POST MORTEM (about dang time)

finally got some time to write this up for you when i promised it the day after submitting (yeesh!) so here was my creative process for tiny warlock. originally, i wanted to bend the theme and make it about a king trying to keep power over a realm of angry peasants through acts or force. basically a big philosophical game showing "do you really deserve this power?"

guess what. i only had 12 hours due to work.

so my next idea was an open world, where you run around, kind of dark soulsy or risk of rain like, fighting monsters and bosses.

i decided early on to make the game chaotic, and it looks like that is what my downfall was in the end. early goals also included 20 enemies (i only completed 10) and due to memory issues (and work) open world was not achievable.

so i made the enemies spawn in. but remember what i said? chaotic.

originally i wanted you to fight one enemy at a time, but this quickly got long and boring, esspecially with only 10 enemies (regardless of my random spawn order). so i allowed an unlimmited amount to be on screen at any time. what i should have done is only allowed 2 or 3. but oh well.

the last downfall was the boss. originally, i wanted a dragon. time did not allow for such pixel art. neither does my skill level im sure. so i made him small, but extremely deadly.

some other things i noticed but didnt patch got complained about such as the ability to live forever and spam attacks when you have no life left so long as you are being attacked. i thought of power more as "willpower" so i excused this. will be changed for final release.

warlock10.gif

24 hours in i had 20 reviews. 2 weeks in i have 100. regardless of how well this turns out, this was my most successful jam. i will be releasing this game in a post jam version when i get the time (college starts tomorrow)