Postmortem


Postmortem Evaluation:

Successes:

  • Poetic interpretation of the player controls, ties well into the concept.
  • Beautiful animations.
  • Beautiful minimal environment.
  • Very strong concept with a lot of potential for development.
  • Game isn’t broken, you are able to get to the end.

Challenges:

  • Need more moments where the players can coordinate backwards movements so the game is not just pressing forward the whole time. If coordinating movement/jumps is challenging then maybe consider an area in the environment where you hop left and right upwards for example.
  • Fine balance between giving enough time to get used to the controls and not too much time so the player is sticking to the front of the screen the whole game.
  • End screen should have more emotional payoff. You have everything you need in the game to grab our hearts, now do something to it (break it, heal it...)
  • In-text dialogue/language should stay consistent with the mood of the world and the source of the voice.
  • UI elements should be more cohesive/expressive.

Next steps:

  • Adding more puzzles would be a great way to build the out game more. Adding more variation to the puzzles would also make the game more exciting. By adding some sort of new mechanic for the second player to amplify the burden more. 
  • If the back character is a burden, then how can it behave in its own way that demonstrates this burden? Unique abilities?
  • The weight of the disappearing character could be more thoughtful towards the real-life player
  • Is there another threat in the game besides the smoke?
  • More types of movement (flip, crouch, climb)

Get Don't Look Back

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