





Time is Money - June 2024
Introduction: An FPS that has rogue-like elements. It features semi-randomized level selection, various guns, and a selection of abilities to synergize with. The player uses these elements to fight through the levels and beat the boss at the end.
Link To Gameplay Video: https://www.youtube.com/watch?v=SVnbft88DNE
What Went Right
Gameplay & Mechanics
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Movement System Overhaul: The movement mechanics were redesigned to enhance player flow and interaction with enemies.
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Score Multiplier System: Encouraged continuous movement and aggressive play, increasing gameplay intensity and skill reward.
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Dynamic Visual and Audio Feedback: Music and screen effects scaled with player performance, simulating an adrenaline rush.
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New Movement Abilities: Adding a grapple hook and sliding improved pacing and verticality in level navigation.
Iteration & Team Adaptability
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Design Pivoting: Ideas and features that didn’t serve the gameplay were successfully scrapped in favor of more engaging mechanics.
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Level Adjustments Based on Feedback: Environments were expanded and modified to support new player abilities and faster pacing.
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Collaborative Effort: Playtest feedback led to UI and level design refinements, streamlining the overall experience.
Playtesting & Responsiveness
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Frequent Testing: Helped identify issues and refine both gameplay and UI.
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UI Improvements: Layout adjustments and element updates were made to better support fast-paced gameplay.
What Went Wrong
Development Challenges
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Mid-Project System Changes: Major overhauls to movement forced existing levels to be redone or scrapped entirely.
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UI Bugs: Technical issues with UI elements (like widget indexing errors) caused delays and frustration.
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Scrapped Features: Several completed mechanics were ultimately cut, costing development time and effort.
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Level Design Mismatch: Early levels were too small for high-speed movement, requiring multiple redesigns.
Scope & Resource Strain
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Late Additions Created Pressure: Implementing big changes late in the project added significant workload.
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Team Bandwidth: Key roles were overburdened until a new member joined and helped redistribute the work.






