Wires and Robots Postmortem

Level 7.png First off link to the game if you want to try it and haven't yet : https://ldjam.com/events/ludum-dare/39/wires-and-robots

Second off, thank you too all the people that took the time to leave feedback. I loved reading it and it gave me some good ideas of things to change and do better for next time.

Now finally, onto to reflection. I felt like I did a much better job this time compared to my my first jam. Last time, a combination of not getting as much time as I wanted and being a bit too ambitious resulted in lackluster art and balance. For this jam, I felt like I did a much better job at not going overboard with a lot of different mechanics, and keeping it more in line with what I could reasonably accomplish.

As far as the game goes, I felt like the main wire mechanic was a success. It was simple enough that people could figure out what was going on pretty easily, but complex enough that I was able to make some complex levels with it. One goal I tried to accomplish was trying to find a good difficulty curve with the levels, and make sure the first few levels taught the player some of the more complex ideas so that the later levels would make sense. I felt like I did ok in this department but there are definitely a few places where the difficulty spikes up a bit, and a few levels that were a bit too precise with how you had to wire it. At the very least it seemed liked people enjoyed the levels so that's a good thing :D.

One of the biggest changes I would have made looking back on the game were the more "action" type levels in the game like the one in the screenshot below. level 13.png I felt like some of these levels lost focus on what the game was truly is, which is a puzzle game. These levels didn't really embrace the main wire mechanic and were overall just not as good as the more puzzle orientated levels. There were a few levels that I feel made good use of the spikes and lasers, but others were just challenging and not that fun to play. One thing I would like to do for the future is to make sure the entire game stays more focused on the main mechanic rather trying to shift it in a direction that it is not.

Overall, I was very happy with my improvement and I felt like I learned a lot of of this jam. It was a fun time and one of the most satisfying feelings is getting to read/listen to people enjoying something that you made. I can't wait for the next jam.