Wayfarers: A Retrospective

So it turned out that our game was actually quite good. Which was quite surprising. Atleast to me.
From the outset I thought we'd get too bogged down in learning new tools and learning the boundaries of what we could achieve together as a team. For some of us it was the first time we'd ever been in a team this large.
I'd done enough projects that I knew the key is always to keep it simple. To ask the key question, what is the game actually about? We had a few scope creeps. Suggestions about adding additional resources or more complicated battle mechanics. But at the end of the day additional mechanics didn't add anything to the core concept of the game. If we couldn't get the core concept right then what was the point?

The other things I've learnt from prior projects is that nobody cares about a game unless it feeels good to play. This, to me, is why games are so hard to make. What the hell feeels good to play? A kinda hope we acheived that with Wayfarers but the game is far from being the best it can be. There is so much that can be done to make it better that it boggles the mind
In conclusion Wayfarers is the culmination of a lot of crap that ended up making something quite okay. For ludum dare making something that you can honestly say turned out pretty good is quite the acheivement. Atleast to me anyway :p
Play the game here: https://ldjam.com/events/ludum-dare/46/wayfarers