Successes and Failures


A postmortem devlog that includes 4 sections

Successes (What went right)

We managed to create a fully functioning platformer with some unique and genuinely fun mechanics. Our group worked well together and was able to create a creative and compelling storyline. Our skill sets were well balanced and we each had different strengths that allowed this project to thrive.

Failures (What went wrong)

TIME MANAGEMENT….I sit here writing this at 5:30 in the morning the day this project is due. We definitely could have managed our time better, but it was incredibly difficult with our busy schedules and workloads. All nighters are sometimes necessary.

I think we also ended up doing some redundant work, which again leads back to organization and group management.

Lessons Learned (What did you learn from your failures or how did you overcome them)

We learned that it is very important to prioritize what gets done first. During our playtest we had a grey boxed game with no images or context. All of the mechanics worked, but it was very difficult to get good feedback because people had no idea what was happening. In the future we will prioritize design, narrative and asset creation before diving into the code and game building aspect of the project.

Future Development (If you were to continue working on this game how would you improve it)

We would very much like to add more dialogue, animation and narrative in general. The concept of this story is detailed and there was a lot of potential for story building that we didn’t get to fully explore. 

We also wanted to create a boss level proceeding the win screen, but it was not manageable during the time frame.

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