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Postmortems

A topic by The Syreth Clan created Jun 27, 2023 Views: 235 Replies: 9
Viewing posts 1 to 6
Submitted (2 edits)

Now that the jam is over, what did we gleam from it? Did you learn something new? Did you enjoy the process? And will you continue working on the games if you haven't finished them already?

For me, this was my first ever game jam and while the 10 days were enough for far less things than I thought they'd be, I had fun with it; it was a nice change of pace working on blank sheets of code. As for Potion Pepper: a critical game design flaw I've noticed ended up to be the random piece generation being a little too random and rendered half of the power-up arsenal straight up counterproductive to use as the game would often fill up the empty spaces with more matches of pieces that the player would find unnecessary. I am not quiet sure on how I will go about fixing that, but I'm not abandoning the game, that is for sure.

Thank you for the opportunity!

Submitted

Hey!

I believe i made the same error of thinking that i could do more than i actually did in these ten days. But, in my case this is the exact same error i do in every jam i participate. Evidently, i am not aware of my own (giant) limitations, or something like that.

This time, however, the reason for the lack of content is different, because in other jams i wrote the game from scratch, and for this jam i made a library with all the parts that are independent of the game—path-finding, screen management, and things like that—, therefore i was a bit (over)confident that i would have more time for the actual game play. What i did not account for was the time that it would take me to try to imitate David Revoy’s style, far more refined than what i usually do. And the keyword here is “try”.

To put this into perspective, according to the timer, i spent shy of 56 hours during these 10 days on the game. I do not have an exact breakdown of how much time i spent on each part, but my guts tell me that around 90 % was for just the graphics, especially the animations and the outside scene, which explains why the basement had such a drop in quality. Therefore, i only had 6 hours or so for the game play. If i hadn’t made the library of common code, i would not have had anything to submit at the end.

So, in summary: i did well in preparing the game-independent code beforehand, but i have to limit myself to a level of graphics that is more in accordance to my low artistic skills—at least for jams.

As for whether i will continue it: No. Even though it is barely a game, specially compared to yours, for instance, with all the ingredient and potency rules that you managed to include, i think of this project as “done”—it was meant for a jam, and the jam has finished.

Although i would love to make a fully-featured Pepper&Carrot point-and-click adventure. But i do not think i would be able to do it all by myself. Therefore, for now this one will have to do for me.

Submitted

Hellow!

I did notice most of my planning made before jam started was inefficient in practice, but I also enjoyed making my game, and did in fact predict I would be very lazy so my real time of making game was not 10 days but about 30 hours despite me being mostly free during that time.

Also, I learned Godot, not from scratch, but it’s a first project I made with it. It’s also a first time I thought my university c++ lessons were actually useful, since I had a lot better understanding of things I apparently did not understand in Godot before, and this time I was not even using any tutorials, only searching for specific code-related documentation when needed.

I think I will probably continue developing my game someday if I would find motivation and not become sidetracked by another projects - There is a lot to update, and I doubt me making the game open source would make the project find another person to update it.

Submitted (1 edit)

Hi!

First game jam submission, and it was a lot of fun! Having 10 days allowed for some work on free time, even though most of it went into deciding on the type of game, the theme and the story behind it :D .

I found the jam shortly before it started, so everything was done during the jam, concept, specification and implementation. One thing I was really careful of was to keep it as simple as possible, and iterate over it, because I knew that I'd never get to do anything in time if I didn't follow this rule. Pretty happy with that, because I did manage to start simple. The submitted version is really basic however, and I spent some time this week to add the base features to the game.

I had some issues submitting my project, as it's the first time I used Itch. I had a surprise issue exporting the project for a web version too, because I moved to Godot 4 and only had some experience with exporting Godot 3 projects. Also, first actual Godot project! 🥳

Thus first time for many things, and happy I got the chance to participate. I'm actively developing the project to add to it the many features that were thought about. So I think that I'll keep working on it as a fun side project.

Submitted

One thing I'm kind of sad about and I forgot to mention is that I ended up focusing on the mechanics only, to be able to have something in time, and thus strip out all the visuals like nice sprites and animations, an introduction screen explaining the situation and putting the whole game back into context. As it is now, I can imagine that it kind of feels like a random game, almost disconnected from Pepper & Carrot. I didn't realize that until now, since I've got in mind everything that is still missing, so that would be what I'd want to improve on for a next jam, make sure to not make the game look generic while trying to aim for the minimum viable game for the submission, if time is short.

Submitted

Hello quetzal2,

Just so you know, i did not think your submission felt “like a random game”. Looking back at it, i now realize that maybe my comment about your game being an “abstract map” made you think that this is the case, but the truth is that i liked your approach, mostly because last year i also tried to do something in the same spirit as you, i called it “abstract map”, and, retrospectively, i should not have said it in a public forum without proper context. Sorry.

(By the way, i ditched that idea because, unlike you, i was unable to make it work. So there, you bested me.)

I do not have data to back up this claim, but i think that this “i focused too much on just a part of the game in the detriment of everything else” is a very common complain among jams participants. For me, at least, is something i say about all jams i take part in, no matter whether it’s a 48-hour or a 10-day jam; i always have to cut down a lot of features. And, in fact, and much to my shame, in my first ever jam i also focused exclusively on the mechanics, just like you, but was unable to even finish the “first” level. You bested me, again!

In short, you did what every engineer worth his or her salt does: you choose the best trade-off to be able to deliver within the given deadline. And deliver you did. ^_^

Submitted

Hello Perita,

Thank you for the kind words! I didn't come to that conclusion with your message, no worries ^^ . It's by playing the other games (and I liked how there was a nice variety of game types and gameplays, that's pretty cool!) that I realized that. And to be fair, I think it's the first time (in my side projects) where I manage to get to a minimum viable product and iterate on it, finally! 🥳 Learning to do that was one of my goals taking part in the jam.

Now that you say it, I can imagine that it's a pretty common problem, indeed :D .

One priority was the random maze generation, which would allow for almost free variety, and thus the little I would have the time to make would have less repetition, and be more replayable.

Submitted

We need a another, jam / encounter.
improvind game. ( new assets, new ideas)
GODOT is useful
we can share , more easily.
 

Host

I love this thread, thanks for starting it and for everyone sharing their reflections! It’s been really awesome catching up, checking out the submissions, and seeing what everyone made.

My postmortem isn’t very exciting in terms of the jam. I started a new job the week before the jam and haven’t had any personal time to work on game projects, including the jam. I’m so grateful people participated and submitted games, even though I didn’t have the ability to. It’s been a reminder to myself that unexpected life changes happen, and sometimes you gotta put your hobbies on hold for a little bit.

Submitted (1 edit)

Yeah, understandable; had a similar experience as well.