to making story-based games for every jam, but I don't want to be lazy and just make same-y adventure games every Ludum Dare. I need to start pushing my boundaries and experimenting more.
What Comes Next

I might, over the weekend, push out one last patch, making a few tweaks to the graphics and dialogue. Other than that, I have no real plans for Inspiration.. It's too specific to this jam for me to really do anything with it outside of this jam, plus, as I mentioned before, I'm kinda burnt out on it.
For Ludum Dare 46, I'll attempt to push my boundaries and make something that isn't an adventure game... while still telling a story, of course. I also need to set aside some time to practice using and composing in the PICO-8 music tracker, so I can finally compose proper soundtracks for my entries. I'm going to be able to start working from home soon, which should give me a lot more free time for things like that because my current commute is horrendous.
...and in future, if I go into a Ludum Dare weekend not feeling well, I will just pull out. It's better than pushing myself to the point of burnout like I did this time round.
Anyway: thanks once again to everyone who's reviewed my game so far, I wish you all the best of luck with your own entries, and see you again next Ludum Dare!