Zero Grace Megadrive: What's Next?
Now that the game is out and I can take a moment to breathe, here are my thoughts about what it needs most:
- A do-over of the collision model to fix all the little issues
- More types of worms and obstacles
- Some time to experiment with an additional power/ability
- General polish stuff(tune the difficulty curve more, make the bonus for crushing a worm be a multiplier, graphics etc.)
Historically, I have trouble returning to my game jam games. There's often a sense of, "did I actually achieve anything at all?" when I go back and look at them, and what will always happen is that I'll have a bigger project that I'm also working on and even if the jam game is promising, I'll be like, "welp, back to the main thing". This is probably one of the best LD entries I've done, though - the last time I actually went for a "finished and polished" game in an LD it got 23rd overall and I was so burned out by doing it that I didn't want to ever try that hard again and just did increasingly weird experimental stuff for a while. But this time I'm not burned out. The game was scoped reasonably well and most of the extra effort went to making the whole thing well-rounded, versus just barely getting it to playable.
This is one where I could imagine making a completely fleshed out version in a reasonable length of time. There's a definite end point to what this game can be about and that actually makes it more appealing as a long-term project. I'll see if I can make some time for it.