Posts Tagged ‘pre-postmortem’

Pre-postmortem? pre-moretem? post-mortem? – MiniLD57

Posted by
Friday, February 20th, 2015 12:11 pm

This MiniLD was challenging, fun, confusing and many more, all at the same time.

With that being said, I tried to push myself to my limits in order to further improve, since this is my first entry for the Ludum Dare. And so here are the lists of the steps I did, the positive things and the negative things I went through while creating the game,


 

Steps:

  1. Actually made a written plan or to-do list (which I seldom, if not never, made)
  2. I made the models myself.
  3. Wrote all the scripts from scratch.
  4. Made the music from scratch.
  5. And discovered a lot more.

Positive:

  1. The art style looks simple yet beautiful to the eyes.
  2. The gameplay itself is challenging.
  3. I think its not bad for a first entry.

Negative:

  1. The music is bad.
  2. There are still some bugs that I couldn’t fix; I did fix some but, it took a lot of my time.
  3. The game does not have that much “replayability” factor.

 

With all those being said, I promised myself that I will improve and create more beautiful games in the future.

MiniLD 57 – Post Mortem

Posted by (twitter: @bytegrove)
Friday, February 20th, 2015 6:27 am

This was my first MiniLD.
I might’ve had too many ideas in the beginning, and all of them more or less seemed to be dead ends. But luckily, something WONDERFUL happened, and everything turned out fine. This happened when I least expected it!

What went right:

-I found no bugs!

What went wrong:

-Everyone else found all the bugs!

Pre-Post-Mortem – MiniLD57

Posted by
Friday, February 20th, 2015 4:43 am

This MiniLD was a lot of fun. I managed to finish a small fun game that is not the worst thing I’ve ever made.

I challenged myself to reverse my game development process, meaning

  1. I started by creating music,
  2. made a design document,
  3. pumped some sound effects out of bfxr,
  4. created all the art for the game,
  5. wrote a TO-DO list
  6. and finally started programming the game.

Good things that happened:

– No silence: By making the music first, my game finally wasn’t silent because I usually drag this out to the end and then I totally forget/scrap it.

– Small but finished: The game is actually finished, because I decided to not take the first thing that came to my mind and think about all the cool things I could do, but instead kept the scope small and concentrated on one single core mechanic.

– emehT: This is probably the first time I made something that fit the theme, instead of ignoring it or just tangentially relating to it.

Bad things that happened:

– Bad Art: The art is really bad, as always when I do the art myself.

– Bad Music: The same goes for the music, but at least it’s better than silence… right?

– Rather shallow: The game is only fun for a short time, the novelty wears off quickly and then it’s rather bland.

 

I’m done! (+ Pre-Post Mortem)

Posted by (twitter: @Suyo_)
Sunday, April 22nd, 2012 2:05 pm

tl;wr: Entry; play it here

Atom Grid is my first try at a puzzle game, and hot damn it turned out pretty awesome. I managed to squeeze two different modes, 30 levels, online and local highscores into the time limit.

Screenie!Screenie!

Quick pre-postmortem:
I usually don’t like Puzzles, but I really like how this one turned out.
I wish I could have made the “How To” a bit simpler.
Ogmo helped a TON with making levels. Without it I wouldn’t have this many. It was also surprisingly easy to implement, even though I had know knowledge of XML in AS3 before.
Drink less. I had to run to the toilet every half hour. While we’re on that topic… brb.

Screenie!Screenie!

Anyways, how about you give it a quick try? Here’s the Entry Page!

Also, find the kitten and get imaginarycookies.

Now Listening To: Toosenbo (Won’t Let Go) – wowaka

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