A downloadable game

Introduction: This postmortem reflects on the development of my 2.5D platformer game Forest Run, where players navigate through various levels, defeat enemies, collect coins, and utilize power-ups like the double jump orb. The goal is to run, jump, and defeat enemies to progress through stages while collecting coins and maximizing the score. This postmortem will analyze the aspects that went well, areas where challenges arose, and valuable lessons learned throughout the development process.

What Went Right:

  • Core Gameplay Mechanics: One of the standout successes was implementing the core mechanics of running, jumping, and defeating enemies. The movement feels fluid, and the combat system provides satisfying feedback for players. Enemies were designed to challenge the player without overwhelming them, creating a balanced experience.

  • Coin Collection & Scoring System: The addition of coin collection alongside defeating enemies was a great way to encourage exploration and reward players for their performance. The scoring system tracks both the number of defeated enemies and coins collected, keeping the player motivated throughout each level. This mechanic also ties into the extra life feature, which incentivizes players to collect as many coins as possible.

  • Double Jump Orb Power-Up: Integrating the double jump orb mechanic into the game added an extra layer of strategy and excitement. It gives players a sense of empowerment, allowing them to reach higher platforms and explore more areas in the levels.

  • Extra Life Feature: Rewarding players with an extra life after collecting 100 coins encourages replayability. It helps keep players engaged and gives them the chance to progress further in the game.

What Went Wrong:

  • Level Difficulty Balance: One challenge I encountered was finding the right difficulty balance. Early levels were too easy, while later levels were too difficult, making it hard for players to enjoy the full experience. This required multiple iterations of playtesting and adjustments to create a more consistent difficulty curve.

  • Enemy AI & Collision Detection Issues: Initially, I had some issues with enemy AI and collision detection. Sometimes, enemies would behave unpredictably, or the player could get stuck on certain platforms. This required some tweaks to both the AI logic and collision handling to make the game more stable.

  • Limited Power-Up Variety: While the double jump orb is a fun power-up, I felt the game could benefit from more variety in power-ups to keep things fresh. Future iterations may include additional power-ups or upgrades, such as invincibility or a coin magnet, to add more variety to the gameplay.

Conclusion:

In conclusion, Forest Run has been a rewarding project, offering valuable lessons on level design, game mechanics, and player progression. While there were challenges with difficulty balancing, enemy AI, and power-up variety, I made significant strides in creating a fun and engaging platformer. Moving forward, I plan to refine these areas and expand the gameplay by introducing new power-ups, enhancing level design, and improving overall polish. This project has deepened my understanding of game development and provided me with the confidence to tackle future projects with new skills and insights.


Updated 25 days ago
StatusReleased
AuthorDragon Knight Gaming
GenrePlatformer

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ForestRun.zip 476 MB

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