Devlog 1-A: Project Review


I'm glad this was only meant to be a prototype, because otherwise I would be extremely disappointed with the end result. I'm still disappointed with the end result as-is.

I feel that the fundamentals of the idea are all here and work fine given the short period they were implemented in, but I'm exhausted from trying to cram it in all at once more or less by myself. If I could do it all over again, I'd put more early emphasis on level design rather than player control. While that sounds backwards, and it really is, I spent far more time than needed working on player input and then reworking it to function in a multiplayer setting than I did crafting a level that would be engaging for two people to simultaneously traverse.

I feel this is the kind of game that begs for dynamic difficulty -- the game being able to give the player more time to hold the potato or even slower trajectory arcs. This was originally designed for online multiplayer, believe it or not, but that had to be scrapped due to internal issues.

However, this led to me using controller input with Unity for the first time, and I was delighted at how fluid it all was. Testing something with my Dualshock instead of the Mouse/Keyboard for a change was refreshing and gave my wrists something of a break.

Get Exploration 04: Alternative Play

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