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Just submitted the game. Source is up on github as well.

https://github.com/FiveMedia/SpaceClones

We're quite happy with the result. Some sacrifices in terms of art, animations, and the quantity of levels had to be made to fit the timelines of the jam. But after our last play through those that like hard platformers and puzzles should enjoy it.

Thanks to village sound (www.villagesound.ca) for providing all the music and sound effects- a great job as usual.

In terms of a post mortem, here's some things we learned:

1. We rolled our own Scene2d framework with some basic layers and animation support. Works reasonably well. But looking at Scene2d, I think we're rewriting more code than we need to! Next game will probably try to leverage scene2d.

2. Some performance issues (memory I think) show up after playing a level 50 times in a row or more. If we rework our existing game framework on top of libGDX will make better use of pooled entities. This should prevent some of these issues.

3. Down the road need to do a better job of splitting movement logic from the sprite itself so more can be re-used and leverage.

4. Too much coupling between main layer and sprites is starting to happen. Better separation there will make it easier to scale and add more to the game. The big game loop grows unwieldy.