Postmortem Update from Finn:
Pain Point: One thing that was a bit more challenging than I expected was the Phone object's buttons. I originally was going to have the password displayed on the fridge and force the player to manually enter the digits, however there were deadzones on the buttons. This seemed like it would be pretty annoying for the player so I removed it and had the phone auto-unlock when the player viewed the passcode. I learned that I should be flexible with the design of game mechanics so I can adapt to bugs such as this.
Alternative for Next Time: This game uses 1 scene for the entirety of it. It made some things difficult such as displaying menus (a lot of if-thens to determine which one to display), and it also was a bit annoying for replaying the game. Since it's in 1 scene, all variables are kept because the menus just cycle back to the same game scene. In the future I would probably have had a separate scene dedicated to the menus so that I could switch back and forth between them in order to reset variables among other things.
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Don't Fear Death
Status | In development |
Authors | mlcha, finnborgnes, noahlevitt, zaynez4, anishkajha |
More posts
- User Experience Post Mortem From Anishka2 days ago
- Post-Mortem Update from Zayne3 days ago
- Postmortem Update from Finn:3 days ago
- Updates after MVP playtesting22 days ago
- Pivots after Prototype Playtesting59 days ago
- Our Team's Inspiration Games!80 days ago
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