Hadean Rampage post-mortem
Firstly, a big apology that this has taken so long. Life seemed to have gotten in the way after the two days at Ludem Dare. Secondly this is a short summary of my game the full length one can be found on my youtube channel later today.(Watch this space).
What went right:
- Using unity, going with something you know really, really is the best thing you can do to help your chances of “winning”.
- My level design workflow; this would be a post on itself but by the end of the compo I could make a level in 5 min flat.
- Trading Extensibility for Simplicity, in the beginning I had one hell of a OOP class diagram with singletons and factory’s to make my mobs and store my data. However in the end they were made into static variables and Instance() commands.
- Um… …I finished? No really this was my first project that I can put my “This is a game” sticker on.

- Even worse… …I started. You know that guy? The guy who thinks they suck real bad and so don’t ever do anything. That was me
What went wrong:
- The difficulty. This I think was a major downer to most people. The fact that they didn’t get past level one, it might have caused them to rate fun lower than they might have as well.
- Innovation. this speaks for itself. 986th isn’t that bad…. Right?
- How I got 2.07 for humor when my game had no DIALOGUE.
- Secrets, most people didn’t seem to get that all you needed to do to find a secret was shoot at a wall. If( !Wall.HasBulletHole ){ SecretWallFound(); }
- My overall 435th rating, A bit disappointing. I was aiming for at least 399th.
- I forgot to add blood particles.