Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Anything you wish you'd have done different?

A topic by weckar created Aug 24, 2020 Views: 192 Replies: 8
Viewing posts 1 to 8
Submitted

For my game, I wish I'd taken more time on getting the 'physics' right. Somehow, after a period of sleep after submission, how that should have worked has become bizarrely clear to me :P

As always, there were features I had to cut or partially cut (there is an integrated cutscene system I only use twice), but that's jammin'.

Submitted

Manage my time better, got lazy and did nothing on Saturday, and crammed on Sunday/Monday XD

Submitted

I wish i had slept sunday instead of just trying to work through it. I lost so much time doing things to get myself alert again, still nodding off sometimes (i discovered i can fall asleep with an energy drink, it's not a happy experience), and making antiprogress just trying to correct mistakes. 

It was a good learning experience though as this is both my first jam and the first time i made something for someone other then myself.

Submitted

I wish I had checked the art assets I was going to use before the jam started. After the theme popped out I spent the whole night writing a script. Finished it. Then after a short break, I went to start mapping - and learned none of my assets were the right size/style for the engine I was using.

It took me until Sunday night to figure everything out and get them resized and re-formatted (and they look clunky in the end). But I sat on my hands for almost a week waiting to see what the theme was - when I could have been formatting those assets if I'd done a little pre-check. =/

Submitted

I had the idea of a two-color gameplay and discarded the idea of using the ms-dos palette because it seemed impossible to achieve the two conditions at the same time. But some really made it works (i'm thinking of 'rely' but there is probably other games).

Submitted

Also i would have translated the text in english.

Submitted

I wish I picked a better concept for my game, with a simpler art style.

I probably should have started building/packaging my game atleast 5 hours before the deadline. Build errors are hard and time consuming to fix.

Submitted

so I couldn't work out a game breaking bug in our game (https://byazzle.itch.io/robot-fighting-mechanic), just looked at it again now and realised I literally just needed to add a single "break;" to my code, and now it's perfect.

Tragic!

It's our first ever game, so I was feeling pretty proud of it, despite missing a lot of our original planned features.

The main things I've learned are to dedicate more time to the jam (got a 10 month old baby so that didn't help!) and to work out the whole game on paper before we start!


Learned so much working on it though - can't wait to at least submit my patch after we can reupload :D