Post-Jam thoughts, regrets & lessons.


Now that the jam is finished and I have time to look at feedback and think about the final product, i wanna just throw out some of the things i learned, things i would change if i were to make this again/update it, and what a bigger fullee version would look like.


What I've learned:

- Using Gamemaker Studio was absolutely the right decision. it made so many things simple that would have taken forever. I fully suggest it if you're new to game making, or just struggle with coding

-  Telling the story  through the art/game/mechanics was harder than I thought. I feel like i needed more puzzles to really build any depth, but what I had was handled well. Unpacking did a great job of this and I think it was a big inspiration for the method of "story".


What i would do different:

- I would change engines. Gamemakers UI interfaces are INCREDIBLY FRUSTRATING to setup and use. It was easier to just setup sprites and program them. Consider the gamw is mostly text and 2d art, it would probably be worth the trade off of artwork making for programming.

- I would have skipped the voice over segments and done something different to show the passage of time.  I think it would have been more enjoyable to learn more about the character by simply doing the puzzles and learning through the hints or the art attached to the puzzle.


What i would/will update to improve it (after voting period):

- (will) I want to make sure the incorrect answers are clearer somehow. Telling you the name that's wrong feels to easy? But difficulty probably isn't something that needs to be high. Either way, the sound notification doesn't work either way. 

- (would) Just add more puzzles/levels. It needs more to really take in the story and changes, and in a fuller version it would be upwards of 20. Maybe if the mood strikes or there's interest. 

-(will) Along with the incorrect answers issues, (Spoiler alert) puzzle three can be solved even if you mark something wrong. I don't know if that's due to the visual programming or the number of answers, or something I messed up. But that kinda bugs me.  So I'll try to see if I can solve that.

- (would) make the pause menu work for real & include a save system.  It does work but if you click anywhere else on the menu, its not blocking things beneath it. I know what to do,  but It was more cosmetic.  The save system would just be a nice touch for if there were more.



For my first Jam, I'm genuinely happy with the end product and thankful for everyone who played and gave feedback. Thank you!

Sam

Humanity 1 Studios

Get Social Bonds

Leave a comment

Log in with itch.io to leave a comment.