Post Mortem - CoolGuy28/DungeonHoard_GAME GitHub Wiki

What went well?

  • Basic gameplay mechanics are showcased
  • Overall art style/aesthetic of the game
  • Solid difficulty and variety of enemies for an introductory stage
  • Good group cohesion
  • Solid wiki

What didn't go well?

  • UI issues and art readability issues
  • Understanding game controls
  • Miscommunication in how player characters perform within the team
  • Minor 1-minute fix bugs that were overlooked before test build was uploaded
  • Trello management could've been improved

What would we do differently?

  • UI or lack thereof. Issues with readability as there was not much thought into the UI until playtesting which resulted in some issues in understanding what the UI was. Ideally we would have made some more readable placeholder icons.
  • There was also the issue of players not fully understanding the controls of the game, so putting in a "how to play/controls" section would have been a help for players
  • Lack of proper introduction/tutorial left people confused about certain parts of the combat system like skilled attacks, special attacks from monsters such as the bullet hell and what options they had available to them when playing.
  • Work management and dividing the work load. It's a fairly art heavy game, with many assets needing to be drawn, but despite having 3 artist, there felt to be a lack of proper work management. It felt more like we would just meet up once things were done just to show that assets were made.
  • Lack of communication. Work is often just done alone and then reported back to with little to no feedback. Along with lack of communication with coder, as there wasn't too much back and forth between artists and coder, which led to some problems with creating sprites for attacking as there was some struggle to keeping within the given canvas size. Further discussion should've been done between the two to prevent this.