Recently I had a chance to play through Yooka-Laylee: A game pitched, designed, and executed as a throwback to 90’s 3D platforming. The game wasn’t bad, but it didn’t do anything to stand out in terms of design. With how hit-driven game development is, does playing it safe not work anymore?
Last week, an interesting discussion happened on Twitter following Cuphead’s win at the DICE awards. The executive producer talked about the challenges of designing the game and how they went all in; taking a second mortgage out on their house to finish the game. Many indie developers talked about how this is not the norm of what it means to develop a game over a long period of time.
For today’s post, I want to talk about something that no game designer wants to hear: How do you know when to stop working on your game?
This week on the cast, Charles from Jarrah Technology returned for a post mortem discussion on what’s been happening with his game Concealed Intent.
Today’s Critical Thought is on the concept of game design wrappers, or elements meant to hide or obscure the raw data of playing a game. Wrappers are an important part of presenting something accessible to players, but you need to know how much you want to hide from someone.