Postmortem of Fashion Raider


 Successes (What went right)

The successful thing of this game is the setting of the game rules and the level design; the rule gives the player enough freedom to build their own platform and destroy them at will; this makes the game has more possibilities. Each level gets more limitations and difficulties. Players have to adjust their strategy for different levels. At the first level, they can build as many boxes as they want, but with the limited number of boxes in the second level, players might want to try a different tactic.

Failures (What went wrong)

This is not mentioned by anyone in the playtest, but when we test the game, we realize the game play is a bit rigid when you can only shoot left and right, it would be better to add shooting downward and upward, so that players can destroy the builds that underneath them.  Right now the enemy is facing one direction all the time, it will be more interesting and challenging if the enemy’s facing direction is according to where the player is. But we haven’t got the chance to solve this problem.

Lessons Learned (What did you learn from your failures or how did you overcome them)

Except for the details that need to be patched in the game, we think the biggest session we learn is to sketch out the game diagram first hand, so we can understand the logic better and not missing out on anything in the game loop, it is even more important them the storyboard. 

Future Development (If you were to continue working on this game how would you improve it)

For future development, we wish to improve the overall environment of the game, so the in-game environment is much richer and more related to our theme. We also want to compose original background music for the game and make the boss in each level more intelligent and dynamic.

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