I’m back with another episode of my game postmortem and this time I’m talking about how I developed the second-to-second gameplay in Captain Kaon. This is the gameplay that is at the core of your game, it’s all the little actions that the player does and it needs to feel great if the player is going to enjoy your game.
The second-to-second gameplay in Captain Kaon is the flight controls and shooting that makes up the core of what the player does. It follows on from the gameplay of the classic Thrust from the ‘80’s, but I’ve adding a few things to update it and make it appeal to modern players. In this episode of my game postmortem I talk about how I went about this and the decisions I had to make.
If you’re interested in making games, I hope my experiences and the advice I pass on in my game post-mortems are of use to you. Otherwise I at least hope the story of how I made my game is entertaining.
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If there’s an aspect of game development you’d like me to talk about in my game postmortem then ask me in the comments below and I’ll add it to the schedule.
You can also head over to Steam and check out Captain Kaon, all sales contribute to my food and rent fund which will help me make more videos and develop my next game.