Postmortem
This game reflects me as a game designer by focusing on my capabilities of making fun levels to go through and come back to speed run. This game is meant to focus on my capabilities of making levels and make them feel connected to one another and shows what I’m able to do within a short amount of time as there are many things that can be improved on that I wouldn’t mind going back to. From this I think the one thing that I have learned the most is that expect to have to make some changes to the level. By this I mean whenever I had play-testers play the game, I would see then have some confusion on some parts about where to go or I would get feedback about something not feeling fare, this would tell me that something that felt right to me, would not be as fun for others, and this was a big part especially in the city level where I had to either add an additional check point or redo a whole section of it as even though it was easy for me, others were clearly struggling. When starting the design of my game I thought about how many levels there should be in total and where each level would lead to where and when they will connect back to the same path. This was important as I felt that it gave me important limits to myself so I have a sense of scope and not overestimate how much I can get done within the short amount of time, this led me into having the 7 levels that are in the game. From there I thought about what type of environment that level should be so a forest a city, or a sky temple this also limited me into giving the level a proper gimmick that would look like it made sense, like in the city level the when making moving platforms I thought about how large cities tend to be under construction a lot so there tends to be a lot of moving things in the city as well as the inspiration to give it a sewer section, or the sky level, yes there are moving platforms but they are disguised as carts that lead from one section to another, but the main gimmick of that level was the bouncy clouds that I thought of from other platforming games where clouds are usually bounced off of think any cloud world from Super Mario, or Sky Sanctuary from the Sonic Series. So now that I had the environment and gimmick in mind I would then build the levels from there, some I made as I went on, or some were drawn out first then built in the engine, after I would play the level myself and see if it was even beatable, then I would have play tests and change what ever needed to be changed or tweak what needed tweaking. I am proud that this game actually runs as when building it on my laptop it would crash a lot from the long work hours, but I am also proud of it as a whole. I like how each level transitions to the next and all come back together either on the final level or the hidden stream level. I also like the gimmicks of each stage I think they work well enough as well as making the levels alive with enemy placement and the simple goomba stomp combat. Some things that did not turn out as expected was the city level, and the lack of people reaching the stream level. The city level did not come out as expected as I wanted to make it a bit bigger and grand, I had an idea of it in my head but just couldn’t translate it well when making it in the engine, that was the roughest level to put together that led to me having to redesign the whole second half as nobody would either not go into the sewer or not make it up the building in the beginning. This led into the lack of people finding the stream level as the stream level was the third level in the game that is found if you take the lower paths of both city and cliffside level. When play testing nobody went into the sewers in the city, or couldn’t make it because the intro, and 100% of players took the top path for the cliffside level as they would go down, but then decide to go up, so more people would play the bridge level than the stream level so I did not get any tests for the stream level even when a level select was added. This led to me not putting much attention to the stream level as it is what I considered the most disappointing level in the game. With that said the stream level would be what I would do next time and make it how I originally imagined it as working as it was sort of just there for the sake of having all the levels being there. The city level is not fixed so the lower path is now easier to spot and enter, and for the cliffside level, people just really like the top half to get to the bridge level as the bottom path is not hidden if anything the upper path is as it’s a huge wall with rock while the lower is a path leading to falling platforms.
Get Scrimbrio Bimblio
Scrimbrio Bimblio
A fun 3-D Plat former where you choose where to go next!
Status | Prototype |
Author | memeyluigi |
Genre | Adventure |
More posts
- Final Build V1.0Nov 12, 2023
- Beta 1Oct 23, 2023
- Art BuildOct 10, 2023