Damn! So would have thought, we actually won OUYA create! I had expected and hoped we'd do well, and perhaps win one of the subcategories, but considering how we felt after finishing the game, I didn't think we'd win (my personal pick, from only seeing the trailers, was Sky Arena). I'd like to take this opportunity to thank the organisers and judges.
It's kind of a weird position to be in, the day after hand-in we were quite bleak and we had a discussion on what we'd done wrong and what we'd do differently in the future to prevent making these mistakes again. I think a lot of the negative sentiments were amplified due to the jam not ending well for us, with me breaking our repository in the last hours, and some bugs and flow issues not getting sorted out until the last minute. In the post-mortem I talk a lot about having too much ambition for our game but I guess it paid off. Perhaps a side effect of having high ambitions and standards are never quite being happy with your work?
Looking back at the game now, however, I do think it is really strong and impressive for 2 weeks' work. Although it doesn't quite match up to what we'd had in mind at the start, the prototype does demonstrate the potential of our concept quite well, and it is quite fun. We have some time now to fix and improve the things that had bothered us and to get the game to where we want it to be. Whether we'll actually finish it and release it as a paid title is hard to say, though. All things considered I still consider Broforce to be the better game, and it is closer to release than Murder Island is, so we'll continue working on that for the time being. I do feel we owe it to the Ouya and organisers to at least finish what we'd wanted to do for the prototype, and to have a rounded, more stable version that we can put online would be nice.