1.1 - Post Jam Update (The Team of 14)


Wow! We can't say it enough, a team of 14 was insane. (But we all loved it)

The challenge we gave ourselves with a team this size was to emulate professional organization as much as possible.



There were things that went well

- Having lead roles decided meant we knew how to trust each other.

*Can't suggest this enough, define roles and expectations.

- We even practiced on other projects before GMTK, this strengthened trust as well.


There were things that could have been better

- In the end there was a gameplay-destroying bug (now fixed) that made the game last 30 seconds.

- There were ups and downs using github, eventually we opted for a free version of Unity Collab at the halfway mark

*The biggest note was to organize, organize, organize. We couldn't have overdone it.





Right after the jam, exhausted,  we talked as a team about how we wanted to work further with each other to polish the game (and maybe work on another project!).



UPDATES

- End cutscene √

- Tutorial √

- Tethering mechanic fix in multiplayer (still requires testing)

- Disconnect button when a player leaves/disconnects

- Better waves √

- Leaderboard [incomplete]

- Score system √

- More visual & sound feedback √ (more will be added soon) 

- Fixed projectiles bouncing off enemies and not getting destroyed right after a stage has been complete

Files

Short Fuse (Updated) 45 MB
Jun 20, 2021

Get Short Fuse

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