Someone To Love is finished! First thoughts!
I managed to finish my game, Someone To Love. Timelapse is on the way, as well as a decent post mortem, but I thought I’ll share some first thoughts, fresh from my crazy mind, after about 5 hours of sleep.
Read more below.
Things I hate about my game:
Code. During last day, especially hours just before submitting my entry, I hacked up everything, everywhere, in almost every possible way. Game model architecture? Say, what?!
Level design. Learning Flixel, TweenMax, FlixelPowerTools from scratch was enough. DAME editor was just too much, and it’s fairly complicated for a first-time use. In the end, I just used paint with black pixels being solid.
Late gameplay design. I started programming in a general platformerish direction, but quickly this became a problem, when I figured I actually want to have some simple (4-color) pixelart and a storyline engine. Now I kinda think the platforming part of the game breaks the mood. Should’ve gone with “art game” or “interactive non-game” category.
Things I love about my game:
Simple art. Again, I’m quite amazed with my mad animation skills. This time it was even better than during last LD48, because I already knew what I am capable of and tried to minimize the amount of work needed to have decent graphics. All sprites are very small, around 10x10px, mostly white pixels. Colouring is achieved by changing camera’s color in Flixel. It’s a very, very, very simple effect, but it’s the kind of mood I was looking for. Btw. Graphics Gale = AWESOMENESS.
Music (Wolfram Tones, Audacity) & Sound (bfxr). I mean, there are two sounds in the game: scratching sound and background music, which are almost exactly what I was aiming for.
