Devlogs
PGF Post-Mortem
Hey everyone, last week we gave you a summary of Perth Games Festival and our experience there. Just to keep you all updated here is a Post-Mortem so you all understand what went well, what went wrong and what we as a team felt we could have done differently! There will be another blog post coming this week as well!
WHAT WENT WELL:
- Promotion our game well though stickers and plush mascot
- On theme booth design
- Unity in team communication
- Preparation prior to event and management during the event
- Swift pack up and close of event
- Consistent players on game
- All roles were filled consistently
- Quick execution of problem solving
- Promotion of touch points including socials throughout event
- Unique promotional material
- Effective design choices including consistent style throughout poster, stickers, and business cards
- Networking between other game developers and streamers
- Responded well to unplanned interview
- realistic in what was achievable
WHAT WENT WRONG:
- Survey promotion
- Computer failing to log on before event
- Faulty keyboard that confused players for game bugs
- Game took too long to play so there was slow player rotation
WHAT WE COULD HAVE DONE DIFFERENTLY
- Better organisation of notes and colour coordination
- Changed game scene for faster gameplay, leading to faster player rotation
- More proactive with who plays our game