Hiya! This is a postmortem on my first weekly game in the “Us.” anthology, group. You can play it here. I’d love to say I’d do the usual and say what I did right and what I did wrong, but this postmortem is just going to be about what I did wrong… But hey, they say you learn more from your mistakes, right?
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Life’s Impetus is now two years old. Time flies, doesn’t it?
Just like last year, I’ll be looking at what I did this year, what I got right, and what I got wrong. It’s mostly an analysis of how I worked, so I won’t be talking much about the game itself, just the work process. So, let’s start!
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Sky’s Isles was a game I made for the 2014 Indie Game Maker Contest. The goal was to make any game in any engine in a month, and I decided to make a hand drawn 2D platformer shooter, the main twist being that it took place in a world of small floating islands which you could explore in a hot air balloon. Before we look into what I got right and what I got wrong, it’s probably useful to check what exactly I was hoping to achieve with this project:
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