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Post-Mortem

Oh boy, what a month it was! And not just this month, I think Iā€™ve been doing games for gamejams for 3 month non-stop. And so far SkyCrawler is my favorite game to work on!

What went right

The Ludum Dare jam was a great jump-start for the game! 72h constrains pushed me to focus on essentials, to come up with the strong hook and just work it to the bone. And then the rest of Devtober I could just work on those little features I discarded because they were time consuming, and just polish the game.

But then I remembered that I want to add some more levels and some new mechanics because the game is like 5 min long right nowā€¦

What went wrong

The scope of the game was a little too small, and yet most of the time I was just fixing and polishing what was already there, or experimenting with the new mechanics I just came up with. I didnā€™t have any plan in mind and just went with the wind.

And thatā€™s why the last week was really straining for me. I had to rush a bunch of new levels, planning as I go. Naturally, I didnā€™t have nearly enough time to properly polish them. It was ā€œlast day of the jamā€ all over again.

Conclusions?

I was just making a game at my own pleasure. Itā€™s not bad, but when you have a time constraint, you gotta do some planning. Otherwise I just lose my track.