Perth Games Festival Postmortem
PGF has come and gone, and we want to thank each and every person who came down and checked out not only Mobility but also all the other games at the event! It was great to see all the work that the community has put into this years showcase, and finally showing Mobility to a general audience and getting great feedback was a highlight of the entire development process!
We wanted to go through a few aspects that we felt went well, and what we could have done differently. To start with, while we had a slight panic days before the event about not having our high score system functioning properly for the event, we managed to get it working in time and all the players who tried the game really enjoyed trying over and over to get higher scores to the point where we had to set an attempt limit as to allow more than a few players from being able to play the game all day! In preparing for the event, we produced lots of marketing and information material for people to take with them, while we had enough for every single player and person that passed by, we overproduced by quite a lot, and while that’s better than running out during the day, the time and costs spent could have been put elsewhere.
Going into the day of the event, we had all our tasks organised and coordinated to arrive in the morning to setup together and to bring a few of each needed item as backups in case one or multiple fell through, which while needed could have spelt disaster for us if anything went wrong. The main issue being that we found at the last minute that the keyboard we were being supplied with couldn’t handle more than two inputs at a time. Which is quite important for a game were moving forward, sprinting and jumping at the same time is needed to even finish the tutorial level. Throughout the day we took turns demonstrating the game to players while other team members organised and got players to fill out detailed feedback forms which gave us lots of useful information that we can use going forward.
Lastly, while we were happy with the turn out and we had players on Mobility for almost the entire event, we could have started our social media pages earlier in development to hopefully draw more attention to the event and even if they didn’t get a chance to play, they could still see the game in action and collected our large amounts of marketing materials.
Thanks to everyone that’s come on this journey with us, throughout every stage of development, we’ve finally reached a point where the game is at a stage where we are happy to release it into the world and is now playable on this very itch page! We hope you enjoy the game as much as we enjoyed making it, and we can’t wait to see how fast it can be beaten! That’s all from us for now, enjoy!
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Mobility
Status | In development |
Author | Ugly Mirror Entertainment |
Genre | Platformer, Shooter |
Tags | 3D Platformer, Fast-Paced, Runner, Speedrun |
More posts
- Perth Games FestivalNov 07, 2022
- Social MediaNov 02, 2022
- Final PolishNov 02, 2022
- Art and Consistent DesignOct 18, 2022
- Play Test Deep DiveOct 12, 2022
- Week 9 General UpdateOct 01, 2022
- UI Design Deep DiveOct 01, 2022
- Week 7 General UpdateSep 20, 2022
- Level Design Deep DiveSep 11, 2022
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