Quick Postmortem for a Quick Game
Intro
I’ve really been struggling over the years with completing projects. I don’t know where it occurred to me to stop not completing projects and actually complete projects, but that’s what I did here. The end result of 2 weekends + 1.5 additional days of work, with no crunch or stress is a pretty simple but really fun game. I’m happy with it as is, though I’m leaving the door open for improvements if people show interest.
I really feel I found a proper methodology here, and I plan on doing 3-4 more games like this and WOW that is a weird statement for me to say, but it’s true. However, I might not have put it into words succinctly, so if you have questions, please contact via twitter (@snarge) or comments here.
What went right
- The “odd” design pillars
- I say odd because usually design pillars have to do with the actual design of the game (Combat should be frequent, fun, & visceral, Puzzles should have an a-ha moment, etc)
- These pillars are more about development and well...menu navigation??
- Make a game fast (< 1 month)
- Be able to get to the gameplay quickly
- Be able to fail & restart quickly
- Don’t worry about failure, game development wise
- These pillars were liberating to work with. In combination with “The Filter”, they helped me easily (yes, easily) finish a game in about a week
- The Filter
- Putting the game through the filter I picked up from Push Forward Combat (Doom GDC Talk: https://www.youtube.com/watch?v=2KQNpQD8Ayo)
- Though my filter was much different
- Does it make the game drastically better and is it going in quickly with not much pain?
- I cringe when I call this, lovingly, Push Forward Development
- Writing my own character controller (Unity)
- I followed a quick tutorial (Brackeys) for an FPS controller and wrote out each line of code instead of just using Unity’s FPS Controller
- Definitely modified it from there (Separated Input to Update, Movement to FixedUpdate)
- This allowed for a simpler, leaner controller that I knew what it could do and how to quickly modify it
- Also helped fix bugs more quickly
- SFX Friends
- I showed one of my game design friends an early build and he gave me sounds
- They really did make the game better. Nice percussive sounds made by professionals are worth the time & investment
- I also paid money for the Taiko drums. Worth every penny and I would definitely suggest getting some royalty stock-ish music in your game sooner than later, it’s a motivator
What went wrong
- Not marketing
- I went totally carefree on this, that meant leaving behind the marketing aspect. Completing a game was good enough for me, but I doubt anyone will play it
- Also, it's hard to do a marketing campaign for a game you didn’t even know you would be releasing in a week.
- Too Simple
- There is such a thing! I started entertaining a curve of difficulty with a variety of parameters that would increase it, but I went with wanting to release quickly, so I left that stuff behind
- Even this postmortem was completed quickly and is too simple :)
- Last Minute Name Change
- I didn’t check if my game’s name was taken. It WAS! I found this out after clicking “Publish” AND starting a Discord server. Because I’m an idiot!
- Lesson: Search your game’s name. Especially the platform you are launching on
Fun Facts
- Originally started out with a jetpack. Removed about 50% of the way through and replaced after a brief test of just having a double jump. The double jump felt more challenging and also fair. The jetpack felt like a constant easy mode, no matter how I tried to balance it.
- The original name, Iaido, comes from a real Japanese martial art of quickly drawing a sword from its sheath to attack. It’s a real thing!
- Developed over 2 weekends
- The sword came from Synty’s Polygon Samurai which coincidentally went on sale via Humble Bundle the Friday of the 2nd weekend. I couldn’t pass up that deal and that really birthed the Samurai look of the game
- 34 Commits from 2/8/2020 to 2/17/2020
- The lantern being smashed is a series of flower pots being foley’d
- Devil Daggers, Downwell, and Doom 2016 were all huge inspirations for the game. I guess I have a thing for games that start with the letter D
- Also inspired from an older amazing iOS game that just didn’t get the credit it deserved, Cool Pizza by Secret Library: https://www.youtube.com/watch?v=Ab8w8tFYb6A
Files
Get Tower of the Flying Samurai
Tower of the Flying Samurai
Slash lanterns with lightning quick sword skills
Status | Released |
Author | snarge |
Genre | Action |
Tags | Arcade, First-Person, High Score, jumping, Score Attack, Singleplayer, Unity |
More posts
- Multiplier, Score Tweaks, and WebGLFeb 22, 2020
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