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For me it was all pretty smooth going, (which is pretty unusual lol) but I did have one disaster mid development.  My game revolves around racing against NPC players. the NPCs are just pre recorded ghost data, so any change to the course would get them out of sync. You can probably see where this is going, so I had just finalized 50 ghost data replays, and gave it to some testers, but they didn't like the movement controls and the level was WAY too hard. This meant I had to discard all the ghosts so that I could adjust the physics and course design without any weird playback. I managed to get all the ghosts re-recorded with the help of a friend, but it was a pretty bad mistake! Just another reason to playtest often!


here's the game: https://itch.io/jam/brackeys-14/rate/3850016

As soon as you said pre-recorded ghost data I immediately knew where this was going...

That sounds like a nightmare! I would be slightly upset with the play-testers even though I knew they're right! I'm glad you were able to get everything recorded in time. 50 ghosts is a lot to record during a short game jam, especially at the end, I would go crazy!

Also, it was worth it, the recorded ghosts system is my favorite individual game mechanic I've seen in the jam so far, it's so fun to just pick out an individual and watch what happens to them!

Yeah it was pretty crazy, but I'm glad it worked out! Thanks so much for the thoughtful review!

No, problem :D