the pretentious apple – post mortem

What went right:
- The controls, generally worked well once you got the hang of it.
- The idea generation/workflow went through many different iterations before I arrived at the final idea. The original concept was extremely different.
- Art, I use a total of 5 textures in the entire game (1 apple, 2 paper, 1 paper with mouse diagram,picnic table) and the results were pretty good.
- Knives, they were a fairly last minute addition and had a large impact on the enjoyability.
What went wrong:
- Level design was time consuming and prone to error.
- Some levels are still way too difficult.
- Physics in Unity aren’t as robust as I would’ve liked, some levels suffered due to this.
- Creating the rotating pieces was a surprisingly complex and cumbersome process, each piece has a carefully crafted triggerbox that encompasses every element, when elements overlap this was particularly challenging.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22708