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Kiara DEMO: What went wrong and what went right


Introduction In this and upcoming posts, we will tell you more about our game. What was the original game vision,  what went right, what went wrong and we will share some concept art too.


Previously we wrote about our original game vision.



What went right

Considering the time we had, and that our writer had to write everything from scratch, he had to think about the characters and the relationships between them.

For the story, we took some elements from the urban legend "elevator game" but wanted to make our own version of it. The main core of the legend is still there, but some elements have been adjusted. We're glad how it turned out lore-wise as it gives a solid foundation to tell the story. While things are subject to a change, we're very happy with our story outline and wish to expand on it.

Our asset-artist did great job and the assets look exactly how we wanted them to. We were stressing however if the sprite and the assets would fit together but in the end we think they do.

Speaking of sprites, our sprite artist was struggling a bit with her work but managed to get the sprites working as she visioned. This was her first foray into spriting.


There are no game-breaking bugs, at least for now. Hurray for that!


Our composer did a wonderful job, all the melodies and effects work and capture the feel we were going for.


We’d like to believe we managed to create a good prototype that is playable from start to finish and packed with the ideas and concept we’re aiming for.



What went wrong

The first puzzle ended up being too hard. During development, we couldn’t decide if it was too difficult or easy, since some of our friends cracked it instantly while others struggled. We are planning to fix it in the future release.


We had a hint-system in mind, but it didn’t get included in this version.


We also had more puzzles we planned to use, but since they always had to have something to do with the boss, they wouldn’t have worked in the environment used in this version.


Then the art. There were rooms we hoped to customize more but we weren’t 100% sure how to do them properly and unfortunately we didn’t have the time to try it out. The cutscene is a big placeholder as all the artwork is in it’s sketch-phase. Our artist ran out of time to polish the cutscene.


The cutscene video was supposed to have subtitles and it was supposed to be easy to skip.

Our writer wrote the flavor texts for the map objects but they are not included due to lack of time.


Our composer created many more music pieces and effects that weren’t included. We cannot wait to show what he has created in the future.


In summary, all of the things that went wrong were either because we ran out of time or we didn’t have enough time to test everything with larger audience. Or that we did so many things for the first time. We wanted to give a small teaser of most of the features we want to include one way or other for the full release.


This game is a submission to IGMC2018 and the rating is on. If you wish to rate our game go to this link: https://itch.io/jam/igmc2018/rate/336860

Special thank you to TwistyKris for voice acting! You can find her here: Twitch Twitter Instagram YouTube

Thank you so much for reading, see you in the next post where we share some of the concept art.

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