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Coolio-Niato

Age 32, Male

Undergrad

University of Waterloo

Toronto, Canada

Joined on 6/30/05

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I HATE ICE LEVELS POSTMORTEM

Posted by Coolio-Niato - February 3rd, 2010


Well, as some of you may know I participated in the GLOBAL GAME JAM and made a game in under 48 hours. I teamed up with a level designer/musician as well as someone else who wanted to help out with background art. Needless to say, after many many long hours we completed

I HATE ICE LEVELS

and the entire experience of building this game has taught me something. It's not enough to want to make something. It's not enough to grab incentive to create from entering a 48 hour marathon. It's not feasible to have a severe lack of sleep and expect your game to become what you wanted it to. I started off wanting this game to be fun, challenging and overall a tribute to Bytejacker. I ended up with a game that I felt was a bit buggy with the wall jumps but possibly still enjoyable. It was nowhere near how awesome I wanted it to be, I didn't spend tons of time on graphics or code optimization. I ended up with something much more subpar than I could have hoped. And the strange thing is now I don't know if I should expand on it simply because of the response it's received.

But then again I think, rather, I learned, it's not important what other people are saying about the game. That may sound obvious, but really its not, not unless they give you great advice on how to improve it it doesn't matter whether others like it or not. What should be truly important in a game developer's mind is that you're enjoying what you are making. And for the first time in a long while I did. I had the best 35 (i slept a bit) hours this weekend jamming with other Uni of Waterloo students and felt genuinely happy working on the project. Those feelings have died down a bit now, but as I realize this, I understand that appealing to the public is not necessarily the way to go. Make something you like. If others like it too, great. If not, who cares. I know many developers do this and more often than not they don't. So whether this be explicit to begin with, it was a wake up call for me.

Best of love to those who loved and hated I HATE ICE LEVELS.

I HATE ICE LEVELS POSTMORTEM


Comments

You finally realized this (like other developers). Well great to find that out...I don't know what else to say.

Yeah, I think once you do it long enough, the novelty of getting feedback wears off and you stop doing it because of that. Attention-whoring is a great way to start because it keeps you motivated, but eventually that gets old and stops mattering. At some point you realize you're just having fun, and doing things you like. And when you aren't having fun, you do it anyway because you know you'll have fun later on other bits of it. (Or it could be the money... I'm not really sure what keeps me going.)

thats about the way i think, which is why reviews to our games are so mixed. it might be a downer at first, but we learn so much more from it than say taking the same engine and rehashin'. Im just glad i got a programmer like Frosted whos so willing to try new shit

I HATE FUCKING ICE LEVEL TOO!!!