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Post GameCity8

Sunday, November 3, 2013

Wow. That was fun. Just spent 4 days exhibiting Maze Of Bears at GameCity. I was only down for two days, but got a bit carried away. In fact, I missed pretty much every interesting talk and event at the festival because I was having too much fun lurking in the Open Arcade showing off my baby, and yacking with the other devs.

Feedback was productive. Watching 40 people get stuck on the same level kind of teaches you that that level needs nerfing or moving later. Unfortunately I lacked the discipline to just shrug enigmatically when asked: "How do I get past this bit?". The award for furthest level completed goes to the kid who spent over an hour to reach level 42, and when asked what he thought of the game said: "Mmmm…" then walked off. I was going to give out a prize for most levels completed, but it would have made more sense to award prizes for most bugs found.

The tldr is that I know the mechanics work, and that once people get past the shonky artwork they are consistently pleasantly surprised at the fact that the game keeps throwing new gameplay mechanics at them.

What play testers say and what they really mean.

But, yeah, enough of that.

More importantly though, was that I got to show it in person to some proper, bona-fide, actual indie game celebs. Namely William Pugh (The Stanley Parable), Mike Bithel (Thomas Was Alone) and Ricky Hagget (Hohokum), who gave me the nicest phrased advice I heard...

              ...you need to feed it some art-love.

Tags: MazeOfBears Promotion Flash GameCity