Crisis Culture – Post Mortem

Okay, I’ve let this sit for a while, and I think I’m ready to unpack how this jam (and my entry, which you can play here) went.
What went right:
Execution of style

When we decided the plot of the game (which I’ll talk about later), it didn’t really take much discussion to find out how we wanted the game to look. Our pixel artist, Gordon, has a very distinct, angular, heavily-stylised look to his illustrations, perfect for a game that is heavily about style and doesn’t take itself too seriously.
The artwork I produced for the game was a bunch of photomontages. For a game about bringing separate realms together, I liked the idea of my pieces being all kinds of stock photos smashed together and those montages juxtaposed against much cleaner and precise pixel art.
The hexagon motif kind of just… emerged. It started when I made the graphic for the item window, which was initially square until I started using that rad hexagon font for the text. And soon it was everywhere. Even Akachi’s wallpaper at his house is made of hexagons!
More of this post under the cut.
Source: ludumdare.com archive