So the release of the little flash game called Hacklaster Mow-Down has come and gone rather quickly. I created it to advertise lyliangame.com and also to put something on the Lylian minigames page.
It has done it's job in creating some interest in Lylian, and that's awesome. But I was wrong in my thinking while I set out to make Mow-Down.
I set aside a weekend (turned out a week by the time the scoreboard was working correctly) to get the game out.
I thought that's all it needed, simple game mechanic, using optimized versions of pre-existing art and audio borrowed from Lylian.
But I didn't take into account testing and balancing; which completely failed the game.
I'm not much of a flash gamer myself and didn't take into account how saturated the market is, nor how serious it could be.
The game hasn't done awfully bad, it's averaging 2.5 - 3 out of 5 in portal ratings. But honestly I wish I could bury it now and move on. It's kind of leaving a sick taste in my mouth as I think "why did I release that?"
If I had put a month into the game, it could be a whole different story; it could have very well done... well! More enemies, stage tweaks and whatnot. But that would mean less time for the main project, and I wouldn't have felt good about that.
One thing it has made me feel good about, is when I jump in and have a play of Lylian, I feel very relieved it's a vastly better game, and the multitude of extra time put into it really shows. Well, it's pretty silly for me to even compare the two.
These things you learn from, right?