Postmortem of “Fear Is In Me”

Finally, the long-awaited concept game design of Game Design 2 course has come to an end. After almost 2 months of relentless working, “Fear Is In Me” the concept chosen by the team Rakshasa got digitalized and showcased on last Thursday. Although to be brutally honest, I, as a part of the team behind its development, am disappointed at the final result that we have provided.

The game surely had fewer bugs than it had in its beta presentation and its improvement and new feature implementation number was manageable but the problem was not having the needed things implement which a fully furnished game should have. There was no collision of the player with the surrounding trees which let the character move over them and it looked quite unsettling. Then again, there was no hit feedback for both the character and the enemies which confused almost all the testers whether they are getting hit by the enemies or not. This was quite easy to do but I’m still not sure what went wrong and why it isn’t there. Moreover, the UI was in shambles. No player health bar, no enemy health bar, not much of audio feedbacks and so on. When I saw the game before setting up in the room, I was in utter disappointment for the first time. It is true that this was our first actual practice of making a digital game and none of us had any prior experience but it felt quite unsettling. In the end, I was quite unsure of the main problem, whether if I had too much expectation from this or the team actually did not work well.

End Result: “Fear Is In Me” is a 2D top-scrolling game where you play as a young child who is trying to escape from her nightmares while defeating dark monsters with her only tool, flashlight. As the flashlights were the only source of armament for eliminating the enemies, the light mechanics were very crucial and it worked just fine. Also, having three different enemies acting in three different way was a success too. Other than the battery running out so quickly and battery drops being randomized, there was no major bug in the game. Overall, it was a nice representation of the aesthetics that the group was working on and eliminating the internal problems mentioned before, it is a moderate piece of work which can be furnished further.

Personal Gain: The most important thing which I learned from this project is that having proper management is a must for success. Individual effort is mandatory but to put that effort in proper place, a strong base of management is also necessary. Other than that, I learned a few new tools to work with both while making animations and character designs which will definitely be helpful in the future. This whole project was a really good eye opener and educational in a sense that now I understand better what to do and how to act while working in a group, which should help me onto the next Arcade game project that we are about to have very soon and I’m hopeful that this time, It will be better than the last one.

Thank you for reading, hope you are having a good one.

About shifatul kabir siam

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