Until Tomorrow Retro [NO SPOILERS]

Go play Until Tomorrow before reading!

2ad2.gif

What Went Well

  • Enough content -- I'm usually not good at content. But this time I crammed enough to get people interested. The game does feel short, but I think that's the right way to do a narrative-focused game.

"I didn’t expect to play for as long as I did - great job on finishing it. Very nice experience from start to finish..."

  • The story was good -- People seem to enjoy it.

"Wow! That was a great experience. The story was very solid and self-contained. I enjoyed discovering it...."

  • The right atmosphere -- I spend a lot of time on the visuals and audio, and I'm glad it paid off.

"...Really cool story, the atmosphere drew you in and it was very engaging..."

  • No instructions needed -- This is something I try to focus on in every game I make. Though, this time it was easy.

ezgif.com-crop.gif

What Could Be Improved

  • Not enough mechanics -- The idea for the game started from a theme/story, so mechanics felt like a second thought.

  • Controls were laggy -- During walk animation, player input is ignored, which gave the impression of a lag. I got a lot of complaints about this.

  • Executed as planned -- At first this may seem like a good thing, but I always found it better when the game making process is more of a back and forth conversation between you and the game, not a straight forward path from plan to execution: You implement an idea then try it out, and that sparks another idea in your head and so forth; It's more fun this way.

  • Started late --- I kept doubting myself, and I wasted time that I could have spent tackling some of the issues.

ezgif.com-crop.gif

Lessons for Next Time

  • Don't take control away from the player, even if you think you have a cool animation to show.
  • More mechanics, less content.
  • You'll always doubt your game at first. Keep at it and you'll end up with something cool. If not, then you learned something.

Aaand.... thank-you-gif-1.gif