That’s it… a short (and early) postmortem

It is getting late here in Germany, and I slowly come to the realization that this compo was no success for me… well kind of:

As much as I liked the theme in the beginning it turned out to be harder than I thought: I considered it to be easy as it made me think of games like Mega Man and Kirby, which I absolutely love. However — as already noted in one of my first posts –, these are per se not really suited to be made in 48 hours as they encompass (relatively) complex mechanics and lots of content. Unfortunately I couldn’t get my thinking outside this box during the compo and so I started to implement basic platforming mechanics. To cut a long story short: I failed; vomit is running out of my eyes while looking over my collision code and trying to find that nasty Heisen-bug.

So hereby I officially give up on it and get some sleep (didn’t go so well for the last two days ;)). But I don’t want to leave without saying again: Despite all the failures I had the most fun just trying to code something in a looong time. I even learned a thing or two. To close this post, here are some points to improve upon next time (of course I will participate in the next compo!):

  • Do more planning (starting right now ;))
  • Think outside the “genre-box” and design more “bottom-up”
  • Be a more effective programmer (making a platformer can’t actually be that hard or is it?! I have seen a few cool screenshots of some here on the blog, so it has to be possible! :))
  • Don’t be hung over the first day…
  • More community involvement meaning more blog posts (I’m especially sorry for the lack of screenshots…), try out that IRC-thingy, comment on stuff, etc. but on the other hand…
  • Procrastinate less.

Good luck to the rest of you; I’m looking forward to playing some of those actually finished games. :)

See you all next time, hopefully!