Written on December 9, 2014

Noman's Dungeon Screenshot

This past weekend, I participated in my first Ludum Dare. In preparation, I had put together a simple framework of an engine using SDL 2. The framework provided simple things, like easily loading and using static images, animations, and sounds. The jam itself was quite a challenge, but it was also a lot of fun.

The game, entitled “Noman’s Dungeon”, is up here on the Ludum Dare website. I’ve also put together a time-lapse video of the entire development process, which you can watch here on Youtube. What I’d like to do now is give a postmortem on how the whole thing went.

I initially spent the first hour brainstorming ideas that fit with the “entire game on one screen” theme. After tossing around some ideas like a 1v1 tank battle game and a puzzle/platformer like Solomon’s Key, I settled on a turn-based rogue-like. I had thought of such a game in the past, so this felt like a good opportunity to try it out. Here is the outline I ended up with:

This outline felt doable in the 48 competition time frame. So how did it go?

What went right

What went wrong

So where do I go from here? I have a fun little game that’s begging for some balancing and some more content. A lot of the things myself and others found to be problems with the game are simply results of having a limited amount of time. I think it’s something that I want to continue working on, even though the jam is over. Maybe it will turn into something really cool one day.

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