First Ludum Dare, went all in!
Decided to take these three full days and focus solely on LD. Pretty happy with the result as a solo dev, even had the time to polish it up a bit :)
Check it out here: https://ldjam.com/events/ludum-dare/42/survirus

Decided to take these three full days and focus solely on LD. Pretty happy with the result as a solo dev, even had the time to polish it up a bit :)
Check it out here: https://ldjam.com/events/ludum-dare/42/survirus

Play Survirus here

Get them here

I'm on a trip and I don't have my laptop with me, so unfortunately I can't play desktop or web games.
Feel free post your Android games for me to play and rate! :)
Feel free to play my game too, Survirus

I find myself on a trip without my laptop, so I'll be happy to play and rate your Android game :)

Table of contents - Results - Very brief introduction about myself - About the LD experience and the game - What went right & what went wrong - What I learned & recommendations for future jammers - Future for Survirus
Results
My game finished 27th overall! Here are the ratings for all categories.

This was my first game jam ever, so I'm happy with the results in general (specially fun!), and I feel satisfied with the quality of my game :)
It was great seeing streamers figuring out the game mechanics and commenters sharing their moments of thrill and excitement!
Very brief introduction about myself
It is fair to say that my field is kinda related to gamedev. I'm a telecommunications engineer major (think of CS + electrical engineering) so I've had my fair share of programming as a software engineer and app developer (Java, C#, React-Native, Python,Ruby, HTML, CSS, Javascript).
Just like many people here, I grew up playing videogames and they are my #1 passion. My goal and short-term focus as of now is to grow a portfolio of my work and find a studio that shares my view on game development.
About the LD experience and the game
Survirus is an arcade/skill/puzzle game that will test your reaction times and your decision-making ability. You play as a virus living inside a HDD, and your goal is to prevent the computer user from filling it up with their pointless data.
I was lucky to come up with the idea pretty quickly, which allowed me to go deep in regards to gameplay and polish. My plan was to work on core gameplay and mechanics during the first two days, and leave a whole day for visual polish, ingame instructions, and audio.
First day: I came up with the virus and HDD idea in the first few hours, including the grid gameplay and sector locking/unlocking mechanic. I started coding the procedural grid generator (this allowed me to find the optimal grid size faster) and the data structure to store each sector's status. Towards the end of the day basic movement and the locking mechanic was implemented. All in all, I was very happy to have had come up with a decent idea and actually have made good progress on it.
Second day: I worked on refining player movement and ironing some kinks out regarding the core mechanic. At this point there was no game loop, pause menu or main menu, which bugged me quite a bit, so I got started on that. To relax my mind a bit and let off some steam, I started working on polishing, since this is something I always enjoy doing. The dome was created, as well as the background grid and the first iteration for the particle systems. I then went back to coding and got in "the zone", which boosted my efficiency quite a bit and I was able to finish out camera smoothing and player movement tweening.
Third day: Unfortunately I was falling a bit behind schedule, since at this point the main game loop was still not finished. So that's what I did during the morning, and I got it 90% done. It was time to do something else and start looking at finishing the visual aspect of the game and polishing up. No audio present in the game at all up until this moment, so that had to be taken care of too. My brother helped me out with the background music while I worked on the sound effects (BFXR ftw!).
This was the most hectic day of all three. Around 5 hours till deadline now and the main loop is still not finished, same for visual polish and audio. No instructions to speak of and there isthis tricky bug I haven't been able to squash just yet. I doubled down and started hammering at all these things one after another. Although I was mentally exhausted, I was able to get in the zone again and surprised myself at how quick I was at finding out the right way to approach specific issues.

I know I wouldn't have been able to survive this last day without the last previous good nights of sleep.
Twenty minutes till deadline! But the website isn't working! Why did I wait so long to upload something? Is this happening only to me? The site is so buggy the timer says there is 24h till deadline...
Mild panic is settling in.
The website was so sluggish it was impossible to even read the post on technical issues. Fortunately my brain was still lucid enough to turn to twitter for information, and there it was:
"Deadline extended for 24 hours"
Oh...
Oh well this is good. I will be able to submit my game then. On the other hand I had this feeling I had been "cheated on" by this decision, since I organized myself around three days, and busted my ass off for the last 12h to get to the finish line. Obviously this was a tricky feeling caused by exhaustion. It was the right decision seeing as the technical issues looked like they were there to stay for a few hours still, and probably most participants hadn't been able to submit their entries yet.
The thought of going to bed and dealing with this stuff the following day crossed my mind, but I was too excited to stop now, so the only thing I could do was to stay up and work on some very little details that were still bugging me, create "promotional" images and gifs for the ldjam and itch.io pages. Around 5 hours after the original deadline I was able to upload my game, and that's when I went to bed.
I could have kept working on expanding the game the following day till the new deadline, but I wanted to take a rest from all the craze, and I also had some irl stuff to take care of.
What went right & what went wrong
What went right
What went wrong
What I learned & recommendations for future jammers

Future for Survirus
Survirus will continue development, with both short, and medium/long term goals.
This mobile version will most likely be free to play, with a paid version which will be basically the same thing but with some customization options. Meant as a "support the dev" option.
Thank you for reading!
Guillermo
gguillermix()gmail.com
Shader I used for everything in Survirus: https://github.com/AdultLink/TexturePanner
Check out my other free shader for radial progress bars: https://github.com/AdultLink/RadialProgressBar
https://ldjam.com/events/ludum-dare/43/cessabit
