Wee Beasties Postmortem


So…Two months in, two games down in my 'Game per month' attempt...

Design

I mentioned last month that I think about 30% of the month was wasted or spent on setting up itch etc. This time round I learnt absolutely nothing from that lesson and wasted about 40% of the month! That 40% was spent on trying out 2 or 3 different game ideas and not committing to Wee Beasties until almost half-way through the 30 days. It was then a bit of a race to come up with something that felt polished enough to release. Given the tight timing level design and balancing of enemies etc were the two hardest things to achieve.

Development

This is my first time working on a kind of platformer game - aside from tutorials. I used Unity’s Tilemap system for the basic level layout however found the more advanced functionality for things like scriptable tiles / prefabs a bit lost in different Unity versions etc so avoided it otherwise. The basic character movement and physics were something I had looked at last year but were refined this time around.

Art

For the artwork, drawing directly onto paper rather than on say a tablet, required some extra timing for cleanup etc but was overall prob faster. My solution for animation was to largely use two frames to suggest a kind of wind-blown movement. The game started in black and white but halfway through I switched to colour.

Music

Given its Scottish roots I thought it would be cool to take traditional Scottish folk or country dancing music and give it a VGM feel. I used GarageBand for the first time and was super simple to take an existing midi file and just change the instruments.

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