Worst Gnome at the Factory: Post-Postmortem

Posted by (twitter: @crowbeak)
September 9th, 2013 6:56 pm
The final look of the game. Can you tell which panel affects which dials? Most people can't.

The final look of the game. Can you tell which panel affects which dials? Most people can’t.

One of the things I said I thought I did well in my postmortem was the user interface. After that, though N0_Named_Guy did a video review for me and then feedback started coming in on the entry page itself on top of that and told me I was wrong. It wasn’t terrible, and it was certainly better by the end than by the beginning, but it wasn’t good enough.

The real problem, I think, was that I didn’t get enough testers. I should have pulled in new testers when I thought I was done, people who hadn’t seen the game at all yet. Without realizing it, I had the same people play the new version, and their praise about how much better it was lulled me into a false sense of security. >_> Oops.

The original placeholder graphics.

The original placeholder graphics.

If you want to try it for yourself, go here. I recommend you actually read the wall of text at the beginning, even though that, too, was apparently a bad idea. I read other people’s walls of text, so it didn’t occur to me that most people wouldn’t.

I’m really happy with the idea and am working to flesh the game out. Once my code refactoring is complete and the bug is fixed, I’m going to start implementing the feedback I’ve been getting. Aside from improved understandability, balancing the game better, and adding more levels, I want to make it playable on touch devices.

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