Crush Depth Development Summary

Ludum Dare 57 will go down in history as probably the same as any other.

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

Crush Depth

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.