Skyshine’s Bedlam has had a very interesting journey from kickstarter to release. Following the game’s launch, the game was hit by many poor reviews and even I had issues with the game to the point that I didn’t want to review it. Since then, Skyshine Games has been hard at work attempting to rebuild the game’s design and make it work. After speaking to Jeff Johnson about it and doing a live play on the latest version, I think Skyshine’s Bedlam Redux is finally in a strong and great position, but it can’t escape its past completely.
In a recent cast, I spoke with Jeff Johnson from Skyshine Games about Skyshine’s Bedlam. During the discussion, we talked about the difficulty with balancing options for the player and about a common game design trap centered on hoarding. Hoarding items both has to do with game mechanics and the player’s own mindset, and today’s post is going to look at that and ways to downplay the need to hoard.
This week on the cast, I sat down with Jeff Johnson of Skyshine Games and Skyshine’s Bedlam to have a fascinating chat about what do you do when your game fails out of the gate and how to fix it.
An important part about playing a video game is letting the player figure things out and learning how the game design works. There is always a constant struggle between showing too much or too little information for the player; even more so in strategy or RPG games built around player choice. For today’s post, we’re going to look at when developers hide their information a little too much and when it’s important to just reveal it to the world.