StopWatch Post-Jam Evaluation

What do you call it when you are going to continue the game? A post-mortem?

Anywho...

StopWatch is the game we developed for this LD. StopWatch Thumb Jam.gif Notice the typo? :wink: StopWatch Screen Jam.gif

I personally think it went pretty well. Long story short, it's a hybrid turn-based real-time game where your enemy moves for as long as you did. It originated as an idea I had the day or so before LD while brainstorming on the final themes. The mechanic didn't quite fit "A Small World", but that's what's so great about focusing on a mechanic: a story is easy to add on.

What went wrong:

  • Someone who might have been in charge of music did all the audio at 4 AM after writing a paper for school...
  • The random generation was a bit chaotic. I basically just placed things randomly around the little island.
  • The enemy AI randomly cycled through "states", so they would run at you, or retreat, or circle you. This ended up being to unpredictable and annoying.
  • Because of how I built the level generation, I had to fade out the audio every time the level was regenerated.

What went right:

  • The art has been commented on quite a bit, or maybe that's just LD comments...
  • The mechanic itself. I think it's amazing, but maybe I'm biased.
  • We implemented a cool effect where the audio has two "undertones" of sorts that fade in and out depending on whose turn it is.
  • We also managed to keep the game pretty small, and didn't lose the scope.
  • We now have a game that we can continue and hopefully complete.
  • You guys have been giving super positive feedback! Granted, that's in no way my choice, but it's technically something that went "right".

Speaking of continuing... SketchesB.png

In closing, feel free to come and check out what we've got, and tell us what you think we could do better or add! https://ldjam.com/events/ludum-dare/38/stopwatch