Nobag – Post mortem
Hi folks, like a lot of people here, I wanted to make a quick post-mortem about our Jam entry, Nobag.
Play Nobag
Nobag is a game about Nehandertal men which are stuck in a cave and can only take one item with them.
The game is basically a top/down dungeon game like zelda. You choose your item and you explore the dungeon, avoiding traps, killing monsters and finding keys. One of the important feature of the game is that you can play with your friends! In fact, the game support local multiplayer up to 4 players with Xbox pads.
About the team, we are all intern at the same game company and we wanted to take part in this Ludum Dare.
When we were brainstorming about the concept, one of the main aspect was to have a multiplayer game where each player has his specific role and has to cooperate. We create the game with this aspect in mind and we are proud about the game (even if he needs some polish).
Now that our presentation is done, let’s talk about what went right and what went wrong during the creation of the game.
What went wrong:
- The time: We started with a lot of idea to implement in the game. But the more time we spent on it, the less we could integrate. So we had to wisely choose the content we wanted to implement in order to have the best experience possible.
- Working monday: Still about the lack of time, we all had to work Monday, so we were all thinking about making the most saturday and sunday and doing the less possible monday evening. This day lacking clearly held us from implementing things like feedbacks.
- Working through internet and not at the same time: We surely were a big team on this project. But not everyone could stay during the whole production. The effect was that the beginning was very quick and the end slow and the last night, we were finishing it through Skype.So it was sometimes hard to understand each other about what to do.
What went right:
- An organized team: We have the chance to work in the same game company, and we all have our role in it. This allowed us to have a natural synergy during the project, where everyone knew his role and the role of the others.
- Good choices: The only way to fight the lack of time is to make some concessions. So at certain points we had to make choices like choosing which trap, which monster or even between randomly generate rooms or multiplayer. A chance we had was to make the good choices, choices that could keep the experience of the game even limited content.
- Your comments: The best thing for us surely is getting all the critics and comments we have about the game. We just want to say thank you for everyone who tried or will try the game and even will share his feelings about it.
Thank you for reading, you guys are awesome.
See ya next LD!
