Choice Loadout
What a weekend!
I officially finished my first Ludum Dare yesterday! I still can’t believe how fast the weekend flew by.
Friday night, once the theme of “Sacrifices Will Be Made” was announced at 9:00, Sam and I got straight to brainstorming. Even though I was developing the game solo, Sam was crucial for idea generation and gameplay feedback. With her help, I went to bed Friday with a full fledged game design, broken down into tasks even!
The basic idea was to make a shooter where you have 5 lives. Each life you can carry 1 gun and 1 type of potion. Guns and potions are lost when you die, which means your pool of items reduces each life, so you have to be careful how you divvy out the supplies. The sacrifices come into play based on the potions you take, and choices you get when you die. For instance, you can choose to keep your gun and unused potions when you die, but you have to give up 1 life to do so--which might be beneficial if you were using your best gun.
Each potion has a sacrifice too. Taking a health potion means you can’t fire your gun for 10 seconds. Taking a shield potion protects you from harm, but it means your bullets shoot in the opposite direction. The explode potion means you blow up when you die (no visual effect for this unfortunately) to cause extra enemy damage, but you won’t get the option to get your gun back. And finally, the invincibility potion makes you invulnerable to enemies, but only until the next time you shoot your weapon--so good for escaping danger.
Having the physical cards helped to get my Trello board set up quickly so I could easily track tasks, progress, and bugs!
Saturday morning I got straight to work, starting with the basics of just getting a character (a word which here means “red square”) drawing on screen and moving around. In hindsight, I wish I had done this initial work on Friday night so I could just hit the ground running on Saturday.
My goal for the day was to get the core gameplay loop completed. Aside from quick lunch and dinner breaks, I worked all day, staying up until 11:30. I had the core game loop in and working, and other than a few potions missing from the game, I was content with my progress for the day.
I woke up at 7:00 Sunday morning, showered, and went straight to work. I was hoping to get the 4 potions added into the game before I broke for breakfast (and more importantly, coffee) with Sam. I wound up only getting half of them done, then wrapped the rest up after breakfast. Unfortunately I ran into several bugs around the sacrifice system and spent a couple hours trying to fix them all.
After a super fast lunch break I got straight to work cleaning up the UI, which admittedly could still use a lot of love. But it was good enough...it had to be. Unfortunately I had only around 4 hours to get all the art assets into the game, and it shows. My plan had been to spend most of Sunday working on art so I would have something halfway presentable, but that fell to the wayside quickly.
A little after 8:00 pm I wrapped up work on the tileset and got the final room layout designed. It was a mad dash to the finish line.
With around 40 minutes to the deadline, I finally started playing the game in earnest, tuning enemy levels and spawn rates. Fortunately I made all the tuning variables that would affect the gameplay a list of macros in a single file. So I didn’t have to waste time going through objects to tweak their numbers--I could just do it all in one place super quick.
Sam playtested for a bit as well, and we were able to spot some bugs that we could quickly squash or at least lessen their severity in the final 10 minutes of the jam.
Overall I’m very happy the final product. We didn’t have time for audio or particle effects, which would have made the gameplay feel much much better, but that’s just the way it goes sometimes.
I learned a lot from this experience. I honestly never thought I’d actually participate in a Ludum Dare, partially because I never thought I had the skill to pull off a finished game. I’m super glad that I did it, and I would definitely consider doing it again in the future.
I love the idea we came up with for the game and I think there’s a lot of potential if we decide to go back and make it a full game. So all in all, a success!
A big thanks to Sam for making lunches and dinner and generally taking care of business around the house while I remained upstairs typing code like a madman. I couldn’t have done it without her <3
And if you made it this far...thanks for reading!
- Matthew











