Assignment 3 – Bit Crash Postmortem
{Week 13}
As development on Bit Crash wraps up, I wanted to reflect on the full process: what worked, what didn’t, and how far the game has come from concept to final submission. Creating a full arcade-style experience in GDevelop pushed my systems thinking, UI design, and debugging skills in ways that felt both challenging and rewarding.
What Worked?
From the start, our goal was clear: build a glitch-themed arcade shooter that feels fast, chaotic, and replayable. The asteroid destruction, knockback mechanic, and respawning hazards created a gameplay rhythm that kept players moving and thinking on their feet. Watching testers dodge enemies, upgrade mid-run, and chase scores was proof the design loop landed. The XP-based upgrade system added real replay value. Players could invest in fire rate or health, making each run feel slightly different. This tied perfectly into the arcade feel we were aiming for and gave players short-term goals. Bit Crash had a visual identity that clicked. The CRT overlays, VHS distortion, glitch FX, and chiptune audio helped sell the simulation-gone-wrong vibe.
What Didn’t Work?
While the DataFragments were effective hazards, they didn’t evolve much over time. In a longer development cycle, I’d introduce enemy types with different behaviors; some that shoot, others that orbit the player, etc. That variety would help the game scale in complexity and keep the player learning. The game was too easy. Enemies didn’t spawn fast enough to pressure the player, and bullets were slow. Through playtesting, we increased difficulty and fixed pacing; but it reminded me how important regular feedback is.
What I Learned
Playcentric Design Works: Getting feedback early helped shape the final product more than any single mechanic I added. As Fullerton says, “You aren’t designing unless you’re testing.”
Modular Logic is Powerful: Breaking up systems (enemy respawn timers, score tracking, upgrades) into small parts helped me debug and iterate faster.
Polish Comes Last, But Matters: Little touches like sound cues, UI transitions, and knockback had an outsized impact on the feel of the game.
Bit Crash started as a weird glitch-core spin on Asteroids, and turned into one of the most complete games I’ve made to date. I’m proud of what the team produced and what I contributed. If I had more time, I’d expand the progression and enemy types, maybe even explore online leaderboards or an endless survival mode.
Let me know what you thought! E: [email protected]















