Devtober Post-Mortem
First off: This is the post mortem for the #devtober challenge, for which I started this project and got it to where it is. I will definitely keep working on the game. But on to the post mortem.
When I heard about the #devtober challenge I was immediately intrigued, because I wanted to be more consistent with the time I spend making games. Working on a project every single day seemed like a good way to get a bit more in the loop.
What went right?
I managed to do something for the game every day. Even though I got busy throughout the month I still managed to scribble down some concepts or just do some graphics. Looking at the game now I am really proud of what I accomplished. It was definitely helpful that the scope of my project was well picked. I ended up with a fully playable and round project which I can easily expand on.
What went wrong?
Some days I stayed up way too long just to finish a mechanic or feature, losing focus of the fact that I can just keep working on it the next day. A lot of that probably had to do with the game jam mentality I often find myself going to. On the other hand I sometimes opened unity and just scrolled over code and through scenes for a long time before I actively started doing anything. And at the worst of times those two things happened on the same day.
What would I do differently next time?
Honestly not that much. I got really lucky with the project I chose so I would just go with my gut again. I would probably try to keep working in a set timeframe each day, so I won't have my super long days, but other than that I think I worked out great. I might seek to collaborate more just to have some more input from somebody else. Other than that I am just looking forward to next year!
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Get Mourgelike
Mourgelike
A mobile roguelike with a twist
Status | In development |
Author | andidebob |
Genre | Adventure |
Tags | Dungeon Crawler, Procedural Generation, Roguelike, Roguelite, Spooky, Turn-based |
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