5 ms·
I like the originality in using light/absence of light as being part of the game mechanics. What have you found challenging during the whole process?
by yohann305 13y ago
I like the originality in using light/absence of light as being part of the game mechanics.
What have you found challenging during the whole process?
- dcre 13y ago1. Learning to code (not me, but guy who started the project) 2. Making sense of feedback from playtesters who were not always in our target audience 3. Importance of having beautiful art 4. Making natural-sounding effects 5. Writing music to go along with an existing theme Long version: Well, my friend learned to code by starting this project, so that was the first big obstacle. That meant that the development cycle of the game was much longer than lean-startup, rapid-iteration ideas floating around here would have it. Related to that was the difficulty of making sense of the feedback we got from playtesters. It would have been easier if we were still in college, but we had a hard time getting feedback from people who were in our target audience, namely people who play mobile games at all. We asked everyone we knew to play the game, and it was psychologically difficult to separate out feedback that was probably not relevant because it came from someone who would never buy the game in the first place. For example, many people thought it was too hard, but they were often not really people who play games in the first place. This was made doubly hard by the fact that we've played the game so much, so we couldn't trust ourselves to know what was too hard or too easy. We didn't do anything special to solve this — no "7 Ways To Get Out of Your Own Way" blog post is coming out of this. Essentially we did the best we could. Another interesting thing was just how central it is to have beautiful art. It sounds obvious but it's one of those things you don't completely grok until it happens to you. Before the artist came on board, we had a well-designed protoype, and we retained the majority of the original design (enormously to the founder's credit). But perfect execution by a talented artist makes for an incredible difference in emotional appeal. I wouldn't call this a difficulty, since the art came out so well. But it was a lesson. I was in charge of the sound and music, and that ended up being surprisingly difficult too. You would never know without trying to do it yourself how hard it is to come up with sounds that feel natural in context and aren't distracting or annoying. I'd say we ended up with fewer sound effects than I would have liked for that reason. The music was hard too. I had experience with rock music, but I had never written any piece of music to go along with a pre-existing theme and mood. So writing the main theme to have a French feel but with the right amount of levity took a lot of iteration. And the level background music has to be catchy enough to be fun and motivating, but not so catchy that it prevents the player from concentrating on the game. Furthermore, I'm not a great keyboard player, but I used a keyboard to record all the tracks and in order to get the timing right I had to do literally hundreds of takes and slice and dice the music pretty finely.