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I have to agree.  The 10 days that I spent learning and rushing to make my game was a lot of fun and frustration and excitement and so many things (good and bad).  But the one thing I learned, or maybe I just reinforced it to myself, is that "crunch time is bad."

As the deadline rushed towards me, I was rushing to fix a nasty bug with the enemy animations not stopping when the enemy died.  When I discovered what was causing the bug I realized I could fix it with a rather simple "If it's dead, stop animating it" test.  So I hurriedly added the test, compiled the game, gave a quick test to make sure the  problem was fixed on the affected enemy, and then uploaded my game.  Then I went back to play my game a bit more, and I realized that my enemies no longer did their death poses.  That had worked right up to the end, so I was confused about why it suddenly wasn't working.  

Well, it turns out that, in my rush to fix the bug on the enemy minions, I put the "if dead, don't animate" test in the wrong place.  I put it ahead of the "is this a minion?" test.  So I applied the "fix" to every enemy instead of just the broken one, and ended up breaking my boss enemies.  ARGH!  If only I'd have taken another five minutes to think about the "fix" ...

That said, though...  The best thing I learned is that this jam was a whole lot of fun, and I cannot wait to do it again. 

Congratulations everyone!  I'm looking forward to playing as many of your games as I can.