The rating period is slowly but surely nearing its end, and I thought it cannot hurt to write a postmortem for the game I made three weeks ago. I wish I would’ve promoted the game more (it’s my first online multiplayer game after all!) and I wish I could’ve played more games, but my master’s thesis was jealous and demanded I spent more time with it. That being said, I have a free minute now, so here goes nothing!
Lessons learnt while making SnakeFormer
This Ludum Dare I made SnakeFormer, a short puzzle game combining Snake with pseudo-physics platformer mechanics.
If you’d like to, you can play it here.
Like just about every game, some lessons were learnt, and I thought I’d write a small piece about them. It’s 12 hours before the judging ends, and nobody has time to read through a novel, so I’ll keep this short!
Game & Level Design
If a level has the right difficulty for you, it’ll be too hard for everybody else.
I swear I’ll remember this lesson one day, haha. That doesn’t necessarily mean “make it easier”, because in a level-based game, there is another approach:
When in doubt, make more levels.
Easier levels, preferably. I should’ve spent a lot less time on the menu and instead made more transition levels. Which brings me to:
Don’t introduce more than one mechanic per level.
Level 2 introduces: Lava, falling stones AND growing the snake. That’s, uh, a bit too much.
Even if you think the goal is clear, it might be not.
So – better make it clearer. The goal in my game is to exit the screen to the right, like in most platformers. Some people thought that they had to eat the whole level though, which is a more Snake-like goal.
Put instructions in the first level.
Some players don’t read the instructions before starting the game – but once they are confused inside the game, make it as easy as possible to re-read them.
Art, Sound & Music
Glow is freakin’ cool.
Homemade sound effects can be quite entertaining.
Any game needs sound effects, and since I’m no good at making them digitally, I tried to use my mouth for most. Turns out that’s a lot of fun to listen to, and I actually had a few people praise my sound design, especially the eating- and the end-of-level-sounds.
Abundant Music (music generator) + GXSCC (a MIDI chiptunes-like renderer) are the best team.
I’m no musician, so I had to use generated stuff. Those two are PERFECT. It still took very long to find songs that sound well together, but that definitly was time well spent.
Cheery music for hard and punishing gameplay.
Gnhihihihi. So much fun while watching streamers.
Trust in the process and stay open for new ideas.
The concept I started out was a lot more boring, but but sometime after implementing the stones I asked myself “Okay, so those stones fall – what if gravity affects the snake too?” – and then SnakeFormer was born. So even if your initial idea isn’t perfect, go for it anyway instead of giving up, it might evolve into something great later on!
If your idea comes late, don’t worry! There’s still time!
I don’t think i started any development 12 hours after the start of the compo – 8 hours sleep, 4 hours pondering. I think it paid off!
ToDo lists are great to maintain focus.
Always use a ToDo list so you won’t lose track of your next tasks. Workyflowy works best for me.
Thanks a lot for reading! I hope you enjoyed it as much as I enjoyed writing it.
Maybe I made you a bit curious about my game too? If you want to, you can play SnakeFormer here – and I don’t think I have to mention how much I like comments and ratings, do I?
Burglary: A Ludum Dare Postmortem (Happy New Year Everyone!)
Happy New Year, folks!
I thought it’s time to write a postmortem for my Ludum Dare 25 entry. For those who haven’t seen my game yet, you can find it by clicking on this conveniently placed handcrafted icon:
And now, without further ado, lets begin the postmortem!