Drunkard game post mortem & what i learned


🧾 Postmortem — Drunkard

🎮 Introduction

Drunkard was a small personal solo dev experiment — a quick game inspired by real-life moments and stories I’d heard about... going a little too far with partying. It was fast to build, but meaningful to me on multiple levels.

🧠 Concept and Inspiration

The idea came from a mix of my own memories and stories from family and friends. They were sometimes funny, sometimes a bit too real. I wanted to blend that slightly tragic humor with a simple arcade-style format, almost like an old Flash game.

🗺️ Map Design

Designing the maps was the most enjoyable part. I picked everyday places — like a waterpark or a regular downtown street — and expanded them into huge, maze-like playgrounds. I leaned heavily on classic 2D layouts and exaggerated scale to give them challenge and charm.

🔧 Prototyping and Development

The first prototype took maybe an hour — movement and item collection were super quick to set up. But then I hit a wall with two surprisingly stubborn issues: saving high scores, and clearly showing the player's "drunk score" in-game. UI is always trickier than it looks.

📀 Launch and Feedback

I uploaded the game to Itch.io, and... got silence. No ratings, no feedback. Still, someone did add it to a collection, which gave me a nice little win. I wasn’t expecting fame, but I hoped for at least a few words. That said — it was still worth it.

🔄 What I Learned

If I were to revisit a similar project today, I’d definitely build a short vertical slice demo first — not just a complete game out of nowhere. A playable preview would’ve helped people understand the vibe, tone, and weirdness way better.


want to try my game click here->https://lightshadowgames.itch.io/drunkard

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