Squid Squares Timelapse and Postmortem

Made title screen on Flash cuz it was faster and looked better than Photoshop

Timelapse

Download and play it here!

LD 20 was really fun. I used half the work hours than last time, so everything was more relaxing and I could work on some better graphics and other stuff.
If there’s something I learned from past LDs (aka LD 19) is that you should not spend too much time working on some engine that is not important to your game. Last time I spent hours and hours just to implement a simple shadow system, while the main focus of the game, a battle system, was postponed for the second day.
This time I set my goal and by the first hours I already had a running engine and was ready to start making some graphics and levels.

My friends helped with testing /o/

 

I don’t know where the idea to make a puzzle came from, I don’t usually make puzzles. Actually the last one I tryed to make was a big failure (days and days to make an engine that was buggy and unstable)
But I’ve probably learned something from that, and this time I worked on a simple system that was fun at the end. Also the built-in physics system from Construct helped a little when making the pieces fall ^^

 

Level design was simple

What went wrong:
This was the first time I used the built-in transitions on Construct. And I must say, they are buggy. Next time I create my own transitions
Music was also a big fail. Next time I look up for some free music on the webz

What went wright:
My game is not a zelda clone \o/
Work was not overwhelming and I got to have some good resting time

What I’ve learned:
Use some time to think about what you gonna do and stick to that. It’s not worth to start working on something right away just to find out your idea is too complicated.
Don’t waste time working on small things, the main game engine is what matters the most!

Clean work screen on construct

Tags: 7Soul, postmortem, timelapse