In this episode, we discuss...
- Commitment and Variety
- Control schemes
- Mini games
- Charming characters
- Communication
Game:
- In a word - charming
- Fishing, management, and an tiny bit of farming
- Commitment and variety
- Continues introducing mechanics and mini games throughout the game
- Incredible, short animated videos that add depth to characters
Develop:
- When trying to map controls efficiently, what would be going too far?
- How could you add charm to a project, without having to do a fully animated video?
- Is it fine to have a grab bag of ideas in your game?
- What sacrifices have to be made to avoid excessive scope creep?
- Do games have to make sense?
Questions for your own projects:
- What parts of this game do I love?
- What elements of the game would be better if I committed harder to them?
- Am I pushing too hard on any elements, in a way that makes the game design feel insecure?
- Are there elements of my project that I love, which actually only exist in my head? How will other people know?
My first game, "Sut" is out: https://store.steampowered.com/app/2638880/Sut/
Email me: anxiousbuddhagames(this sentence is to confuse bots@)gmail.com
Join our discord: https://discord.gg/GvYRtTQM9m
- Send me any feedback, suggestions, or questions! I'd love for us to build a strong, supportive, creative community.