Final Devlog Spirit Hunter


In this postmortem, we will look back on the development of Spirit Hunter, discussing the areas where we found success and where improvements are needed. This analysis will help guide future iterations and enhance future development strategies.

What worked:

 Overworld creation - The overworld turned out well. It captures a good feel for what we were looking for. It's easy to get around and funnels the player generally in the correct direction with an overall consistent look and feel.

Scene management - Changing between scenes was handled smoothly and easily allowing the player to switch between battle and overworld without issues.

Basic Ability - The basic abilities turned out well, although the game still suffers from proper balancing between different spirits and abilities. 

Player Control—The player control is easy to use and simple, allowing the player to understand where they will and won't be able to move due to the grid-like nature of the map. It also properly displays the current position of the player considering the different layers.

What needs work: 

Battle Management  - The battle system could use a lot of work, I would like the system to be a more fluid process rather than something so rigid.

Asset Compilation - It's difficult to find assets for all the things we'd like that fit together in terms of style, There are plenty of free assets, although they have the problem of varying detail. Some assets come in free and paid sets and the free sets normally don't have all the animations of a specific sprite. 

Save System - functions well saving all player progress and world progress between sessions. It could still use work, for example, saving an enemy's last location and when they were triggered. 

Enemy Encounters - While these function properly they have some issues. It would have been better if the enemies had a more complex move pool with more functionality and a wider depth of spirit levels and areas.

Achievement System - The achievement system functions but lacks depth or replayability, the game would have benefited from a wider pool of achievements perhaps requiring multiple plays.

While Spirit Hunter has turned out well in some areas, some challenges need attention, particularly with the battle system and asset management. By focusing on these areas, we can improve the game's overall feel and functionality.

Files

WebBuild1.3.zip Play in browser
Dec 13, 2024

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