Devtober 2024 Post mortem


What Went Well:

  • I managed to establish a visual style that was both simple and aligned with my approach.
  • I learned new lines of code that streamlined my workflow in Godot and opened up possibilities for future projects.
  • I discovered new tools for design SFX like chiptone and leshylabs, which expanded my development tools.

What Went Wrong:

  • At the beginning, I fell into overscoping with the size of the game. I had to downsize the scale repeatedly up until the final day, which slowed progress in other areas.
  • By the end of the project, I still couldn't find or create a soundtrack that fit the game.
  • I lack a clear marketing strategy for launch.

What to Improve:

  • I need to better define the size and scope of my projects during the planning phase—less is more.
  • Expanding the number of tools and resources in my development stack to improve both technical and creative support in each project phase.
  • Prioritize creating a basic prototype as a proof of concept before full-scale development, which will allow me to validate key mechanics and adjust scope early on.

Files

build.zip Play in browser
14 days ago

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