Rush Hour: Postmortem
Thank you all for the feedback! I'm glad that some of you enjoyed this game.
I had a reasonable amount of time this Pyweek but unfortunately I didn't manage it well enough to make a better game. Originally I was making a game where you would explore the secrets of a waterfall, but on Friday I realized it wasn't going to work because I needed much more time than I had, especially given at how slow I am at creating graphics (as a side note, I'm always impressed to see people creating games with great production value in one week). I had zero good ideas as I woke up on Saturday -- I also wasted my time twiddling on paper with a puzzle idea that I couldn't envision as being fun either -- and this is the best that I came up with.
Yes, this game was hard, and I apologize, but at the same time I don't regret it. :) Ok, I didn't have time for much tweaking and if I had, I would have created an actual learning curve, but I did intentionally know it was hard as I submitted it. I know from my past games that hard games get mixed reviews (despite me liking to make them), but I wanted to see if a series of 12 second bullet hell "levels" would be short enough to give players a chance. I personally enjoy quick restart games and I think the quick restart helps mitigate the difficulty. The results were again mixed; a few people liked it (and thanks for pushing through the difficulty!), some felt the difficulty was an issue, and that's all completely fair.
I think this is not the hardest game I've made, but it probably is the scariest-looking in terms of difficulty. This looks like a bullet hell, has the same mechanics as a bullet hell, but it's not truly a bullet hell. Maybe if I had hinted better at how the game is intended to be played -- which is, find a safe spot, stay completely still, and gun for it (except for the last level, which is actually kind of tricky and requires good dodging skills) -- then people might have had a better experience. But then again, I sort of wanted people to figure that out for themselves, so I just hinted at that in the README. As you would think, I didn't intend this before making the game, but as I realized that that was an option, I thought it was interesting so I tried to redesign the game around it. I made each level really short so you don't wait for too long. Then I tried to calibrate the levels so you'd still need some skill to dodge at the beginning and at the end, so it doesn't devolve to a simple gimmick. Well, it is a gimmick, but I tried to make it a fun gimmick.
Fun fact: you can solve the last level by pressing the up arrow key immediately after it starts and not letting it go until the end, and just use the left and right keys to navigate until you finish the level.
Mauve, thank you so much for all the changes to the website! I like how the site has evolved and I'm glad that you took charge in making those changes. Congratulations to rdb and The Larry And Dan Show for winning (excellent games), and to everyone for completing your games! I'm glad that I had time to rate games because there were a lot of fun ones in this batch. As always, I appreciate your feedback. See you all next time!
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