Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Amazing post-mortem. The rewind mechanic was super creative and joining all of the game state into a SSOT kinda reminds me of the bullet hell pattern system I've implemented, which all the bullet data belongs to the shooter and not on individual bullets, so its easy to keep track on them, as such when the enemy gets killed and then all bullets are queued for destruction. I could see doing an implementation of a rewind for my game as well, but unfortunately not all the game logic is in a SSOT, which just wouldn't work.

I'm actually really impressed by the good amount of technical information in this postmortem, there are many things I didn't even know before. (I guess this is the problem of a Unity programmer that has all of these fancy tools but no deep understanding of low level programming...)

Good work, and you even participated into Ludum Dare afterwards! One thing that I've noticed that most jam games (myself included) unfortunately fall into, are balancing issues at release. You can do the most beautiful or well designed game, but in the end... There's always something that could be made easier, or more challenging. Or maybe you haven't noticed a detail that could potentially scare away some players, it's really tough. You managed to pull off really well surprisingly, and most things you've noted weren't even noticeable, audio seems really just fine to me (which by the way, the rewind effect just sounds amazing).

Looking forward for a more polished version of this game, really wish for an interesting boss!

Thank you! Yes, this would have been a lot more hairy had all the data not been in a single place. I had the freedom of starting from scratch, but integrating it into an existing project could mean a lot of kludges or even, in the worst case, rewriting everything, if your previous architecture was particularly incompatible (e.g. lots of global state, interconnecting references everywhere, etc.).

The balancing problem is very real. Truly, it's a very delicate process that requires a lot of time, which is in short supply during jams. Rewind was the main gimmick of my game, so I decided to spend some time to make it look and sound just right. The rewind SE is produced using a turntable plugin and some samples I had lying around. I'm glad you liked it!

If I do make a more polished update later, I'll be sure to post here!