Robot Escape – Post-Mortem

We did it again, folks! I’m buried in a mountain of great games, and figured I’d take a few minutes from trying to dig my way out to write up a post-mortem for my Ludum Dare 35 entry, Robot Escape.

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This was my 5th Ludum Dare, and all-in-all I think things went pretty well. After finishing in time for the compo in LD34, I really wanted to do so again, but circumstances conspired against me this time around – oh well. I’ll explain in the “What went poorly” section.

What went well

  • First and foremost, I had fun, and made something I’m pretty proud of.
  • The core mechanics of the game – restricted lines of sight, and reconfiguring yourself to get around different obstacles – worked out really well, both on their own and together.
  • I’m getting really comfortable with my Ludum Dare tool-chain. In the past I’ve always lost some time farting about with Unity’s quirks, but this time everything went pretty darn smoothly.
  • In the same vein, a lot of what I spent time on in LD34 served me well as techniques I was able to reuse this time – in particular, I was able to just drop in the two-camera setup for an “authentic” retro feel I developed that time, and (as predicted) my level loader from that time around was clean enough to reuse – although my level-loading needs were a lot simpler this time around.
  • I experimented with keeping my code a bit cleaner by having a lot of my entities be pure C#, with only a handful of MonoBehaviours responsible for interacting with Unity. I’m not sure I did it well enough to be a reusable approach, but for a game like this it worked really well.

What went poorly

  • I started really late. I have the nasty flaw of being a gigging musician, and the band always seems to find ways to need my time during Ludum Dare. This time around, we were playing a gig out of town on Friday, so I completely missed the theme reveal and didn’t make it home until about 4am. I took a look at the theme as soon as I got home, but didn’t seriously start the clock, so to speak, until around 11am on Saturday. (The gig went really well – it’s only a “went poorly” item from a Ludum Dare perspective.)
  • I lost another two hours to a power outage on Saturday evening. Thankfully, I didn’t lose any work as I’ve got a UPS for my computer. It wasn’t a total loss, however, as I took some time to do a bit of planning on pen and paper by candlelight.
  • I didn’t get the controls right. This seems to be the biggest pain point people raise in the comments on the game, and I agree – I had planned to take some time to tweak them, at minimum, and ideally make them configurable, but I didn’t make it there before the deadline.
  • I wanted more/tougher enemy types, but only had time for two. Similarly, it would have been nice to have a bit clearer feedback about when the enemies were firing on/hit the player.
  • It took a concerning about of time for this game to actually be fun – any beginner’s guide to Ludum Dare tells you to make sure your core idea is fun as quickly as possible, but mine didn’t really get there until pretty late on Sunday.

A more detailed run down of the jam follows below the break – but if you don’t want to read that, why, you could always give the game a try and let me know what you think!

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Source: ludumdare.com archive

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