A Little More About Final Exam Game
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I would like to take this opportunity to express my endless thanks for supporting my activities to my general sponsors with the nicknames:
• MistressofTransformation
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Your support is very helpful and motivating!
Hi!
Over the past week, my email, as well as the messengers on my pages, have been filled with various messages. It's a pity, but unfortunately, the vast majority of the messages contain a lot of negativity. As always, though. Alas, I, and my content, cannot be liked by absolutely everyone. The only frustrating thing is that those who don't like my content start writing some craziness, overflowing with deep negativity, instead of writing an objective constructive comment (or, simply, keeping silent). Then there are those who descend into humiliation and threats.
Fortunately, there are some adequate posts among this sea of negativity. I apologize for not being able to respond to every message personally. My main work continues to take up almost all of my free time. I will not repeat myself. Please take some time to read all the previous posts about game development. There are answers to a lot of questions in them.
Today I would like to clarify a few points from the game Final Exam, which have been repeatedly mentioned by players.
The first point is the so-called "blind jumps". Many players complain that they often can't see where to jump. To this I would like to say that, in fact, in the whole game there are only two, or three, "blind" places. And these places appear when returning from dead end zones. These places are easily passed by memorizing the path the player came from. In other cases, when a blind place is found, you just have to walk forward a bit, or backward, to see a box (or platform) that you can jump to. Sometimes you just have to wait a bit for a moving platform to appear on the screen.
Yeah, this isn't the kind of game you need to run through at high speed. I really wish I could have conveyed that to the players. Perhaps if the game had been created in a different, more relaxed atmosphere, it could have been much better. Plus, this is my very first experience developing a game. And it's my very first completed game... unless, of course, counting the unfortunate glitchy puzzle game that even managed to be on Steam. Final Exam, unfortunately, didn't get to Steam, as I was failed by the publisher. Now, as I've said in past posts, Final Exam is publicly available. And a version of the game with full image versions is available for paid subscribers on Patreon and Boosty.
The second point is the low number of images in the cutscenes. Players write that they want more of the various size-difference images in the in-game inter-level scenes.
Believe me, I want that too. I would really like to make many, many images for each cutscene... But unfortunately, it's not possible under my current circumstances. Each image takes several days to create. Until recently, I had an assistant who helped me for free for a few years, and that sped up the creation process a bit. At some point, we decided to use neural networks so we could create images even faster. Unfortunately, we didn't like the result and decided to stop using neural networks. Now I don't even remember which neural network we used.
As I've said many times, it takes a long time to create each image, and I wouldn't want to turn my games into a long construction project because of that. It would be very different if making games was my main job and I was making games full time. However, the reality is completely different. I've written about my life situation a lot and often, so I won't repeat myself. In the conditions of my life, I have to make compromises. And the compromise, in this case, is to reduce the number of images in the game. Otherwise, the development of the simplest game can take years, or even decades. During this time it is very easy to burn out completely.
A good example with image problems can be seen in my second game Size Difference World. In it, the game code was created much faster than the images were created. To somehow save the situation, I had to add text stubs instead of images. I also added some text before the game, saying that the final version of the game would have a lot more images. However, this didn't save a lot of questions and misunderstandings. And the game, years later, still in its very early stages. Unfortunately, in my conditions, it is impossible to create such a complex game. To be more precise, I can create it, but it will take a lot of time... unless something is changed... But about Size Difference World - in other posts.
As I said earlier, the Final Exam game is finished. And it's publicly available. It's my very first completed project, and as bad as it was, it's the best I could create under my difficult circumstances. I do not see the point of any further changes and additions to this game. But I will try to take into account the mistakes and flaws in my future projects.
Starting January 12, 2026, I will continue creating size-difference images. Most likely around the same time, I will continue active development of the Size Difference World game on the Construct 3 engine. I can't give a more precise date, because right now I'm too busy with my offline jobs that provide a living for me and my children. I will write all the details in the next posts.
If you have any questions, comments and the like, please take some time to read all my previous posts about game development. Many questions are answered there.
Many thanks to everyone who supports me.
Special thanks to sponsors with nicknames
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