(If you want to play the game in question before I rip it apart, it's over on Itch.io.)
Just two weeks ago I was trying to put together a video game in 72 hours. I had a concept that I knew I could build in that time and I ran with it, even if it wasn't the most unique or interesting thing. This turned out to be one of the best decisions I could had made working with such limited time, even though the game I built sucks. Like, really sucks.
The game isn't fun or interesting, there's no good feedback when a shot is launched, making the base gameplay stale. The wind system doesn't shift in a way that makes it interesting, and is more of an annoyance. There are usability issues everywhere as I did not plan the UI around the background image I drew hastily in 20 minutes. (and was one of the last things I did before the deadline) So with descriptions like this, it's not surprising that I did not hit any sort of quality standard, but I am still proud of the experience.
Quality in creative works in a hard thing to achieve. I liken it to a dragon you are trying to chase, in a dark non-euclidean void. It seems so simple: its right there. Making the assumption that you just need a little push towards it and you'll reach that goal is an easy one to make. However, you find very quickly that making it just a few inches in that direction is much much harder than one could imagine. That difficulty is where you learn as a creator, and far too often I see and hear of those with inspiration simply give up as they find they can't find the right path to success. This is a part of the process that should be celebrated, as you are actually creating, with success and failures just being the result of it all. You know the whole saying of "It's not about the place, it's about the journey"? It's overused and cheesy as could be, but its so very applicable in being creative.
So, back to making things that suck: what does having a project that, in your eyes, fails actually mean? It means you've learned. Back to my weird depressing analogy: you've navigated part of this maze before. You now know that doing one thing will be good for a project of that type, and you know many things that are bad; you can cross off those paths the next time you tackle the same subject. This is important. You aren't going to make just one game, one prototype, one texture, one model. You are going to make many, and how you slowly make your way towards quality. This is just a step for me, part of that journey.
Update October 9th 2016: due to the sensitive nature of part 2, no matter which way I've written and re-written it, it does not come off in the constructive way it should. As such I not be publishing part 2.