

Genre: Hyper Casual
Game Engine: Unity 2D
Team:
Developers - Vishal M, Mohan Goel
Designers - Pranay Vinod, Vikram Sundar K
ABOUT THE PROJECT
A 2D puzzle based node game, where the player plays as a hacker who’s trying to infect a network to gather sensitive information. The player needs to transfer the virus across all the nodes in the network before hitting the jackpot!

This game was made as part of my first Global Game Jam in 2018, and was made within 24 hours, as part of a four-member team. We had made this game keeping in mind another game we wanted to make, hence the short time taken to make it. We ended up polishing this game as best as we could within the time limit given, and scrapping the other.

POST MORTEM
What Went Right:
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Due to prior experiences while helping each other with our respective previous solo projects, we were aware of each others' strengths and weaknesses. As a result, we were able to form a cohesive team in our first time working with each other as a group.
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While the final product was still optimized, we were able to complete a working prototype of the game we, as a group, had in mind well within the time limit of the game jam. This allowed us to also look at not just this project but also any other projects we had in mind and decide which one to work on and put in more effort into.
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Despite our combined lack of experiences, we managed to complete the project, with the added effort of being able to dive a little deeper into the mechanics and try to add a few more challenging mechanics as well!
What Went Wrong:
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Due to our serious lack of experience in the game development process, we were unaware of any optimization methods. This lack of experience led us to make a game that was not optimized in anyway whatsoever - some UI elements went "missing" on various phones due to us making a fixed size UI, for example.
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Many of the elements we had worked on in the game didn't work as we had originally envisioned them to. This was because of our collective lack of experimenting with the software, and our own capabilities within it at the time, to better understand what was going on.
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Many times when we were polishing the game, we would often try to add new elements to make it better.
