Mobsteroids Vendetta Postmortem


What went right:

- Combat / Weapons system worked better than expected and I was able to get a lot done with that.

- Art / animation went smoothly and I had a really fun time designing all of the characters in my game, even ones that went unused.

- In general, I was able to get a good amount of content in the game for the amount of time I worked on it.


What went wrong:

- Scoping issues right off the bat. I wanted to do so much, but I didn't have a lot of time to do it in. Hopefully I can fix that as time goes on, but I really had issues with wanting to do so much.

- In tandem with that, with all of the content I wanted to put together, wires got crossed and when problems arose, sometimes fixing one issue would cause several more issues. Making it complex did not help me whatsoever when trying to spot check and fix everything in the end. 

- Level design in general felt very lackluster as I had cobbled it together when I had the thought of "Oh wait, I need to add levels to this game"


What I learned:

- Again, I learned so much more about scoping and having to cut certain parts of content because of time constraints

- In the process of making this game, I tried different techniques in terms of onboarding the player into the experience as a whole and I found it to be both parts interesting and tedious at the same time. 

- Difficulty curves. This game is not easy in the slightest and that is all my fault on that. Mobsteroids Vendetta has a very steep difficulty curve that, while hilarious and definitely adding to the theme of general chaos and disorder that I present in this game, it makes the game feel uneven/disorganized at times. 


(and a new section):

What was fun about the process:

- Character design; I had a fun time coming up with different ways to express the characters; both in life and in death. The original death animations at the start for both the enemies and the player were very brutal, but I eventually toned back the enemy death animations to kind of keep a sort of cartoonish feel to it. The player I did not tone back at all and instead made a second death animation as well (while less gory, it still has its own charm). Also, designing joke characters was fun and making art assets got my mind thinking on weird things I could do with this game.


In the end, this process really got me thinking about more things I want to do in terms of game design. Whether that will mean continuing work on this game or a different project entirely, I am excited for what the future holds and all of the weird and crazy ideas that I will have for both this game or games similar to it. I hope all who viewed this game at any point in the development process enjoyed what they saw and I hope you stick around for future ideas or even developments.

Files

Mobsteroids_Vendetta_v4.0_FINAL.zip 53 MB
Dec 25, 2021

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