Postmortem


#### Successes:

- We successfully transitioned our game from an unintuitive mess into something that makes sense and is playable

- We had time to add extra aesthetic and quality-of-life features for our players (background effects, looking around, etc)

#### Challenges:

- Scrapping all of our levels designs and redoing them during the final week was difficult, as we had less time and no play testing on them, but was worth it for making a more fun game.

- In general, the time constraints in undoing a lot of work and making a bunch of new stuff during the final week was difficult to balance with other work.

#### What we learned:

- Controller input management and good input design is more difficult when balancing between two input systems, and should be handled as early as possible.

- Smaller scale prototypes and demos should be made as early as possible to figure out if the core gameplay loop is actually fun, or if there are parts of the games that contribute negatively.

- Doing more organizational work, such as setting up workspaces in places like notion, to handle the work instead of just "winging it" in a group chat is much better.

#### Possible future revisions

- Many of our platforms are somewhat buggy in terms of collision.

- Some of our momentum mechanics make it difficult to design levels using certain types of platforms without breaking the level. While this can lead to fun levels, it is very restrictive in the general case.

- The textures for the terrain do not tile properly for reasons we could not understand, making the levels look somewhat ugly in places. This could be changed.

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