Sparrow & Flitt Post-Mortem

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April 24th, 2016 1:07 am


So, having read through the comments on Sparrow & Flitt and having given myself some time to reflect, I thought I’d do a quick “post-mortem”. (Always feel that term’s a bit morbid and defeatist, but either way…)



Okay, so this was my first solo game jam and I’m really pleased with what I got out of it!
The whistling mechanic, though it could do with some tweaking, was very well received which was absolutely fantastic. I definitely plan to do more with that when I get around to revisiting the concept!

Quite a few people said that they really liked the art, which was great to hear, considering that I don’t really think of myself as much of an artist. The visual theme was intended to be something of a mix between Adam Phillips’ Brackenwood series and the original Rayman so, although I’ve a long way to go before my work even compares to either of those masterpieces, I’m really happy that it was well received!



It was reassuring to see that criticisms in the comments generally echoed my own criticisms of the game. In short: it wasn’t long enough, Flitt had too few forms, it was easy to forget the songs and the game really needed checkpoints.

The game was originally planned to have four forms for Flitt, with at least one unique stage to show off each form, but I over-scoped (again) and there just wasn’t enough time to get it done.

As for the songs, if the game had gotten any longer, I would have liked to have implemented some kind of menu that you could access easily on the fly to check the sequences that you have learned.

And as for the checkpoints, I agree that they would have been a must, especially if it had gotten any longer, but I spent most of the last day locked in hand-to-hand combat with bugs that I only just got fixed and, unfortunately, the nature of my hurried fixes precluded a checkpoint system.



Considering how little experience I have in programming for video games, I’m absolutely thrilled that I managed to get something out for LD, let alone something that I was happy with!
I really enjoyed working on this project, and I think that I’ve both learned a lot design-wise and I’ve touched on a mechanic that I’d very much like to explore further in a future project.

The central mechanic was envisioned as something of a cross between Magicka’s spellcasting system and LoZ: Ocarina of Time’s ocarina mechanic and I’m really pleased with how it turned out. (It was really interesting to see that most of the people who played the game seemed to pick it up rather quickly after the initial tutorial and yet a small amount of people couldn’t get used to it at all!)
I sincerely hope that everyone had as good a time as I did (I’ve had great fun playing through your games!), and I hope to see you all next LD!





Sparrow & Flitt — A Boy and his Bird


If you haven’t played Sparrow & Flitt yet, give it a go here!


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