I feel like I’ve grown a lot as a game designer and developer throughout the development of Haerenga. I’ve learnt a lot about the intricacies of Unity as a game engine and game design + programming as a whole. Haerenga has been a valuable experience towards developing unique mechanics and interesting features (Straying away from the tutorial hell many aspiring game developers and programmers fall for).
Unfortunately, I feel that I strayed more than I hoped from the very first platformer prototype of Haerenga. I wanted the platforming sections to truly be a difficult precision platformer, but cutting the last island (Where the player would unlock the dash) really hindered that potential difficulty and precision required.
However, as a whole I’m really proud of the scope, content and polish of Haerenga. Working with Paula on a passion project that we both care about was more than I could have asked for and this project really proved to me that I am a capable games designer and programmer.
I cannot wait to keep developing the game, polishing it more and maybe even implementing more content for when we showcase our games at the degree show and London show!
Thank you to anyone who took the time to read these blogposts, or helped with the development of Haerenga to any degree!

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