tl;dr: I participated with friends in the Ludum Dare 55 game jam, and we made a casual deck-building auto-battler with adorable demons and satisfying dice physics!
The jam
The theme of the jam was "Summoning".
We made this game for the Ludum Dare 55 game jam. This was a "jam" submission, created in 72 hours.
We made all the design, code, images, sound effects, and music during the jam.
Screenshots
Satisfying dice physics! |
Use your dice and choose your lineup |
Casual auto-battling |
The grumpy shopkeeper cat is full of bad puns |
We even added a boss! |
Retrospective
- I got to work with some really great people!
- I've worked with half of the team before on What Must be Done.
- I love working with talented artists and musicians.
- Our art and sounds are so good in this game!
- I really enjoy all the dialog and bad puns we came up with!
- We had a very large team of seven people!
- We especially had a lot of engineers.
- I think we did a pretty good job of dividing up the work.
- But we did probably step on each others toes a little bit more than normal.
- Also our size may have made it a little harder to reach alignment with some decisions.
- Personally, I was veeeery tired from the week when we started the jam!
- I feel like I probably didn't contribute much during brainstorming.
- We ran into a lot of bugs caused from use using and mutating singletons when we assumed we were handling separate instances of state.
- Some of this was was due to how were using using Godot resources.
- We ran into a lot of bugs relating to the flow of control and edge-cases around how our different app states needed to transition between each other.
- This is somewhat inevitable, given how each of tasks were spread out among separate engineers.
- Diego had some great starter project with basic reusable app scaffolding.
- 100% I would work with any of these teammates again!
It's taken me a lot longer to write this post than normal, so I'm sure I'm forgetting some details...
🎉 Cheers!
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