With less than a day left, I decided to write a postmortem for my game:

What went wrong?
Bad explanations
The objective in “Robot Invaders” is to recharge the mother computer with the batteries that the enemies left when killed.
But, a lot of people didn’t understand that. The relation between the batteries, the computer, and the time bar wasn’t clear, and the additional effect of the batteries (increment Dave’s power) make the things even more confusing.
This is bad because this mechanic was the more original element of the game. Without it, it is just another “robot that needs energy to move”.
If I ended improving this game, the clarification will be the top priority. I think that a simple arrow that points to the computer when the battery is low will do de job.
“Subpart” visuals
When I start this project, I wanted to use all the “juice” tricks of this video:
https://www.youtube.com/watch?v=Fy0aCDmgnxg
At the end, I was only able to implement camera shake and the rudimentary animations. Time constraint forces me to leave behind other effects like:
- Particles effects like explosions, sparks from batteries…
- Shadows for the characters
- Afterimages for bullets
- Better animations for batteries and the HUD
That would have added a lot to the feel of the game.
What went right?
Interesting gameplay
My design philosophy is “gameplay first” and I think that this time I finally nailed it.
I was in the right mindset when I the jam started. The previous week was the GMTK Jam that has the theme “dual purpose design”. Even if I couldn’t compete at the end, I extend that weekend thinking about how to design elements with more than one uses.
So, when I come with the “original” idea of “a robot that collects batteries to keep himself alive”, instead of doing the obvious, I started thinking about different uses for the batteries.
This mechanic went through several iterations (like use the batteries to buy power-ups and turrets) but at the end, the batteries serve to charge the computer, power up yourself and power up the enemies. This combination of uses creates situations where the player has to make interesting decisions (like “should I went now to the base, or try to keep the power boost a little longer to prevent the enemies from picking the batteries)
At the end, even if I am still thinking how to add turrets, the battery system is the strongest point of the game and I am very proud of it.
Solid code
I know that in the game jam scene, code quickly is more important than coding well. I’m not very good at keeping the code clean. But this time, with some effort and the lessons learned in previous jams, I was able to write my cleanest code.
That helped a lot. The animations and the day one fixes wouldn’t have been possible if I had decided to write the code like in my previous projects. It wasn’t perfect either, but it was maintainable.
The music
In all my previous game jams, I ended tired of the music. Except for this time, this time I love the music.
I don’t know exactly why, I have even use a song that I have previously used in another project, but I think that the fact that all the music were made by the same author has helped.
Anyway, thank you very much Fox Synergy, this game wouldn’t be the same without your music.
What have I learn from the experience?
How to make some visual effects
Even if I ended not implemented them, I have studied particles, afterimages, “realistic” shadows and more before and after the jam.
The limits of my GM knowledge
Apart of how to implement the visual effects previously mentioned, I also realized how limited Is my knowledge in the sound aspect of the game development. More things to study, I think.
That you need 10 points in reddit to publish in the Webgame subreddit
I learn that by the hard way…
So, that's all. If you want, please try Robots Invaders and leave your ratings and comments.