Something else that's not nice is my last game. Here's the post mortem.
What went wrong | What went right | |
Highly repetitive No variation at all. | Best game so far I strongly disagree, but in this case I trust my family members more than I trust myself. | |
Custom built
Stated I would re-use tech from previous
games, instead I custom-built the background uvst texturing. I
generally don't like wasting days on building a feature that nobody
appreciates.
| Controls Extremely simplistic controls. Only time is a factor between tap and rocket impact. (Next game I'll largely eliminate time too.) | |
Aesthetics Ugly-looking vehicles that doesn't go with the static but detailed photos. A texture on the body wouldn't hurt, nor would a bump map on the tires. Some detail to make the body meshes' env map shine. Pixel shaders. And so on. | Balanced difficulty If you can throw a ball, you pretty much understand the concept of a parable. And time. Difficulty proportional to level. | |
No mayhem Had to reduce the time that the broken vehicles stays on the road, as they otherwise blocked the road too often (resulting in a game too difficult). On the other hand: less debris on the road equals less mayhem equals less fun. | Simple Anybody could understand and play. Guess that's not always a good thing. But it might be. | |
Dumb dumber Had to remove “communist” as an enemy. Too bad I think, as Americans would have loved to shoot 'em, and the rest of the world would have loved to see how much Americans love to shoot commies. | Easter egg Tiny wee thingies inside. Shhh! Our secret. |