
Play the game here:
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=5496
I notice it’s getting harder to do post mortems, since things have stopped to go terribly wrong. I’m still pushing what I can do in 48 hours (as I think this game shows), but I have gotten a lot better at shrinking the game down when I notice it can’t be done within the time before it is too late. Here are some things from the original concept that didn’t end up making it.
*A world map and more than one village
The original plan was to have a worldmap with 5 different villages and 5 caves. You wern’t supposed to start with all 3 allies either

*Experience points and leveling (The light orbs ^ have taken its place, easier to implement and balance out)
*Magic points
You might have noticed that older screenshots had an MP stat where the Maximum HP stat is displayed now. To make up for the lack of MP points in the game, I gave characters with stronger spells lower HP instead. This has the same effect, characters with powerful spells should be used with a lot more caution.
*Smarter enemies
Enemies attack completely randomly. They both attack their own and heal their enemies. Because of this, I made the actual attacks more powerful, and made a lot of battles where the attack matches the elemental allignment of enemy parties, so that they always heal each other instead of hurt each other. It actually made it possible to add more variaty.

*16 types of enemies instead of 4
*equipment to change a character’s elemental alignment
This was supposed to be part of the storyline. The main quest was to collect three “dark rings” so that party members could absorb your attacks and you could function as a healer to your party, which would have been essential for the bossfight. Instead, the boss himself now turns your party members into dark aligned.
*You were supposed to be able to switch between party members between battles. You would have started with just one character and the other classes would have joined later. Some optional. This would have allowed me to ease the player into the mechanics more, with only light aligned heroes in the beginning of the game, and the fire and frostlings, which cause some confusion now, much later.
Instead, you get only four party members out of the 11 classes, all chosen at the beginning of the game, which makes choosing the right party a bit too important.

But none of that really takes away from the fact that I got A LOT done in 48 hours, and that the game is still very playable. A lot more so than the RPG I made for ludum dare 25. I’m still improving thankfully. In the post mortem of that game (critter criminal) I said the following:
Yes, I did end up choosing a concept that was way too ambitious. But in the end I did have fun trying to do the undoable. I’m proud of what I did manage to do, and I will probably try to do something insane like this again next time.
Some things you just never learn.
I know myself well.
I think there is only one thing I do regret:
What went wrong
What I regret most is that the size of the concept made it impossible for me to add a proper storyline, since that was such a strong point of my game last time. The storyline was supposed to be about accepting that everyone has a dark side, even yourself, and that it is better to aknowledge it than to pretend it isn’t there, since when you aknowledge it, you are able to control it. Pieces of that storyline are in the game, even bits in the gameplay, but not enough for any emotional impact. I guess that’s my one true “what went wrong”
