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Work Week Post Mortem

A topic by Ye-Rham Hwang created Aug 06, 2023 Views: 48
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It's been a good two weeks once again familiarizing myself with Unity, and I must say, I'm quite satisfied with how the project turned out. Let's go over the good points:

  • Main concept made it from design to release going relatively untouched, really only built more upon.
  • MVP was pushed out with little sacrifice
  • The game came out how I imagined it, while basic at a first glance, underneath there's depth and nuance to how to play the game, thus making a proper puzzle instead of a shallow logic tree.


Now, while the game did come out how I imagined it, there's still much I'd like to improve on for more consistent, quick, and polished release:

  • The polish of graphics and sound are completely missing! While the game is still very playable and does not require such things, graphics can add a lot of appeal to get someone to try a game, and sound can give a response akin to a feeling, making actions more fulfilling and potent.
  • One feature that was never implemented was a save system. While the save system would allow someone to leave and resume the puzzle, extended playthroughs are not entirely necessary to solve the puzzle. It's true that a save system is an option that benefits the player, but whether this benefit outweighs the cost of development time is something to ponder.


Overall, this was a good learning experience and warmup, I was able to successfully allocate time and produce the game within the given timeframe, and the game produced met expectations almost exactly. For the next time, I'd like to delve more into sound and graphical implementation.

If you haven't already, please, give Work Week a try, a randomly generated deduction puzzle game where you make the decisions towards the next clue you get to optimize your time to a solution. You can play on a browser here: https://ye-rham-hwang.itch.io/work-week