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

totfs-windows.zip 27 MB
Version 3 Feb 19, 2020

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