Post Mortem

I only spent _24 working hours_ in this title, which had a pretty significant impact on what I could do.

I had an absolute maximum available hours of _48--56__. This made my efficiency around _42.9%-51.3%_
Oof!

_Things I got done:_

*Made something playable!
*Made all assets
*Actually got some music done
*Did some nifty programming stuff
*Finished the intro level __and__ the title screen!

_Things I didn't get in:_

*The story and level outline I had for the game (https://drive.google.com/drive/folders/1HbN3XMVaBh1pc7ma8Jb72stW357izyon)
*New animations or sprites
*Full music complement (I only spent 20 minutes writing the one piano piece I got in)
*Full debug and polish of intro level
*Showcase the sacrifice mechanic

I had this whole neat mechanic where you can sacrifice a life for more money...which you use to save...lives.

I'll go ahead and spend a week or so finishing what I wanted to do. It'll be good for me to see _how many hours_ it would've taken. Was it _feasible_ to work through my full plan? Was it not?

Also, I _learned __a ton___ through this process. It's __unbelievable__ how many little things I hadn't done before and had to learn. I takes _way_ too long to animate tutorials and set up triggers for it. Wow. A full normal level would take less time.

I programmed a lot of object behaviours and procedural stuff that didn't get seen in this build. Because I only got the intro level in. My test level had all the elements. At least there're some particle effects! 😛

All in all. Wonderful experience.

Source: ldjam.com archive

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