GBJam 11 Postmortem


Hi, this is Wisty.

I had bad sleep and woke up at 4AM on the day GBJam announced their theme and the jam started. I thought I could get some extra rest in that morning, but my brain was already thinking up various ideas for it. I worked out a base storyline, found myself a composer, and started working the week away!

What Went Right:

  • GB Studio: Even though I am in the middle of working on another game in GB Studio and have a good idea of how the software works, I learned so many new things. All the mini games you play in Goodbye to Yuu were made on the spot for the game jam with no prior idea on how to do them. I even recall writing code in Discord before I fell asleep because I was actually understanding how the software worked. Also the game jam is called GBJam... how could I not use GB Studio for it?
  • Art: I have an art background and I have worked on pixel art for more than two decades now. I also made my work easier by referencing Teaceratop/GameDev Mum's farm and town tileset because I wanted to focus on programming. Nothing much to say here; I did run into some issues with overflow, but it all worked out at the end.
  • Story: When I heard what the theme was, I wracked my brain to think up a short and proper story for the jam.  I really wanted the story to at least feel fleshed out! I looked back on stories and ideas that I liked and then worked from there. You can read up more about this in my Creator's Note post.
  • Scheduling: I set up a week-long to-do list to keep myself in check. I didn't want to overextend what I could do either since finishing a new project has been a rare case as of recent. I managed it fairly well

What Went Wrong:

  • GB Studio: Due to the limitations of what the software can do, I had to make changes to some mini games and how the endings played out. The biggest problem I ran into is learning how certain drag-and-drop functions worked. I wanted some parts of the game to not have fade-in/fade-out when changing scenes, but that's not available to take out without certain mods or changing the internal software's code (which I don't trust myself to touch). I also ran into certain statements not being read either, but the game is technically still playable. 
  • SFX: We do have sound effects in the game, but they're pretty shoddy and fairly limited. At first I went with .wav files, but I didn't understand why all the sounds I heard had a high-pitch beep. I learned about FX Hammer thanks to this video and just did my best!
  • Scheduling: I put scheduling down here too because I still had extras I wanted to add into the game such as a menu screen to show which items you picked up and some sort of mini game for the family photo. Thankfully, the game is playable without these features.

Music isn't included in this writeup because I had Clay Kramer compose for the game who did an amazing job. Please check out their Youtube Channel for more of their works!

With a game finally done and in a playable state, so I hope you enjoyed it. If there are any issues, feel free to comment.

Thank you for reading.

Wisty

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