Feb 13, 2012

casual dullness

For the last month and a half I've been doing a work for hire project for a 3rd party.
Generally not my style, but its all going into buying Killjoy's software equipment. which in turn gets you a better Killjoy game. so it is what it is.

Early on one of the hardest things to deal with on the project was getting around that is was a generally non-violent game, and offered no real conflict of interest between the few characters it has, and being a game of the VERY casual variety, It also has no real story to fall back on.

So did I successfully pull through and get together a good game anyway?

Honestly I really don't know.

I try to make every game, a game that I personally would like to play, and though I've tried really hard with this one, it is admittedly something I just wouldn't be interested in at all. That's not to say that its a bad game, but to say, that I really don't understand it.

Yeah, even though I made it... I don't get it. its not just this game so much as it is the whole genre of these new breed of casual games.

Tetris, I get.
Farm-Wars, I don't

The best I felt I could do with this game was to appeal to completionists.
The reality of the game, and many like it, is that once you've played them for at least a minute or two, their really isn't much more to it beyond that. I'm hoping that adding a few unlockables will encourage people to stick around a bit longer.... but still I wouldn't.

I started the day on that project, and just reached a point where I had to take a break from it.
So instead I decided to throw a few quick scripts at what I think will be one of Kjint's leading and definitely more entertaining games. Its a sort of an experimental RPG where the first thing we do, is take everything we know about RPGs and throw it all away.

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