Tiny Kaiju Keeper – Post Mortem


Tiny Kaiju Keeper – Post Mortem

10-Day Game Jam Project – Godot 4.x – Web & Windows


Goals & Vision

The original goal behind Tiny Kaiju Keeper was two-fold:

  • Test the waters of a newly formed dev group
  • Create a polished project to showcase in our portfolios

We stayed true to that vision throughout the jam, which helped us scope smart and stay focused.


What Went Well

  • Workflow Improvements – This project exposed pitfalls in my previous dev process and helped build solutions that I’ll carry forward.
  • Scoped Just Right – The game was scoped realistically, and we actually finished everything planned (plus a bit more).
  • Tech Wins – First time implementing a Save/Load system, and I finally learned the ins and outs of audio/music implementation.
  • Team Workflow – Trello worked perfectly. Simple, effective, and kept us synced throughout the jam.

What Went Wrong

  • Audio Loop Gaps – Discovered that OGG files in Godot don’t loop cleanly unless prepped right. Took time to debug something I hadn’t expected to be a problem.
  • Save/Load Pains – The system worked, but it was a late-game scramble. Poor early planning made it harder than necessary.
  • Spaghetti Pet Logic – The pet behavior system ended up messier than I’d like. Future me will definitely refactor this part.

Despite the usual game jam challenges, nothing had to be cut.


What Was Cut

We implemented all planned features, but a few wishlist items didn’t make it:

  • Extra Minigames (like City Stomp, Memory Match)
  • Pet Variant Colors – Special color schemes weren’t fully implemented

We’d rather polish what’s in than cram in more than we can test.


Playtesting & Feedback

We ran internal and external playtests—friends, family, and dev peers.

  • Surprisingly, people found the minigame more engaging than the core loop.
  • Onboarding wasn’t as intuitive as we’d hoped—some players got confused early on.
  • We didn’t patch these during the jam, but they were huge learning moments. Next time, onboarding comes earlier in the design phase.

Time & Task Management

  • Trello for the Win – Simple and powerful. We’ll use this flow again.
  • 10 Days Was Tight—but Fair – Most of the project was done on time, with a little post-jam polish.
  • Lesson Learned – A stronger base = easier end-of-jam crunch. Build solid systems early and your future self will thank you.

Technical Hurdles

  • Audio Looping in Godot 4.x – Bit of a rabbit hole. OGGs don’t behave like you’d expect.
  • Modularity: Mixed Bag – Some parts of the game are reusable and clean. Others… not so much.
  • Pet Behavior Logic – Currently a bit tangled. It works, but it’s the first thing I’d rearchitect.

Team Reflections

  • Best Team Experience Yet – Everyone pulled their weight. No drama, no dropped balls.
  • Roles Were Clear – We split responsibilities well, and it paid off.
  • Note to Self – I could’ve fleshed out task details more. Clearer breakdowns = fewer questions.

Post-Jam Plans

  • Mobile Port in Progress – Always part of the vision. Just need to fix UI scaling for phones.
  • Polish > Features – No new features planned unless we see big demand.
  • Reusable Code – A few core systems (stats, save/load) will definitely be carried forward into future projects.

Final Reflection

“Tiny Kaiju Keeper proved that clear goals, scoped ambition, and solid collaboration can carry any team across the finish line.”

Thanks for checking out Tiny Kaiju Keeper! If you played it, we’d love your feedback.

Files

v1.9.2.zip Play in browser
91 days ago

Leave a comment

Log in with itch.io to leave a comment.