Sunday, December 8, 2013

Jon: Post Mortem

The Good:

Casual Communication - through facebook and after class.

We were able to begin iteration early which helped compensate for a lack of predetermined gameplay design.

Dylan Yates

The Bad:

There were issues with getting things turned in with enough time to pump out a build, then playtest and create presentations based on the playtest results.

We didn't have anyone to design the game.

Git




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