Design philosophy
There were several key lessons I took to heart from past jams, but some lessons also during the jam itself:
1. Emotional impact is my highest priority. After all a game should be fun, or if I'm doing a story game then emotional impact would be my number one priority, not so much technical execution
2. I should try writing a story from most essential to plotline first. I'm too scatterbrained a person to be writing from start to finish, I wrote this game from finish, to start, to middle, then added smaller details
3. Battles should be easy, but long enough so the player has to react to enemy AI. I should expect players to be using ineffective techniques as there will be a learning curve. If players guess wrong, there should be room for forgiveness for bad luck or bad plays
4. For this jam, I should minimize production time for code and graphics in order to prioritize story content! I've done many jams where I did graphics, I felt it was time to work on my writing skills instead!
Overall this design philosophy I rolled with resulted in me producing story content more than double the suggested play time a whopping 11 days before the deadline!
Any new lessons to be learned will be more clear when the jam comes to a close and I get feedback from people other than my sister
Get Harold's SWORD quest
Harold's SWORD quest
Where's your SWORD, HERO?
Status | Released |
Author | Gensun |
Genre | Role Playing, Adventure |
Tags | Comedy, Funny, RPG Maker, Singleplayer, Turn-based |
More posts
- Post MortemJun 20, 2022
- How to Cheese Thru Harold's SWORD quest + Easter EggsJun 19, 2022
- Version 1.3Jun 19, 2022
- Version 1.2 June 12, 2022Jun 13, 2022
- Version 1.1.2 June 11, 2022Jun 12, 2022
- Version 1.1.1 June 10, 2022Jun 11, 2022
- Version 1.1 Jun 9th, 2022Jun 10, 2022
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