61. Testing my Patience

I’m mostly kidding about the title, but I’ve been putting the game out to some new testers these past few weeks (which is why I missed December’s devlog update).

Whenever I stop working on new things and take some time to reflect, I often get a bit depressed. I’ve mentioned this feeling during the previous round of testing and it’s similar feeling during this round. I feel accomplished in that I’ve made enough progress for the game to be worth evaluating again. But there’s still so much to do that it’s overwhelming to think about.

Looking at things at a high level, I’ve done a “good enough” art pass on five of the eleven areas in the game (although some of them I’d still like to make major tweaks to)

So that means I’m almost halfway done with the art, which is pretty good progress. But it also means that I still have the majority of the game to finish up.

It’s hard to make estimates on how “close to done” the design is because progress there is much less straightforward. With the art, it’s probably good enough to have art that looks decent and isn’t overly confusing. But with the design, there’s no “right” way for anything to be. It’s down to my personal decisions about what types of puzzles to focus on and how much should be required to progress in each area.

I also still haven’t put in anything resembling an ending, and I’m not even sure what that might entail. I think it’s rather hard to make satisfying endings to puzzle games. If the puzzles are too hard, it can wreck the pacing and just make the ending feel like a chore. Alternatively, if the ending is too easy, it can feel anticlimactic. Usually what works best is something that feels like a large change of pace from what came before.

To that end, I have a few ideas, but they are underdeveloped at the moment.

I’ll close out this post with a short clip of one of the areas that I’ve recently re-did the art for. It’s not entirely finished, but I’m happy with how it’s come along.

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