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(Post-Mortem)

(So, I finished. Time to overanalyze everything again.)

(What Went Right:)

  (- Art: This was my second attempt with pixel art, and it went much more smoothly than the first time. Though considering I used to use the brush tool for pixel art, there's really nowhere to go but up. The art ended up being very simple and clean, which is something I can get behind, as it gave the game its own style and made it easier to reproduce.)

  (- File Size: One of my goals for the jam was to reduce the size of my files after my disaster of a fist game ended up being half of a gigabyte. And after plenty of experimentation, I managed to whittle down the final size to about 56 mb. That much I'm proud of.)

  (- Completion: This could go either way. I had originally intended the game to go on for much longer, exploring what happened after the ending. Now I've left it on a cliffhanger, but I managed to figure out that I wouldn't be able to finish the whole thing and modified the plan. Being able to adapt and improvise in jams is an incredibly important skill, and one of the few that I have.)


(What Went Wrong:)

  (- Writing: I'm unhappy with the writing, which feels way too overdramatic and exposition-heavy. If I had to rewrite it, it would be a little less on the nose.)

  (- Gameplay: There may still be glitches in the menu format, and I still can't get the menu to go away by pressing the button to bring it up again. If I ever release a full version, I'll make sure that gets implemented.)

  (- Puzzles: Even with play testing, I can't tell if the puzzles are too confusing or too easy. I don't know if I telegraphed too much or too little, or if I didn't emphasize the menu in puzzle-solving enough.)

  (- Completion: Even though I completed the game, I still didn't complete my goal in the beginning.)

(And that's about it for now. At the moment, I'm awaiting feedback, and might update this later. Until then, thanks for reading!)