Week 16 - 3rd November 2024


State of the Game: Developer Q&A

1. How far along is the game? In terms of actual functioning rooms and puzzles, there's still a way to go. But I’ve nailed down the user interface, the graphical style, and—most importantly—the story itself. There’s a lot of coding and graphical work left, but for the first time, the end feels in sight. It’s like being at the base of Everest; at least I can finally see the summit.

2. What’s been the hardest part of development? Finding a gameplay style that feels right. I opted for a one-click interface, which might not suit everyone, but this is unabashedly a story-driven game with interactive elements. There are puzzles, of course, but the experience is all about following Edda’s story, and the player participates rather than directs her choices.

3. Lessons learned for the future? Don’t lock in the setting before having a solid idea. I knew I wanted a “medieval” feel before I knew what would actually happen in the game. That slowed things down a lot. I won’t make that mistake again. My other game ideas already have clear plots, so those should go much quicker. A game like this shouldn’t take over a year to make!

4. How much freedom does the player have? Players can talk to everyone, interact with everything, and absorb the atmosphere to get a fuller sense of the world. If someone just focuses on the main objectives, it might feel short, and they could miss out on the emotional layers woven into the characters and backstory.


5. What are you most excited for people to experience? Anyone who played my first games might be surprised by how sincere and dramatic this one is. There’s weight and complexity here, with a focus on storytelling and no inside jokes. I’m excited to show a more serious side, but I am not giving up silly games either!

6. How’s the graphical style shaping up? It’s all about clarity and readability. I went “dither-crazy” at one point but have dialed it back! Now, I’m focused on getting the camera in spots where players can easily understand the geography of the room and its place in the world. It’s not about flashy angles but keeping the gameplay experience smooth and frictionless.

7. What’s your current focus? Finishing up the Act 1 puzzles! I’ll add a few more animations to keep things visually engaging, but right now, the goal is to make the game playable. The polish can come later.

8. Is there a message or theme you want players to take away? This isn’t a message game. There are a few heavy-handed allegories here and there, but it’s primarily an emotional adventure. I wanted to make something immersive and escapist that lets players dive into a rich world.


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