LD29 Post Mortem

another LD, another list of lessons learned.

 

First though, here is my game creatively titled “beneath the surface” . Its supposed to be a 2d rogue-like, similar to Risk of Rain or the Binding of Isaac.

 

BeneathTheSurfaceScreenShot

 

Making this game taught me a lot about game development, and about myself (as cliched as that sounds).

First, on a personal note, I think I have a tendency to focus too much on building an engine sometimes, which I’m trying to break, especially for short contests such as this.

Second, and much more generally, I’ve discovered that if your game is heavily numbers based, its important to devote a fair portion of your time to tweaking and playing around with said numbers. Beneath the Surface had a lot more numbers than I was expecting (fire rate, move speed, chance to spawn, etc.), and in the end, had I spent more time tweaking those numbers, maybe my game would have been more fun.

 

Still, I had a great time, and I’m looking forward to seeing what other people came up with!

Comments

deathray
28. Apr 2014 · 03:01 UTC
I’ve gotten caught up in the numbers thing myself! Last miniLD I spent forever just getting basic movement to feel right be tweaking numbers… I almost fell down that hole this dare, but then switched focus. Your platform engine came out nice though.