Racetracks and Rediscovery: Making a game for Ludum Dare 55

You can’t make a gravity-defying running game without breaking a few physics engines

April 2024

My seventh entry into Ludum Dare felt like a real throwback.

The last time I did a solo game jam in Unity was 6 years ago. Back then, I hadn’t even started university, and probably had < 5,000 lines of code to my name. Fast forward to now, where I’ve written more lines than I care to admit, but in the domain of Big Company Product instead of Small Throwaway Game1.

Setting aside three non-work days to spend even more time coding is sure to cause confusion in the office. But let’s phrase it differently: I get three full days to do nothing but make something fun, with no managers or approval chains to appease. It felt like a protest against the exhausted, serious-code-only lifestyle I’ve grown into, and helped me remember why I even got into computer science in the first place.

As you may expect, three days doing nothing but gamedev left me quite mentally and emotionally drained for a couple days afterwards, but plenty of other weekend plans will do that too ;)


Before reading this post, take a look at my game: Birb World Tour: Royale!

Pre-jam decisions

I’d decided to participate in this jam about a month beforehand, and spent a lot of time thinking about what I wanted to work on. I decided on aiming for these features/tools in advance:

Making the game (in 3 days)

I don’t really have any grand insights from this dev cycle, other than I finished it in time 😆

The ‘tasks’ (‘make a model/texture/sound effect’, ‘add some code to to X’, ‘fix a bug’, etc.) were done in a somewhat random order, based on what I felt more motivated to do at the time. Towards the end of the jam I focused less on new features and prioritized bugfixes, playability (i.e. the core gameplay loop), then replayability via the unlockable upgrades.

Here’s a few clips/pictures from development:

The earliest clip I have of development. Working loop-de-loops were a must-have - hence why there’s one right after the spawn point.
Early AI runners - look at ’em go!
Early AI lobby characters enjoyed jumping a bit too much.
An awesome ancient bridge path that was not to be. A real gravity-defying level that only used these kinds of bendy paths would have been awesome. I reused the bridge in the final game at least.
The piggy bank debris are the most important feature in the game.

Post-jam reflections

What went well

What could have been better

Rage against the maTheme

This isn’t related to game development, but more of an open question to the Ludum Dare community: to what extent does the theme matter?

In previous jams I’ve struggled to think of good game ideas that relate to the theme, but always found some silly way of shoehorning the theme into my game2. This is definitely a shortcoming in my game design ability, but given that limitation, shouldn’t I still endeavour to use the 72 hours to make something, regardless of theme?

This time, I had plans to shoehorn the theme in again, but couldn’t quite work out the presentation style, and so left it themeless. Thankfully, we’re allowed to opt out of the Theme rating category, but a LD game that ignores the theme still just feels a bit wrong; as expected, the lack of theme was brought up repeatedly in the review comments, and probably impacted my Overall score a little. There’s a whole section in the LDJam rules called ‘Is the theme required?’:

Officially no, you are not required to use the Theme. […] To us, the Theme is just a single voting category. […] That said, it’s worth understanding that all voting categories in Ludum Dare are opinions; The opinions of your peers. […] So as a general suggestion, if you want to score well in Ludum Dare, make sure you do use the theme in some way.

This is a good stance from the organisers, but it raises the question(s):

I don’t know whether my score would be lower or higher if I spent more time aligning my game with the theme than adding features, but it’d be good for all of us to better understand the importance of themes for future Jams.

Conclusion

Making games is fun! You should try it! A game jam is a good place to start releasing things, although I’d recommend installing the editor and following a tutorial project a few weeks in advance. Having a team might also help decrease the workload for your first jam. Here’s some extra tips while I’m feeling verbose:

As ever, if you’ve been inspired to join a game jam or just mess around in a game engine, let me know!


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