Project DifficultiesDue to it's Christmas theme, Slay Bells had to meet it's December 23rd deadline, which only gave me 5 weeks. I made good progress early on but it slowed significantly once I began level design. This was due to the massive amount of asset creation that was required.
My SolutionI made a lot of the assets in a way that they could be reused in a modular fashion. Buildings could be duplicated, rotated and placed somewhere else, npcs could be reskinned and used elsewhere. Everything didn't need to be unique. This meant that progress was expenential and I was able to get the game released on time.