Post-jam reflection: Soul's Path
Mandatory post-jam reflection so i don't make the same mistakes next jam :))))

Making the game:
This game was definitely the most ambitious game we have tried to make so far. Now we have made a "platforming" game ☑ because we couldn't think of any better ideas for this harvest theme. The ideation stage was the longest yet this jam, and it definitely didn't go as well as we hoped for. Music and art was going pretty smoothly this time, but programming was difficult. Level design was also a new thing for us. In the end we had to submit for Extra, but I think it was worth it, this was a beautiful entry even if it's not perfect.
Things we did well:
- This was the biggest team we've had so far (3 programmers, 1 audio/music, 1 art) and I think everyone did so much to carry the team whenever the others are tired or close to giving up. Big shout out to our audio/music person Catherine who single handedly carried our rating balance.
- Art and music was for sure shipping out assets faster than the previous jams, we're getting more efficient and more organized with it.
- We had a general GDD, it definitely needs to be more detailed but it was in the right direction.
- We didn't dwell on making the complicated UI first, I think we realized that UI isn't always mandatory for a game jam, in the past we always made a separate title screen, pause screen. Keeping it simple is the way to go!
Things to improve on:
- TAKE MORE BREAKS!!! schedule mandatory breaks so people don't burn out. And please, sleep sleep sleep. Not finishing the game is not the end of the world.
- Communicate on progress at least once every 4-6 hours. Especially between different teams. It was devastating to realize that we're not on the same page in terms of progress on the night of day 2.
- Always have a plan B. If the initial game plan doesn't work out (the prototype couldn't be made within the first 2 hours after the idea shipped), just scrap it, it is definitely out of scope and we will have no time to polish. Don't be stubborn about it.
- On the GDD, I should also write out how many assets (art, animation, sounds) need to be produced, for easy organization and to have a general scope of how time consuming it will be. Use a spreadsheet instead of docs.
- DO NOT level design before the basic technical test is passed. I added in too many extra mechanics in the level design thinking that it would be very easy to implement (it was not), and then realizing that the programming team couldn't even get the moving system to work.
- Before making any assets, be set on the screen size/ratio first.
- If I'm going to sleep at a different time than everyone else, leave a note on what is uploaded, and how it should be used. Programmers: please don't use my sketch as a guide for where things go next time :')
- I will also download unity and learn how to use it + import animations so it saves time for the programming team. Also easy playtesting.
- Playtest before shipping the build, dammit.
- Don't be hangry, just go eat.
We might need a game jam caretaker next time, someone who just cooks, cheerleads, and project manages for us. hmmmmm...
We definitely learned a lot this jam. Even if we didn't make it on time, I'm still really proud of our entry. Big thank you's to my teammates @gabriel-chan @chan-gim @iiandii @cat-lab for working on it so much even after the jam ended, all the late nights learning and reflecting. I'm also really grateful for all the comments and feedback we've gotten, I was relieved to see that our efforts didn't go to waste.

here's the game link: https://ldjam.com/events/ludum-dare/52/souls-path
See you 90 days later <3