I'm Done Now.


Well! I think I'm just going to release this now. I barely did any playtesting aside from getting major bugs out. There were a ton of ideas I didn't implement and completely unused systems that are half-programmed in. This isn't even scratching the surface of the fact I just went in with a "no-strategy" type approach to the game. Any idea I felt might be 'neat', I just tried to put it in. This led to having quite a bit of fun during the initial coding stages - but when it came to turning the ship around to finish the game (or whatever you'd call it's current state) - it took me down quite a few emotional tolerance tests. Monitor punching levels of anger...

So, while I did learn a ton technically, I think one of my biggest take-aways is that I might try using a proper 'design document' for a future project just so I know what the hell I'm going to program. It may take away from the spontaneity and sprawling momentum of dreaming big though.

I think another thing to note was that this started with a one-week game jam. I wasn't even close to hitting what I wanted so I didn't submit anything, but what I did have I was having enough fun with so I just kept going with it. You'd think that'd be a good thing, but because I didn't submit anything to the jam I never really got that satisfaction of 'finalizing' anything. I was essentially when I got bored with it, and it's a bit of a letdown feeling to be honest saying "it's done" now, when i know there is even more to improve.

Anyhow, thanks for reading. If you do play the game, please stick with it if possible: There is a cutscene at the end....

Files

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Nov 28, 2021

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