The Ultimate Fate of The Janinator


    This project began in 2018 as a game jam project. We all wanted something we could work on and finish, and put into our resumes. However with the scope of the game and the vision we were still trying to nail down, it just wasn't meant to be. We originally started as a team of 4, became a team of 6, then a team of 4 again. Games are hard to make, especially when they grow in scope. Being that most of us were just students progressing through university, we made tons of coding and 3D modeling mistakes during development. Most of the issues aren't as obvious to a passing viewer, but we still think about them regardless of who's seeing it. 

    One thing that happened early in our development was our exhibition at PAX 2018 by Southern New Hampshire University. Everyone in the team would like to personally thank Dave Carrigg and Ed Brillant for help us to exhibit our game and introduce us to the world of PAX. (Hope we didn't annoy you guys too much) That convention was a major morale booster for us because it indicated to us that we were on to something really good. But there comes a point where no matter how long you work on a project, burnout will take it's toll eventually, and it did.

    So we collectively decided to put a cap on the project and finish it in the best state we could. If you're making a game, create a plan or a design document and stick with it, because it's hard to turn the ship once it starts moving, and you waste time and money when you try to make drastic turns. That I believe is the most important lesson the team learned when working on the this project. 


On behalf of the Janinator Team (now known as "Little Gear Studios")

We'd like to thank Southern New Hampshire University for their support and we thank you for playing/reading. :)

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