Postmortem: The Game of Misery

Production of this month’s game was a little strange. It went well, and it didn’t.

If you would like to give “The Game of Misery” a try, CLICK HERE. If not then… well that’s just kind of rude. Don’t you know how much work I put into this? I think you’d really better click the link in order to avoid hurting my feelings, okay?


Originally this game was going to be my entry for Ludum Dare, but unfortunately I ended up having to quit the jam because of health issues. I wasn’t feeling well when the jam started, but I thought I could power through it. I was wrong.

But I did get a pretty good start on it, and I had a feeling that it would turn into a fun little game. Overall I’m very happy with how it turned out, given the timeframe.

The main thing that didn’t go well (aside from feeling like the floor of a taxicab) was that I WAY underestimated the amount of time that it would take to create the content for this game. I expect graphics and sound to take a while (this game has very little of the former and none of the latter), but I really thought I could just bang out a bunch of text content really quickly. Again, I was wrong.

I realized part way through that I was off on the time estimate, so I decided to cut the number of “cards” in the game from 300+ down to about 120 or so. That was still a huge number, but cutting any further would have required actually changing the design of the game itself. I did consider doing that, but in the end I decided just to gut it out and finish the thing.

Some of the cards ended up being pretty funny. Others, I hate admit, were just filler. But on the whole, I think the game came pretty close to the tone that I was going for, so I’m going to call it a win.

Well, this was game 11 of my “one game a month for a year” challenge. One more to go.

Even after my year is up, I’d still like do some jams here and there, but mostly I’ll focus on finishing Flibitz, which will be our first commercial release. I’ve also got a good start on another game called “Octotentiary.” I’m looking forward to introducing you to that game, probably mid to late 2016.