Finishing A Game Jam Development - post-launch support
This was a really interesting project to work on. So far I would say this is my most successful game I've developed which is odd because at best I would say this game is a strong 6 out of 10. There's still so many things I would improve but the game is just really not meant to be any bigger. The team I worked on with this game was fantastic but a lot of the issues with the game come from early concept designs. I made that dragged on the game concept overall and while tweaks could be made to lessen how bad these things were, they were too baked into the core DNA of the game to ever be fully changed or fixed.
Probably the most notable part of this whole project was the difficulty in getting an update out for it. I didn't realize at the time when we launched the game was how much the jam submission would impact what changes could be made afterwards. A lot of rushed work in the jam to get things made in time for the 10-day limit cause significant problems in fixing things and especially adding features later on.
While it's a really nice idea that you can work on a game Jam and if it goes well, continue it not always feasible to do with a Jam game. Making a game that is scalable is tricky and this has really been my first realization of that. If you want to work on a game longer term, you need much better planning than I used on this project. Winging designs and going with the flow when you want to do any kind of scale can fall apart very quickly and cause way more problems than it would have taken to do the diligent pre-production work at the beginning.
No one's gonna read this lol
Files
Get You Are The Hell
You Are The Hell
A game made in 10 days for the bullet hell jam
Status | Released |
Authors | AlexMakesGamez, Acercam, Michael W., Aedin Novakowski, GrayAidan, Alex, Owen Darling |
Genre | Shooter |
Tags | Bullet Hell |
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