Fight monsters and boss with just ONE arrow in A Precious Arrow
What went right :
Platformer Trauma healing :
Making a platformer is a classic choice for most of us but I was really scared about it because I had a huge failure at LD20.
Back then, I just spent most of my time on high res animation ( by high res I mean 32×32 😀 ) and collisions detections.
I decided use this experience as a lesson and retry. By using only 16×16 tiles and very simple collisions system I was able to do better than my first attempt.
I had to choose between notepad levelediting or try to invest time in a basic level editor. I spent a couple of hours on the second solution and I dont regret it.
It mades my game edition a lot easier : I was able to switch to edit mode in any place and each change was saved on a cookie.
At the end I was able to travel, modify game flags and edit world very quickly, it helped me a lot for leveldesign but also had bad consequences ( see later : high difficulty )
Sprite Editing :
With my previous LD entry Four Scepter I learned to use limited color palette. I’m still a bit newbie at this, but it’s already saving me a lot of time and give the game some fine art style ( which is usually not my best ).
Specific monster’s mechanic :
For this game I wanted most of my monsters to have a specific mechanic and not to be cloned over and over on all screens.
I think it’s what makes shadow of the beast games so special. It makes each screen unique and give the player the will to explore the world.
Of course because I was in 48h jam I lacked time to design all the monsters I wanted and I had to fill up gap with those bugs, bats and frogs. But I still have 4-5 unique monsters and i’m pretty happy about it 😀
What went wrong :
High difficulty :
That’s the main problem. Every comments agree and I was really unaware of that before I submit the game.
I think I tested the game just bit by bit, without having a vision of the whole. Each time I designed a part I was gaining skills by testing it over and over without realizing how much time people will need to gain those skill without the dev cheat mode.
Unclear goals :
Some of my puzzles can be solved with skills instead of the real solution. That is a very BAD idea. It refrains people from looking the clever solution and reinforce the feeling of a high difficulty game.
Ending sequence :
I spent way too much time on them. I was happy about it, even had 2x differents ending for the game. The problem started when I realize how difficult the game was and that very few people will actually see them. This is the second time I make this mistake ( first was with LD22 entry : Final Trip Soccer ).