Postmortem


I don't think I've ever been more stressed out over something in game design. It was definitely a good idea to enter, but I just felt overwhelmed. I couldn't really focus on what I wanted to do with the game, and definitely not on how I wanted to do it. In the end, I was happy with how I had managed actually to make something in such a short amount of time. It kind of felt like playing Dark Souls for the first time. I knew the overall basics of it, but actually experiencing it was something else entirely. 10/10 would do again.

I spent about 15-20 hours following tutorials and trying to learn how to use the stuff Epic Games provided for us for free. Kitbash3D crashed my game (I tried to do too much at once I think), so I had to restart almost from scratch. That's when I pivoted to using assets and features I understood a bit more and tried to deepen my understanding of those tools. I'm really grateful for the experience with the stuff provided though, especially since I can't afford most of it myself.

When it comes to making games, I don't think I'm very good in general. I can draw and design well, but I don't have the programming, modeling, or audio knowledge to translate it into a full game. If I were to change anything about the next jam I do, I think it would be much better to work with a small team. It might be a bit less stressful for me.

Files

J.Krafty_PixelHeroina3DWorld.zip 604 MB
Sep 01, 2022

Get J.Krafty_Pixel Hero in a 3D World

Comments

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You did grand!

Thanks! It was a lot of fun.