This is certainly something we've spent a lot of time trying to get right in Pathway. Lots of strategy games tweak their numbers in the background to make it feel right for the player even though it isn't. But in reality it led to a pretty frustrating experience for a lot of people. We kind of naively thought that we're doing the right thing by creating a game that's true to the dice roll. One big takeaway from Halfway was that randomness needs to be presented in favor of the player. Simon BachmannĪre there lessons you learnt from Halfway that you're applying to this new game? ![]() You could call Halfway a beta test for the team. We had a lot to learn as a team and Halfway was perfect for this. Which is why we spent a lot time developing a visual technology that allows us to do some pretty interesting things with pixel art! This has always really rung true for ourselves. I'd also add that if you look at their line-up of games, there's a theme that goes through most of them: a clear love for retro games, but also a desire to bring new and modern aspects to them. Besides, they are super nice and smart people! Being developers themselves, there's just an immediate connection we really appreciate. ![]() ![]() Simon: The way Chucklefish works with us the developers is quite unique. What attracted you to working with them again? This is your second game with Chucklefish.
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