Post Jam Notes and Plans
So, the jam is over, and the voting is going underway. I have been thinking, and I think this is a good time to write down what I learned during the jam, what I can improve on, and how I will address the next jam.
So, was it good? eh... not really. I don't feel like I did my best. Granted, I did MOST of this game during small coffee breaks at work or late at night after the wife went to bed, but that is no excuse. I feel like the art was lacking and uninspired. the controls are stiff. and lastly, the story needs work (mostly because there is no story IN THE GAME)
So, why is that? Well mostly, I didn't have a lot of time to do this while I am home, so I had to do it when I could. I think the game buffered because of that, so I will try to find more solid chinks of time to work on it. Also, I am still learning not only the Gdevelop5 engine, but game development in general. I LITERALLY took 3 days to get the first boss to do the two attacks! (Shoutout to Silver-Streak on the GDevelop forums. He is super helpful, and helped me figure out a few things) Because of my sloppy logic, the bosses seem 'stiff' and are SUPER easy to beat (the first two bosses you can just stand in front of and kill). Also, because I didn't understand the different between global, scene, and Object variables, I was unable to make a save/checkpoint system.
the levels were also a bit too lineal, but this was a jam made in a month, so I don't consider that an issue. Could I do better in the future? Of course! but for this one, I don't think the level was an issue at all in terms of design. I have had a comment saying the first boss was headache inducing due to the background, and this will probably be the FIRST think I fix in the post-jam version.
Oh, yeah, I plan to keep working on this. Why? Because as it is, the game will just... be a mess. Forever. I can fix some things, learn how to do key bindings, Implement the dialogue that I didn't have time to figure out, learn how to do checkpoints and loading/saving. I can use this to LEARN how to be a better dev. I didn't have time to experiment during the jam because of the time limit, but now? Now, I can just make it BETTER. And I plan to do that, so that the NEXT time the Metromania month jam comes around, I will make an even BETTER game.
Files
The Potion Witch
Short Metroidvania game made for MVM15
Status | In development |
Author | Eli Haun |
Genre | Platformer, Action, Adventure |
Tags | 1bitdragon, Casual, gdevelop5, Metroidvania, mvm, Pixel Art, Short, Singleplayer |
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