Game
Shifty Space
9 years ago

What we're up to with Shifty Space


Shifty Space, as is, could be a good game. A 5 minute kind of one: just walk, have a some-sort-of limit for stairs, and few dozens of levels.

It could have been like that. But hey, I feel the concept could digest much more than that while still exploring the basic idea.

“What?” You’ll ask. And that’s what I want from you. When I’ve first have shown the game to my friends, the first thing, that they had, was a major mindboggle: they had to bend their minds to think very much differently-and they did express it - but after those few minutes of actuall gameplay, people:

  1. dropped the game cause it threw too much stuff at them at once.

  2. got bored and stopped playing, having no real urge to finish the game.

I could address those issues very easily: introduce introductory leveles, and create a narrative of sorts. And that could’ve worked.

But hey, that “What?” effect is and was addictive. I absolutely love how I could drag people onto my own railway of thinking, race me on the track of my own ideas, and overthink my own way of thinking. Like not the game was the puzzle - not its mechanics - but my way of thinking. That’s what I absolutely loved about it. And that’s what I absolutely want to produce.

A united assembly of “What?”s.

And the best part is? I think I might know how to do that- I need to piece a grand puzzle. I need to work on it. I got to show it to you.

I’m determined to do just all that. And I’ll do all that.



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