A Small Hell - Post Mortem

So here is my somewhat late Post Mortem of my Compo game, A Small Hell. You can try it here, if you have not yet: https://ldjam.com/events/ludum-dare/38/a-small-hell

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The game: The games goal is to escape an overpopulated, tiny, triangular hell by solving the mystery around your own death. Sadly you can't remember much of it, so you need to interrogate the other dead souls that populate hell.

What went right: I am pretty satisfied with the look and feel of the game. My plan was pretty solid and could have worked out...

What went wrong: I didn't plan for pesky RL interruptions. Also I designed a multiplayer game before even checking the health of my servers. Needless to say, they had issues. I ended up canceling the multiplayer feature, that the game was built around. Players were supposed to remember only small hints of their death and had the ability to leave messages for other players. They would then appear as ghosts in other hells. Scrapping the main feature left me with an unpolished game.

Lessons learned: * check tools before the event starts * plan for interruptions * next time, I will design a game that is featured around one single core mechanic and polish the hell out of it