Post Mortem Dev-post


I have learned a lot in the making of this game such as learning how ray casts work in unity. I am really proud of how the game turned out but it had caused me a lot of stress while I made it. There were many scrapped things from the development.

I originally thought of making the game like a 2d Zelda-esque game but I had seen devlogs of Endoparasitic and thought that a top-down view would work better.  The theme of the game jam was that you started off with nothing. 

I planned to add crystals that you had to destroy via a gun or something to gain more forms of movement like jumping, sprinting, the forward key. I scrapped it because I was too lazy to script it and I thought it wouldn't lead to interesting enough gameplay.

The second melee I planned was a sledgehammer, and I didn't add it because it add much further depth to combat and would detract from the usefulness of the knife. Enemies didn't have much healthy anyways.

Another enemy I planned to add was a spiked metal enemy that would bounce off walls and would act like an obstacle. I made it so that it was a roadblock until you unlocked sprinting.

(Alley was a song that I had made which had sounded sad, I scrapped making that the main theme song of the game)
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