Postmortem Devlog
Successes
- Visual style
We believe our biggest success was creating the visual assets. The game adopts a simple cute visual style to offer a short pleasant game experience with the puppy. Although they were time-consuming to create as we had different assets at three different times of the day, at the end the outcome is better than we expected.
- Complete and smooth game experience
The little game has a solid background story. Driven by the goal of helping the puppy back home, the player has to finish three different levels from day to dawn then night. The obstacles would also change according to the different time period scene, for example as the night progresses, the amount of the garbage in the city would increase. We also have pleasant background music and sound effects.
Failures (What went wrong)
- WebGL - size
When building the project, we attempted a lot of time to get it right on the web page. It was either too focused or the wrong size.
- Jump Animation
Lessons Learned (What did you learn from your failures or how did you overcome them)
- Pixel art making in Photoshop
- Animation Changing with movements
- Resize the game scene size for WebGL
Future Development (If you were to continue working on this game how would you improve it)
- Score system - Refine the reward and obstacles system
Currently the rewards and obstacles only have the function of enabling or disabling the player to go to the next level. We are expecting more meanings and functions for these objects in the game. For example, add a health bar for the puppy. Cookies will restore health and of course garbage, grumpy cats and corpse flowers will damage puppy’s health.
- More levels with more functions
The puppy character now only supports walk and jump function. To add more difficulties for more levels, we could add moving obstacles like moving garbage which requires the player dodge them or attack them with a new shooting function. The damage type could also be the trap like corpse flowers jump out of the ground.
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