Cheesy Defender – Postmortem Part II

Previouslyldpm-cd

On the first postmortem, here, I focused more on my experience and the process.  While I offered a general overview of my feelings about the project, I didn’t delve into the specifics of what I felt worked, and what didn’t.  This is just a quick refresher to do just that.

 

The Good

  • I love the rat animations.  I feel they portray the scurrying nature of the animal, especially in the final few levels.
  • The particle effects work reasonably well, although I do feel they need a lot of tweaking.
  • The sound effects fit the humorous concept of the game, even if low quality, and have garnered the most positive feedback.
  • For art, I stuck to edited photography and minimal tablet drawing, and felt it saved me a lot of time to spend elsewhere.
  • Cheese bits.  I love that I got to include a couple of cheese bits on the ground for the rats to carry off.

 

The Bad

  • The levels increase in difficulty fairly well, but in retrospect I would have set per-level time to 15 seconds, just to hit the climax a little faster (2.5 minutes, instead of almost 3.5).
  • I wish I’d found time to throw in some minimal music.
  • While I have the airplane mechanic near what I wanted (you don’t click where you want to target, you have to lead it, simulating the difficulty in aiming a paper airplane), it’s been the most complained aspect.  I would probably revisit that to see how I could improve the player expectation while still offering a mandatory practice curve.
  • There are a few minor physics glitches that I didn’t have time to debug.
  • The UI is awful.  I had to have something to give the player feedback, but never managed to revisit and make it something other than minimalist text.

 

Well, thanks for reading!  It was a great experience.  Please play and rate!