A (Small) Post-Mortem!
https://ldjam.com/events/ludum-dare/38/small-infection-a-cellular-shoot-em-up
In designing our game Small Infection we wanted to create a unique and interesting bullet-hell-style game that captured the theme Small World. We decided to have the game take place in the small world of a human bloodstream and have players switch to and from their viral form to zoom in and out of an even smaller world. Our initial goals for the weekend, which we set on Saturday morning, were working GUIs and three functioning bosses with fair and functional mechanics. By the end of the jam period our GUIs were complete and we completed two of the three bosses. However we thought that the way our mechanics were tuned at the end of the weekend might be unfairly difficult for players, especially players new to bullet hells. There were also some outstanding bugs to fix. Over the weekend we spent unexpected amounts of time on the design and implementation of the bullet mechanics and bug fixing, and the way our code was laid out caused some very annoying inconsistencies with Unity Collab which we spent a lot of time mending between our systems. And at the last minute we were surprised by some bugs and inconsistencies we’d missed earlier. We've worked hard to fix these bugs and tuning issues for the jam version of our game.
For the final version of Small Infection we'll:
Design, draw, and implement the third and final boss, the Natural Killer Cell
Fix all bugs, inconsistencies, and exploits
Fully adjust Normal and Hard modes to be fun and fair for all players
Add new sounds and music to all parts of the game
Also some asset tools we used were Bfxr, Autotracker C, Piskel Sprite Editor, and Chronolapse for timelapsing. Anyway, thanks for checking us out and enjoy some development shots!


