Game
Anxiety
9 years ago

Game Jolt GDC Game Jam [Axiety Mini-Postmortem]


So Firstly a bit about how the development go. I worked on the game by myself, so i knew there were going to be some things I couldn’t do but I was prepared for whatever the theme was.

It’s 10:00pm the theme is announced “Nouvo”. First thought was “what the hell is nouvo?” I was streaming at the time with a russian developer. He also was confused xD We were all confused!! We read up on it and I talk it over with “palafor”(his twitch name) and the idea was ‘A game that you lose control the more you play’. It’s a fantastic idea!! I loved it! So i worked on doing that. Over the course of time it went from a normal “happy” game. In which the play loses the control of movement to the control of visual. It went darker and darker.

The good: I was able to discuss it over with ‘palafor’(a twitch user), so twitch for that is a good thing. The concept was made up before 10:30pm. I’m very familiar with optimizing images, so i save lots of space on the art side but made such a big mess on the programming. FInishing everything I did, in 3 days with no help, I think I consider it a success.

The bad: Not the best programmer out there. There was a lot of sounds I wanted that I couldn’t describe to get. I didn’t brainstorm to much so the art direction is a mess and there were things I could have probably wasted way less time on, and would have gotten through it faster (e.g. the font are actually sprites instead of being web text). But that also meant no delay on the backend. The delay on the options menu is cause of the webtext. Couldn’t get mist to work. Being Used to doing higher textured work, I probably overworked a lot of the assets.

The ugly: The art was just a clash of top down/perspective mess. At one point I had fatal memory leaks where starting the game would crash. Having no team, meant I had to work a lot. And since my scope was way off for one person. I should rethought the scope. I spent a lot of time creating my own creepy sounds instead of trying to look for other sounds.

Overall I’m proud of what I did in 3 days, although if I could redo it over. I’d probably spend time brainstorming the gameplay and visual and musical direction. Specially, in a horror game where the sounds pretty much drive more of the game than almost anything else.

If you guys have any questions, comments or inquires. Leave them in the comment section below or at [email protected] or twitter me at @stephanocardona .



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