Hair Cop – Postmortem
These postmortem posts seem to be a thing, so let me recapitulate real quick.
This was my first Ludum Dare and a great excuse to jump into the development of a new game head over heels. I almost stayed away because the theme did bother me initially.
I went terribly unoriginal and decided to base my game around defusing bombs with 10 seconds left on the timer. That instantly reminded me of a scene from Lethal Weapon and so I had the main ingredients for Hair Cop already together.
Since I’m a sucker for platformers and 8bit style graphics it’s no surprise that my entry would become just that. Kicking down the doors to start a level and some pseudo-stealth-ish gameplay made it interesting enough for me to go through with development.
Most of the mechanics and assets were done on the first day. The second day was mostly tweaking, creating actual levels and adding a few more things. All of that interrupted by bodily needs, lazyness and Saints Row 4, I would roughly estimate the development time at 8 hours overall.
The whole process went surprisingly smooth for the most part, only in the last few hours I kind of dropped the ball and didn’t use the available time to include a few things that should have been in the game. There was suddenly time-pressure and I had to tie up a few loose ends quickly.
I’m pretty happy with the result simply because it exists and it’s playable. That is enough for my wounded developer heart 