Soulbound Postmortem
The Good
-I only had to sacrifice a left arm for the graphics. Sure, my keyboard was really bloody and It was hard to tell the keys apart, but luckily I had a copy of Typing Tutor 12 in my closet. Typing Tutor has become a key tool I use to develope games.
-I feel the mechainics were very ‘organic’. They were loosly based on things I saw nearby during development. This one guy out side my window was pushing this wooden crate, someone was pushing a button to open a garage door, and this one guy was trying to hang himself from his balcony but got teleported back into his house 10 seconds later. You know what they say, art mimics life.
The Bad
-Gossip Girl was on TV and you know that’s my jam so I had to watch that so I didn’t get much time to make levels so I had to code a complex level generator to create 5 levels for me to use in the game
-Originally there was going to be chain physics I spent a good 10 hours making it so the chain felt realistic and not plastic but then I was like ‘Fuck Gravity’ and the chain fell through the floor and I haven’t seen it since
