Week 9: Sweating the Details

Well we’ve reached that annoying point in the development cycle where the game is pretty much done. If we had to present at PAX tomorrow, I’m confident that we would be able to show off a pretty decent game and that we wouldn’t have any major issues.

However, I’m also confident that there is a whole lot of improvement and polish that can still be packed into the game, and that’s what we are going to be working on for the next four weeks.

And these are all little things, that probably won’t even be really noticeable to anyone playing, but would totally be noticeable if they went wrong, and that are going to make a difference to our presentation on the show floor.

Things like:

  • Tweaking all of our UI text to make sure our message is as concise and clear as possible.
  • Working on our controls so that our platforming is sharp and smooth to the extent that it’s not even noticed by the player and they can just play and not worry about it.
  • Making sure all of our puzzles and levels are as precise and sharp as they can be so that they are frustrating because they are well designed, not because the solution is tricky or mean.

Unfortunately that means I don’t have anything cool to show off on that front for the time being. Sorry.


What I DO have to show off is our brand new trailer! This has been made for promotional purposes and is supposed to show off all the best aspects of our game, not least our banging soundtrack. Check it out!

 

We’ve also been working to get all of our marketing materials ready for PAX including (but not limited to) T-Shirts, stickers, badges and business cards.


We’re now moving into the final weeks and our final builds. Going by the timeline for release candidates that I posted about a few weeks ago, today is day -7 to go to the next IGDA Melbourne. And that build is going to be the basis of the build that we take to PAX Australia at the end of the month.

The finish line is in sight!