Cheesy Defender – Postmortem Part II
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!
