Post Mortem: Sam On Tape
What Went Right
Music was easy-peasy. Just grabbed some drum sounds, dialed in some synths and went to town. Might have spent a little too long on it though. Here’s the song that came out of it.
I kept using Flashpunk to develop, and I’m warming up to it. I’m not a good programmer by any definition, but the more I use Flashpunk, the less flailing around I do while trying to get the behaviors I want.
Using ASEPrite more since last LD definitely helped. The goal now is to learn all of the important hotkeys before next time. Micro-optimization and all that.
What Went Wrong
I’m awful at budgeting my time. Like, terrible. I’ll spend too long on something, trying to get it exactly right and everything else suffers. Don’t know what to do about this. Maybe start using a timer system or something?
Related to the last point, I need to set priorities better. I spent a lot of time working on getting dialog to work, and getting the music mixed right, and I ended up shirking the gameplay and level design… oops. Maybe next time I’ll write out a list of things to do, in order of importance?
Okay, this one’s not fair, but there was a huge thunderstorm that kept me from working for a few hours. That must be where everything went wrong! So remember: all the issues you spot in my game, if it wasn’t for that thunderstorm, it’d be perfect… 
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This is my second completed LD, and even though it was stressful and hectic it’s still hella fun. Hope to be here for another!
Tags: post-mortem, postmortem
