Toodles, y'all! o/
So yeah: I made a game without really meaning to. Kastor was supposed to be a small test of turn-based game mechanics and procedurally generated terrain. Instead it turned out to be a full-blown roguelite. Funny how these things work out...
So here's my analysis of the development process.
Time management: Not too bad, actually. I managed to fit in a lot of features in the dedicated timeframe, and learned the hard lesson of culling some major features (Goodbye difficulty levels, Relics, and villages [:'(] ). Things were a bit hectic towards the end, but I think that was partly due to the desire to add the aforementioned features before the release date.
Concept enthusiasm: Almost zero. Remember, I hadnt actually realized that I'd committed to this project until halfway through development. So when it finally dawned on me, it was almost an annoyance, because I had so many other ideas I would have preferred to be bringing into fruition.
Gameplay quality: This is a matter of opinion: As a fan of turn-based strategy CRPGs (and RPGs in general), I personally enjoy the game quite a bit, considering that I spent all of two months playing the thing. Wether other people enjoy it or not is to be seen...
Graphical quality: Personally, I love the graphics. Pixel art, when done right, is always a joy to behold, and is incredibly fun to create. That being said, my next project will focus heavily on the visuals, so don't run away yet, HD fanatics! [:P]
Overall Satisfaction: It's a game. It's complete. It looks and acts a lot better than my previous games. And it's released. It's out there.
I'm happy with it. [:)]