Post-Mortem : Demonologist

Hello everyone, this is a post-mortem of my game for LD42 Demonologist, you can try it here :

lets start from something that all of us done first…well at least i did


honestly speaking….i dislike this theme, its too spesific for me and also quite frankly too generic as well, but probably its just me, i’m not very creative person in the first place, it take me quite literally 4 hours to finalize my game concept within my understanding and twist of the theme, but it also where it went wrong, i will explain later in this article.


After i finalize the concept, i go straight to gameplay, on previous LD, almost every game that i made always have this slow and “boring” pace of gameplay (you can check my complete previous LD game here : )

This time i want to make something different, something more action-y and involving, and i just happen to chose another engine this time other than Unity3D, after some googling and trying, i laid my eyes on HaxeFlixel, and this is where Basic HaxeFlixel Tutorial from Gamefromscratch comes in, after following the full tutorial, i just realize “hey…i can make a full game out of this” ( bill wurtz reference anyone? ).


For graphics, i already know this coming laughing , i can’t draw at all, i already tried and fail misserably, so i said to myself “what can i do to make it good, while also fit with timeline and my crappy drawing skill”, Atari 2600 comes to mine instantly, i based the art from the Indiana Jones on Atari 2600, while the artwork on the Main Menu i try to mimic and “copy” menu art style from most DOS game and again failed miserably.



And this is where it went wrong, i want to make something different, something that still fit in the theme but not so obvious, i want people to realize it after playing it, thats why i came up with the idea of body heat is essentially the resource and your body heat tolerance is the inventory/storage , when you fill up your inventory/storage, you died, which means you running out of space

cause i’m being a smart-ass, in the end not many people understand/realize it, it make sense in my head, but probably not in other people, or probably how i deliver my concept is the one is wrong or ineffective.


I put a quite a lot unconventional mechanic in my game, thats why i feel i need to make quite extensive guide, but just to make it like a point-to-point just feels lazy, so i want to make it interesting so player can read it with hope that they’re not getting bored, but the fact is my approach actually defeat my purpose/goal, it become a wall text with a lot of grammar error, cause people not too keen to read it.


I try to put animation on everything, but in the end i don’t have enough time to do it, and also out of idea on HOW since my main reference is Indiana Jones on Atari 2600 theres literally nothing animated on that game lol, and i can’t spend any more time to find more reference, at least that what i think at that time.


This is a mistake on my part, game feedback actually on very low on my priority, i try to add it and try on on some activity that i feel more important, but in the end i skip a lot of it, because i feels it either too distracting or just simply ugly, and in the end i have no time left.


I honestly don’t know how i feels about my entry, at one side i’m actually satisfied on what i can make and achieve in mere 48 hours with just me, but on the other side i feels like i can work harder and do more, add more, and playing a lot of real quality compo submission here enforce that mindset sigh

so thats it from me everyone, hope you like it, and hope this give you insight from my part on my process for LD42.

thank you for reading this post-mortem, and have a nice day.

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