For Ludum Dare #23, I went in with one purpose: To make a game. Specifically, to write an engine for a game as I prefer engine design over game design. I had no desire to win the competition, just the desire to work on a game from start to finish. Since I’ve been busy doing other things for Convict Interactive and tutoring virtually full-time at UoW, I haven’t had the time to just sit down and work on a game from start to finish. Sure, I’ve done some work on Triangle Man, but that is barely anything and is a different experience. You can say “yeah, I worked on that game” for a game that you only partially work on, but for a game that you work on from start to finish you’re able to say “I helped build that game to what it is today from its infancy”. Personally, I prefer that feeling much more.
The idea behind the game was that you are a mouse who must leave your small home in order to search for your father who has gone missing. We did plan on putting in multiple endings (a lot of which are where you die due to various things) but we only managed to get the base level in place. The game has got a few design flaws which we neglected as we more or less just wanted to get it working first.
The game itself was simple, probably a little too simple. As such, the game is nothing more than a simple 2D platformer. Whilst some would say that the gameplay of a 2D platformer is solid, I still feel that the game definitely need more. We did intend on putting more into it but unfortunately we just didn’t get the time to do it. It also doesn’t help that I wasn’t able to start the project roughly 3 hours after it started since I had to work at the University.
The way I approached this competition is not the way I would normally approach a game making challenge. Normally I would sit down with the other members of the group and we would throw ideas around until we found one that fit. However for Ludum Dare I kind of decided to take the approach of just building the engine for the game idea. Whilst I do enjoy building enjoys, I must admit that I was a little out of my comfort zone for skipping the ideas creation process, more so because it helps me get a much better idea of the game I’m helping build. For future competitions I plan to take full participation in the game design process.
Getting the idea over the phone was also a horrible idea. It was far too difficult for me to fully understand the idea Luke had in his mind which meant that the code I was writing could have been completely wrong. In a way, the code was wrong. The physics I had written were far too simple for the idea Luke had and I felt they were far too complicated for me to do on my own if I also wanted to add in some gameplay elements. We were fortunate that the next idea we went with was able to utilize the physics I had already written by that stage so we didn’t really lose out on any time. I believe that for the next competition we can resolve this issue by ensuring we are able to discuss the idea in person.
Whilst I firmly believe that the physics I wrote were already beginning to rival the physics written by Jordan for Triangle Man, I still would not use these physics in a development environment. The physics was written so that each movable entity would calculate its own collisions and resolve them which could result in some resolutions that are not appropriate. Instead I would much rather prefer to have a manager to check the resolutions and deal with them accordingly. But I am still experimenting with this; I hadn’t tried to write a full 2D physics engine before this competition.
One of the biggest issues I had with the game was that Luke was unable to do the artwork he thought he would. Unfortunately one of his other jobs required his attention and it took up much more time than either of us anticipated. As a result, Luke was only able to spend roughly 4-5 hours working on this game with me. As such, I noticed when I realized that Luke wasn’t going to be able to spend a whole heap of time on the game that I began to lose the drive for it as I could tell that it just wouldn’t progress to the idea we had in mind.
If I were to give any advice on participating in a Game Making Challenge based off my entry for Ludum Dare #23, it would have to be this:
- Don’t start working on the game until everyone is comfortable with the idea
- Don’t start working on the game until everyone has a clear understanding of what the game is about
- Try to utilize code/assets that you own or are free to use in order to help give you an advantage, but you should only use it if everyone is comfortable with it
- If you are going to rely on someone else to help you complete the game, ensure that they will be able to put in the effort before the competition starts
- If you get partway through a game and figure out that it’s not going to work the way you had intended then feel free to throw it out and start on another idea
- Work with an engine you’re comfortable with
- Ensure you get an appropriate amount of rest – in my experience, nothing kills productivity more than a tired person
You can also download a copy of the game from here.

