Witch Through Dimensions: postmortem



Witch Through Dimensions : Postmortem Devlog

Witch Through Dimensions is my game that I've made for the 7th GoedWare Game Jam, and my 6th game ever released!


So lets start with the fact that the final game is very different from my original idea, the original idea being that it would be a roguelite/roguelike game, where the game would pick a ranom series of universes untill you'd get to the boss (who also wasn't what I originally planned her to be). Side note: the reason to  why the game wasn't like it's original plan is that I don't really know how to save information across scenes in unity, which made it very problematic to develop - especially with the time constraints. Also, as you've probably noticed, the game has a lot of mechanics that dont get used much in the game, like the dialogue system, the weapon pickups and most importantley, UI. 


The graphics and music were the biggest focus of the project. The idea of changing art styles as you progress was my main lead on the games development. it was very fun creating all the assets for the game, and I had many more planned that I didn't have time to add in the end. The ones who weren't added were: Modern pixel art - (pixel art with colors and a different animation style [more frames]) I'm actually not really sure why I didn't continue with the animations; Claymation - too complicated to do with the time constraints and my knowledge about making claymation; Skeletal animation (non pixel art) - once again lack of knowledge and frustration at the animation process (but the rigged character does exist in the files). The music was really fun to make, especially because I've learnt how to use the the slide and arpeggiate features in FL Studio, and in general I really like it. I really tried to give each level it's own feel, the first level being with a lot of elements from old games (though not actual 1 bit games), the second level having a more "jazz-y" feel and the last level having an unsetteling yet hopeful vibe.


Additional ideas that didn't make it into the final game: 1. Each universe would have a totally different set of enemies according to the universes theme (as seen in images below) 2. The penultimate level was supposed to be a fake blue screen. 3. The enemies would become "smarter" or dumber in each dimension. 4. Corrupted enemies.


Despite all that the game is lacking, it has many features that I am really proud of, and ones that I will build upon and improve for my future projects, like the "dynamic" music, that would change from Battle to Normal, if there are enemies nearby, a system I've never tried implementing before. The game also has controller support! a feature I don't know why I wanted to have, becasue most people would'nt try to play the game with a controller, but I still like the fact that it's a possibility! (SPOILERS) Also the gaster blaster; the game's best feature!


In the end, the game is far from perfect, very far, but for a game made and released in a couple of days, and one that most of it's assets (except the gaster blaster SFX and the font) were made by me, I'm very satisfied with it :)

Hope you enjoyed the game or reading this devlog!


And now, IMAGES:

(first set is ideas and brainstorming about the game + sketches and such [some of the notes are written in my native language)


(second set is unused assets)

:]

Files

GoedWare Game Jam.zip 51 MB
Jan 15, 2023

Get Witch Through Dimensions

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