So for my game it was about influences and testing if it would be fun. First I thought what a stupid theme. But then I was watching those door chase montages from scooby doo and I was like wait a minute.
I was clear about the teleporting doors and someone chasing you but that wasn't enough. I thought that there should be something behind the door and viola the memory match game. Then I realised the enemies get too over whelming which was the point but the player should have a chance to get out of it and then the dodge was born. Last was power ups and within 3.5 -4 days the game was born. Artistically I wanted more but time was less but I'm pretty happy with the sound.
In my humble opinion games are half about ideas and half about feels. If you have a great idea even if it is implemented in a polished manner if it doesn't feel good the player it won't work and same goes vice versa good feel but not idea makes a bad experience.
This game was a product of feel and ideas. That moment when you are just about to compete the last door and baddy kills you. Frustrating but lights a fire underneath your butt
Check it out here