For the first time ever, I was brave enough to take on the
Ludum Dare Compo. For those
who don't know, LD is a 48-hour game jam where you have to produce your entire
game solo. I fired up every program on my laptop and built...
Ordinary Human Conversation. Here what I learned from each step of
the process:
PS. Ordinary Human Conversation is a web game. Play it on itch.io!
👾 Game Design
Since this was my first Ludum Dare, I wanted to keep my scope super tight.
Ordinary Human Conversation only has one mechanic: pattern matching. I
loosely based the gameplay on the card game
Spot It. I didn't write a formal GDD, but I outlined everything I planned to build
in my notebook during the first few hours of the jam.
🤖 Programming
I usually program during game jams; this was the category I had the most
confidence in. I've learned during past jams to QA the hell out of HTML5
games, so I started testing my builds early and often. During the first 24
hours, I completed the core loop. The second day was dedicated to art &
sound implementation.
🎨 Art & Animation
This jam gave me an excuse to break out Flash for the first time in 2020!
Getting back into the old program gave me a chance to reconnect with my gamedev roots. I sketched the characters during the first night of development, but didn't digitally illustrate or animate them until the second morning. The characters use a mix of sprite sheet animation & programmatic tweening. Backgrounds were ultra-simple illustrations because I was running out of time.
✔️ UI
The UI aesthetic was inspired by Persona 5. I wanted to make something loud & in-your-face, because there isn't much action anywhere in the game. I don't normally think of myself as a UI artist, but I'm really proud of how it came out.
🎧 Audio
I am a true audio newbie. I used BFXR to make the sound effects and "voices", and a drum step sequencer for the music. The beat of the song speeds up as the conversation gets faster, which I hoped would amp up the tension. All in all, the audio came out more grating/harsh than I intended, and it's definitely the weakest part of the project.
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