
Game Link: https://ldjam.com/events/ludum-dare/45/ignis-universia-eternal-sister-saga
Overall, I'd say Ludum Dare went quite smoothly this year. We struggled with the theme a bit in the beginning and I still feel it's a bit of an "anti-theme" as most games tend to start with the player having nothing or very little. This was also reflected in the other games I played this time, as they were generally very varied and not that thematic in the usual Ludum Dare sense.
We met on Friday night and discussed ideas for most of the themes that were on the last round, but "Start with Nothing" was one we didn't get many ideas for. As the theme was announced early enough (1 AM compared to 4 AM previously), we also tried coming up with ideas immediately after the announcement. Even though (or because?) beer was involved, we pretty much failed to come up with anything that felt inspiring enough during the night.
I guess you could say that the answer came to me in a dream as I woke up with the line "You are nothing" ringing in my head, with the rest of the intro text pretty much flowing in naturally. We discussed a few ideas on Saturday but decided to go with what we felt as our strong suit: a visual novel with some light JRPG mechanics. The idea was basically that you had to recruit the girls in the right order to beat all the enemies. We wanted the game to be completable in 10 to 15 minutes, acknowledging how hectic the Play & Rate gets.

While the game could have benefited from a round of polish to make everything fit together, the art came together very nicely. We had Tonzuko working on the art with Toge for the first time and process went smoothly overall. As usual, we left the splash for the last and had to do it in quite a hurry, but I guess that's unavoidable :) Compared to Room44 a year ago, we had time to also have multiple emotion variants for the characters which did a lot to bring them to life. As the writer, I could have also used a sad emotion, but that was ultimately a small problem in otherwise very cute characters.
The writing received a lot of praise in the comments, something I'm personally very happy about. The characters were fun to write and the stereotypes worked well in the context of a short jam game. I do wish I would have had time to write more variable dialogues when entering location with different parties and add a few more dialogue trees.
I mentioned already after the LD43, but I feel that a story category would make a lot of sense. This time we happened to have a lot of humour too, but generally, and especially after playing some very good story-driven games by others, a dedicated category would work better.
I'm not saying the code for the game is in any way good, but the dialogue system got to a pretty good shape where I could do the text, emotions and even dialogue trees quite easily (though it's probably completely unusable to anyone else). The JRPG style combat took a lot of time, mostly for the effects and flow. With the only exception of the particle effects, the game uses 100% Unity's UI, though sprites might have been a better fit for the battle.

Random Mishaps / Regrets
- One of my pet peeves is mixing sharp visuals with pixel art and had we had more time, I would have used a post-processing effect to fix that.
- Due to my sudden inability to work with TextMeshPro, I didn't originally figure out how to do outlines outside of the text, making the intro texts partially unreadable.
- Turns out the final boss was actually completable with only three characters, which was not designed. Fortunately, it didn't really break the game, even if Mordina's sudden appearance to the dialogues might have been a bit confusing.
- The game also lends itself well to all sorts of funny gifs of the characters commenting things. I didn't have time to make one for this post mortem, but let's see what happens after the results are out..

The Sequel?
Probably due to the jab at the end, we got several comments asking for a sequel. While it would certainly be cool to make a sequel for an LD game, I'm not entirely sure how or what it would be. I am playing with the idea of making a bit longer (20-30 min) version of the game which would extend the story from the current ending. It would need to make the combat mechanics a bit more involved, which needs some design effort, and some additional art. For the story, I have some ideas on how to take it further, though it would still need a lot more thought.
At the very least, I'm hoping to at least add some writing in the form of the previously mentioned variants and extended dialogue trees to the game after the rating is over. I guess the rest depends a lot on how we actually do in the ratings.