As mentioned in our previous post, our environments were all indoors, lots of cold steel, laboratory-ish stuff. Having the game be, essentially, an endless hallway in this style.
It was around this time that we realized, if we spread the puzzles out in a more open area, and had the environments change after clusters of puzzles had been solved.
We could create a much more fulfilling sense of progress in the player & switching to a more soothing open area also just made the game feel a million times better without changing any of the core #mechanics.
Luckily we at #Pathea we subscribe to the philosophy of Shigeru Miyamoto, “A delayed game is eventually good, but a rushed game is forever bad.”
It would be presumptuous to say we achieved a @Nintendo level of polish, but all things considered, I think we’ve done pretty well.
Over the next few months, we’ll be putting the finishing touches on #Everforward and finally, finally be able to release it on as soon as possible.
We’re really excited to see how the game is going to be received, and we’re really hoping that our game is able to make some people happy. After a little bit of frustration, of course…
In the meanwhile, enjoy the #demo coming out on pc in the next couple of days.
Feedback are much appreciated.
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