Assignment 3 Postmortem (Core meltdown)
Heyo again, it's Karly here for the final boss fight of game dev blogs – the POSTMORTEM 💀🎮
After weeks of tweaking, coding, crying (just a little), and playtesting, our final build of Core Meltdown is LIVE. Let’s spill the space-tea on what worked and what exploded (figuratively and literally).
✨ What We’re Proud Of
Three-tier upgrade system: Extra health, boomerang shoot, bullet speed-up? YES PLEASE 🔥
Enemies with personality: Dreadnought’s laser felt like a real mini-boss moment.
Polish & UI: Our menu flow and transition scenes gave real arcade vibes.
🛠️ What We Would Improve
Clearer explanation of retreat mechanic.
More audio feedback when picking upgrades.
Add damage effects for player/enemies (next version 👀)
💡 Lessons Learned
Start testing early. Bugs pile up fast when you're spawning 10 enemies per second.
GDevelop was super useful – but communicating in a team is the real MVP.
Sometimes, the dumbest ideas (boomerang bullets) turn out to be the coolest 💫
💬 Our Players Said…
“I had no idea what I was doing but it was FUN.” “Why is the SUN chasing me?!?!” “Can I keep playing after this test ends?”










