Devlogs
Skitters - Indie Game Dev Postmortem
The goal of writing
this postmortem is for me to reflect on my mistakes and successes from my last
game. Hopefully any indie devs reading this can also learn from it as well. I
will be following the gamasutra postmortem format. Without further ado...
The Game:
"Skitters in
the Night" (Skitters) is a side scrolling game horror audio horror game.
That's a lot of tag lines, but the idea for it was "a horror game where you have
to listen to know where the enemy is".
The Jam:
I made Skitters for
the Game Dev Field Guide podcast monthly game jam #1. The theme was "hide
and seek" with an optional modifier of "audio based game". The
podcast also has a wonderful community on discord, which was super supportive
and a great place to bounce ideas and talk game design during the jam.
As the name implies
this was a monthly jam, so we had one month to finish - which I really enjoyed,
as it gave a lot more flexibility than the usual 72 or 48 hour jam. I did the
jam mostly solo, and did the coding and design in Unity. However I also got
some great custom assets from artistic friends, and from open source sites
(more on that later).
Goals and Inspiration:
My goal for this
game was to have a highly polished game with good thematic effect. I wanted to
inspire tension in the player, and evoke the feeling of tingling suspense you
get when you stop to listen while in the dark woods or an empty street. A lot
of the sound design was inspired by my fear of spiders, and I think that fear carried through.
What went well:
- Feel : I think I nailed the
feel and atmosphere I was aiming for. Friends shuddered when play testing the
game, even when there were no mechanics. I think this was due to good sound
design, and starting with a clear emotion to evoke (as Zackavelli so often
says).
- Audio : The spatial audio in
unity worked like a charm, which is great for a game jam where audio is the
modifier. I struggled with this in Hyperloop, but after a few tutorials and an
hour or so of reading the Unity sound source API it turned out beautiful. The key
to this was reading documentation, and lots of testing.
- Assets : I planned to create
all the art, but didn't. This was a great decision. Not making assets myself
saved time, and let Skitters be completed by deadline. There is a sense of
pride for creating all parts of a game as an indie dev, and some jams require
that. I think that notion is admirable, but overrated. (Huge shout out to
the amazing "Turbs" and L.Xie who helped create many of the art assets
I used.)
- Tutorial : When I published the
first version, many people didn't know how to play. I almost called it a day,
but decided to go back in and add a one screen tutorial, and I think this was
definitely worthwhile. I love minimalistic design, but I think unless the game
mechanics are incredibly intuitive, you need to have some explanation to guide
players.
What didn't work:
- WebGL: Ease of access is a
big part of a game's success. I think the more accessible a game is the more
people will play it. In my opinion a great way to do this is make browser
games, which don't even need a download to play. However I found out halfway
through that WebGL does not support 3D audio in the way I needed. I had to
just make mac and windows builds instead. I think this lack of accessibility is
a failure, especially since skitters is intended as only a 1-2 minute
experience.
- Tying the world
together: The elements of the
game didn't interact with one another, especially visually. The stick figure
didn't react when the monster was near, or move to pick up the key object. All
art was very static. I think just a tiny bit more polish in this regard could
have tied the world together, and really made it feel more alive.
- Polish vs mechanical
complexity: Though polished
well, there was a severe lack of mechanics. You can run left, run right, or stop
- and thats about it. This had the effect of railroading the player, which
decreased freedom and emotional investment in a game which really needed that
to sell the emotion of horror. I really needed another mechanic or way the
player could defend themself (as Mavvy noted).
- Stuck in the Medium : I got lost in the
sauce. Stuck in the muck. For whatever reason I had the idea in my head of
making a 2D game. The main mechanic of Skitters is listening for audio, which
is an immersive experience. In retrospect, 2D almost matches this worst out of
all game formats. If i were to make this again I would develop in 3D, or even
audio only. Lesson learned - make the game format match design, not vice versa, and try to be flexible during ideation.
Final Notes:
I definitely learned
a ton from making this game. I hope you got something out of this postmortem that you can take into your own games!
Make sure to check out the other jam games, and make sure to join the GDFG discord for some great game dev
support!