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Miri Astra - PostMortem

Miri Astra was the game that I developed to test my new engine. It was written based on my previous experience in game programming, since I programmed all my games in low level languages like C or C++, and in my few experiencies with ECS when working with Unity.


# What went right

The engine was really easy to add entities types and new scenes, so this is probably my most complex game, even though it's still very simple. Level Design for this game was really fun, I didn't expect it to like it, since I don't have too much of a good experience with Level Design in the past.

One of my friends helped me to design some enemies and the background, which turned really good. I'm actually very proud of the art in this game.

# What went wrong

I have a very big problem with procrastination. I think that I maybe just worked two weeks in this project, even though I had the whole month to work with it. So yeah, I didn't got the time to make more levels, I just got to make three. And I didn't got the time to write a soundtrack. I even composed one in my musical keyboard, but I didn't got the time to write it down on a tracker. 

# What to fix or to improve next time

I pretend to still work on this game to make like, more two levels. But what it really boils down to is all about procrastination. It's really difficult for me to focus on something. The first roadblock that I encounter i usually start to do something else.


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