Looking Back and Ranting (Just a Bit)
So it's LD50! That's... a lot. My first Ludum Dare was #16 (yes, I had to check) waaaaay back in December 2009 (yup, got that from Wikipedia) and looking back at the archive website, it looks like I did pretty well too, with #12 in Fun! Sure, there were "only" 121 participants but it wasn't a bad start.

Funny thing, I actually ended up making the game in just around four hours. My original, much more ambitious idea involved building a level from tiles similar to Carcassonne, but I never figured out what the game would be, exactly. On Sunday evening, I just scratched that and quickly whipped up a game based on a very old (mid-90s) DOS game I had started but never finished, where you explore a maze while your torch slowly dies down. I had no time to polish it and it just used Unity's primitives and didn't have any sounds, but it managed (accidentally, I might add) to get a couple of things right:
- It was super simple to learn
- It was short
Those two are important pillars for LD success, I feel. Even though I did got them right at first, I did not do so well on all the the subsequent tries. All in all, from 2010 to 2014, I only managed to finish two games out of 8 I started. Out of those two, one was kind of a Civilization clone with an evolution theme (LD24), which was pretty ambitious and kinda worked out ok too.
From 2015 on I started a working in a team. That helped me make games that actually look good and also frees a lot of time, since even making my crappy coder art is very slow. Out of the Jam games, two have actually even ended up as getting published outside of LD: first Super Snowball Roller Mayhem 2000 in LD34, and second Ignis Universia, for which I'm actually working on a sequel right now!

For several years now, I've strived to play and review as many games as possible, with 100 as my yet unattainable goal. I think my personal best is around 70? The main reason for that being that I obviously like getting feedback myself, but there are always some gems to be found. To be able to play as many games as possible, I really, really, prefer playing web games for several reasons:
- It's the fastest way, as I don't need to download, unzip, etc.
- I'm antsy about running random stuff downloaded from the net
- They run on all (desktop) platforms
Last point is a bit moot now since I'm on a Windows PC, but I used a Mac exclusively for years, which prevented me from playing anything that wasn't native or web. So, if you're using Unity or other engine that supports WebGL exports, always make a WebGL version. There's really no excuse. Does your built-in-a-weekend jam game really need a feature not available in WebGL? Yeah, I thought so too.
Also, I still think we should have a story category!

The first day was spent mostly making the essentials and putting stuff together, but on Saturday evening I felt like what we had was a pretty bad tower defense game, mechanically. For a TD game, having to do stuff with the character felt clunky and the menu I had built felt way too unwieldy to use, and just distracted from the action of managing the towers. In art and music we were definitely going to the right direction, with the game already looking and sounding pretty great. I also realised that since I don't really play TD games, I have little previous knowledge on how to design a good one, especially in such a short time! Around Saturday evening, I added a more narrative mechanic: short "prayers" to the petals we were using as a resource for building the towers. The idea was that you'd need to balance between fulfilling and sacrificing the prayers, depending on their contents. However, this just added to the overall hectic feeling.
Monday was used mostly for fixing things, finalising the map and balancing it more towards a slower story-driven game and the earlier fight against the inevitable horde of demons. I think, in the end, we did manage to get it quite right, though of course there's plenty that could still be improved. One thing is having better indication about the demons whereabouts, such as a minimap, or at least a bit more warning when they are approaching the Sakura tree. The feedback has been very positive however, so I'm ultimately happy with the result.
Secondly, we went with Unity's 2D and Tilemap and though I have some previous experience on them, there was a lot of new stuff I was not even aware of. Especially the Sprite Masks a very useful tool I'll certainly make use of in future 2D projects. There are limitations, of course (e.g. you can determine from script if a point is inside a mask or not), but overall it was quite exciting to get to use the new 2D features. 






I know this is hard to believe for many, but for once, I think that the theme didn't suck. While I don't think it was the best option out of the last round of themes, it was a solid one that left a lot of options while not being too broad. Sure, many of the games I played did fall under some kind of farming category – and we had those elements, too – but they were quite enjoyable for the most part, unlike with 10 seconds, where it felt like the majority of them would have been better without the theme tacked on. 
(Concept art by 




