So this is my second LD Compo entry! Since last time, I've taken part in a huge amount of other jams, including a few that lasted just 30 minutes (oh boy is that stressful). My last LD entry, PixelWorld, was a fun little game but the controls were a bit odd. I'm happy to say I'm much more pleased with Slime Escape :grin:
What Went Right
Lots, actually. I managed to start testing early enough, and thanks to the wonderful Game Dev Underground community I caught a few issues that I'd have missed otherwise! I tested throughout, and the results are obvious - without it the game would be a nightmare to play. As a side note, having my own website and just being able to throw test builds on there is incredibly useful for testing. Throwing a build onto there required no effort, and was pretty much immediately uploaded.
I genuinely think it's a lot of fun, and the leaderboard in particular has led people try to optimise their runs. I'm very happy to say I've been beaten, completely and utterly trashed at my own game by both @fmproductions and @thesomeonexd - they both beat my best time by a good amount! I had so much fun designing the level, it makes me really happy to see that other people appreciate that. I'll probably refine the controls and add more levels in the future.
In fact, I'm going to dedicate a whole little section to the leaderboard. I had to write PHP for the first time in about 3 years, but a few online tutorials later I managed to cobble something together. I thought I was wasting my time while doing it, but honestly it has worked so well. When you get to the end and see that someone has just beaten your last high score, it makes you want to do it all over again. The increase in replayablity from that alone has been massive, so if you make a similar game in the future I'd highly recommend it! There are easier ways to do it than hosting it all yourself, though...
I had my first go at actually creating music, and it didn't turn out awfully. It could be much better, but there's a neat little melody there. The sfx generated by sfxr always work well, too.
I'm so happy with how the art turned out. I think the animations are nice and fluid, and the particle effects add a lot. Everything was greatly improved by a bit of bloom and a vignette, though I'm totally biased because I love bloom :grin: a few people have commented saying they love the art style, which is amazing, and I've even taught someone how to do the lava animation! Considering I'm a programmer first and foremost, I'm pleased with that. Unity's pixel perfect camera works really nicely, too - without it it takes a lot of work to get pixel art looking good!
What Went Wrong
Oh man, too much. For starters, the game is way too hard for most people, it's only been 12 hours and I've already had comments saying people gave up - which for a 30 second game isn't great! That's one of the issues that was raised from GDU, so I added a few extra platforms and take them away in challenge mode. I really didn't think the game was too hard, but obviously I've played it way more than most! It really goes to show that you need to test with real people and watch how they play it.
There are a few issues with input and collisions. Unity's tilemap system doesn't do too well with fast paced platformers, unfortunately, and I had to do a few hacky things to overcome a couple of those problems. I think, were I to make a platformer like this in the future, I'd build my own tile system. Unity's just isn't quite there yet, unfortunately. It would be great for a top down RPG, but in this case all it did was cause frustration!
WebGL. WebGL is the bane of my life at the minute - it has caused a few issues like screwing with the physics, which is a pain. There's also this irritating audio bug when you jump, in hindsight I should've just turned off the jump sound for WebGL! Oh well. If you play it, play the Windows/macOS builds!
The stream was a massive failure. I tried to raise money for charity, but honestly the only people who tuned in were other game devs, and nobody wants to take time out of their own game to go to another website, put in card details, etc etc etc. It also wasn't a very well known charity, which will put people off. The charity page is still active, so if you want to go and donate you can do so here! It was my first time streaming, and I can imagine I'm not particularly interesting. Plus my mic picked up the keyboard so I had to talk louder, which I forgot to do most of the time... I don't think anything really went right with the stream and it only served as a distraction. Next LD I'll just do a timelapse like last time :sweat_smile:
I wasn't too happy with the theme to be honest, but that's just standard Ludum Dare!
Conclusion
All things considered, I'm very happy with it. I'll be continuing development, adding things like controller support and probably building for my Xbox just because I can. I had a load of fun with level design, and all in all it was another great experience. Next up is a local jam, then the GMTK jam at the end of the month!
I'm looking forward to playing all of your games, if you post them in the comments I'll prioritise yours :grin: think of it as a little bonus for reading this far :wink:
See you next time.
