Postmortem, as Requested.


Wow! A whole videogame, for a little thing like this. It seems shocking, I can’t really believe it myself. I was invited to make the game for this months and months ago, and I readily accepted. I spent the next many months trying to think of what the hell I wanted to make for it! Couldn’t think of shit! I was really busy at the time too, so that affected the situation. Originally there was an idea about being a robot? While talking with my dad about it, he said I should make a game about climate change. I didn’t, but it got me thinking that it would be really funny to try and make a survival crafting game, wouldn’t it? I only had a month, but I bet I could make a small one. The ideas for the mechanics just came out of wanting to make something neat with the core of crafting and survival, it ended up a little similar to some other games I think... If I had more time I would add more silly features, or maybe I'd just sit on my ass. There's a hidden World Tendency mechanic similar to Demon's Souls. I forgot to do anything with it, so it's pretty much pointless lol. Think of it as your hero's ideology that will cover the new world.

It was a lot of fun working on this game! I don’t know how well it ended up, but it was breezy to create. It felt like a really old-fashioned form of game development to work for commission for a month like this, like how it must be to be a Spectrum developer in the 80s. I just fucked around, essentially, and followed my heart to implement as many stupid, silly little ideas I could fit in there. Since I got paid for about a weekend of work, I thought “Well after that amount it doesn’t have to be good really, it can just be whatever I want.” So, the game is kind of unpolished and very silly. Weirdly, it has a save feature though! I had a nagging thought that no one would be able to complete the game if I didn’t put one in… The ending and “meat” of reaching that ending are weird and scrappy, I tend to take a really long time to figure out a decent Point.

The character design came about because I was playing Sylvie’s games (particularly her Lime) at the time and suddenly realized I hadn’t made a game with girls in a while, and felt inspired. The rest of the art style is just how I normally do stuff, I was thinking a lot about Kero Blaster and the first stage of Gunstar Heroes though.

 

A friend I showed it to compared it to Takeshi’s Challenge, and I was extraordinarily flattered by that. Thank you.

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