Michele Mantovan

Steady Drop – Post Mortem

In this final post I want to talk a little bit about what Steady Drop meant to me while I was developing it and what it is now that is published. I will shed some light on some things I didn’t talk about in the devlog posts.

What I was doing wrong

When I had the main idea for Steady Drop I started to elaborate it and then I decided to develop the game no matter what. It was my actual first time on developing a “real” game and I didn’t thought to the scenarios or the possible outcomes. I just started, which is good from some points of view but I was doing it wrong.

I wasn’t spending the right amount of time on the project. I worked on the game in the weekends and I’ve took some long breaks, very long actually. I struggled a lot during the development because of time management.

I wasn’t searching either for help or for feedback and I kept working on it, following just my instincts and my ideas, but now I regret this choice. I could have asked someone to help me but I didn’t. If I was terribly wrong on something, I was not able to admit it and I wasn’t searching answer in other opinions and I just kept going forward with my mistakes.

I wasn’t focusing on the final product but just on the technicality for its own sake, the mindset I had is not something I’m proud of. I see a lot of indie games that feels like they pay more attention on the technical and practical aspects and I hate play those games.

I have to face now that Steady Drop actually has tiny game ideas and maybe they aren’t harnessed very well. I knew it during the development but I kept working head down without thinking on the final results.

What I was doing right

For me Steady Drop was the proof that I can finish something. I kept repeating myself “Finished is better than perfect” so I kept working on it.

On one hand I had to prove myself that I’m capable to do it all by myself, on the other hand I knew that all the things I did, could not have been good enough. I did the sounds and the music by myself even if I knew that would have been not so good but I intended to do it anyway.

Since it was my first time, I learned a lot of new technical skills, and I learned a lot of new things in other areas as well (2D graphics, audio recording). Maybe though, I learned more analyzing my mistakes afterwards than during the development.

I’m proud that I managed to publish the game in the Play Store creating all the marketing material and exploring different markets. I learned in particular that the business model of a game has to be defined at the beginning of the development and the game has to enforce the business model using gameplay and rules. Without a proper gameplay from the start the revenues of the game will probably be very low.

Conclusions

I will continue to update the game from time to time and I will keep it in the Play Store as long as they let me. I hope you have found and you will find some valuable informations on these development-logs and if you have some time consider to play with Steady Drop and leave a review, thanks.