This is my game making site. I've been making experimental game prototypes for a while now and I will try to release a game every month.
- MenuCity (1073 downloads)
- Bugger (877 downloads)
- Jonas IceCream Stand (567 downloads)
- The Chronicles of Bim: The 100 Fake Afros (408 downloads)
- Black and White (385 downloads)
- A Geek Valentine (305 downloads)
- Balls (281 downloads)
- Beebop The Island Hopper (155 downloads)
- Where's Teddy? (91 downloads)
- Where's Teddy?
- Game Design Analysis: World of Goo
- Generating ideas
- Competition Feedback
- Postmortem: Beebop The Island Hopper
- Beebop The Island Hopper
- Dream Games (1)
- Feedback (1)
- Game Design Course (3)
- Game Making (3)
- Games (10)
- General (2)
- News (6)
- Postmortems (7)
- Prototyping (2)
- Puzzles (1)
- Themes (9)
- Timeline (1)
- Walkthroughs (1)
- Webpage (4)
- Beebop The Island Hopper
- The Chronicles of Bim: The 100 Fake Afros
- The games that make me who I am
- A Geek Valentine
- February gets Themed: Rejection
- Jonas IceCream Stand
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
December 1, 2009
Postmortem: Jonas IceCream Stand
Ah my latest game Jonas IceCream Stand is finished and up and running and I'm really proud of it! And thanks for the feedback guys, it's always welcome.
I spent almost exactly fifty hours on this game and that's by far the most I've spent on a 7day project. To be honest it's probably more but I'm not really good at logging all the hours...

A Race
This game was a race against time from start to finish. I understood right from the beginning this wouldn't be easy. Creating a whole GUI from scratch, composing animation and a focus on graphics(!). I've never done a GUI, it would be really easy with a decent framework for it... But I don't have one for it so all the GUI code is really messy and hard to maintain.
I guess I'm learning the coding lessons the hard way. Keeping it structured and maintainable even, no, especially under pressure is extremely important. It's a good thing I have a fast iteration cycle repeating itself for every new game I'm making.
Art
I keep saying it again and again but I'm not a graphics designer but I should stop saying that! Although not wonderful I think my games are looking good and this game is no exception. It's certainly the most complex graphical wise.
The fading effect on the sky was pretty cool, but it's kinda crude and it doesn't fit the overall theme very well. The theme has a few distinct colors with a little "childish" feel to them. I feel the fading adds a bit too many colors to it. But I do think the end points (in the middle of the night with all the stars and when it's as light as possible) looks pretty good. And I'm not sure it was a very good idea to include a MenuCity silhouette in the background.

A beautiful night sky.
Gameplay
Sadly I don't think the gameplay was one of my best. Sure the first five maybe ten minutes are a blast, they almost awoke my slumbering tycoon feelings. But the game is so badly balanced, it's far too easy when you've passed a point in the game. The problem is that I balanced the game the last handful of hours on the very last day and that doesn't work, not at all. A great gameplay needs to evolve, it can't be created just there on the stop. Well that's my experience at least.
Conclusion
I think the game is really great. Sadly it gets boring far too fast but it does have great potential. It's almost worth given a remake as a "real" game.
Posted by Jonas Hietala in Postmortems | Tagged Postmortems, 7days
gör en remake, som är svårare! Plus mer glass sorter och konkurrenter!!! Fan det kommer ju bli kanon!
Haha. Jo... det kanske jag gör. När jag får tid och ork =)

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