My original design for the game was “2D Descent”. That was the core inspiration for the project: Bright colors, electronic music, shooting lasers at crazy robots in caves. But this design wasn’t working. I didn’t know how to fix it and I was worried I was too close to the project to be able to analyze the thing objectively.
Lots of people offered advice. I had a dozen different, completely contradictory suggestions on how the game might be fixed. Everyone was happy to tell me how to fix the game by making a completely different game, but if I couldn’t realize my own vision then I probably wasn’t qualified to build theirs either. My original vision didn’t work out, and I didn’t know where to go next.
One of the key problems was that I’d never really worked out a proper fail state for the game. I had the moment-to-moment stuff down, but the win / lose states were undefined. If you died you’d just respawn, BioShock-style. It’s not that I thought having a game with no lose state was a good idea, it’s that I’d just never settled on a particular system.
How should death work? Maybe like Borderlands, where you’re taxed 10% of your money / XP when you respawn? Maybe like Dark Souls, where you drop all of your money / XP when you die, but can recover it? Maybe like Pac-Man, where you have a fixed number of deaths before a game over? Maybe like a modern game, where death reloads the last checkpoint? I fiddled with all of these and a few other ideas, but none of them really jumped out as the “correct” solution.
I guess early in the project I sort of assumed the answers to these sorts of questions would become obvious as the game took shape. I expected mechanics to “click” into place, but that never happened. I had a dozen different directions the game could go in and I didn’t have a good sense of which way was best. I was paralyzed by choice. I realized I could spend the rest of my life prototyping stuff without ever moving any closer to my goal.
And so the project stalled.
Continue reading 〉〉 “Good Robot Postmortem #2: Gameplay”
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