Welcome to the third post in GLOWs Post-Mortem series. I was asked to relink previous entries; find one on Audio here and one one workflow here. This one is about getting backlogs, feedback and observations and implementing it. I promise to keep this one a bit shorter.
Backlog
There's always things you would love to implement, but you don't have the time for. While I think my schedule is was pretty great, I (intentionally) didn't account for technical difficulties, so I could push the game to it's limits if everything went great.
What I wanted to implement was the follow:
- Animations - I only had time for some sine waves and linear movement implemented by code
- A in-game menu - Volume levels are quite dynamic
- An enemy - Its art didn't fit the rest, and his mechanics (though I spent a lot of time on it) weren't fun
- A slightly less random story - Just some icons at the start were shown and faded out directly afterwards. The bug had to collect them. Icons inspired by the icons on the menu bar.
- Proper respawn - I just did a reset position of the player, missing resetting the health pickups. It was still possible, but much harder without them.
- A better health indicator - The rings on the bugs back were intended as a health bar. But instead I went with a fading pulse.
Feedback
The main feedback I got is that people didn't like the controls. Some people even seemed to hate them passionately
(What!?! I love the controls, they feel exactly the way I wanted, matching the environment and giving a challenge). I always forget that controls are very personal, so it's better to stay close to standards set by similar more widely known games.
It was not clear to go back to the start after collection the three Icons. (I made a clear animation to explain it, how could you have missed it?!?) This was a quick implementation to add some story and add some achievable goals. Even coming up with this weak idea proved a challenge.
Most of the other feedback for improvement was in line with my backlog, so that was great.
Observations
A few Twitchers played my game on their streams. While they "I can't really tell you what's bad about this game." But it was still clear that there were some difficulties that the player faced. "I have no idea where to go." while I knew there were plenty of other areas to go to. Or "I don't like the controls, but they do make sense in the water, so they are good" In fact they are bad, and I should find another way to get them to feel good. And stuff they don't know. They went the wrong direction (which is not necessarily bad), but they died (still not bad), went the wrong way (okay, you didn't like the area) and totally forgot about the area (ah, that's a problem). And almost everyone I saw playing it did the same. There's some room for improvement, right there.
Changes
- I added some animations. I dissected each monster, put them back to gather part by part and moved them around like a puppet.
- I added an in game menu. I hate making UIs :(
- I redid the art for the enemy, and slightly changed his behaviour. And I added him (although he was the first enemy I designed). He's in the green area. (Bottom-left one in the gif)
- I added some story. A bit cliché, especially since its in an ocean, but I think it's an improvement.
- Proper respawn, I made sure the game didn't become harder after dying.

- I added the health indicator, I really like how it plays out. (Its always great when Ideas in your head just work like you hoped they would) (See images top:before bottom:after)
- I tweaked lighting a bit more. Navigating should be a tiny bit easier, and the contrast is a bit larger. (See images top:before bottom:after)
- I changed my beloved controls. They are still close enough to what I wanted, but it might not be enough.
- I redid some level guiding for less getting lost.
I think that's it. The list is much shorter than I thought, so I think I made a lot of progress after the compo.
Did it work?
I have no idea. I have yet to get feedback on the new version, but I have asked some people to play and record it, and optionally give some feedback. The process repeats: Check out the Post-Compo version here.