| Tags: game development post-mortems

Last weekend I participated in Ludum Dare, my favorite game jam. As always, I opted for the Compo category, which consists in making a game solo in 48 hours. The theme for this edition was "tiny creatures".

You can play the game in your browser from my itch.io page, and that might be helpful to put this post-mortem into context.

Kokins gameplay screenshot

Development log

Saturday

I started by making a mind map to brainstorm game ideas.

Mindmap for "Tiny Creatures"

I opted for a virtual pet game and pay homage to Tamagotchi, one of my favorite toys from my childhood.

In retrospective, I should have made sketches of the UI, think about which attributes I'd like to implement, how the pet would evolve, but… I just went ahead and drew a hatching egg animation in PICO-8's sprite editor, and a square with two dots as the "pet".

Hatching of a kokin egg

Then I went on coding a calendar, a few actions, stats and the main core cycle of "selecting an action" → "modify stat" → "tick time". And I called it a day and went to sleep at a reasonable hour.

Game by Saturday night

Sunday

A lot of basic features were missing, but at the start of the day I made a list of my must-haves:

For the mini game, I implemented a simple reflex-based game. Depending on your results, you will get a boost or a debuff to your chosen action.

Minigame for every action

As for pet evolution, I definitely needed more stats beyond the two initial ones. I ended up with eight, and I kept tweaking them during the whole day. I still don't feel satisfied with the balance, but it's very tricky to nail this in an afternoon. I would have wanted two distinct "evolution branching" events, but ended up with just one. At least I found the sprites adorable.

Pet sprites

The last thing I implemented was the "reserve", aka the album. I did a trick of being able to collect female and male versions of every pet type, so it didn't look so empty and players would have an incentive to try to figure out what stats exactly made the pet turn out like it did.

The kokin reserve

I had only a couple of hours left till the end of the jam, but I decided to not try to pull out a background music track and submit that version already, since I was tired.

Lessons learned

What went well?

What went wrong?

Tools

That's it. I'm quite happy with PICO-8 because it features all the tools I need to make a game, like a sprite and SFX editor. I wish the code editor was better, though, and/or had vim shortcuts.