My thoughts on Ludum Dare and game jams in general are too immense and intellectual to be written of alongside a development retrospective. Find them elsewhere.
At twenty one hundred hours(nine o-clock for the well adjusted), I was condemned to formulating a design for a videogame inclusive in some way of the theme "Depths". For the next three hours I drew up my first design in the long 48 hours of Ludum Dare 57.
The monogame framework is what I know, so its what I use. It's probably not what I should use for a 48 hour competition, but I am yet to shake off the debilitating notion that a fancy engine degrades my achievement. The first 38 hours consisted of the following:
Fishing game spoof: 3 hours
Pysiological processes(total): 16 hours
Vertical screen orientation designs: 6 hours
Postmodernist text adventure deconstruction: 2 hours
Postmodernist text adventure deconstruction: 2 hours
Sucks. In the first hours of the final day I had entirely written off ludum dare 57, until I realised I had nothing better to do. Its easier to justify an afternoon than a morning, as they say. They also say the following:
"Great Spritework": This suprised me, its hastily pulled together sprites only kept together with the crisp Errorage Copper pallate which ships with Aseprite. I had wanted to use Errorage copper for some time but nothing I sprited with it saw fruition. Protip: if you have exactly one nice looking sprite(bubbles) fill the entire screen with them and you got yourself a good looking game :)
"The AI is too smart": It is an idiot in three and a half if statements, but if you don't know exactly how to force it to kill itself like I and nobody else does, any intuitive attempt to destroy it results in a draw at best.