The jam is over, but the thrill is just beginning. (Post-Mortem)
I find it pretty difficult to maintain a devlog during a game jam, so here is a post-mortem. It's been a while since I've taken a crack at making games and one of the biggest issues I would face is not having the motivation to complete a project.
Enter game jams.
I find having a deadline is a great motivator to get things done, even when production time is limited. It makes me want to take advantage of every moment I can to work on my game.
I had a hard time coming up with a concept right away for this one, I had a rough idea based on the "everyone is dead" theme, but there wasn't some great idea jumping out at me. So what did I do? I started posting some of the assets online to get feedback, and people really seemed to be interested in giving me their ideas, and the best part was some of them were really great ideas!
The game started out as a simple platformer, nothing too original. After a couple of days of feedback, someone gave me the great idea of trying to play with atmosphere and to make the antagonist of my game seem elusive, ready to pop out at any moment. I really liked this idea and it gave me a clear direction to move in. Once I had a better overall concept in my head, ideas just started flowing and I got really motivated to try and get as much of it into the game with the time I had. I think this iterative process is key to getting better and making something that people like.
I used to be fickle about sharing my work, always thinking it wasn't good enough, but that's the idea right? Ask people what they think, and then you can improve the short-comings.
Thanks for reading!
Get Hell Hound
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