Anti-Grav Drive is a game about flying a half-broken spaceship through a planetary system and trying to survive as long as possible. Your thrusters are down and your only method of influencing your movement is through a cobbled-together, overclocked anti-gravity drive which you can turn on and off at will. Along with the long range scanners and a ten-second prediction routine, you aim to slingshot the ship around the planetoids and keep on truckin’.

What went well
My main criteria for the game was that I’d be able to make it in “about 2 hours” and spend the rest of the time polishing. These two hours only really included the basic gameplay, but it meant that I had plenty of room for error and improvement. It ended up taking longer than 2 hours (perhaps 3 or 4), but this meant that I pretty much had something that I could submit very early on, should something disastrous happen.
What didn’t go so well
I over-obsessed on the visuals during the second day. In fact, half of the second day was spent on visuals that never made it to the final product. The green-on-black space horror sci-fi computer look was a fall-back option that I ended up defaulting to.
Overall, my time management was pretty atrocious too. While I had a working prototype after only a few hours, these few hours were after I’d been sitting in the pub all evening. Most of the first day was spent chillin’ out, maxin’, relaxin’ all cool. I think I was quite lucky that I could pull together the music and the game balancing during the last hours of the competition.
Lessons learned
Get it working. Gameplay is the most important part of a game (certainly for the games I like to make). Although I did get a prototype working quickly, I think spending even longer on getting the progression and balancing working from the off could be beneficial.
Set time limits. It’s pretty easy to write down some numbers for the things Wot Your Game Needs. If I’d done this and was half-way through the allotted time for visuals without anything usable, maybe I could’ve stopped myself earlier and had more time for audio and balancing. Adding up a total number of hours also might’ve motivated me to work more during the first day to spread the load.
Don’t worry about it! Yeah, I was pretty chilled throughout the competition. Even though I criticised myself for this and maybe I just got lucky with the idea, I think it came out pretty well without too much stress.
Tags: post-mortem, postmortem