Post Mortem

I only spent 24 working hours in this title, which had a pretty significant impact on what I could do.

I had an absolute maximum available hours of 48--56. This made my efficiency around _42.9%-51.3% Oof!

Things I got done:

*Made something playable! *Made all assets *Actually got some music done *Did some nifty programming stuff *Finished the intro level and the title screen!

Things I didn't get in:

*The story and level outline I had for the game (https://drive.google.com/drive/folders/1HbN3XMVaBh1pc7ma8Jb72stW357izyon) *New animations or sprites *Full music complement (I only spent 20 minutes writing the one piano piece I got in) *Full debug and polish of intro level *Showcase the sacrifice mechanic

I had this whole neat mechanic where you can sacrifice a life for more money...which you use to save...lives.

I'll go ahead and spend a week or so finishing what I wanted to do. It'll be good for me to see how many hours it would've taken. Was it feasible to work through my full plan? Was it not?

Also, I learned a ton through this process. It's unbelievable how many little things I hadn't done before and had to learn. I takes way too long to animate tutorials and set up triggers for it. Wow. A full normal level would take less time.

I programmed a lot of object behaviours and procedural stuff that didn't get seen in this build. Because I only got the intro level in. My test level had all the elements. At least there're some particle effects! :stuckouttongue:

All in all. Wonderful experience.