Tuesday 10 April 2012

Development pitfalls.

Making games is a nightmare.

We all know that featurecreep is a budget and time killer, but it's hard not to get involved with the darkside of development when you're designing levels and coding gameplay in tandem.

For example - a design can work great in theory, but when you put it in the hands of players suddenly people start finding gyppy ways to break your designs and find an easier way to solve a problem.

The key to Gets to The Exit's appeal is that often there are a number of ways to complete a level - there's the way we hoped you'd do it, but then there's also probably a bunch of ways that we didn't think of, that (for the most part) are a helluva lot easier... the downside to this, is that we also have to keep creating new platforms and elements to stop you crafty folks breaking the game to make it easier.

Then there are those levels (like the one in the last post), that just work. There's no gypping it, there's no easier way, it's just hard. And you have to do it right.

With 20 different platform types, and 9 platforms in each level, there are millions of possible combinations that could make up a level, it's just a bit of challenge finding the best combinations!

We're aiming to have a release out for the 19th of April that people can start testing... interested? Get in touch.

Wednesday 4 April 2012

This Level will melt your brain


It's taken about 3 hours to get timings sorted. But it's rock solid.

One of our play testers had to call his mum.

Think this one will be going in world 3 then.