Week 6 of Big Game Project

This week was a continuation of the last. We kept implementing changes from the playtests, and one of the things we added was the ability to summon other charcters to yourself. That really changed the dynamic, making the fame easier which increased the appeal for the new players.
And then there was the maze. I sugessted to the team that we just cut it, because while it was intressting, it wtas to hard to fix to be worth it. However, the team wanted to try and save it, and I said they could do that if they had some spare time.
Otherwise, when not implementing new puzzles, I was trying to improve others, and position them in the world. Now there is an order in which you encounter challenges and the further you go, the harder it gets. There might still be a need to tweak things, but it’s miles ahead of the version we had in alpha, where players sometimes started off on the hardest challenge and were utterly confused.
On the friday, there was a beta playtests, and I was pleasantly suprised that we had one of the best games there, in my harsh and self-critical opinion. One of the best things about it was that most players disagreed on which character was “the best”. This meant that our fear that glidey would outshine all others was baseless. We did however find some bugs that were quickly squashed.

About Pontus Hassis

2014  Graphics