Postmortem
This game reflects me as a game designer because it has personality. I can’t speak highly of my own abilities mostly because I’ve just never been the type of person to be able to do so, but what I can say is that my game has feeling. My sprites all work together to give a cohesive and fun environment. Everything is bright and colorful, my enemies and power-ups are all distinctive in both color and design. The poor princess character who needs to be saved is tied up by her face to a wooden pole at the top of the tower. It’s both a fun reference to the game Castle Crashers and a fun lighthearted joke to add to my game. I think it’s this that reflects my design methods. A game with character, distinctive qualities, and a fun overall feel. During my design process I learned that a large part of my time is taken up just by thinking. Thinking was necessary in every stage and every time it came up it would take me about an hour to plan out what I wanted and how I wanted to go about it. Even things that were simple led to me taking time to think about how they could be used, repurposed, and advanced upon. It definitely isn't anything negative, especially cuz it did help me knock out some level design ideas, but it's something worth noting for myself in the future. My design process usually consisted of me identifying what I wanted, planning its use and appearance, coding, art, and then level design. I first started with my player character and basic mechanics. Next came the enemies, then the power-ups, the levels, and finally the story. It all seemed like a natural progression through building on top of what I already made. I am particularly proud of my cartoony style. My knight, princess, and all my enemies have fun styles and are still apparent in what they are meant to be and what their role is. My level background is also fun with the player character passing clouds, seasons, and nights as they continue upward and through levels. During my game’s development my level design changed many times. Initially I wanted to figure out how to make my game be procedurally generated in order to add to the “endlessly tall tower” idea. After I couldn’t figure out how to go about this I decided on making my game have “levels” of the tower. I even thought of making these levels move you to a randomly chosen level, but ultimately I decided on making these levels linear for the sake of creating a natural feeling of progression. Next time I think I would do all my planning in a more organized way. I would try to get it all out of the way from the start and create a document with sections of my game. I do well remembering my ideas but I still think it would just make things better if I wrote everything down. Next time I would definitely wanna clear my schedule up beforehand. Having to make a game while dealing with classes was a bit much, and unfortunately I made the mistake of still handling everything as it came rather than getting a leg up on everything.
Get LeapBound
LeapBound
Status | In development |
Author | Jimen4512 |
Genre | Platformer |
Tags | 2D, Pixel Art |
More posts
- Final BuildNov 13, 2023
- BetaOct 23, 2023
- Alpha BuildOct 09, 2023
- Prototyping Journal EntrySep 24, 2023
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