Night of the Spook - Lessons Learned

Another Ludum Dare under the belt! I feel like we've really applied a lot of our lessons learned from previous jams this go around, that helped us make one of my favorite submissions yet:
- Aggressively cut game ideas the first night and focused on coming up with the concept as quickly as possible
- Forced ourselves to target an MVP playable by the end of the first night
- Chose an artstyle we could pump out assets quickly for, and relied on simple motion and scale curves to do the animating for us
- Pushed off most polish until Sunday, while still making sure the core elements of the game felt good
- Liberally cut features if we did not feel we could get them right quickly, staving off feature creep
- Re-familiarized ourselves with our tools a couple of weeks before the game jam started
I hope to continue improving and honing our approach to LD, and look forward to the next one! 😄
The Game
_Armed with the newly minted Spookbusterâ„¢, our hero bravely ventures forth into the decrepit pit of ghosts and ghouls. Be warned, however, for the Spookbusterâ„¢ needs 10 seconds to cool down._
Fight back hordes of the undead with your handy Spookbuster and a selection of upgradable equipment, featuring gameplay reminiscent of _Vampire Survivors_ and _Project Lazarus_.
Source: ldjam.com archive