Voting results for Ludum Dare #29 were announced earlier tonight. My Jam entry, Alamagordo, fared pretty well, considering:
Rank (of 1004) | Category | Score (of 5) |
---|---|---|
Coolness | 100% | |
#69 | Humor(Jam) | 3.60 |
#110 | Theme(Jam) | 3.70 |
#424 | Mood(Jam) | 2.97 |
#546 | Audio(Jam) | 2.53 |
#581 | Graphics(Jam) | 2.80 |
#592 | Innovation(Jam) | 2.52 |
#648 | Fun(Jam) | 2.33 |
#662 | Overall(Jam) | 2.58 |
The 69 and 110 rankings are the best that I’ve done so far in a Ludum Dare judging, narrowly edging the #70 ranking I received for Humor in my LD25 game, Bad Puppy.
Considering that Alamogordo was a last minute entry that I threw together in about 10 hours development time, and was intended as more of a joke entry than a game with ambition, I’m pretty pleased at how it was received, overall. I was going for humor and theme, and the other categories weren’t as important for me — I only cared about making the game look, sound, and feel like an Atari 2600 game, and I’m reasonably pleased with my work in that regard. It’s admittedly not very fun to play, nor innovative, nor very good overall, so I feel like my scores are pretty fair overall. I was also very pleased by the fact that I was able to build the game very quickly, with no false starts, rework, or getting stuck in debugging. In my previous LD games, I often found that I’d get stuck on a technical problem that should have been easier to solve than it turned out to be, I think mainly due to self-imposed pressure. This time, I felt mentally unhurried, confident that I was capable of doing what I had set out to do, that I knew how to do what I was doing, and didn’t have to spend any amount of time experimenting and figuring it out, and that helped me to build a clean, well-organized project. Although the game isn’t much, I’m pleased with the code that I wrote for it.