Hey peoples. Thought I’d do a quick self review of my game, Super Pong Quest.

Link is here
So the game was the result of very little planning, and terrible time management. It’s still the closest thing to a ‘finished’ game I’ve made in the past year, which is kinda disappointing if you consider that I made this in 2 days.
Theme
Like pretty much everyone else, I wasn’t a fan of the theme. In fact, this was the one I was least wanting to get. But oh well. I think the main problem with the theme was that instead of it being a ‘concept’, it was more of a ‘limitation’, and you really had to think ‘does this count as one screen?’. If you wanted to be nitpicky, my game doesn’t fit the theme at all, as it takes place in two screens(views)! :O
I actually started off with just making a pong clone that had powerups and special abilities, but I found that to be a bit boring, so I decided to take it into 3D, which went okay.
Gameplay
The gameplay in my game is pretty terrible in my opinion. The pong clone has a fair few physics issues(such as the ball sticking to the top or bottom of the screen) and having so many mesh colliders makes this game fairly tough to run on less powerful systems.
The picking up/throwing mechanic was really slapped together in about an hour. Originally I had it running off of a lerp that followed a raycast, which was a terrible idea as whenever the object wasn’t centered, you could still pick up other items at the same time, it was terribly buggy, and objects could also just get stuck in midair. I eventually revised it to a more usable system. But it could have definitely used some rotation controls.
Graphics
The graphics were simple at best. I’ve never actually 3D modeled before, so that was a fun experience. Blender seems to have a lot of stuff that isn’t really needed for 3D modeling, like that built in game engine and other stuff, so seeing the interface gave me a minor heart attack. All of the objects in the game are very primative, with none of the objects having over 150 polygons.
I didn’t manage to learn how to texture objects in time, so I had to use coloured materials in Unity to get close enough visuals. You can really see it in the keyboard and the bed, as they are both just plain colours.
Sound
The sound in my game ended up surprisingly good. For the object collision sounds, I used my phone’s recording app to get some pen drops for the smaller objects and also some wallet drops for the larger ones. I then checked them into Audacity and removed some of the noise using the built in tool.
In Unity I made a quick script which put the sounds into an array and played them at random. It worked well. For the pong sounds, I used the ‘twang’ generator in audacity.
Overall, I think I learnt a lot in this LD, and it’s definitely inspired me not to be so terrible at 3D modelling. I may end up fixing up some stuff and adding some objectives, and generally fleshing out the game more for a post LD release if there’s any interest.