Sticky Bomber – Post mortem

Day 1 summary:
I do like the theme, yet still struggled a bit with ideas. Finally decided to make a ‘Rube Goldberg’ style puzzler where you deliver a nasty substance onto a victim’s head. I started prototyping. Problem 1: liquids are hard to simulate (I have no ‘base code’ for it). Problem 2: good puzzles are even harder to design. Got nowhere, gave up. Assumed this was the end of my LD32… #Fail.
Day 2 summary:
Back in the game! As often happens, I woke up with a new idea that might just be doable in a day. Worked super-hard in the morning to prototype it. Hmm, it’s kinda fun! Most of the work was in the Unity editor, with only ~150 lines of code. Relies a lot on physics + randomised levels.
What worked:
New game idea was simple enough to do in <12 hours without cutting corners.
Focused on 1 core game mechanic. Got it up and running quickly, established it was fun. This really boosts your confidence.
Didn't require complex level design or a lot of content (randomised levels).
Graphics all easy to draw.
What didn’t go so well:
Everything on day 1. Need to prototype or design on paper asap, and be realistic.
Wasn’t up to speed on Unity5 changes, ie new particle systems, UI/canvas stuff.
Not as adventurous as I could’ve been, fairly similar to my other games.
Plans: Might put it out on mobile after improving and tweaking a few things, + after seeing feedback.
Tools used: Unity5, Inkscape, GIMP, Sfxr, Audacity.
Thanks for playing! I’ve just rated my first 50 games, there are some really great ones, very imaginative.