Descent: Post-mortem

This was our first LD and second game in development ever. Overall it was lot of fun, learning new stuff and little sleep.

You can play and rate the game here

6

What went well:

  • Simple mechanics. Early during the first day we decided to cut all the experimental ideas and focus on creating decent mechanics of running and attacking. No bullets, no perks, no loot too. And we barely finished these!
  • Art. Choosing pixel-art style was a savior. We were able to quickly add animations of new states and other graphic content.
  • Top-down view. Leaving all the physics stuff behind meant we had less time messing with complex colliders and gravity options.

What went bad:

  • Level design. We started creating level towards the end of the third day. So we did only 3 levels(included intro)
  • AI. This was the area we had zero experience in. We were trying collider based AI, raycast AI, assests on Unity store. As a result we were fixing the AI bugs during the whole jam.

Source: ludumdare.com archive

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