
The last Ludum Dare I participated in was Ludum Dare 34. That was the one with Double Themes: Growing and "Two Button Controls".
I thought my entry was terrible but the numbers seemed to disagree. It was my second-highest rated game. So I wanted to figure out why.
I compared it to my Highest rated game, I am Sigma, for Ludum Dare 31.
So, the question I keep asking myself after these Jams is - "Am I improving?"
After LD34 I took a 'break' - Not intentionally. I ended up having other things to do on those weekends. Instead, I did some other Jams. So asking, after a year of crunching 10 game jams in 12 months, should yield some interesting results.
Ludum Dare 31 had 1364 48hr Compo entries, Ludum Dare 38 had 1104 Compo entries, so a higher ranking in 38 is actually worth significantly more than in 31.
Mood
My main point of contention with this category is that what it means is really really subjective. Especially with Humour existing. It's not a category I try and target. Still, Sigma hit rank 341 with a score of 3.18 and Mallow hit rank 227 with a score of 3.214. So apparently a globetrotting Marshmallow has a better mood than a tortured robot in a space-based Argos.
Humour
Humour was a category I was targeting. The game is about a Marshmallow who goes around the world, trying to save his brother trapped in a block of ice, discovering the topographical map of Sri Lanka looks like an avocado and giving his pet Guinea Pig to someone who wants to eat it.
Mallow ranked 155 with a score of 3.028, beating Sigma's 313/2.88 significantly. So yes, Mallow is funnier.
Audio
I've always tried to set aside time to work on the soundtrack for my Jam games. While Sound Effects are generally just made with BFXR, I do try and hand-craft the music.
I am Sigma had a multi-layered sound track that added more instruments the further you got in the game (Link).
Mallow ended up with 4 30 second loops for each area type (Link).
Personally I prefer Mallow's over Sigmas, mostly because Sigma's was a very simple loop that added instruments, wheras Mallow's added more to the atmosphere of each area and aided with the players navigation of the world.
Sigma's experimental layered approach hit rank 201 with a score of 3.32, Mallow beat it, coming in at rank 111 with a score of 3.471.
Graphics
I've definitely improved my artwork over the course of these Jams. It's one of the easiest things to ignore and half-arse for a programmer like me, but also the place I can improve on significantly.
Sigma's graphics came in at rank 637 with a score of 2.96. Mallow came in at 309 with as core of 3.11. The score itself wasn't much better, but its rank was. Being around the 3-score I'd assume (though without the figures of everyone I can't be sure) that both games are near the middle of the bell curve, where a small increase in score equates to a much higher rank.
Even so I do think my graphics have improved, but Mallow is not my best work. For that I'd probably say one of my non-LD games, such as The Ninjas Garden where I had a bit more time to work on it.
Theme
I am Sigma was in the top 50 for the theme "Entire Game on One Screen" with a 4.30 rating. This is the highest rating I've ever had on any category, and is such a statistical outlier I don't think I'll ever top it. Mallow's World Adventure was at rank 257 with a 3.431 rating. Considering the theme of "A Small World" was incredibly limiting (half the games took the word 'small' and half took the word 'world' and it was rare to find a game that fulfilled both. By trying to actually take the phrase 'A small world' and apply it to the whole game I think it gave me a nice boost, but my absurdist implementation of it may not have been obvious to some.
Innovation
As with Mood, this is an incredibly subjective category. It's rare that I try and make any kind of innovative game mechanics, but Sigma's zoomy-fly-through-previous-rooms thing seemed to have boosted my Innovation score, coming in at rank 127 with a 3.86 score. Mallow is probably the opposite of Innovation, being, as it is, a Dizzy throwback. Mallow came in at rank 418 with a score of 2.6667. I think perhaps next time I should attempt something other than a platform game.
Fun
Games should be fun. In one way or another you should be entertained by a game. While both Sigma and Mallow were platformers, Mallow was designed to be a chill, easy experience while Sigma was a balls-hard death-filled platformer. While Sigma ranked lower, at 355 vs 311, it scored better 3.31 vs 3.068. I think it's hard to compare the two, as they appeal to different types of people. It's hard to say if I've improved the fun aspect of my games, but I believe that people found Sigma significantly more fun than the too-easy Mallow. if anything it's indicative that LD38 games weren't really that fun.
Overall
Sigma ranked 124, with a score of 3.71 while Mallow ranked 295, with a score of 3.264.
From the comments on Mallow people seemed to get frustrated and confused with some of the puzzles, and still ended up getting lost despite the small size of the world. This frustration likely affected the overall score and navigation is definitely something I'm working on addressing in the sequel.
Sigma was clearly a simpler game, with the goals more obvious and the only obstacles being the players platforming skill. I think people were more willing to rate it higher because - while they may have died a lot - they didn't give up because the game wasn't helping them.
Perhaps next time I don't make puzzle the core of the game.