B-Game Post Mortem

I've been putting this off for a while, as I suck at reflective writing, but anyway I'll give it a bash.

What went well - Art: using a consistent colour palette across all the sprites, helped the game visuals stay coherent, and from feedback the bright colour scheme seemed to go down well. Definitely the strongest category for me I'd say. - Sound: bleep bloop, functional sound, crammed in at the last hours. - Presentation: I thought the presentation was not bad for the time scale.

What went not-so-well - Gameplay: a bit lacking in the old gameplay, but I wanted something super casual, so I think I achieved that goal. - No tutorial: the game can be a bit confusing for new players. - No flower radar: even though the owl will point to the nearest flower patch it would have been nice to have a mini-map. - Screen resolution: too zoomed in, needed to be further away for the player to get a feel of being able to actually see what they were travelling towards and make it easier to avoid angry clouds.

What next? - Jam revision: I'll take the feedback and make a new build, already one in a github branch if anyone cares to nosy. - Asset Flip into another game: already started this :) using the existing visuals and making it more into a casual game, Match Bee:

https://www.youtube.com/watch?v=UO6vbt95lw8

Thanks for reading and if you care to play my compo entry it is here: https://ldjam.com/events/ludum-dare/50/b-game