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(+1)

probably just time management - I mentioned leaving the bulk of the graphics, pretty much everything, until the last 48 hours. I feel like if I spaced it out more evenly I could've been spending more of my last couple days polishing up the level design. I ended up doing a very slap-dash method of triggering text boxes too n if I'd organized more ahead of time maybe I could've actually put together a much more cohesive system for it.

It's funny like, the more time you spend organizing, the more time it saves you in the long run when you're not trying to slap things together and having to go back and fix them when they don't quite work.

Claire's grappling hook was a new thing for me too, I have had a little practice with projectiles but not that particular kind. I wasn't sure it'd work because my entry isn't really a physics based platformer so I had to think outside the box for how to manipulate it properly - I think it works pretty well ultimately. It was also one of the most uh, prominent breakages I had in the playtest phase lol

Here are the common constraints of a game project, at least in a business perspective but really useful for anyone who makes games.

Time, cost and scope. :-)