Our Ludum Dare 35 entry – the game where pie-charts are not so boring.
The initial idea was to make a rhythmical first-person view platformer game. You move by hopping on islands that all form on a vague path which leads to some kind of destination. Each island becomes less and less polygonal through time and gradually disappears. The animations and island transformations are somehow synced to the music rhythm. The plan was to make basic prototype on day one, completed gameplay on day two and add polish on day three. As usual, things didn’t go according to the plan.
What was done: Idea, basic player controller and graphics of the islands.
Main day for graphics, modelling, trying out everything that could make gameplay smooth and the picture at least engaging.
What was done: Modelling of more islands and some decorations, code of procedural generation and music synchronization.
Music, polish and tweaks day. Till the very end we were not happy with the gameplay, especially the player controls. But you are the judges, so we decided to give the away as it is, even though it has rough and vague moments.
What was done: Music, code of UI and effects, lots of fiddling with player controls parameters, micro testing.
What went right.
The core idea was kept, which is great.
The gameplay mechanic of ‘trampoline simulator’ is fresh and actually very fun!
Also, not being in the same room (not even in the same time zone) makes creating games much more difficult, but we probably did a good job at it.
What went wrong.
Although during the brainstorm we had foreseen a few potential pitfalls of experiencing a hard gameplay, we gave it a try. Fine tuning of the gameplay was maintained on the last day, last hours of jam particularly, which was risky. The controls became our weak side at Ludum Dare once again.