Ludum Dare 43 Post Mortem
I'll do my best to keep all my disappointment out of this post but I am obviously a little upset that after X hours of work I didn't have a game to deliver. I think there are tons of things to take away from the entire experience even though technical tooling issues became too much.
What Ended Everything
I don't think it's fair to blame all the problems on a single extension but I will say that it was not smart on my part to try and use something I had never used (full cycle; dev -> deliverable .exe / HTML package).. I'm usually not the one to buy into the marketing hype but I was sold on the idea of having my draw functions be reloaded when I saved an object without having to recompile (was a huge save) without truly thinking about the potential consequences 3 days into the competition...
Not testing the tool (GMLive) adequately before jumping into a competition was a mistake.. should have / could have used a day before the Jam to create a small project that I had tested the