Post Mortem


This was my first short gamejam. The goal was to try out some game concepts and also ship a game at the end. I was a bit tired of the syndrome: "stack of ideas and unfinished projects" haha.

I did a long gamejam (1 month) before but it was quite exhausting so this gamejam was a perfect opportunity to improve myself :)

I basically did this game alone in a day. It went ok except I did basic mistakes that every gamejamer met at least once:

  • Designing too much and complicated features
  • Underestimating the time to publish

I will definately try to improve that for my future gamejams.

On the game itself, I spent roughly:

  • 3 hours in the Game Design
  • 4 hours in the Game Development
  • 1.5 hours in finding the Art and integrating them
  • 1 hour to prepare and submit the game

It was a long Sunday ;)

For the fun fact, I spent a lot of time in implementing functions that will be used to determine the chance to meet a partner, to make a child, to give the gene to a child... I was inspired from what I see in the real life, genetics algorithms and utility AI. 

At the end, I didn't spend time in explaining that properly and giving visual feedbacks / clues about that... Players were unfortunately lost and had a huge feeling that everything was random.

I also didn't have time to implement one of the key mechanics of the game: being able to choose which child to carry on.

It ended up basically with a nice concept but simple clicker game with few interactions from the player.

I was happily surprised that I finished 4th considering the facts I said above. I know that I need to work more on it if I want to "properly" release it... 

Files

Build.zip Play in browser
Jun 04, 2017

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