Post-Submission: What went wrong. What's going to happen.
Mindblade » Devlog
So.
I'm so embarrassed, but luckily no one noticed the game.
Or, didn't want to hurt my feelings. Or simply didn't know what to say since it's a mess.
I'm not finding excuses but here's
What Went Wrong:
- Reduced dev time: I was both unwell, had to take care of my taxes, had to apply to Settled status (i.e. almost a UK citizen), it was my birthday and had the usual mid life crisis. So adding up all time I barely had 5 evenings to create everything.
- Statistically rare internet outage: I've never had a single outage in 3 years maybe, and it had to happen 30 minutes before the final submission. I panicked. Like, a lot. It felt like a comedy sketch. I was trying to piece missing features as soon as I could, and then I finally set up a mobile data hotspot to make the submission. I'm glad I cut out the text fields in the submission form, as I was able to complete the upload about 30 seconds before the deadline.
- Scope creep: I had a whole physics system in mind with active ragdolls, neat collision/feedback system, IK, card-based power ups, destructibles, and had to scale down everything and cut away features several times as I realized I just couldn't make it.
- Compensating: no, non it that sense. I was aware the idea wasn't shining originality (I had to cut out the original bits), so I tried to focus on other aspects.
- Rust. Yup, I got rusty with Unity. For over a year I had a repulsion even to just open the editor after the "scandal". I have been tinkering with Unreal and other engines while living on my savings.
- No "Last 24 Hours" Playtesting & Iteration
Because of the internet outage and last-minute crunch, there was zero time for proper testing. That led to a lot of systems being half-functional or broken. - Underestimating how rusty I was
- Too Many Systems, Too Little Time: even in a best-case scenario, the game had enemy AI, physics-based swordplay, damage systems, procedural weak spots, procedural dungeon, card-based powerups, UI, waves, and narrative. That’s a lot for one person in a jam.
- No time for Polish: even when things worked, they lacked the final touch to make them feel satisfying (sound feedback, animations, camera shake, clear UI cues, etc.).
What Went Right:
- I submitted. Despite all the disasters, I got something in before the deadline. It’s a mess, but it exists. I'm aware it's a stain in my career, I lost my paladinhood, but my goal was to -push something out- Even the jankest of the turds. It had to happen. And I'm proud of it.
- I touched Unity again. After a year of avoiding it, I forced myself back in, even if it was rough.
- I honestly like the sword feel and implementation. It took a few iterations, but I'm glad it feels intuitive and doesn't require an extra key (Arx Fatalis)
- I finished. Embarrassed or not, I didn’t quit. That’s still a win. It was painful making the cuts, but there's something. Horrible, but it's something.
- Not sure if it's a "right": I made what I wanted to instead of trying to shine at all costs with a clever interpretation. I see this is controversial - but I know myself. I was aware it was...basic, but I was tired of having to do something "original".
What now?
- I’ll go through the wreckage. I need to check what is salvageable.
- Fixes? Maybe. If I can muster the energy, I might push an update post-jam just so it’s not entirely broken. Not a full rework, but at least a band-aid patch. Unless someone likes it and can manage to see what was my initial vision and kinda motivate me. Unlikely.
- Maybe a new jam? It sounds insane, but I actually learned a lot here. I might throw myself into another one soon, just with a way smaller scope.
- I won't let this define me. I feel I need to write it down for myself (actually, most of this is for myself, there are thousands of entries and I didn't dare to promote this mess in any way). This was rough, but it’s not my legacy. It was a messy, forced step forward, but a step forward nonetheless. I'll try not to spiral in self-doubt.
For now, food, sleep, and a long moment of staring at the ceiling.
Thanks for reading, and see ya at another jam.
Files
Builds.zip 34 MB
31 days ago
Mindblade
A fast-paced, physics-driven sword combat game with randomized enemy weak spots and escalating waves.
Status | Prototype |
Author | Alessandro "NeatWolf" Salvati |
Genre | Action, Card Game |
Tags | Dungeon Crawler, First-Person, My First Game Jam, Physics, Prototype, Swords |
Languages | English |
More posts
- Project setup and private build43 days ago
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