Friday 24 October 2014

Ideas...ideas...funny how it works...

When working through things that might make a game more compelling, you can just see such a range of options - it becomes hard to know how to prioritise.  Everything costs time and money, and you can never be sure what the outcome is going to be once you have finished.

For example, currently, Save My Bacon (have you got your copy yet?) is a 5 min or less game for most people.  Some people can break the 5 min barrier, but it isn't easy.  I guess the question is then, do we need to add capability to allow the user to let the game go longer?

At what point does development stop?

For example, falling objects that slow the pig down, or something that doubles your force for every tap?  Are these things that make a game better?

I'd be interested in what people think!!

The journey continues...

AG

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