GDJam 21 Post Mortem


Hey all! I wanted to post a post mortem on this game and what I learned during the Jam that it was made in.

First, the timeline for this Jam in particular (for me and my other team mates) was tight and a little hectic. It was thanksgiving weekend for us Canadians, so I had to balance making time for my family and friends while creating this game. I honestly think this will be a very important skill as I continue down the game dev path, as I like to put loved ones first in my life.

As with all of the jams that I've been doing lately, I wanted to focus on making modular and expandable systems. This really shone through in this game; I was able to make a weapon system, which was extended into the arms seen on the players and enemies. Even though I had made the arms with the player in mind, it was super simple to slap them onto the enemies and have them simply work as we ran closer to the deadline.

I was also extremely happy with my player controller! I think I may end up making a Unity package for it because of how fond I am of the customizability it offers.

I might make an update to the game that fixes the enemies, since the lightning gun that I made didn't really get to show its colours because the enemies themselves could never properly die to drop the power up. I know editing Jam games is looked down upon by some but its what saved Sharpshooter's gameplay and made it super fun!

Overall, even though it was a tight timeline, I'm super proud of the code and the expandability of the project. I may end up turning this into a full game later down the line, as the concepts we had in mind were pretty interesting for a doom-like.

Thanks for reading! Enjoy my games!

Files

CubeApocalypse.zip 102 MB
Oct 10, 2021

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