It’s the relaunch of the Dissecting Design series, with more focus and less filler. Let me know what you think on this video of the amazing Invisible Inc.
On a recent post, I talked about how game sequels are an important part of the development process. One of the comments I got on Gamasutra about it raised an interesting point: Why don’t Indie developers do as many sequels? It’s a good point and one that I want to talk more about having spent so much time interviewing developers.
On a recent podcast, I sat down with Forrest Dowling from Molasses Flood about the Flame in the Flood. The game is another title that has gone through the entire crowd-funding cycle of kickstarter to early access to release. On the cast I asked Forrest if he would like to make another game using Early Access, and he was the first developer I spoke to who said no.
Talking to him about it, he made some really good points and for today’s post, I’m effectively going to write the counterpoint to my own previous talk on the benefits of Early Access.
#3 on my list is a game that continues a developer’s track record of combining amazing aesthetics with unique design.