EstersEgo: Planning, and Procrastination


                Its funny to think that a game about artists ands their egos would help me so much with my game dev journey. this game taught me a lot about myself, my workflow, and code in general, but before I tell you more of that, we need to start at the beginning and tell you the storyu of the whole jam . the morning of the jam I check the theme and I find, Fragile. tons of ideas were rushing through my head, like an amazon worker who needs to break fragile boxes or a game of Jenga where the Jenga pieces are glass, but I couldn't find anything that I thought was good enough. then on the way to go to a small family dinner with my sister I told my mom about another idea I had which was about a fragile ecosystem, and that's when I mom suggested, "what about a fragile ego?" and then the concept bloomed form there. the first day was mainly just drafting the concept, code, and getting a good base in but things went a little downhill from there.  for 3 straight days, I did nothing on the game, I'm now sure why and I'm not sure how but very minimal progress was made over those 3 days. By day four I kind of realized that I had to get it together so I started powering through development adding almost all the mechanics, art, and gameplay loop all in a single day, and day five, today, being even more chaotic, with bug fixing, more art, win/lose screens, music and sound, it was crazy. now writing this at around 8 EST has really got me thinking about the whole game, and what it took to make it, or i guess what was stopping it form being made. I learned that I more prefer to work all in one go than spread it out over a long time, and over all my code got a lot better. but I'm getting kind of tired from writing this so I'm just gonna head out for now, Thank you for playing the game and reading the devlog, and I hope to see you again

Best Regards - D

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Nov 14, 2021

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