Continuing Development of Retro Rebound Challenge

After submitting Retro Rebound Challenge as my Ludum Dare entry, I received some positive feedback. I asked folks who played my game if there would be interest in me continuing development, and I decided I should at least explore the possibility of a full release.

I’ve spent the past week developing a real-time drag-and-drop level editor that can be used to create the in-game levels. It’s a bit crude, but it works. I am going to try to tighten the code up and add save/recall features.

If I can create some puzzles for a single player and co-op mode, I am considering releasing Retro Rebound Challenge as a full release. My plan would be to include the level editor so people can create and share their own levels.

As always, I am interested in your thoughts on the game, whether I should continue development, and any ideas for improvements.

Ludum Dare 34 Post Mortem

screen2Ludum Dare 34 has come and gone, and while it is still fresh in my memory, I decided to put my thoughts down about the development of Retro Rebound Challenge in this blog.

After the theme was announced, I spent about an hour hashing ideas around, and decided on a “throw a ball in a cup” game that eventually morphed into a pong-like game. Keeping it simple was the key… the theme was 2 button controls, and a retro pong game should use retro graphics, so the paddle, ball, and brick images, as well as the sound effects were a simple design that I feel worked well.

Tools Used
What went well
  • Since it was my first Ludum Dare, and my first time actually using Unity to finish a project, I really didn’t know what to expect other than it was a very good possibility that I would not get anything released at all. I did get a playable game out!
  • Saturday morning I got up and thought that perhaps I should start over with a new idea, since I wasn’t happy with the progress. I decided to stick with it, and it came out better than I thought it would.
  • I am glad I added a level select feature. This is great for my testing, and for rating my game. The game adds complexity as you play, and I don’t expect a reviewer to play all the way through.
What Didn’t Go Well
  • For some reason, it took several hours to get the ball to behave correctly. Guess I need to refresher in Unity physics settings. Looking at it now, it seems easy enough, but it was very frustrating at the time.
  • I wish I had time to fix a few minor issues (Don’t we all).

I accomplished what I set out to do… release something that is playable, and I exceeded my expectations. I think Retro Rebound Challenge came out better than I could imagine.

To conclude, I had a blast, and I look forward to the next Ludum Dare. Depending on responses, I may continue development, since I do have several ideas I would like to add.

My First Ludum Dare

After sitting on the sidelines and watching the past couple of Ludum Dare events, I am finally entering.

For those that do not know, Ludum Dare is a 48 hour game jam… more details on their site. I am looking forward to seeing what I can develop in 48 hours, and I do hope I can get enough completed so it can be played by others.

Right now, I am thinking of entering the Compo, and using Unity. This will also be my first attempt in getting a Unity game released, so add that additional stress to the mix.

For those that are interested, I plan on releasing whatever I develop on my itch.io page, and will tweet as much as I can throughout. I will not be live streaming, but I do plan on releasing a time-lapse video on my YouTube channel.

Ludum Dare 34 starts Friday, December 11 through Sunday, December 13.