About development


The game is an explorative (or should have been) 2D game, where the player explore the world, find new skills and go on a journey to defeat a demon world. They will be able to choose their own skills against enemies with various weaknesses and have to figure out the best way to defeat them.

The thing I enjoyed the most is trying to touch new things I was not familiar with (which in this case was almost everything) like state machine or singletons and managers. 

The thing I struggled with the most was the architecture for the code. Whenever I chose one way, later down the line, it would bite me back, because it was not easily extensible. An example would be dividing exploration and combat into 2 different scenes, with no communication in between, where if I tried to have manager that can manage both of the world, it would break something else. I had to rewrite my code a few times, because it didnt work as I needed it to (state machine or using tweens when game is paused).

Im not satisfied with the game at all. There are so many things that I had to hack around or slapped a bandaid solution. I think I accrued so much technical debt, because I wasnt familiar with Unity and its systems (my gameplay logic and UI are closely intertwined).

Try not to overshoot, and rather focus on small part, but polish it really well. In my opinion its better than a complex system that is barely working.

Get Elementalist

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