Postmortem
Summary:
For this game, our goal was to design a game where the core game experience was comprised of only 10 seconds. As such, we came up with the idea of a point and click game where players can hover above a part of the screen and click the mouse button to drop something onto a moving target. We took this mechanic and developed it into Sashimi Train where players need to drop a piece of sashimi onto the rice cats as they move by while avoiding the wasabi rats, all within 10 seconds.
What Went Right:
A big part of the success we had with our game was in creating a fun and re playable experience which was entirely based within the 10 second constraint of this project. Indeed, the game feels like it has a rich and full play experience, even if it is within 10 seconds. We also were successful in making the game frustrating and a little anxious which was one of our main goals from the beginning after the brainstorming process. This frustration comes from the fact that you need to place the sashimi at the right time and at the right spot so it falls on the correct target, otherwise you lose points.
What Went Wrong:
One thing that was not as successful and needs a bit of tweaking is the speed at which the sushi pieces move. In fact, they move to fast for the player to be able to drop the sashimi piece onto the correct place and often leads the player wasting too much time thinking about where to drop the piece to gain points. This means that within 10 seconds, the player cannot accumulate that many points unless they decide to spam the drop button and hope for the best. Another issue we had was with the mouse cursor itself. It appears that the custom chopsticks cursor we have does not transfer to a Web GL build since it is outside of Unity.
Next Steps:
In a future iteration, we would definitely like to make the speed at which the sushi pieces appear more manageable for players as well as fix the cursor itself and even add an animation to it so it looks like the sashimi is actually being dropped. Another thing we would like to do is create levels for the game in which there are difficulty levels, from easy, medium and hard. This would allow players to practice with easier levels and get the feel of the game without feeling like they are being punished right from the get go.
Files
Get Sashimi Train
Sashimi Train
Drop the sashimi on the right spot at the right time, quickly!
More posts
- Design Process & PlaytestJan 28, 2020
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