Barricade post-mortem

Posted by (twitter: @adamharte)
September 2nd, 2013 11:47 pm

What went right:

I had a lot of fun making this one. I think the mix of platformer and tower defense rush actually work really well. I really like how fast and chaotic the gameplay feels, and definitely want to continue to improve this game post-compo.

HaxeFlixel is a great game engine, and Haxe is an awesome language. I have a bit more confidence in my tools this time around, and I think the amount I got done in 48 hours really shows that. I would use Haxe and Flixel for Ludum Dare again for sure.


Things I would do different

I think the biggest complaint was that the gameplay got a bit repetitive, and I would have to agree with them. I definitely had more plans for variation that would have made you move around the level a bit more, but the usual story goes that I just ran out of time.

I did plan to have a few different weapons, and powerups. This is why the base weapon was not auto-fire. I was going to add auto-fire as either a powerup or as a separate weapon pickup or reward.

I also planned to make a few very different enemies. Fast ones, big heavy armored ones with shields that would protect the others, and small ones that wall run along the walls and ceiling. This would force you to shoot all angles.

But overall I think I made a pretty fun game with a lot of potential, and some pretty sweet gib action. I am super stoked with the response and the comments have been awesome to hear.

Thanks to everyone who has played already, and if you haven’t, then you can play and rate Barricade here.



One Response to “Barricade post-mortem”

  1. Cryunreal says:

    cool scatter pieces!)

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