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I think the size of the team led to the downfall of the game. 

First: We ran into lots if issues with getting everyone up and running via github. This occupied a programmer most of the time they were active. 

Second: Everyone was bottlenecked by everyone in their own way. We didn't have a playable prototype until around 7 hours before the deadline. Then when the testers started testing a new change would be made to the game and would render all the testing pointless. Most components were tested in isolation because of the lack of a playable level and this led to issues we did not expect and most values could not be optimized. That is the reason the AI and main mechanic felt pointless. They had been tested in isolation and seemed okish considering they were made in around 6-7 hours.

Third: We ran into serious colider issues which again took control of a programmer and they couldn't do anything else. After it was about to be resolved (it wasn't in the end), we ran into build issues around ~3 hours before the deadline. So everyone stopped whatever they were doing and scrambled to try and build the damn game. 

Fourth: The third programmer was a UI programmer. They were very young and this was their first jam. So they didn't do very much. 

Fifth: Scope creep. We planned too much considering the size of the team and couldn't get it done on time. 

Thank you for playing and yes, a few of the team are now trying to refine the game and try to make it more playable!

Thank you for your offer; dm me on discord HummusMan#2121