Turnip Archer:Post-mortem
So this is a bit late in the game but I figured I should write one of these. I wanted to make about the same thing with some more RPG elements. I was able to talk it out and realized that the fast paced gameplay we wanted would only get bogged down by having to make decisions and enemies having a real amount of health. We considered the Bloons approach where certain enemies just take damage and change into lower level enemies but we ended up running out of time for that. So overall I am satisfied with the final product although I don’t think the game really has the level of ‘fun’ we had intended. This is also our second Ludum Dare and I think we improved how we handled it.
What went right:
- We managed to finish at a comfortable time. We spent most of the weekend on it and then had plenty of time left over Monday to polish what we could.
- I learned a little bit more about Unity. Like Prefabs are just GameObjects and can be ‘Loaded’ as such dynamically. This was a fact that eluded me for a longer time than I care to admit.
- Karl and I as a team were able to further flesh out how we like to get things done in general. We have kind of been going willy nilly lately and it was a satisfying change.
Graphics: I am satisfied with the art style that we figured out. Karl did a great job as usual although we did end up re-using assets from a previous project for the Spider’s.
Music: Also on Karl. I think it worked out nicely. He always manages to surprise me.
Back end: I think I could have cleaned it up a little bit but overall I think I maintained a coherent structure.
What went wrong:
Theme: I was very unsatisfied with how we used the theme. Mid Saturday I had read about people discussing how 10 is any number you want it to be if you change the base and I realized that I had limited myself a bit too much when trying to think of a game. I still personally found the theme very restricting even considering that fact though. This obviously affected our game and design in a negative way. Next time I will more actively give the theme a better chance.
Level/Round Design: Overall, personally I am not very happy with how the waves ended up working out. 10 seconds was just too fast but it was our main tie into the theme. Again I wish I had thought about the theme further. I don’t actually play games like mine very often so I had a lot of trouble thinking about a good way to prevent wave overlap while still keeping the game at a satisfying difficulty and pace. I think my ineptitude at creating the rounds led to a fun experience anyway but I was not very confident that it would upon release.
Overall:
Late Saturday I was realized that I just wasn’t happy with the direction the game was taking but it was already too late. I just didn’t think the final product was actually going to be fun. We kept on trucking and Turnip Archer came out. By Monday when we submitted it I realized the game was just fun in a different way than I had expected. It could still be better and the rounds could have been cleaned up but it’s a game and people seem to have overall positive feelings about it. And I was able to publish it to Kongregate which is a personal first that I am very proud of.
If you want to try it out you can find it here.