Postmortem of The Bored Room
What went well
I kept the scope crazy small – basically just enough to deliver the gag and then end immediately. Very little loss on the personal life side: no lost sleep and very little time missed from hanging out with my kids.
Humor – It’s the pillar that this game rests on. Today a friend played it who didn’t really get the humor and didn’t see the point of the game at all
Construct 2 game engine – with each use I simply get more enamored with this awesome beast. There were no surprises which made the creation a smooth sail.
Remembered the time it takes to export/screenshot/upload – The last ½ hour is usually the most stressful part of any jam for me, simply because I tend to forget that exporting and uploading takes time. This jam I remembered to budget for it, which made the final stretch MUCH more relaxing
What went could have gone better
Wish I’d given the jam more time – I only spent about 6 or 7 hours on this game. If I had dedicated more time I could have had:
-more levels/content (more than 1.5 minutes of ‘fun’)
-better art
-elevator music
I also spent some time creating special moves that are never explained or used in the game (just hitting the ctrl button 2 or 3 time in quick succession)
Lessons learned
Over all I’m left with some mixed feelings about the way I’ve been approaching game jams.
I’ve always sort of gone about game jams somewhat independently (so ludum dare is right up my alley), but for some reason this past weekend felt a bit lonely – and I kind of wonder if working in teams might be more fun.
I’m also coming off of the weekend wondering whether my time would have been better spent working towards the bigger project that I’m working on. I’m pleased with the little game that I built, but ultimately it’s more of a gag than a portfolio piece.
Give it a whirl if you get a chance: The Bored Room