A post mortem
When I started writing the post mortem for the original Face-Plant Adventures, it really was just about getting something done that had been long overdue. Some time after release, my brother (2D artist on the project) had started preparing a draft of an article on the art style of the game but for some reason never finished it. I took that draft as a basis for my post mortem but neither did I intend for it to get that extensive nor did I have any intention of working on the game itself again. But the more I thought about it, the more it saddened me that our game was gone for good after Microsoft had decided to close down the Xbox LIVE Indie Games channel on the Xbox 360 marketplace in 2017. We had never released the game to other platforms so it would be lost beyond recall.
|While I'm dreaming of a PC port, Florence's dream in the new intro sequence is dominated by golden leaves.|
I decided that this was not a worthy fate for Florence Face-Plant and tried to figure out how much effort it would take to create a PC build of the game. Being a level and audio designer on the project but not a coder, I knew that some of the required adjustments would be tricky for me, and crash, the game's original coder, had long moved on and was not available anymore. But I knew that I would have to rectify at least some of the original game's flaws or else I wouldn't be happy with a PC release.