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(2 edits) (+1)

We decided to join the jam a week before it was originally set to end under the guise of "What can we get done in a couple days?". As it turns out the answer would have been a probably non-pretty pdf for a game that was taking an average of 2-3 hours to complete. With the extra week we rethought the card layout and some other smaller things to get the playtime down to under and hour and made time to get the pdf looking spiffy.

Other than the extra time constraints we put on ourselves, I think the biggest challenge was realizing halfway through that we'd started with the carta base as a jumping off point but were eventually in a space where the game/concept wasn't really being helped by the card map/movements basics of carta. Needed to spend some time iterating after the first couple prototypes to get back to the concept and the base system meshing in a way that enhanced one another. It's interesting as, in most development cycles I've been in if you end up in a place that doesn't fit the original jumping off point that's fine as it's a journey. It was fun to need to go back to the drawing board and make sure we were still utilizing the benefits of specific constraints.