untRACEable: Post-Mortem

Now that it's been a few weeks since the jam, I feel like I'm able to take a few steps back and look at what went well and what went wrong with untRACEable. (In case you're wondering, the pun neatly straddles both categories). I'll likely add to this list as feedback rolls in, but here's a start.
The Good
- Using OpenGameArt made things look better than they would have done otherwise.
- The game has a title screen, multiple levels and it's possible to finish it.
- The car is difficult to control at speed, which makes the levels challenging (to some).
The Bad
- Not customizing the art means the concept is confusing -- why are the racers being stealthy?
- I wasted hours of development time learning how to implement title screens and level transitions in Unity.
- The car is difficult to control at speed, which makes the levels boring (to others).
What I've Learnt
- Bad programmer art that makes sense is better than good art that doesn't.
- It's important to practice the basics between jams.
- Play-testing should happen before the jam, not afterwards!
- You should always add screenshots to your Ludum Dare entry page. :laughing:
With the above in mind, I'm going to task myself with improving untRACEable between now and the next jam. It'll help me to practice, and with a few tweaks to the art I hope to make things more coherent. Watch this space!
As a final note... untRACEable is still in need of ratings. If you could find it in your heart to play it and give me some feedback, it would be much appreciated! Thank you again to everybody who has given feedback already; it's been very useful.