Goatocalypse Jam Postmortem
So it’s been a day, and I haven’t been able to add any polish to my game since I went to bed late last night (or early this morning, I guess). So, I’ve had a day to contemplate about how it went, and I feel pretty good about it over all. Because of the rest of my life, I wasn’t able to dedicate the whole weekend towards the game. I’m still quite happy with what I accomplished.
What went well?
- The idea was simple and small
- I was real pleased with what I came up with
- I was able to stay on track most of the time
- Even with limited time, I got a game done
- I was able to extend my engine with some really good solutions
- I didn’t spend hours on sprites
What didn’t go as well?
- AI
- Because of AI, didn’t do any polishing
- With a week AI, the challenge level of the game is low, and it’s fun is limited
- I spent way too long on the “swords” sprites
- I was somewhat constrained to make this kind of game because of my engine
I decided to do this Jam not just to force myself to write a game from start to finish. The engine I used is actually one that I wrote for my larger project BiFission, and I just submitted that project to Kickstarter at the end of last week, and have been waiting approval. I decided to use this jam to prove that the engine was usable to make a game from start to finish, and help me understand what part of the current code is the engine and what part is the game. In that regard, it’s been an outstanding success.
Tags: postmortem