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.

Another thing that I forgot is the link