Post-mortem of Tales of the Underworld – Lessons learned
Hi, these are the lessons learned for Tales of the Underworld: Rebellion of the Souls, a retro platformer for the compo. You can play and rate the entry here, and also read a step-by-step log on how the development process went.
Overall, I’m pretty happy with my entry. As explained in the log, I almost gave up on Saturday night, but still managed to pull out a finished game. That said, there is a lot of stuff I need to improve for next time!
What went wrong
- I didn’t do a brainstorming with possible themes in advance. I could have done so and save a little bit of time in Saturday’s morning. It took me many hours to decide what I wanted to do.
- I couldn’t have a very resting sleep. On Friday’s night there was way too much noise in the street, and on Saturday’s night I got some giant mosquito bites that were really itchy.
- A level editor. Please someone kick me if I think on doing that again in a jam.
- I overscoped and had to cut off a lot features. If I knew these features wouldn’t be in, I would probably have chosen a different game to implement.
What went right
- Lots of feedback and support on Twitter. I think putting screencaps and a URL that people could play instantly helped a lot to get this.
- A friend managed to stop me from quitting on Saturday night.
- No nasty bugs <3
- I found a simple, cute art style that really suits the game and allowed me to produce animations (unlike in my last Ludum).
- I manage to cut off features and I still ended up with a playable game –although not as cool as I wanted it to be!
Tools and tech
- Phaser as a JavaScript game framework.
- Atom text editor with vim key bindings.
- My gamejam generator for scaffolding the project.
- Gulp for automation.
- Bxfr and Garage Band for audio.
- Pixelmator and a Wacom table for drawing.
- Git and Github for version control.
- Lots of rock & roll and heavy metal!
Source: ludumdare.com archive