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Bee Careful Postmortem

Creating this game was a pretty solid experience, with most things going smoothly. From the early idea phase to getting it finished, I learned a lot and faced some challenges that helped me grow as a developer. Here's a breakdown of what went well, what didn’t, and what I picked up along the way.

What Went Right

One of the best parts of the process was how straightforward Twine was to work with. Since the game is heavily focused on dialogue and branching paths, Twine made it really easy to connect everything without needing much code. I was surprised at how quickly I could get the basic structure of the game up and running.

Originally, I didn’t plan on including an HP system because I thought it would be too complicated to implement within the time I had, but I gave it a shot and found out it was easier than I expected. I also added some decisions that unlocked different options later in the game, and all I had to do was use a basic "if" statement. It was nice that the more complex features didn’t end up being too hard to handle.

The visuals came together nicely too, especially in the wholesome half of the game where I used my own artwork. I feel like the drawings really helped set the tone. I’m also glad I managed to add music to the game, though it was trickier than I thought it would be. Even with the extra effort, I think the audio choices fit the vibe and helped enhance the player’s emotional experience, especially when the tone shifts.

Overall, I’m happy with how the game turned out. Once the idea was developed, I had a clear vision of what I wanted, and I feel like I pulled it off. Both the wholesome and horror sides of the game came together in a way that told the story I had in mind.

What Went Wrong

Of course, not everything went perfectly. One issue I ran into early was with the UI. I wanted to change the visual style of the game (outside of the images), but I realized I’d need to use SugarCube or get into JavaScript, which I wasn’t confident in given my time constraints. So, I just left it as it was. Twine’s layout is pretty basic, but it gets the job done.

Another problem was with the music. At first, the tracks would only play for a single passage, and getting them to loop between scenes was more difficult than expected. I did get it working eventually, but switching between tracks smoothly was a nightmare. I ended up wasting hours trying to fix the issue, only to realize one of the YouTube links I was using was broken. On top of that, I needed the music to change as the tone shifted from wholesome to horror, and getting that transition right took more time than I thought. At one point, I even had two tracks playing over each other (the bee buzzing and the eerie music), which was intentional, but it just made the audio transitions harder to manage.

Lastly, I wish I had been able to create all of the art myself. I’m happy with the horror images I used, but they weren’t drawn by me. I ran out of time, so I had to use existing art, but I would’ve liked to have the entire game’s visuals be my own work.

What I Learned

Throughout this project, I learned quite a bit. First off, Twine is a great tool for making quick, branching story games. It’s simple to use, especially for narrative-driven projects, but it does have limitations. If I were to make another Twine game, I’d probably switch to SugarCube since it offers more flexibility compared to Harlowe.

I also learned that drawing art for a game always takes longer than you think. I really underestimated how much time it would take to finish the illustrations, which is why I had to find some existing images for the horror parts. Going forward, I’ll definitely plan better when it comes to time management for art.

This project was also a good opportunity to work on narrative design. It's one of the first games I’ve made where I had a fully developed story that I’m actually proud of. Unlike my previous games, which I didn’t really feel like sharing, this is the first one I’d actually consider putting out there (and not just because I have to). I’m genuinely happy with how it turned out.

Another important takeaway is learning how to finish a project. I’m great at starting things, but I often lose motivation along the way. Because this game was smaller, I was able to stick with it and finish without getting burnt out, which was really satisfying. It gave me a better idea of how to manage my motivation and scope future projects so I can see them through to the end.

In Conclusion

Overall, this was a really positive experience. I learned a lot about using Twine, working with music and visuals, and navigating the challenges of bringing a game from concept to completion. Even with the hiccups, I feel like I’ve grown as a developer and have a clearer sense of the kind of games I want to create. This project gave me a solid foundation, and I’m excited to take what I’ve learned into future projects.

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