MOJO Week - Closing post

This week was the MOJO and it went... well, not that good actually. Time wasn't on our side, but to be honest neither was good time keeping or organization in general. The mistakes and bad work management didn't start this week, so a nightmare snowball formed and we got rolled over. Our final was pretty but had barely had any gameplay, so it was really unfinished.
I really felt we had a nice concept and we didn't fulfill half of the things we compromised. The times we set our priorities wrong really hurt us days after, with we needing more time to do more with our bosses and character. We had very very basic routines so our bosses attacked like basic enemies. Weren't even animated. Also, our character still needed some polish and lacked the potential we conceptualized. The level design was super simplistic, and didn't bring much of a dynamic to the game. Even the skill tree felt weak, and something so basic shouldn't be in that state.

At the MOJO we had some feedback but very few. We unfortunately had to constantly refuse people that wanted to try our game cause the ST needed some fixes, the boss was bugging out, the character didn't feel right, yada yada yada. Not exactly a huge success.

I'm disappointed and not being too harsh, it's the review this work deserves.
Still i had some fun and i enjoyed working on this project. And i have to give props to our artist Tiago, who did a great job. So great, many people asked us about the game because they recognized the image i posted looked really good, so he deserves good appreciation. Unfortunately they also agreed it was a shame our game didn't go well.
In the end, even if it didn't go as well as planned, it serves as experience. Hope everyone's work went better than this one and the future ones even better.

Thank you all and goodbye.



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