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After 4 weeks of trying to make one game per week, I have to stop trying to make one game per week.
I will be able to show "Shword" at a developer conference soon, so I have to focus on polishing the game!
Nevertheless, I also have to look back and ask myself what the f*ck I even did during the last 4 weeks:
I have learned 4 big lessons in the last month.
These lessons are nothing new or exciting. I have heard all these points being covered in developer talks, but I guess I had to expirience them myself before really understanding them.
week 1 - Organise yourself, plan everything.
Having a "to do"-list that gets smaller everyday is not only motivating, it also helps to keep focused on what you really want your game to be.
week 2 - MAKE A PROTOTYPE YOU DINGUS!
After "Shword" i thought that I knew what I was doing and would not need a prototype. Well, I was as wrong as wrong can be.
week 3 - The mechanics that you thought would be super cool can be really horrible and thats ok
It feels really bad when your cool idea turns out to be shit. But shit happens. Move on and MAKE A FRICKING PROTOTYPE NEXT TIME!
week 4 - Make what you want to make.
I had the Idea for my last game in the back of my head for a while. I could have made another puzzle plattformer with an "unique mechanic", but I wanted to try to combine comics and video games.
I knew that it would take a long time to prototype, that it would have to be very short and I knew that it wouldnt be a very satisfying game.
But i had fun while making it and so it was a worth it.
So these are the things I learned/finally really understood during the last month.
I will now focus on making "Shword" into a longer and better game (that doesnt rip off the style of "Downwell" so shamelessly).
I want to thank Tom Fulp for making this website and for supporting me on newgrounds and twitter. It really means a lot to me :)
Thank YOU for playing my little games, thanks for all the feedback, thanks for all the encouragement!