Sprint 3 Reflection

As sprint 1 proved so successful towards making the development of Haerenga so efficient, I wanted to do the same thing but for other aspects of the game that weren’t the platforming sections during this sprint. This sprint worked really well towards preparing the overall progression of the game.

However, it was really a shame that we had to decide to cut the last (and most interesting) level from the game. It made sense and I believe was the correct decision to make from the standpoint of meeting the deadline, but in terms of the game’s vision and intention to be a difficult and precise platformer, It really hindered the overall experience. Furthermore, the cutting out of extra island(s) resulted in a smaller emphasis on the star navigation aspect of the game. This was really a shame as I believe it was a really unique mechanic for a puzzle and means of progression.

Summary

What went well:

  1. Preparation for parts of the game that aren’t platforming was really valuable
    • Prevented a lot of headaches and redoing in the future
  2. The ideas and work done in this sprint really gave the game a lot of identity, separating it from just another platformer

Critical analysis

  1. Cutting final island from the game, resulted in missed opportunity for:
    • More precise, quick and difficult platforming
    • More interesting star navigation puzzles

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