Postmortem


Postmortem:

Successes:

One of the most important successes is the lighting design was well-received; thus, we are able to build our game based on this core mechanic. Moreover, we have created different types of platforms including rotating platforms, moving platforms, and dropping blocks. Not to mention there are two different types of candies that will either help or disturb the player.  These varieties of game objects definitely ensure more playability and creativity to the whole game. Other than the mechanics, the game has a short but complete plot to make the game more interesting. We also created artworks as much as possible - from 6 animations for the main character and the cat to three different sets of backgrounds - these artworks increased the overall completeness of the game and created the spooky but cute atmosphere we wanted.


Challenges:

The biggest challenge we met is definitely to keep versions straight with Github. There are many times we found out there are conflict changes when we tried to merge our progress. Another challenge we met was to do the text transition for the tutorial level, we wanted the text to change after the player made each specific movement (for example, pick up yellow candy). Fortunately, we were able to solve it.


What You Learned:

Working on this project, we learned how to divide up a complete game project work among team members, as well as work collaboratively using Github. We also learned about how to plan and design the difficulty ramp and reorder levels based on needs. Moreover, since it is our first complete game design project, we learned how to create menus, sprites, and cutscene animations to make the game more complete.


Possible Future Revisions:

There are many more revisions we would like to make but do not have time to make it happen. In terms of new mechanics, we would love to have more new enemies or flying ghosts, an extra reward for collecting all light candies, more variance on functions of collectibles (e.g. triple jump, or maybe players may interact with enemies(e.g. enemies can be defeated by jumping on it). With these new mechanics, we could have more options to increase the hardness rather than just designing long levels. We would also like to add more actions such as climbing or shooting. Nevertheless, different textures could be created for different types of platforms/tiles.

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